public override void Start() { main = this; backgroundColor = new DxColor(71 / 255f, 71 / 255f, 71 / 255f); Scene.Init(); ALightRaster.Render.Canvas.Init(); Scene.current.StartScripts(); }
public override void Start() { main = this; backgroundColor = new DxColor(71 / 255f, 71 / 255f, 71 / 255f); SceneManager.Current = new Scene(); SceneManager.Current.Start(); canvas = new Canvas(); form.AllowDrop = true; form.DragEnter += DragEnter; form.DragDrop += DragDrop; }
public override void Start() { backgroundColor = new DxColor(1, 1, 1); Next(); }
protected virtual void DoMultipassEffect(int width, int height, DataRect dataRect, float depth, DxColor color, Matrix dataTransform, Action <int> processPass) { // Todo move the centre point var view = Matrix.LookAtLH(new Vector3((float)dataRect.CenterX, (float)dataRect.CenterY, -1f), new Vector3((float)dataRect.CenterX, (float)dataRect.CenterY, 0), Vector3.UnitY); var proj = Matrix.OrthoLH((float)dataRect.Width, (float)dataRect.Height, 0.1f, 100.0f); var viewProj = Matrix.Multiply(view, proj); // Can do any rotations etc here var worldViewProj = dataTransform * viewProj; _effect.Technique = _technique; if (_texture != null) { _effect.SetTexture("g_MeshTexture", _texture); } _effect.SetValue("bufferWidth", (float)width); _effect.SetValue("bufferHeight", (float)height); _effect.SetValue("pointColor", color.Float4); _effect.SetValue("depth", depth); _effect.SetValue("worldViewProj", worldViewProj); var passCount = _effect.Begin(); for (int passNo = 0; passNo < passCount; ++passNo) { _effect.BeginPass(passNo); processPass(passNo); _effect.EndPass(); } _effect.End(); }