/// <summary> /// Sobreponha este método para realizar tarefas no controle antes que ele seja renderizado. /// Este método é invocado depois de <see cref="HtmlObject.DataBind"/>. /// </summary> protected virtual void PreRender() { if (PreRenderEvent != null) { PreRenderEvent.Invoke(this); } }
public static DetourEvent PreDrawCallback(StaticContextAccessor accessor) { var @event = new PreRenderEvent(); FireEvent(@event); return(@event); }
public void OnPreRender() { Matrix4x4 proj = Matrix4x4.Perspective(_camera.fieldOfView, _camera.aspect, 0.01f, _camera.farClipPlane); proj = GL.GetGPUProjectionMatrix(proj, true); var _viewProj = proj * _camera.worldToCameraMatrix; //开局清理一下RT _preLightPass.Clear(); _preLightPass.SetRenderTarget(_volumeLightTexture); _preLightPass.ClearRenderTarget(false, true, new Color(0, 0, 0, 1)); Shader.SetGlobalTexture("_DitherTexture", _ditheringTexture); Shader.SetGlobalTexture("_NoiseTexture", _noiseTexture); PreRenderEvent?.Invoke(this, _viewProj); }
protected void InvokePreRenderEvent() => PreRenderEvent?.Invoke(this, EventArgs.Empty);
public static void RaisePreRender(GooseEntity goose, Graphics g) { PreRenderEvent?.Invoke(goose, g); }