void Awake() { _meshRenderer = _gameObjectWithRenderer.GetComponent <MeshRenderer>(); if (_meshRenderer != null) { _rendererType = RendererType.Mesh; _enable = new Material[2] { _meshRenderer.material, _material }; _disable = new Material[1] { _meshRenderer.material }; } else { _skinMeshRenderer = _gameObjectWithRenderer.GetComponent <SkinnedMeshRenderer>(); if (_skinMeshRenderer != null) { _rendererType = RendererType.SkinMesh; _enable = new Material[2] { _skinMeshRenderer.material, _material }; _disable = new Material[1] { _skinMeshRenderer.material }; } } }
private void ValidateGeneratedSql(RendererType rendererType) { if (string.IsNullOrEmpty(ctrlSql.Text)) { return; } string strippedOriginalSql = StripSql(ctrlSql.Text); string strippedSqlFromSqlOm = StripSql(ctrlSqlOmToSql.Text); bool sqlFromSqlOmIsValid = strippedOriginalSql.Equals(strippedSqlFromSqlOm); if (sqlFromSqlOmIsValid) { ctrlOperationResult.Text = "Success"; ctrlOperationResult.ForeColor = Color.Green; } else if (string.IsNullOrEmpty(ctrlSqlOmToSql.Text)) { ctrlOperationResult.Text = "Error"; ctrlOperationResult.ForeColor = Color.Red; } else { ctrlOperationResult.Text = "Warning"; ctrlOperationResult.ForeColor = Color.Orange; } ctrlOperationResult.Text += $" ({rendererType.ToString()})"; }
/// <summary> /// 基于文件路径的构造函数 /// </summary> internal MyLayer(string layerpath) { if (Path.GetExtension(layerpath) == ".shp") { Shapefile shp = new Shapefile(layerpath); layerName = shp.Name; dataType = shp.DataType; spaceData = new MySpaceData(shp); renderer = new SimpleRenderer(dataType); rendertype = RendererType.SimpleRenderer; hastext = false; Visible = true; filepath = shp.FilePath; } else { CosmosGisVector cgv = new CosmosGisVector(layerpath); layerName = cgv.Name; dataType = cgv.SpaceDataType; spaceData = new MySpaceData(cgv); renderer = new SimpleRenderer(dataType); rendertype = RendererType.SimpleRenderer; hastext = false; Visible = true; filepath = cgv.FilePath; } /*///TODO * spaceData = new MySpaceData(""); * layerName = Path.GetFileNameWithoutExtension(fileName); * dataType = spaceData.DataType; * this.Visible = true;*/ }
public Spec(string name, string fileName, string extensions, RendererType rendererType = RendererType.Html) { Name = name; Path = SpecificationsDirectory; if (rendererType == RendererType.Html) { Path += "Specs"; } else if (rendererType == RendererType.Normalize) { Path += "NormalizeSpecs"; } else if (rendererType == RendererType.PlainText) { Path += "PlainTextSpecs"; } else if (rendererType == RendererType.Roundtrip) { Path += "RoundtripSpecs"; } Path += "/" + fileName; OutputPath = System.IO.Path.ChangeExtension(Path, "generated.cs"); Extensions = extensions; RendererType = rendererType; }
} //END GetDefaultStartValue //--------------------------------------------// public void Play<T>( T Component, Color startColor, Color endColor, AnimationCurve easeCurve, float length, float delay, bool loop, UnityEvent onCompleteOrLoop ) //--------------------------------------------// { //Setup the object and its values for the tween if( Component != null && IsValidComponent(Component) ) { rendererType = GetType( Component ); SetComponentToValue( Component, rendererType ); this.startColor = startColor; this.endColor = endColor; Setup( easeCurve, length, delay, loop, onCompleteOrLoop ); //Debug.Log( "bxrTweenColor.cs Play(), about to call base.Play()" ); //Now that the values are setup, call the Play() from the base class to begin the tween base.Play(); } else { if( Component == null ) { Debug.Log("bxrTweenColor.cs Play() Unable to Play Tween, Component variable is null"); } else if( Component != null && !IsValidComponent(Component) ) { Debug.Log("bxrTweenColor.cs Play() Unable to Play Tween, Component variable is not null but is not a valid component or object that can be tweened.\n Component type = " + Component.GetType() ); } } } //END Play
