public ColorRGBA(ColorRGBAF c) { Red = c.Red; Green = c.Green; Blue = c.Blue; Alpha = c.Alpha; }
/// <summary> /// Scalar multiply operator. /// </summary> /// <param name="a"> /// A <see cref="ColorRGBAF"/> to be casted. /// </param> /// <param name="scalar"> /// A <see cref="Single"/> that specify the right operand. /// </param> /// <returns> /// A <see cref="ColorRGBAF"/> that equals to the multiplication of <paramref name="a"/> with <paramref name="scalar"/>. /// </returns> public static ColorRGBAF operator*(ColorRGBAF a, float scalar) { ColorRGBAF v = new ColorRGBAF(); v.r = (float)(a.r * scalar); v.g = (float)(a.g * scalar); v.b = (float)(a.b * scalar); v.a = (float)(a.a * scalar); return(v); }
/// <summary> /// Set uniform state variable (variant type variable) /// </summary> /// <param name="ctx"> /// A <see cref="GraphicsContext"/> used for operations. /// </param> /// <param name="uniformName"> /// A <see cref="String"/> that specify the variable name in the shader source. /// </param> /// <param name="v"> /// A <see cref="ColorRGBAF"/> holding the uniform variabile data. /// </param> public void SetVariantUniform(GraphicsContext ctx, string uniformName, ColorRGBAF v) { SetVariantUniform(ctx, uniformName, v.Red, v.Green, v.Blue, v.Alpha); }
/// <summary> /// Set the color used for clearing this GraphicsSurface color buffer. /// </summary> /// <param name="color"> /// A <see cref="ColorRGBAF"/> which holds the RGBA values used for clearing /// this GraphicsSurface color buffer. /// </param> public void SetClearColor(ColorRGBAF color) { // Store clear color mClearColor = color; }