protected override void OnUpdate(float timeStep) { base.OnUpdate(timeStep); //fire event RenderUpdate?.Invoke(this, timeStep); }
public void RenderUp(int y, System.Windows.Forms.PictureBox viewport, DateTime timestart) { if (RenderUpdate != null) { double progress = (y) / (double)(viewport.Height); double duration = DateTime.Now.Subtract(timestart).TotalMilliseconds; double ETA = duration / progress - duration; RenderUpdate.Invoke((int)progress * 100, duration, ETA, y - 1); } }
public void Update(double t) { if (Renderer != null) { #if DEBUG Renderer.UseDebugPoints(DebugPoints); #endif Renderer.Update(t); } Physics?.Step(t); for (int i = 0; i < objects.Count; i++) { objects[i].Update(t); } RenderUpdate?.Invoke(t); }
public void Update(TimeSpan t) { Physics?.Step(t); for (int i = 0; i < Objects.Count; i++) { Objects[i].Update(t); } RenderUpdate?.Invoke(t); if (Renderer != null) { #if DEBUG Renderer.UseDebugPoints(DebugPoints); #endif Renderer.Update(t); } }
public void DispatchRenderUpdate() { // Dispatch to all client render update handlers RenderUpdate?.Invoke(this, EventArgs.Empty); }
/// <summary> /// 用于载入渲染数据 /// </summary> /// <param name="g">画图用的画笔</param> /// <param name="viewport">图片的尺寸</param> /// <param name="scene">场景</param> public void RayTraceScene(Graphics g, Rectangle viewport, Scene scene) { int maxsamples = (int)AntiAliasing; DateTime timestart = DateTime.Now; g.FillRectangle(Brushes.Black, viewport); Color[] scanline1; Color[] scanline2 = null; Color[] scanline3 = null; Color[,] buffer = new Color[viewport.Width + 2, viewport.Height + 2]; for (int y = 0; y < viewport.Height + 2; y++) { //使用反锯齿 scanline1 = scanline2; scanline2 = scanline3; scanline3 = new Color[viewport.Width + 2]; for (int x = 0; x < viewport.Width + 2; x++) { double yp = y * 1.0f / viewport.Height * 2 - 1; double xp = x * 1.0f / viewport.Width * 2 - 1; Ray ray = scene.Camera.GetRay(xp, yp); // 进行光线跟踪 buffer[x, y] = CalculateColor(ray, scene); if ((x > 1) && (y > 1)) { if (AntiAliasing != AntiAliasing.None) { //平均采样 Color avg = (buffer[x - 2, y - 2] + buffer[x - 1, y - 2] + buffer[x, y - 2] + buffer[x - 2, y - 1] + buffer[x - 1, y - 1] + buffer[x, y - 1] + buffer[x - 2, y] + buffer[x - 1, y] + buffer[x, y]) / 9; if (AntiAliasing == AntiAliasing.Quick) { buffer[x - 1, y - 1] = avg; } else { if (avg.Distance(buffer[x - 1, y - 1]) > 0.18) { for (int i = 0; i < maxsamples; i++) { // 相关范围内的 随机采样 double rx = Math.Sign(i % 4 - 1.5) * (IntNoise(x + y * viewport.Width * maxsamples * 2 + i) + 1) / 4; double ry = Math.Sign(i % 2 - 0.5) * (IntNoise(x + y * viewport.Width * maxsamples * 2 + 1 + i) + 1) / 4; xp = (x - 1 + rx) * 1.0f / viewport.Width * 2 - 1; yp = (y - 1 + ry) * 1.0f / viewport.Height * 2 - 1; ray = scene.Camera.GetRay(xp, yp); buffer[x - 1, y - 1] += CalculateColor(ray, scene); } buffer[x - 1, y - 1] /= (maxsamples + 1); } } } Brush br = new SolidBrush(buffer[x - 1, y - 1].ToArgb()); g.FillRectangle(br, viewport.Left + x - 2, viewport.Top + y - 2, 1, 1); br.Dispose(); } } //更新显示 if (RenderUpdate != null) { double progress = (y) / (double)(viewport.Height); double duration = DateTime.Now.Subtract(timestart).TotalMilliseconds; double ETA = duration / progress - duration; RenderUpdate.Invoke((int)progress * 100, duration, ETA, y - 1); } } }