public ISymbol this[RendererType rendererType] { get { try { IFeatureRenderer2 r = _renderers[(int)rendererType] as IFeatureRenderer2; if (r != null) { return(r.Symbol); } } catch { } return(null); } set { try { IFeatureRenderer2 r = _renderers[(int)rendererType] as IFeatureRenderer2; if (r != null && r.Symbol != value) { r.Symbol = value; } } catch { } } }
// Use this for initialization void Awake() { associatedChunkMeshCluster = null; generateMeshWorkFunction = new BatchProcessor.WorkFunction(GenerateMeshThread); meshGenerationState = MeshGenerationState.Waiting; verticesList = new List <Vector3>(); uvList = new List <Vector2>(); trianglesList = new List <int>(); normalsList = new List <Vector3>(); colorList = new List <Color32>(); rendererType = RendererType.Solid; // Load up our mesh double buffering activeMesh = 0; meshes = new Mesh[2]; rendererGameObjects = new GameObject[2]; int index = 0; foreach (Transform child in transform) { rendererGameObjects[index] = child.gameObject; rendererGameObjects[index].SetActive(false); meshes[index] = child.gameObject.GetComponent <MeshFilter>().mesh; meshes[index].Clear(); index++; } }
public void Setup(ChunkMeshCluster chunkMeshCluster, RendererType rendererType) { SetRendererType(rendererType); if (rendererType == RendererType.Water) { // Water rendering requires that we overlap the meshes less, because of the transparency blockMeshHalfSize = 0.5f + 0.00001f; } else { // The fractional part seals the mesh and prevents flickering blockMeshHalfSize = 0.5f + 0.0005f; } if (chunkMeshCluster != null && chunkMeshCluster.chunk != null) { Vector3 position; position.x = chunkMeshCluster.chunk.WorldPosition().x *Chunk.SIZE - 0.5f; position.y = chunkMeshCluster.chunk.WorldPosition().y *Chunk.SIZE - 0.5f; position.z = chunkMeshCluster.chunk.WorldPosition().z *Chunk.SIZE - 0.5f; transform.position = position; } associatedChunkMeshCluster = chunkMeshCluster; SetName(); }
public LWFObject() { rendererType = RendererType.CombinedMeshRenderer; isAlive = true; lwfLoadCallbacks = new LWFCallbacks(); lwfDestroyCallbacks = new LWFCallbacks(); }
/// <summary> /// Activates logging to AWS CloudWatch /// </summary> /// <remarks>This overload is intended to be used via AppSettings integration.</remarks> /// <param name="loggerConfiguration">The LoggerSinkConfiguration to register this sink with.</param> /// <param name="logGroupName">The log group name to be used in AWS CloudWatch.</param> /// <param name="accessKey">The access key to use to access AWS CloudWatch.</param> /// <param name="secretAccessKey">The secret access key to use to access AWS CloudWatch.</param> /// <param name="regionName">The system name of the region to which to write.</param> /// <param name="logStreamNamePrefix">The log stream name prefix. Will use default log stream name if leave empty.</param> /// <param name="rendererType">The renderer to be used to format the message.</param> /// <param name="minimumLogEventLevel">The minimum log event level required in order to write an event to the sink.</param> /// <param name="batchSizeLimit">The batch size to be used when uploading logs to AWS CloudWatch.</param> /// <param name="period">The period to be used when a batch upload should be triggered.</param> /// <returns></returns> /// <exception cref="ArgumentNullException"><paramref name="logGroupName"/> is <see langword="null"/>.</exception> /// <exception cref="ArgumentNullException"><paramref name="accessKey"/> is <see langword="null"/>.</exception> /// <exception cref="ArgumentNullException"><paramref name="secretAccessKey"/> is <see langword="null"/>.</exception> public static LoggerConfiguration AmazonCloudWatch( this LoggerSinkConfiguration loggerConfiguration, string logGroupName, string accessKey, string secretAccessKey, string regionName = null, string logStreamNamePrefix = null, RendererType rendererType = RendererType.DefaultRenderer, LogEventLevel minimumLogEventLevel = CloudWatchSinkOptions.DefaultMinimumLogEventLevel, int batchSizeLimit = CloudWatchSinkOptions.DefaultBatchSizeLimit, TimeSpan?period = null) { ILogEventRenderer logEventRenderer = new DefaultLogEventRenderer(); if (rendererType == RendererType.JsonRenderer) { logEventRenderer = new JsonLogEventRenderer(); } return(loggerConfiguration.AmazonCloudWatch(logGroupName, accessKey, secretAccessKey, regionName, logStreamNamePrefix, logEventRenderer, minimumLogEventLevel, batchSizeLimit, period)); }
