Ejemplo n.º 1
0
        public RenderPathCommand(RenderCommandType type)
        {
            BlendMode  = BlendMode.Replace;
            Enabled    = 1;
            UseLitBase = 1;
            Type       = type;

            //default values:
            Tag                 = default(UrhoString);
            SortMode            = RenderCommandSortMode.Fronttoback;
            Pass                = default(UrhoString);
            PassIndex           = 0;
            Metadata            = default(UrhoString);
            PixelShaderName     = default(UrhoString);
            VertexShaderName    = default(UrhoString);
            PixelShaderDefines  = default(UrhoString);
            VertexShaderDefines = default(UrhoString);
            TextureName0        = default(UrhoString);
            TextureName1        = default(UrhoString);
            TextureName2        = default(UrhoString);
            TextureName3        = default(UrhoString);
            TextureName4        = default(UrhoString);
            TextureName5        = default(UrhoString);
            TextureName6        = default(UrhoString);
            TextureName7        = default(UrhoString);
#if !IOS && !ANDROID
            TextureName8  = default(UrhoString);
            TextureName9  = default(UrhoString);
            TextureName10 = default(UrhoString);
            TextureName11 = default(UrhoString);
            TextureName12 = default(UrhoString);
            TextureName13 = default(UrhoString);
            TextureName14 = default(UrhoString);
            TextureName15 = default(UrhoString);
#endif
            ShaderParameters = default(HashBase);
            Outputs          = default(VectorBase);
            DepthStencilName = default(UrhoString);
            ClearFlags       = 0;
            ClearColor       = default(Color);
            ClearDepth       = 0;
            ClearStencil     = 0;
            UseFogColor      = 0;
            MarkToStencil    = 0;
            VertexLights     = 0;
            EventName        = default(UrhoString);
        }
Ejemplo n.º 2
0
        public void SetTextureName(TextureUnit unit, string name)
        {
            UrhoString nameStr = new UrhoString(name);

            switch (unit)
            {
            case TextureUnit.Diffuse:
                TextureName0 = nameStr;
                break;

            case TextureUnit.Normal:
                TextureName1 = nameStr;
                break;

            case TextureUnit.Specular:
                TextureName2 = nameStr;
                break;

            case TextureUnit.Emissive:
                TextureName3 = nameStr;
                break;

            case TextureUnit.Environment:
                TextureName4 = nameStr;
                break;

            case TextureUnit.Volumemap:
                TextureName5 = nameStr;
                break;

            case TextureUnit.Custom1:
                TextureName6 = nameStr;
                break;

            case TextureUnit.Custom2:
                TextureName7 = nameStr;
                break;

#if !IOS && !ANDROID
            case TextureUnit.Lightramp:
                TextureName8 = nameStr;
                break;

            case TextureUnit.Lightshape:
                TextureName9 = nameStr;
                break;

            case TextureUnit.Shadowmap:
                TextureName10 = nameStr;
                break;

            case TextureUnit.Faceselect:
                TextureName11 = nameStr;
                break;

            case TextureUnit.Indirection:
                TextureName12 = nameStr;
                break;

            case TextureUnit.Depthbuffer:
                TextureName13 = nameStr;
                break;

            case TextureUnit.Lightbuffer:
                TextureName14 = nameStr;
                break;

            case TextureUnit.Zone:
                TextureName15 = nameStr;
                break;
#endif

            default:
                throw new InvalidOperationException("Invalid texture unit");
            }
        }