public void Activate(ICamera oldCamera)
        {
            m_player = ChrSystem.GetInstance().Player;
            Debug.Assert(m_player != null, "player must not be null");

            m_isEnableHeadRotation = !GameSystem.GetInstance().Config.IsUseHmd;
        }
        /// <summary>
        /// Update component
        /// </summary>
        /// <param name="dT">spend time [sec]</param>
        public override void Update(double dT)
        {
            var mapSys = MapSystem.GetInstance();
            var chrSys = ChrSystem.GetInstance();

            var currentLocation = mapSys.GetMapLocation(chrSys.Player);

            m_progressInfos[currentLocation.BlockY, currentLocation.BlockX] = true;            // check walked flag

            // set minimap material param
            Size blockSize = mapSys.GetBlockSize();
            var  mapTable  = new int[blockSize.Width * blockSize.Height];

            for (int h = 0; h < blockSize.Height; ++h)
            {
                for (int w = 0; w < blockSize.Width; ++w)
                {
                    if (!m_progressInfos[h, w])
                    {
                        // not-walked block is not displayed
                        mapTable[h * blockSize.Width + w] = 0;
                    }
                    else
                    {
                        var blockInfo = mapSys.GetBlockInfo(w, h);
                        int data      = blockInfo.CanWalkHalf()
                                                        ? 2             // walk half
                                                        : blockInfo.CanWalkThrough()
                                                                ? 1     // can walk
                                                                : 0;    // can not walk
                        mapTable[h * blockSize.Width + w] = data;
                    }
                }
            }

            // current position
            mapTable[currentLocation.BlockY * blockSize.Width + currentLocation.BlockX] = 3;

            m_targetMtl.SetMap(blockSize.Width, blockSize.Height, mapTable);
        }
示例#3
0
        public void RenderFrame()
        {
            double dt = m_fps.GetDeltaTime();

            var drawSys    = DrawSystem.GetInstance();
            var cameraSys  = CameraSystem.GetInstance();
            var inputSys   = InputSystem.GetInstance();
            var entitySys  = EntitySystem.GetInstance();
            var mapSys     = MapSystem.GetInstance();
            var cullingSys = CullingSystem.GetInstance();

            // update fps
            {
                double avgDT = m_fps.GetAverageDeltaTime();
                string text  = String.Format("FPS:{0:f2}, DeltaTime:{1:f2}ms", 1.0 / avgDT, avgDT * 1000.0f);
                m_numberEntity.SetNumber(1.0f / (float)avgDT);
            }

            if (m_multiThreadCount > 1)
            {
                Task.WaitAll(m_taskList.ToArray());
                var tmpTaskResult = new List <CommandList>(m_taskResultList);

                inputSys.Update(dt);
                entitySys.UpdateComponents(GameEntityComponent.UpdateLines.Input, dt);
                entitySys.UpdateComponents(GameEntityComponent.UpdateLines.Behavior, dt);
                cameraSys.Update(dt);
                entitySys.UpdateComponents(GameEntityComponent.UpdateLines.PostBehavior, dt);

                DrawSystem.WorldData worldData;
                worldData.AmbientColor     = new Color3(0.4f, 0.45f, 0.55f);
                worldData.FogColor         = new Color3(0.3f, 0.5f, 0.8f);
                worldData.NearClip         = 0.01f;
                worldData.FarClip          = 100.0f;
                worldData.DirectionalLight = new DrawSystem.DirectionalLightData()
                {
                    Direction = new Vector3(0.3f, -0.2f, 0.4f),
                    Color     = new Color3(0.6f, 0.6f, 0.5f),
                };
                worldData.Camera = cameraSys.GetCameraData();

                drawSys.BeginScene(worldData);
                var context = drawSys.GetDrawContext();


                entitySys.UpdateComponents(GameEntityComponent.UpdateLines.Posing, dt);
                mapSys.Update(dt, context);
                cullingSys.UpdateFrustum();
                entitySys.UpdateComponents(GameEntityComponent.UpdateLines.PreDraw, dt);
                drawSys.GetDrawBuffer().Process(drawSys.GetDrawContext());
                entitySys.UpdateComponents(GameEntityComponent.UpdateLines.Draw, dt);