public void UpdatePoints() { if (scene.RenderingMode != rendererType) { switch (scene.RenderingMode) { case RendererType.Standard: renderer = new StandardRenderer(); break; case RendererType.Stereoscopic: renderer = new StereoscopicRender(); break; default: renderer = new StandardRenderer(); break; } renderer.SetImageContent(targetImage); renderer.Resize(imageSize.X, imageSize.Y); rendererType = scene.RenderingMode; scene.CurrentRenderer = renderer; } renderer.BeforeRendering(scene); scene.Render(renderer); renderer.AfterRendering(scene); }
private ChunkMesh GetExistingChunkMesh(ChunkMeshCluster chunkMeshCluster, RendererType rendererType) { availableChunkMeshCount--; ChunkMesh returnChunkMesh = availableChunkMeshes.Pop(); returnChunkMesh.Setup(chunkMeshCluster, rendererType); return(returnChunkMesh); }
public void SignalGenerationComplete(RendererType rendererType) { chunkMeshStates[(int)rendererType] = ChunkMeshState.GenerationComplete; if (GenerationIsComplete()) { chunk.SetLoadState(ChunkLoadState.MeshCalculationComplete); } }
public WPFWindow(IController controller, IRenderer renderer, RendererType rendererType) { if (controller == null) throw new ArgumentNullException("controller"); _controller = controller; _renderer = renderer; _rendererType = rendererType; }
public FormFeatureRenderers(IFeatureLayer layer, RendererType type) { InitializeComponent(); btnOK.Enabled = false; _type = type; _layer = layer; MakeTree(); }
public void SignalFinished(RendererType rendererType) { chunkMeshStates[(int)rendererType] = ChunkMeshState.Done; if (IsFinished()) { SetVisible(chunk.IsVisible()); chunk.SetLoadState(ChunkLoadState.Done); } }
public TVEElementDrawerData(ElementType elementType, ElementLayer elementLayer, RendererType rendererType, GameObject gameobject, Mesh mesh, Renderer renderer) { this.elementType = elementType; this.elementLayer = elementLayer; this.rendererType = rendererType; this.gameobject = gameobject; this.mesh = mesh; this.renderer = renderer; }
protected virtual void Update() { // GetComponents if (rendererType != _rendererTypeTemp) { AtualizeRenderers(); _rendererTypeTemp = rendererType; } }
private void SetRenderType(RendererType rendererType) { OptionsRenderersD3D.Checked = false; OptionsRenderersShader.Checked = false; OptionsRenderersGDI.Checked = false; var wasHalted = _gbaManager.Halted; _gbaManager.Halt(); if (_device != null) { _device.Dispose(); } _rendererType = rendererType; switch (_rendererType) { case RendererType.D3DRenderer: OptionsRenderersD3D.Checked = true; InitializeD3D(); _gbaManager.VideoManager.Presenter = RenderD3D; var renderer = new Renderer(); renderer.Initialize(null); _gbaManager.VideoManager.Renderer = renderer; break; case RendererType.GdiRenderer: OptionsRenderersGDI.Checked = true; new Bitmap(240, 160, PixelFormat.Format32bppRgb); break; case RendererType.ShaderRenderer: OptionsRenderersShader.Checked = true; InitializeD3D(); _gbaManager.VideoManager.Presenter = RenderShader; _gbaManager.Memory.EnableVramUpdating(); var shaderRenderer = new ShaderRenderer(); shaderRenderer.Initialize(_device); _gbaManager.VideoManager.Renderer = shaderRenderer; break; } if (!wasHalted) { _gbaManager.Resume(); } }
public RenderingContext(SceneData lineData, Image image) { targetImage = image; rendererType = lineData.RenderingMode; renderer.SetImageContent(image); scene = lineData; Thickness = 1; SelectedItemThickness = 3; LineColor = Colors.Gold; }
public WPFWindow(IController controller, IRenderer renderer, RendererType rendererType) { if (controller == null) { throw new ArgumentNullException("controller"); } _controller = controller; _renderer = renderer; _rendererType = rendererType; }
