private void Tick(object sender, EventArgs e)
 {
     lock (Draw._frameBuff)
     {
         UpdateScene();
         System.Diagnostics.Stopwatch watch = new System.Diagnostics.Stopwatch();
         watch.Start();
         //渲染流水线
         while (!Rendering_pipeline.RenderEnd)
         {
             Rendering_pipeline.Render();
         }
         watch.Stop();
         TimeSpan timespan = watch.Elapsed;
         System.Diagnostics.Debug.WriteLine("渲染管线渲染一帧执行时间:{0}(毫秒)", timespan.TotalMilliseconds);
         //渲染
         G.DrawImage(Draw._frameBuff, 0, 0);
     }
 }
        /// <summary>
        /// 场景更新
        /// </summary>
        private void UpdateScene()
        {
            System.Diagnostics.Stopwatch watch = new System.Diagnostics.Stopwatch();
            watch.Start();

            Draw.Clear(G);
            Rendering_pipeline.Render();

            foreach (GameObject go in Rendering_pipeline._models)
            {
                go.mesh.Reset();
            }

            if (!isInit)
            {
                isInit = true;
                Init();
            }


            foreach (GameObject go in Rendering_pipeline._models)
            {
                go.EventFunction?.Invoke(go);
                go.EventFunction = (a) => { };
                go.UpdateFunction?.Invoke(go);
                go.ObjectToWorldMatrix =
                    Matrix4x4.GetRotateX(go.rotation.x) *
                    Matrix4x4.GetRotateY(go.rotation.y) *
                    Matrix4x4.GetRotateZ(go.rotation.z) *
                    Matrix4x4.GetTranslate(go.position);
            }

            watch.Stop();
            TimeSpan timespan = watch.Elapsed;

            System.Diagnostics.Debug.WriteLine("0-场景更新执行时间:{0}(毫秒)", timespan.TotalMilliseconds);
        }