/// <summary> /// Called when drawing the scene /// </summary> /// <param name="imageIndex"></param> /// <param name="start"></param> /// <param name="finished"></param> public override void OnDraw(Semaphore start, int imageIndex, out Semaphore finished) { ClearEffect.Draw(start, Graphics.SwapchainAttachmentImages[imageIndex]); BulletHandler.Draw(ClearEffect.FinishedSemaphore, imageIndex, out var bulletsFinished); EnemyHandler.Draw(bulletsFinished, imageIndex, out var enemyFinished); finished = enemyFinished; }
/// <summary> /// Called when drawing the scene /// </summary> /// <param name="imageIndex"></param> /// <param name="start"></param> /// <param name="finished"></param> public override void OnDraw(Semaphore start, int imageIndex, out Semaphore finished) { // Clear screen ClearEffect.Draw(start, Graphics.SwapchainAttachmentImages[imageIndex]); // Draw triangle SpriteEffect.Draw(ClearEffect.FinishedSemaphore, Graphics.SwapchainAttachmentImages[imageIndex]); // We are finished when the triangle is drawn finished = SpriteEffect.FinishedSemaphore; }