public ScriptableRendererData LoadBuiltinRendererData(RendererType type = RendererType.ForwardRenderer) { #if UNITY_EDITOR EditorUtility.SetDirty(this); return(m_RendererDataList[0] = CreateRendererAsset("Assets/ForwardRenderer.asset", type, false)); #else m_RendererDataList[0] = null; return(m_RendererDataList[0]); #endif }
/// <summary> /// Set target Renderer component. /// </summary> /// <param name="renderer">target renderer component</param> /// <returns></returns> public Davinci into(Renderer renderer) { if (enableLog) { Debug.Log("[Davinci] Target as Renderer set : " + renderer); } rendererType = RendererType.renderer; this.targetObj = renderer.gameObject; return(this); }
/// <summary> /// Set target Image component. /// </summary> /// <param name="image">target Unity UI image component</param> /// <returns></returns> public Davinci into(Image image) { if (enableLog) { Debug.Log("[Davinci] Target as UIImage set : " + image); } rendererType = RendererType.uiImage; this.targetObj = image.gameObject; return(this); }
static ScriptableRendererData CreateRendererData(RendererType type) { switch (type) { case RendererType.ForwardRenderer: return(CreateInstance <ForwardRendererData>()); default: return(CreateInstance <ForwardRendererData>()); } }
/// <summary> /// Set target Raw Image component. /// </summary> /// <param name="renderer">target renderer component</param> /// <returns></returns> public Azzy into(RawImage rawImage) { if (enableLog) { Debug.Log("[Azzy] Target as Renderer set : " + rawImage); } rendererType = RendererType.rawImage; this.targetObj = rawImage.gameObject; return(this); }
/// <summary> /// Set target Renderer component. /// </summary> /// <param name="spriteRenderer">target sprite renderer component</param> /// <returns></returns> public Davinci into(SpriteRenderer spriteRenderer) { if (enableLog) { Debug.Log("[Davinci] Target as SpriteRenderer set : " + spriteRenderer); } rendererType = RendererType.sprite; this.targetObj = spriteRenderer.gameObject; return(this); }
/// <summary> /// 基于CosmosGisVector的构造函数 /// </summary> /// <param name="cgv">CosmosGisVector</param> internal MyLayer(CosmosGisVector cgv) { layerName = cgv.Name; dataType = cgv.SpaceDataType; spaceData = new MySpaceData(cgv); renderer = new SimpleRenderer(dataType); rendertype = RendererType.SimpleRenderer; hastext = false; Visible = true; filepath = cgv.FilePath; }
/// <summary> /// 基于Shapefile的构造函数 /// </summary> /// <param name="shp">Shapefile</param> internal MyLayer(Shapefile shp) { layerName = shp.Name; dataType = shp.DataType; spaceData = new MySpaceData(shp); renderer = new SimpleRenderer(dataType); rendertype = RendererType.SimpleRenderer; hastext = false; Visible = true; filepath = shp.FilePath; }
internal static ScriptableRendererData CreateRendererAsset(string path, RendererType type, bool relativePath = true) { ScriptableRendererData data = CreateRendererData(type); string dataPath; if (relativePath) dataPath = $"{Path.Combine(Path.GetDirectoryName(path), Path.GetFileNameWithoutExtension(path))}_Renderer{Path.GetExtension(path)}"; else dataPath = path; AssetDatabase.CreateAsset(data, dataPath); return data; }
static ScriptableRendererData CreateRendererData(RendererType type) { switch (type) { case RendererType.ForwardRenderer: return(CreateInstance <ForwardRendererData>()); // Forward Renderer is the fallback renderer that works on all platforms default: return(CreateInstance <ForwardRendererData>()); } }
public IRenderer CreateRenderer(RendererType type) { switch (type) { case RendererType.OpenGL: return new OpenGLRenderer(); case RendererType.Direct3D: return new Direct3DRenderer(); case RendererType.Composite: return new CompositeRenderer(); default: throw new ArgumentOutOfRangeException("type"); } }
public void UseCombinedMeshRenderer() { rendererType = RendererType.CombinedMeshRenderer; }
