private void Initialize()
        {
            _sphereData = new SphereData(sphereDataFilePathXml, true);

            // Create the writeable bitmap will be used to write and update.
            _bitmap = new WriteableBitmap(windowWidth, windowHeight, 96, 96, PixelFormats.Bgr32, null);

            // Define the rectangle of the writeable image we will modify.
            // The size is that of the writeable bitmap.
            _rect = new Int32Rect(0, 0, _bitmap.PixelWidth, _bitmap.PixelHeight);

            // Calculate the number of bytes per pixel.
            int bytesPerPixel = (_bitmap.Format.BitsPerPixel + 7) / 8;

            // Stride is bytes per pixel times the number of pixels.
            // Stride is the byte width of a single rectangle row.
            _stride = _bitmap.PixelWidth * bytesPerPixel;

            // Create a byte array for a the entire size of bitmap.
            _frameBuffer = new FrameBuffer(_bitmap.PixelWidth, _bitmap.PixelHeight, bytesPerPixel);

            //Set light direction
            _lightDirection = new Vector3(1.0f, -0.5f, 0.7f);
            _lightDirection.Normalize();
        }
Beispiel #2
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        public void RenderData(SphereData sphereData, float rotation, float colorLerpProgress, Vector3 lightDir)
        {
            List <SphereElement> spheres = sphereData.Spheres;
            float rotationSin            = (float)Math.Sin(rotation);
            float rotationCos            = (float)Math.Cos(rotation);

            foreach (var sphere in spheres)
            {
                sphere.screenZ = sphere.x * rotationCos + sphere.z * rotationSin;
            }

            Task[] tasks = new Task[spheres.Count];
            for (int taskIndex = 0; taskIndex < spheres.Count; ++taskIndex)
            {
                var sphere = spheres[taskIndex];
                tasks[taskIndex] = Task.Run(() => RenderSphere(sphere, rotationSin, rotationCos, colorLerpProgress, lightDir));
            }
            Task.WaitAll(tasks);
        }