public void RenderSynapses(Vector3 startPos, Vector3 endPos, float neuronDist, float width) { for (int i = 0; i < OutputSynapses.Count; i++) { Synapse synapse = OutputSynapses[i]; float unitWeight = synapse.Weight / 10f; Color neuronCol = GLHelper.ColorFromUnitFloat(unitWeight); GLHelper.DrawLine(startPos, endPos, neuronCol, width); endPos.y -= neuronDist; } }
private void RenderLayer(List <Neuron> layer, Vector3 position, float neuronDistance) { GL.Begin(GL.QUADS); Vector3 curPos = position; Vector3 endPos = new Vector3(curPos.x + visualisationConfig.layerDistance, position.y, curPos.z); foreach (Neuron neuron in layer) { Color neuronCol = GLHelper.ColorFromUnitFloat(neuron.Value); GLHelper.DrawCube(curPos, visualisationConfig.neuronSize, neuronCol); neuron.RenderSynapses(curPos, endPos, visualisationConfig.neuronDistance, visualisationConfig.synapseWidth); curPos.y -= neuronDistance; } GL.End(); }