/// <summary> /// this is the main entrypoint for rendering a scene. this method is responsible for correctly rendering /// the graphics device (in this case a bitmap). /// Note that apart from the raytracing, painting on a graphics device is rather slow /// </summary> /// <param name="g">the graphics to render on</param> /// <param name="viewport">basically determines the size of the bitmap to render on</param> /// <param name="scene">the scene to render.</param> public void RayTraceScene(Graphics g, Rectangle viewport, Scene scene) { int maxsamples = (int)AntiAliasing; g.FillRectangle(Brushes.Black, viewport); //Color[] scanline1; //Color[] scanline2 = null; //Color[] scanline3 = null; Color[,] buffer = new Color[viewport.Width + 2, viewport.Height + 2]; for (int y = 0; y < viewport.Height + 2; y++) { DateTime timestart = DateTime.Now; //// used for anti-aliasing //scanline1 = scanline2; //scanline2 = scanline3; //scanline3 = new Color[viewport.Width + 2]; for (int x = 0; x < viewport.Width + 2; x++) { double yp = y * 1.0f / viewport.Height * 2 - 1; double xp = x * 1.0f / viewport.Width * 2 - 1; Ray ray = scene.Camera.GetRay(xp, yp); // this will trigger the raytracing algorithm buffer[x, y] = CalculateColor(ray, scene); if ((x > 1) && (y > 1)) { if (AntiAliasing != AntiAliasing.None) { Color avg = (buffer[x - 2, y - 2] + buffer[x - 1, y - 2] + buffer[x, y - 2] + buffer[x - 2, y - 1] + buffer[x - 1, y - 1] + buffer[x, y - 1] + buffer[x - 2, y] + buffer[x - 1, y] + buffer[x, y]) / 9; if (AntiAliasing == AntiAliasing.Quick) { // this basically implements a simple mean filter // it quick but not very accurate buffer[x - 1, y - 1] = avg; } else { // use a more accurate antialasing method (MonteCarlo implementation) // this will fire multiple rays per pixel if (avg.Distance(buffer[x - 1, y - 1]) > 0.18) // 0.18 is a treshold for detailed aliasing { for (int i = 0; i < maxsamples; i++) { // get some 'random' samples double rx = Math.Sign(i % 4 - 1.5) * (IntNoise(x + y * viewport.Width * maxsamples * 2 + i) + 1) / 4; // interval <-0.5, 0.5> double ry = Math.Sign(i % 2 - 0.5) * (IntNoise(x + y * viewport.Width * maxsamples * 2 + 1 + i) + 1) / 4; // interval <-0.5, 0.5> xp = (x - 1 + rx) * 1.0f / viewport.Width * 2 - 1; yp = (y - 1 + ry) * 1.0f / viewport.Height * 2 - 1; ray = scene.Camera.GetRay(xp, yp); // execute even more ray traces, this makes detailed anti-aliasing expensive buffer[x - 1, y - 1] += CalculateColor(ray, scene); } buffer[x - 1, y - 1] /= (maxsamples + 1); } } } // this is the slow part of the painting algorithm, it can be greatly speed up // by directly accessing the bitmap data Brush br = new SolidBrush(buffer[x - 1, y - 1].ToArgb()); g.FillRectangle(br, viewport.Left + x - 2, viewport.Top + y - 2, 1, 1); br.Dispose(); } } // update progress after every scanline if (RenderUpdate != null) { double progress = (y) / (double)(viewport.Height); double duration = DateTime.Now.Subtract(timestart).TotalMilliseconds; double ETA = duration / progress - duration; RenderUpdate.Invoke((int)progress * 100, duration, ETA, y - 1); } } }