static void KeyboardHandle(byte key, int x, int y) { SceneCamera sceneCam = scene.Camera; Vector dir = sceneCam.Target - sceneCam.Position; float tar_posDist = dir.Magnitude3(); dir.Normalize3(); Vector right = Vector.Cross3(dir, sceneCam.Up); float camSpeed = 10f; Vector tempVec; float turnSpeed = 0.01f; if (key == (int)NumberKeys.One) { mode = RendererType.OpenGL; Glut.glutPostRedisplay(); } else if (key == (int)NumberKeys.Two) { mode = RendererType.Raytracer; raytraceRenderer.ResetTracer(); transformationRenderer.ResetRenderer(); currentRenderer = raytraceRenderer; Glut.glutPostRedisplay(); } else if (key == (int)NumberKeys.Three) { mode = RendererType.RasterizerWireframe; rendParams.WireFrame = true; transformationRenderer.ResetRenderer(); currentRenderer = transformationRenderer; Glut.glutPostRedisplay(); } else if (key == (int)NumberKeys.Four) { mode = RendererType.Rasterizer; rendParams.WireFrame = false; transformationRenderer.ResetRenderer(); currentRenderer = transformationRenderer; Glut.glutPostRedisplay(); } else if (key == (byte)'w') { scene.Camera.Position += dir * camSpeed; scene.Camera.Target += dir * camSpeed; raytraceRenderer.ResetTracer(); transformationRenderer.ResetRenderer(); Glut.glutPostRedisplay(); } else if (key == (byte)'s') { scene.Camera.Position -= dir * camSpeed; scene.Camera.Target -= dir * camSpeed; raytraceRenderer.ResetTracer(); transformationRenderer.ResetRenderer(); Glut.glutPostRedisplay(); } else if (key == (byte)'a') { scene.Camera.Position -= right * camSpeed; scene.Camera.Target -= right * camSpeed; raytraceRenderer.ResetTracer(); transformationRenderer.ResetRenderer(); Glut.glutPostRedisplay(); } else if (key == (byte)'d') { scene.Camera.Position += right * camSpeed; scene.Camera.Target += right * camSpeed; raytraceRenderer.ResetTracer(); transformationRenderer.ResetRenderer(); Glut.glutPostRedisplay(); } else if (key == (byte)'i') { tempVec = dir + scene.Camera.Up * turnSpeed; tempVec.Normalize3(); scene.Camera.Target = scene.Camera.Position + tempVec * tar_posDist; scene.Camera.Up = Vector.Cross3(right, tempVec); raytraceRenderer.ResetTracer(); transformationRenderer.ResetRenderer(); Glut.glutPostRedisplay(); } else if (key == (byte)'k') { tempVec = dir - scene.Camera.Up * turnSpeed; tempVec.Normalize3(); scene.Camera.Target = scene.Camera.Position + tempVec * tar_posDist; scene.Camera.Up = Vector.Cross3(right, tempVec); raytraceRenderer.ResetTracer(); transformationRenderer.ResetRenderer(); Glut.glutPostRedisplay(); } else if (key == (byte)'j') { tempVec = dir - right * turnSpeed; tempVec.Normalize3(); scene.Camera.Target = scene.Camera.Position + tempVec * tar_posDist; raytraceRenderer.ResetTracer(); transformationRenderer.ResetRenderer(); Glut.glutPostRedisplay(); } else if (key == (byte)'l') { tempVec = dir + right * turnSpeed; tempVec.Normalize3(); scene.Camera.Target = scene.Camera.Position + tempVec * tar_posDist; raytraceRenderer.ResetTracer(); transformationRenderer.ResetRenderer(); Glut.glutPostRedisplay(); } else if (key == (byte)'x') { raytraceRenderer.renderingParameters.EnableRefractions = !raytraceRenderer.renderingParameters.EnableRefractions; raytraceRenderer.ResetTracer(); transformationRenderer.ResetRenderer(); Glut.glutPostRedisplay(); } else if (key == (byte)'z') { raytraceRenderer.renderingParameters.EnableShadows = !raytraceRenderer.renderingParameters.EnableShadows; raytraceRenderer.ResetTracer(); transformationRenderer.ResetRenderer(); Glut.glutPostRedisplay(); } else if (key == (byte)'c') { raytraceRenderer.renderingParameters.EnableAntialias = !raytraceRenderer.renderingParameters.EnableAntialias; raytraceRenderer.ResetTracer(); transformationRenderer.ResetRenderer(); Glut.glutPostRedisplay(); } else if (key == (byte)'v') { rendParams.EnableAntialias = !rendParams.EnableAntialias; if (rendParams.EnableAntialias) Console.WriteLine("Antialising enabled"); else Console.WriteLine("Antialiasing disabled"); raytraceRenderer.ResetTracer(); transformationRenderer.ResetRenderer(); Glut.glutPostRedisplay(); } }
public void UseDrawMeshRenderer() { rendererType = RendererType.DrawMeshRenderer; }
public void UseUIVertexRenderer() { rendererType = RendererType.UIVertexRenderer; }