61 return new Color(color2);
95 switch (blendState.
Mode)
99 for (
int j = 0; j < fragment.
Count; j++)
107 for (
int k = 0; k < fragment.
Count; k++)
115 for (
int i = 0; i < fragment.
Count; i++)
146 vector.X *= vector.
W;
147 vector.Y *= vector.
W;
148 vector.Z *= vector.
W;
149 drawer.
DrawSquare(
new Vector4(canvasPositionOfIndex * scale + position, scale / 10f, scale / 10f),
new Color(vector));
void Apply(ref Vector4 color)
Point GetGridPositionOfIndex(int index)
readonly Vector4[] Colors
Vector2 GetCanvasPositionOfIndex(int index)
Color ProcessLedColor(Color color)
Vector4 GetProcessedLedColor(int index)
readonly Fragment _workingFragment
Vector2 GetLedCanvasPosition(int index)
virtual Fragment Rasterize()
Vector4 GetUnprocessedLedColor(int index)
void SetLedColor(int index, Vector4 color)
virtual void DebugDraw(IDebugDrawer drawer, Vector2 position, float scale)
Point GetLedGridPosition(int index)
RgbDevice(RgbDeviceVendor vendor, RgbDeviceType type, Fragment fragment, DeviceColorProfile colorProfile)
readonly DeviceColorProfile _colorProfile
EffectDetailLevel PreferredLevelOfDetail
virtual void Render(Fragment fragment, ShaderBlendState blendState)
readonly RgbDeviceType Type
readonly RgbDeviceVendor Vendor
readonly Fragment _backBuffer
void DrawSquare(Vector4 positionAndSize, Color color)
static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount)
readonly float GlobalOpacity