本文整理汇总了C#中Clock.Start方法的典型用法代码示例。如果您正苦于以下问题:C# Clock.Start方法的具体用法?C# Clock.Start怎么用?C# Clock.Start使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Clock
的用法示例。
在下文中一共展示了Clock.Start方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: ClockK95Form
public ClockK95Form()
{
InitializeComponent();
_corsairRgb = new CorsairRgb();
_clock = new Clock(_corsairRgb.GetCorsairKeyboard());
_clock.Start();
this.WindowState = FormWindowState.Minimized;
Form1();
}
示例2: RenderThread
static unsafe void RenderThread(Sample sample)
{
// initialize the renderer
Bgfx.Init(RendererBackend.Direct3D11);
Bgfx.Reset(sample.WindowWidth, sample.WindowHeight, ResetFlags.Vsync);
// enable debug text
Bgfx.SetDebugFeatures(DebugFeatures.DisplayText);
// load shaders
var programTextureLighting = ResourceLoader.LoadProgram("vs_stencil_texture_lighting", "fs_stencil_texture_lighting");
var programColorLighting = ResourceLoader.LoadProgram("vs_stencil_color_lighting", "fs_stencil_color_lighting");
var programColorTexture = ResourceLoader.LoadProgram("vs_stencil_color_texture", "fs_stencil_color_texture");
var programColorBlack = ResourceLoader.LoadProgram("vs_stencil_color", "fs_stencil_color_black");
var programTexture = ResourceLoader.LoadProgram("vs_stencil_texture", "fs_stencil_texture");
// load meshes
var bunnyMesh = ResourceLoader.LoadMesh("bunny.bin");
var columnMesh = ResourceLoader.LoadMesh("column.bin");
var hplaneMesh = new Mesh(MemoryBlock.FromArray(StaticMeshes.HorizontalPlane), PosNormalTexcoordVertex.Layout, StaticMeshes.PlaneIndices);
var vplaneMesh = new Mesh(MemoryBlock.FromArray(StaticMeshes.VerticalPlane), PosNormalTexcoordVertex.Layout, StaticMeshes.PlaneIndices);
// load textures
var figureTex = ResourceLoader.LoadTexture("figure-rgba.dds");
var flareTex = ResourceLoader.LoadTexture("flare.dds");
var fieldstoneTex = ResourceLoader.LoadTexture("fieldstone-rgba.dds");
// create uniforms
var colorTextureHandle = new Uniform("u_texColor", UniformType.Int1);
var uniforms = new Uniforms();
uniforms.SubmitConstUniforms();
// light colors
uniforms.LightColor = new[] {
new Vector4(1.0f, 0.7f, 0.2f, 0.0f), // yellow
new Vector4(0.7f, 0.2f, 1.0f, 0.0f), // purple
new Vector4(0.2f, 1.0f, 0.7f, 0.0f), // cyan
new Vector4(1.0f, 0.4f, 0.2f, 0.0f) // orange
};
// camera
var camera = new Camera(60.0f, sample.WindowWidth, sample.WindowHeight, 0.1f, 100.0f);
camera.Position = new Vector3(0.0f, 18.0f, -40.0f);
// start the frame clock
var clock = new Clock();
clock.Start();
// main loop
while (sample.ProcessEvents(ResetFlags.Vsync)) {
// tick the clock
var elapsed = clock.Frame();
var time = clock.TotalTime();
// write some debug text
Bgfx.DebugTextClear();
Bgfx.DebugTextWrite(0, 1, DebugColor.White, DebugColor.Blue, "SharpBgfx/Samples/13-Stencil");
Bgfx.DebugTextWrite(0, 2, DebugColor.White, DebugColor.Cyan, "Description: Stencil reflections.");
Bgfx.DebugTextWrite(0, 3, DebugColor.White, DebugColor.Cyan, "Frame: {0:F3} ms", elapsed * 1000);
// clear the background
Bgfx.SetViewClear(BaseId, ClearTargets.Color | ClearTargets.Depth | ClearTargets.Stencil, 0x30303000);
Bgfx.SetViewRect(BaseId, 0, 0, sample.WindowWidth, sample.WindowHeight);
Bgfx.Touch(BaseId);
// set view params for each pass
var viewMtx = camera.GetViewMatrix();
var projMtx = camera.GetProjectionMatrix();
for (byte i = PassId0; i <= PassId4; i++) {
Bgfx.SetViewRect(i, 0, 0, sample.WindowWidth, sample.WindowHeight);
Bgfx.SetViewTransform(i, (float*)&viewMtx, (float*)&projMtx);
}
// first pass - draw ground plane
var floorMtx = FloorTransform;
hplaneMesh.Submit(PassId0, programColorBlack, &floorMtx, StateGroups[PrebuiltRenderState.StencilReflectionCraftStencil], uniforms);
// second pass - reflected objects
Bgfx.SetViewClear(PassId1, ClearTargets.Depth, 0);
uniforms.AmbientPass = true;
uniforms.LightingPass = true;
uniforms.Color = new Vector4(0.70f, 0.65f, 0.60f, 0.8f);
uniforms.LightCount = LightCount;
// light positions
var lightPositions = new Vector4[LightCount];
var reflectedLights = new Vector4[LightCount];
for (int i = 0; i < lightPositions.Length; i++) {
var v3 = new Vector3(
(float)Math.Sin(time * 1.1 + i * 0.03 + i * 1.07 * Math.PI / 2) * 20.0f,
8.0f + (1.0f - (float)Math.Cos(time * 1.5 + i * 0.29 + 1.49f * Math.PI / 2)) * 4.0f,
(float)Math.Cos(time * 1.3 + i * 0.13 + i * 1.79 * Math.PI / 2) * 20.0f
);
lightPositions[i] = new Vector4(v3, 15.0f);
reflectedLights[i] = new Vector4(Vector3.Transform(v3, ReflectionTransform), 15.0f);
}
uniforms.LightPosRadius = reflectedLights;
var bunnyMtx =
//.........这里部分代码省略.........