コード例 #1
0
 public ILColorProvider(ILColorProvider hlsrgb)
 {
     this.red        = hlsrgb.Red;
     this.blue       = hlsrgb.Blue;
     this.green      = hlsrgb.Green;
     this.luminance  = hlsrgb.Luminance;
     this.hue        = hlsrgb.Hue;
     this.saturation = hlsrgb.Saturation;
 }
コード例 #2
0
        protected void CreateVertices(object sender, EventArgs e)
        {
            VertexBuffer buffer = (VertexBuffer)sender;

            VERTEX_FORMAT[] vertices = (VERTEX_FORMAT[])buffer.Lock(0, 0);
            float           val      = 0.0f;
            float           minZ     = m_globalClipping.ZMin;
            float           maxZ     = m_globalClipping.ZMax;
            float           a        = MAXHUEVALUE / (maxZ - minZ);
            float           b        = -minZ * a;
            int             i        = 0;
            ILColorProvider colHelp  = new ILColorProvider(0.0f, 0.5f, 1.0f);

            for (int r = 0; r < m_rows; r++)
            {
                for (int c = 0; c < m_cols; c++)
                {
                    val                 = m_sourceArray.GetValue(c, r);
                    vertices[i].X       = c;
                    vertices[i].Y       = r;
                    vertices[i].Z       = val;
                    vertices[i++].Color = colHelp.H2RGB(MAXHUEVALUE - val * a - b);
                }
            }
            #region create normals
            //
            Vector3 normal;
            i = 0;
            for (int r = 0; r < m_rows; r++)
            {
                for (int c = 0; c < m_cols; c++, i++)
                {
                    normal = new Vector3();
                    if (c > 0 && c < m_cols)
                    {
                        normal.Add(vertices[i - 1].Position);
                    }
                    if (c < m_cols - 1)
                    {
                        normal.Add(vertices[i + 1].Position);
                    }
                    if (r > 0 && r < m_rows)
                    {
                        normal.Add(vertices[i - m_cols].Position);
                    }
                    if (r < m_rows - 1)
                    {
                        normal.Add(vertices[i + m_cols].Position);
                    }
                    normal.Normalize();
                    vertices[i].Normal = normal;
                }
            }
            #endregion
            buffer.Unlock();
            m_vertexReady = true;
        }