Beispiel #1
0
        public static ColladaOptions GetDefaultOptions(ResourceLoader resLoader)
        {
            var options = new ColladaOptions();

            options.AddShader("AMBIENT_PASS", resLoader.LoadPixelShaderFromResource("IgnitionDX.SceneGraph.Shaders.Ambient.ps", Shader.Profile.ps_4_0));
            options.AddShader("AMBIENT_PASS", resLoader.LoadVertexShaderFromResource("IgnitionDX.SceneGraph.Shaders.Ambient.vs", Shader.Profile.vs_4_0));
            options.AddShader("LIGHTING_PASS", resLoader.LoadPixelShaderFromResource("IgnitionDX.SceneGraph.Shaders.PhongLighting.ps", Shader.Profile.ps_4_0));
            options.AddShader("LIGHTING_PASS", resLoader.LoadVertexShaderFromResource("IgnitionDX.SceneGraph.Shaders.PhongLighting.vs", Shader.Profile.vs_4_0));
            options.AddShader("DIFFUSE_PASS", resLoader.LoadPixelShaderFromResource("IgnitionDX.SceneGraph.Shaders.DiffuseColor.ps", Shader.Profile.ps_4_0));
            options.AddShader("DIFFUSE_PASS", resLoader.LoadVertexShaderFromResource("IgnitionDX.SceneGraph.Shaders.Ambient.vs", Shader.Profile.vs_4_0));
            options.AddShader("BBOX_PASS", resLoader.LoadPixelShaderFromResource("IgnitionDX.SceneGraph.Shaders.BoundingBox.ps", Shader.Profile.ps_4_0));
            options.AddShader("BBOX_PASS", resLoader.LoadVertexShaderFromResource("IgnitionDX.SceneGraph.Shaders.BoundingBox.vs", Shader.Profile.vs_4_0));
            options.TextureFilter = TextureFilter.CreateLinearMipmapped(SharpDX.Direct3D11.TextureAddressMode.Wrap);

            ColladaAmbientLightParameters ambientParams = new ColladaAmbientLightParameters();

            ambientParams.Color  = new Color4(0.1f, 0.1f, 0.1f, 1);
            options.AmbientLight = new ConstantBuffer <ColladaAmbientLightParameters>(ambientParams);

            return(options);
        }
Beispiel #2
0
 public ColladaOptions()
 {
     this.Shaders         = new Dictionary <string, List <Shader> >();
     this.TextureFilter   = TextureFilter.CreateLinearMipmapped(SharpDX.Direct3D11.TextureAddressMode.Wrap);
     this.ShadowMapFilter = TextureFilter.CreatePCF();
 }