static void Main(string[] args) { Bootstrapper.Configure(); var viewer = SimpleViewer.Create("Hello Veldrid Scene Graph"); viewer.SetCameraManipulator(TrackballManipulator.Create()); var root = Group.Create(); var geometry = Geometry <VertexPositionColor> .Create(); VertexPositionColor[] quadVertices = { new VertexPositionColor(new Vector2(-.75f, .75f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f)), new VertexPositionColor(new Vector2(.75f, .75f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f)), new VertexPositionColor(new Vector2(-.75f, -.75f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f)), new VertexPositionColor(new Vector2(.75f, -.75f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f)) }; geometry.VertexData = quadVertices; uint[] quadIndices = { 0, 1, 2, 3 }; geometry.IndexData = quadIndices; geometry.VertexLayout = new VertexLayoutDescription( new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2), new VertexElementDescription("Color", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float4)); var pSet = DrawElements <VertexPositionColor> .Create( geometry, PrimitiveTopology.TriangleStrip, (uint)geometry.IndexData.Length, 1, 0, 0, 0); geometry.PrimitiveSets.Add(pSet); geometry.PipelineState.VertexShaderDescription = Vertex2Color4Shader.Instance.VertexShaderDescription; geometry.PipelineState.FragmentShaderDescription = Vertex2Color4Shader.Instance.FragmentShaderDescription; var geode = Geode.Create(); geode.AddDrawable(geometry); root.AddChild(geode); viewer.SetSceneData(root); viewer.ViewAll(); viewer.Run(); }
static void Main(string[] args) { Bootstrapper.Configure(); var logger = Veldrid.SceneGraph.Logging.LogManager.CreateLogger <Program>(); var viewer = SimpleViewer.Create("Phong Shaded Dragon Scene Graph"); viewer.SetCameraManipulator(TrackballManipulator.Create()); var root = LightingExampleScene.Build(); viewer.SetSceneData(root); viewer.ViewAll(); viewer.Run(); }
static void Main(string[] args) { Bootstrapper.Configure(); var logger = Veldrid.SceneGraph.Logging.LogManager.CreateLogger <Program>(); var viewer = SimpleViewer.Create("Path Shape Example"); viewer.SetCameraManipulator(TrackballManipulator.Create()); // Build the path scene var root = PathExampleScene.Build(); viewer.SetSceneData(root); viewer.ViewAll(); viewer.Run(); }
static void Main(string[] args) { Bootstrapper.Configure(); var viewer = SimpleViewer.Create("Text Rendering Demo"); viewer.SetCameraManipulator(TrackballManipulator.Create()); var root = Group.Create(); var textNode = TextNode.Create("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor"); var geode = Geode.Create(); geode.AddDrawable(textNode); root.AddChild(geode); viewer.SetSceneData(root); viewer.ViewAll(); viewer.Run(); }
// Shows a simple example of how the class DespatchAdvice_Summary // can be used. This class can be used to load documents whose // root (document) element is <DespatchAdvice-Summary>. private void SimpleTestDespatchAdvice_Summary(string filename) { try { // create an instance of the class to load the XML file into DESADV_XSDLib.DespatchAdvice_Summary elm = new DESADV_XSDLib.DespatchAdvice_Summary(); // load the xml from a file into the object (the root element in the // xml document must be <DespatchAdvice-Summary>. elm.FromXmlFile(filename); // This will open up a viewer, allowing you to navigate the classes // that have been generated. // Note the viewer can be used to modify properties, and provides a listing of // the code required to create the document it is displaying. SimpleViewer sv = new SimpleViewer(elm); sv.ShowDialog(); // You can then add code to navigate the data held in the class. // When navigating this object model you should refer to the documentation // generated in the directory: // C:\BTS\XSD\KORUS\DESADV_XSD.xsd.Output\DocumentationCS\. // The help should be compiled into a chm before being used, (use build.bat) //- HTML Help Workshop is required to perform this, // and can be downloaded from Microsoft. The path to the help compiler (hhc.exe) // may need adjusting in build.bat // ... //////////////////////////////////////////////////////////////////// // The Xml can be extracted from the class using one of 3 methods // //////////////////////////////////////////////////////////////////// // This method will extract the xml into a string. The string is always encoded // using Unicode, there a number of options allowing the headers, // end of line & indenting to be set. string strXml = elm.ToXml(); Console.WriteLine(strXml); // This method will extract the xml into a file. This method provides options // for changing the encoding (UTF-8, UTF-16) as well as headers, // end of line and indenting. elm.ToXmlFile(filename + ".testouput.xml"); // This method will extract the xml into a stream. This method provides options // for changing the encoding (UTF-8, UTF-16) as well as headers, // end of line and indenting. // This method is useful when a specific encoding is required (typically // UTF-8), in order to transmit it over an 8-bit connection, smtp etc // without the need to write the xml to file first. System.IO.Stream stmXml = elm.ToXmlStream(); } catch (Exception e) { DisplayError(e); } }