/// <summary> /// This method runs on every frame /// </summary> private void GameLoop() { // Close program with esc if (InputDevice.Keyboard.IsKeyDown(VirtualKeyCode.ESCAPE)) { renderForm.Dispose(); } stopwatch.Restart(); // Execute all Update methods StaticUpdater.ExecuteUpdateActions(lastDeltaTime); // Render on each frame renderDevice.Draw(); foreach (GameObject gameObject in Scene.CurrentScene.GameObjects) { // Execute updates per-object foreach (IComponent component in gameObject.Components) { component.Update(lastDeltaTime); } } // TODO create separate physics loop PhysicsHandler.Simulation.Timestep(lastDeltaTime); stopwatch.Stop(); lastDeltaTime = (float)stopwatch.Elapsed.TotalSeconds; elapsedTime += lastDeltaTime; }
public void Dispose() { renderForm.Dispose(); swapChain.Dispose(); device.Dispose(); renderer.Dispose(); Console.Write(SharpDX.Diagnostics.ObjectTracker.ReportActiveObjects()); }
/// <summary> /// Dispose of the window and other things once the app is closing to prevent memory leaks. /// </summary> public static void Dispose() { RenderTarget.Dispose(); SwapChain.Dispose(); Device.Dispose(); Form.Dispose(); }
private static bool InitializeSwapChain(out SwapChain swapChain) { var renderForm = new RenderForm(); var swapChainDescription = new SwapChainDescription { BufferCount = 1, Flags = SwapChainFlags.None, IsWindowed = true, ModeDescription = new ModeDescription(100, 100, new Rational(60, 1), Format.R8G8B8A8_UNorm), OutputHandle = renderForm.Handle, SampleDescription = new SampleDescription(1, 0), SwapEffect = SwapEffect.Discard, Usage = Usage.RenderTargetOutput }; Device.CreateWithSwapChain( DriverType.Hardware, DeviceCreationFlags.BgraSupport, swapChainDescription, out var device, out swapChain ); if (swapChain == null) { return(false); } renderForm.Dispose(); device?.Dispose(); // We don't need or want this return(true); }
protected override void Shutdown() { sound.Shutdown(); graphics.Shutdown(); input.Shutdown(); renderForm.Dispose(); }
//private void RenderFS() //{ // DeviceContext.InputAssembler.SetVertexBuffers(0, 0, IntPtr.Zero, IntPtr.Zero, IntPtr.Zero); // DeviceContext.InputAssembler.SetIndexBuffer(null, (Format)0, 0); // DeviceContext.VertexShader.Set(fsVertexShader); // DeviceContext.PixelShader.Set(fishGlowPixelShader); // DeviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; // DeviceContext.Draw(3, 0); //} public void Dispose() { swapChain.SetFullscreenState(false, null); //inputLayout.Dispose(); //inputSignature.Dispose(); WVP.Dispose(); Sun.Dispose(); decorRenderer.Dispose(); fishGlow.Dispose(); fishRenderer.Dispose(); foodRenderer.Dispose(); raysRenderer.Dispose(); RasterizerStates.Dispose(); DepthStencilStates.Dispose(); BlendStates.Dispose(); triangleVertexBuffer.Dispose(); vertexShader.Dispose(); pixelShader.Dispose(); colorTarget.Dispose(); renderTargetView.Dispose(); swapChain.Dispose(); Device.Dispose(); DeviceContext.Dispose(); renderForm.Dispose(); }
//IDisposable, mustn't forgot public void Dispose() { renderTargetView.Dispose(); swapChain.Dispose(); d3dDevice.Dispose(); d3dDeviceContext.Dispose(); renderForm.Dispose(); }
private void ShutdownWindows() { if (RenderForm != null) { RenderForm.Dispose(); } RenderForm = null; }
public void Dispose() { overlay.Dispose(); aspectRatiosBufferManager.Dispose(); uiBlendState.Dispose(); backBufferView.Dispose(); swapChain.Dispose(); form.Dispose(); }
public void Dispose() { Keyboard.Unacquire(); Mouse.Unacquire(); graphicsContext.Dispose(); graphicsDevice.Dispose(); swapChain.Dispose(); window.Dispose(); factory.Dispose(); }
public void DisposeBase() { BackBufer.Dispose(); RenderForm.Dispose(); RenderTargetView.Dispose(); GameDevice.Dispose(); SwapChain.Dispose(); DeviceContext.Dispose(); //InputLayoutMain.Dispose(); // InputSignature.Dispose(); }
private void Stop() { _renderForm?.Dispose(); _renderForm = null; Window.Dispose(); Window = null; Input = null; Configuration = null; }
/// <summary> /// Performs application-defined tasks associated with freeing, releasing, or resetting /// unmanaged resources. /// </summary> /// <param name="disposing"> /// True to release both managed and unmanaged resources; false to /// release only unmanaged resources. /// </param> private void Dispose(bool disposing) { if (!_disposed) { if (disposing) { _renderForm.Dispose(); } _disposed = true; } }
public void Dispose() { renderForm.Dispose(); swapChain.Dispose(); d3dDevice.Dispose(); d3dDeviceContext.Dispose(); renderTargetView.Dispose(); blendState.Dispose(); depthStencilView.Dispose(); depthStencilState.Dispose(); }
