/// <summary>Construct the object</summary> public ImmediateContext(Context context, iVrmacDraw factory, PaletteTexture palette) { resources = new GpuResources(context, palette); states = new StatesCache(resources); depthValues = DepthValues.create(context.swapChainFormats.depth); tesselatorThread = new Tessellate.Tesselator(context, factory); }
public void ensureExtraStroke(iVrmacDraw factory) { if (null != extraStroke) { return; } extraStroke = new ExtraStrokeMesh(this, factory); }
public Tesselator(Context context, iVrmacDraw factory) { postJobCallback = threadMain; this.factory = factory; clippingRectangle = computeDefaultClipRectangle(context.swapChainSize); context.swapChainResized.add(this, resized); this.context = context; }
public static iPolylinePath getTemp(iVrmacDraw factory) { iPolylinePath tmp = tempPolyline; if (null != tmp) { return(tmp); } tmp = factory.createPolylinePath(); tempPolyline = tmp; return(tmp); }
public ExtraStrokeMesh(Meshes owner, iVrmacDraw factory) { this.owner = owner; frontBuffer = factory.createTriangleMesh(); backBuffer = factory.createTriangleMesh(); }
iPathGeometry iPathData.createPathGeometry(iVrmacDraw utils) { createNativeStructures(out var p, out var s, out var f, out var pd); return(utils.createPathGeometry(ref p.GetPinnableReference(), ref s, ref f, pd)); }
internal TextureAtlas(Context context, iVrmacDraw factory, eTextureAtlasFormat format = eTextureAtlasFormat.RGBA8) { this.context = context; using (var dev = context.device) atlas = factory.createTextureAtlas(context.device, format); }
public VrmacDrawContext(Context context, DrawDevice device, iVrmacDraw factory) : base(context, factory, device.paletteTexture) { this.context = context; this.device = device; }
public Textures(Context context, iVrmacDraw factory) { grayscale = new TextureAtlas(context, factory, eTextureAtlasFormat.R8); cleartype = new TextureAtlas(context, factory, eTextureAtlasFormat.RGBA8); }
public Meshes(iPathGeometry path, iVrmacDraw factory) { this.path = path; frontBuffer = factory.createTriangleMesh(); backBuffer = factory.createTriangleMesh(); }