                // start command list generation for the next frame
                m_taskList.Clear();
                m_taskResultList.Clear();
                m_taskResultList.AddRange(Enumerable.Repeat <CommandList>(null, m_multiThreadCount));
                m_accTime += dt;
                for (int threadIndex = 0; threadIndex < m_multiThreadCount; ++threadIndex)
                {
                    int resultIndex = threadIndex;

                    var subThreadContext = drawSys.GetSubThreadContext(threadIndex);
                    m_taskList.Add(Task.Run(() =>
                    {
                        // todo : do sub-thread task
                        m_taskResultList[resultIndex] = subThreadContext.FinishCommandList();
                    }));
                }

                foreach (var result in tmpTaskResult)
                {
                    context.ExecuteCommandList(result);
                }

                m_numberEntity.SetPose(ChrSystem.GetInstance().Player.FindComponent <LayoutComponent>().Transform);
                m_numberEntity.Draw(context);
                drawSys.EndScene();
            }
            else
            {
                // not supported
            }

            m_fps.EndFrame();
            m_fps.BeginFrame();
        }
示例#4
0
        public Scene(Device device, SwapChain swapChain, Panel renderTarget, HmdDevice hmd, bool bStereoRendering, int multiThreadCount)
        {
            var drawSys = DrawSystem.GetInstance();
            var mapSys  = MapSystem.GetInstance();

            // load textures
            var textures = new List <TextureView>(new[]
            {
                TextureView.FromFile("dot", drawSys.D3D, "Image/dot.png"),
                TextureView.FromFile("floor", drawSys.D3D, "Image/floor.jpg"),
            });
            var numTextures = new DrawSystem.TextureData[10];

            for (int i = 0; i < 10; ++i)
            {
                var name = String.Format("number_{0}", i);
                numTextures[i] = new DrawSystem.TextureData
                {
                    Resource = TextureView.FromFile(name, drawSys.D3D, String.Format("Image/{0}.png", name)),
                    UvScale  = Vector2.One,
                };
            }
            textures.AddRange(numTextures.Select(item => item.Resource));
            foreach (var tex in textures)
            {
                drawSys.ResourceRepository.AddResource(tex);
            }

            // create number entity
            m_fps          = new FpsCounter();
            m_numberEntity = new NumberEntity(new NumberEntity.InitParam()
            {
                Dot = new DrawSystem.TextureData
                {
                    Resource = drawSys.ResourceRepository.FindResource <TextureView>("dot"),
                    UvScale  = Vector2.One,
                },
                Numbers = numTextures,
                Layout  = Matrix.RotationYawPitchRoll(1.0f, -1.5f, MathUtil.PI) * Matrix.Translation(-1.5f, 2.5f, -4.5f)
            });

            // create map
            mapSys.LoadResource();
            mapSys.CreateMap("Level/l9000.tmx");

            // create player
            m_player = new PlayerEntity();
            ChrSystem.GetInstance().Player = m_player;

            m_multiThreadCount = multiThreadCount;
            m_taskList         = new List <Task>(m_multiThreadCount);
            m_taskResultList   = new List <CommandList>(m_multiThreadCount);

            // other settings
#if DEBUG
            CameraSystem.GetInstance().ActivateCamera(CameraSystem.FollowEntityCameraName);
            //CameraSystem.GetInstance().ActivateCamera(CameraSystem.FixedCameraName);
            //CameraSystem.GetInstance().ActivateCamera(CameraSystem.FreeCameraName);
#else
            CameraSystem.GetInstance().ActivateCamera(CameraSystem.FollowEntityCameraName);
#endif // DEBUG
        }