// Constructor: ---------------------------------------------------------------------------------------- public LayoutSystem(Game game, Ubershader ubershader) { env = game; shader = ubershader; device = env.GraphicsDevice; factory = new StateFactory(shader, typeof(ComputeFlags), (plState, comb) => { plState.RasterizerState = RasterizerState.CullNone; plState.BlendState = BlendState.NegMultiply; plState.DepthStencilState = DepthStencilState.Readonly; plState.Primitive = Primitive.PointList; }); paramsCB = new ConstantBuffer(env.GraphicsDevice, typeof(ComputeParams)); categories = new List <Category>(); categoryIndices = new List <int>(); SpringTension = env.GetService <GraphSystem>().Config.SpringTension; StepMode = env.GetService <GraphSystem>().Config.StepMode; calcAuto = new CalculationSystemAuto(this); calcFixed = new CalculationSystemFixed(this); calcWolfram = new CalculationSystemWolfram(this); }
// Constructor: ---------------------------------------------------------------------------------------- public LayoutSystem(Game game, Ubershader ubershader) { env = game; shader = ubershader; device = env.GraphicsDevice; factory = new StateFactory(shader, typeof(ComputeFlags), (plState, comb) => { plState.RasterizerState = RasterizerState.CullNone; plState.BlendState = BlendState.AlphaBlend; //BlendState.NegMultiply; plState.DepthStencilState = DepthStencilState.Readonly; plState.Primitive = Primitive.PointList; }); paramsCB = new ConstantBuffer(env.GraphicsDevice, typeof(ComputeParams)); categories = new List<Category>(); categoryIndices = new List<int>(); SpringTension = env.GetService<GraphSystem>().Config.SpringTension; StepMode = env.GetService<GraphSystem>().Config.StepMode; calcAuto = new CalculationSystemAuto(this); calcFixed = new CalculationSystemFixed(this); calcWolfram = new CalculationSystemWolfram(this); }