コード例 #1
0
 public unsafe void WritePixel(Vector2Int *uvs, int pixelCount, GenericVector <T> color)
 {
     for (int i = 0; i < pixelCount; i++)
     {
         _pixels[UVToIndex(uvs[i].X, uvs[i].Y)].Write(color);
     }
 }
コード例 #2
0
 public void WritePixel(Vector2Int[] uvs, GenericVector <T> pixel)
 {
     for (int i = 0; i < uvs.Length; i++)
     {
         _pixels[UVToIndex(uvs[i].X, uvs[i].Y)].Write(pixel);
     }
 }
コード例 #3
0
        public void Initialize(int width, int height, int channelCount)
        {
            if (_initialized)
            {
                throw new Exception("RenderBuffer has initialized");
            }

            Width   = width;
            Height  = height;
            _pixels = new GenericVector <T> [width * height];

            for (int i = 0; i < _pixels.Length; i++)
            {
                _pixels[i] = new GenericVector <T>(channelCount);
            }

            _initialized = true;
        }
コード例 #4
0
ファイル: CharRenderBuffer.cs プロジェクト: shbfeng/CRender
        private static char GetColorChar(GenericVector <float> color)
        {
            int index;

            switch (color.Length)
            {
            case 3:
                index = (int)((color.R * .299f + color.G * .587f + color.B * .114f) * COLOR_CHAR_COUNT);
                break;

            default:
                float sum = 0;
                for (int i = 0; i < color.Length; i++)
                {
                    sum += color[i];
                }
                index = (int)(sum / color.Length * COLOR_CHAR_COUNT);
                break;
            }
            return(COLOR_CHAR[index == COLOR_CHAR_COUNT ? index - 1 : index]);
        }
コード例 #5
0
ファイル: Model.cs プロジェクト: rscrsc/CRender
        public unsafe Model(Vector3[] vertices, int[] indices, Vector2[] uvs = null, Vector3[] normals = null, Vector4[] colors = null)
        {
            Vertices = vertices ?? throw new Exception("Vertices are required");
            Indices  = indices;
            UVs      = uvs;
            Normals  = normals;
            Colors   = colors;

            _verticesData = new GenericVector <float> [vertices.Length];
            Bound         = Cuboid.NegativeMax;
            for (int i = 0; i < _verticesData.Length; i++)
            {
                _verticesData[i] = new GenericVector <float>(sizeof(ShaderInOutPatternDefault) / sizeof(float))
                {
                    vertices[i], 1f,
                    uvs != null ? uvs[i] : Vector2.Zero,
                    normals != null ? normals[i] : Vector3.Zero,
                    colors != null ? colors[i] : Vector4.Zero
                };
                Bound.ExtendToContain(vertices[i]);
            }
        }
コード例 #6
0
 public void WritePixel(int u, int v, GenericVector <T> pixel)
 {
     _pixels[UVToIndex(u, v)].Write(pixel);
 }