public void SetMaterialsSettings(MyMaterialsSettings settings) { m_ignoredMaterials.Clear(); foreach (var mat in settings.ChangeableMaterials) { m_ignoredMaterials.Add(mat.MaterialName); } }
public MyEnvironmentDefinition() { ShadowSettings = new MyShadowsSettings(); NewPipelineSettings = new MyNewPipelineSettings(); UserLoddingSettings = new MyNewLoddingSettings(); LowLoddingSettings = new MyNewLoddingSettings(); MediumLoddingSettings = new MyNewLoddingSettings(); HighLoddingSettings = new MyNewLoddingSettings(); MaterialsSettings = new MyMaterialsSettings(); }
public static void InitEnvironmentSettings(MyObjectBuilder_EnvironmentSettings environmentBuilder = null) { if (environmentBuilder != null) { EnvironmentDefinition = MyDefinitionManager.Static.GetDefinition <MyEnvironmentDefinition>(environmentBuilder.EnvironmentDefinition); } else if (EnvironmentDefinition == null) { // Fallback EnvironmentDefinition = MyDefinitionManager.Static.GetDefinition <MyEnvironmentDefinition>(MyStringHash.GetOrCompute("Default")); } var environment = EnvironmentDefinition; SunProperties = environment.SunProperties; FogProperties = environment.FogProperties; SSAOSettings = environment.SSAOSettings; HBAOSettings = environment.HBAOSettings; ShadowSettings.CopyFrom(environment.ShadowSettings); NewPipelineSettings.CopyFrom(environment.NewPipelineSettings); SunRotationAxis = SunProperties.SunRotationAxis; MyRenderProxy.UpdateShadowsSettings(ShadowSettings); MyRenderProxy.UpdateNewPipelineSettings(NewPipelineSettings); MySector.Lodding.UpdatePreset(environment.UserLoddingSettings, environment.LowLoddingSettings, environment.MediumLoddingSettings, environment.HighLoddingSettings); MyMaterialsSettings materialsSettings = new MyMaterialsSettings(); materialsSettings.CopyFrom(environment.MaterialsSettings); MyRenderProxy.UpdateMaterialsSettings(materialsSettings); // TODO: Delete MyPostprocessSettingsWrapper and move to have bundled // settings in MySector and change all references to point here MyPostprocessSettingsWrapper.Settings = environment.PostProcessSettings; if (environmentBuilder != null) { Vector3 sunDirection; Vector3.CreateFromAzimuthAndElevation(environmentBuilder.SunAzimuth, environmentBuilder.SunElevation, out sunDirection); sunDirection.Normalize(); SunProperties.BaseSunDirectionNormalized = sunDirection; SunProperties.SunDirectionNormalized = sunDirection; //SunProperties.SunIntensity = environmentBuilder.SunIntensity; FogProperties.FogMultiplier = environmentBuilder.FogMultiplier; FogProperties.FogDensity = environmentBuilder.FogDensity; FogProperties.FogColor = new Color(environmentBuilder.FogColor); } }
public MyRenderMessageUpdateMaterialsSettings() { Settings = new MyMaterialsSettings(); }
public MyEnvironmentDefinition() { ShadowSettings = new MyShadowsSettings(); NewPipelineSettings = new MyNewPipelineSettings(); MaterialsSettings = new MyMaterialsSettings(); }