/// <summary> /// Dispose anything to do with the overlay form /// </summary> private static void DisposeOverlayComponents() { _renderTarget.Dispose(); _renderForm.Dispose(); _newDevice.ImmediateContext.ClearState(); _newDevice.ImmediateContext.Flush(); _newDevice.Dispose(); _newSwapChain.Dispose(); _fontFactory.Dispose(); _font.Dispose(); }
public void Dispose() { renderView.Dispose(); backBuffer.Dispose(); device.ImmediateContext.ClearState(); device.ImmediateContext.Flush(); device.Dispose(); swapChain.Dispose(); factory.Dispose(); form.Dispose(); }
// Clean up DX public void CleanUpDX() { renderView.Dispose(); backBuffer.Dispose(); devCon.ClearState(); devCon.Flush(); dev.Dispose(); devCon.Dispose(); swapChain.Dispose(); factory.Dispose(); form.Dispose(); }
public void Dispose() { RenderForm.Dispose(); RenderTarget2D.Dispose(); Factory2D.Dispose(); Surface.Dispose(); SwapChain.Dispose(); Device.ImmediateContext.ClearState(); Device.ImmediateContext.Flush(); Device.Dispose(); _gameRender.Dispose(); }
private void OnClosing(object sender, CancelEventArgs e) { this.Dispose(); _renderForm.Dispose(); _d2DRenderTarget.Dispose(); _d2DFactory.Dispose(); _textFormat.Dispose(); _swapChain.Dispose(); _target.Dispose(); _targetView.Dispose(); _device.Dispose(); }
public void Dispose() { inputLayout.Dispose(); inputSignature.Dispose(); triangleVertexBuffer.Dispose(); vertexShader.Dispose(); pixelShader.Dispose(); renderTargetView.Dispose(); swapChain.Dispose(); d3dDevice.Dispose(); d3dDeviceContext.Dispose(); renderForm.Dispose(); }
public void Dispose() { _inputLayout.Dispose(); _inputSignature.Dispose(); _triangleVertexBuffer.Dispose(); _vertexShader.Dispose(); _pixelShader.Dispose(); _renderTargetView.Dispose(); _swapChain.Dispose(); _d3DDevice.Dispose(); _d3DDeviceContext.Dispose(); _renderForm.Dispose(); }
public void Dispose() { mainCharacterService.Dispose(); levelService.Dispose(); audioDevice.Dispose(); textures.Dispose(); samplerStates.Dispose(); inputController.Dispose(); directX2DGraphics.Dispose(); renderer.Dispose(); directX3DGraphics.Dispose(); renderForm.Dispose(); }
public void Dispose() { _renderForm?.Dispose(); _swapChain?.Dispose(); _device?.Dispose(); _deviceContext?.Dispose(); _renderTargetView?.Dispose(); _triangleVertexBuffer?.Dispose(); _vertexShader?.Dispose(); _pixelShader?.Dispose(); _inputSignature?.Dispose(); _inputLayout?.Dispose(); }
/// <summary> /// Called on program close. /// Disposes of variables taking up resources. /// </summary> public void Dispose() { swapChain.Dispose(); device.Dispose(); deviceContext.Dispose(); renderForm.Dispose(); raymarchShaderBuffer.Dispose(); noiseTextureBuffer.Dispose(); foreach (var buffer in primitivesBuffer) { buffer.Dispose(); } }
protected virtual void Dispose(bool disposing) { if (!IsDisposed) { if (disposing) { // TODO: dispose managed state (managed objects). _dxForm.Dispose(); } _graphics.Dispose(); IsDisposed = true; } }
public void Dispose() { inputLayout.Dispose(); inputSignature.Dispose(); screenVertexBuffer.Dispose(); vertexShader.Dispose(); pixelShader.Dispose(); renderTargetView.Dispose(); swapChain.Dispose(); d3dDevice.Dispose(); d3dDeviceContext.Dispose(); renderForm.Dispose(); UnhookWindowsHookEx(_hookID); }
public void EnterRunloop() { RenderLoop.Run(m_windowForm, () => { EditorModuleManager.Instance.Update(); EditorGraphicsManager.Instance.Render(() => { }); }); EditorModuleManager.Instance.Dispose(); EditorGraphicsManager.Instance.Dispose(); m_windowForm.Dispose(); }
public void Dispose() { d2dContext.Target = null; bitmap.Dispose(); d2dContext.Dispose(); d2dDevice.Dispose(); d2dFactory.Dispose(); dxgiSurface.Dispose(); swapChain.Dispose(); dxgiFactory.Dispose(); dxgiDevice.Dispose(); d3dDevice.Dispose(); form.Dispose(); }
public void Dispose() { // scene stuff StarSystem.ActiveSystem.Dispose(); skybox.Dispose(); ControlPanel.Dispose(); Shaders.Dispose(); Resources.Dispose(); // other stuff keyboard.Dispose(); mouse.Dispose(); renderer.Dispose(); renderForm.Dispose(); }
public void Dispose() { WaitForPrevFrame(); swapChain.SetFullscreenState(false, null); eventHandle.Close(); Utilities.Dispose(ref commandList); Utilities.Dispose(ref descriptorHeap); Utilities.Dispose(ref renderTarget); Utilities.Dispose(ref commandListAllocator); Utilities.Dispose(ref commandQueue); Utilities.Dispose(ref device); Utilities.Dispose(ref swapChain); window?.Dispose(); }