Example #1
0
        public void PopulateFrom(LCC3Material anotherMaterial)
        {
            base.PopulateFrom(anotherMaterial);

            _ambientColor = anotherMaterial.AmbientColor;
            _diffuseColor = anotherMaterial.DiffuseColor;
            _specularColor = anotherMaterial.SpecularColor;
            _emissionColor = anotherMaterial.EmissionColor;
            _shininess = anotherMaterial.Shininess;
            _reflectivity = anotherMaterial.Reflectivity;
            _srcBlendType = anotherMaterial._srcBlendType;
            _dstBlendType = anotherMaterial._dstBlendType;
            _alphaTestFunc = anotherMaterial._alphaTestFunc;
            _shouldUseLighting = anotherMaterial._shouldUseLighting;

            _shaderContext = anotherMaterial.ShaderContext;
            _texture = anotherMaterial.Texture;

            _textureOverlays.Clear();

            _textureOverlays.AddRange(anotherMaterial.TextureOverlays);
        }
Example #2
0
 public void RemoveTexture(LCC3Texture texture)
 {
     if (_texture == texture)
     {
         _texture = null;
     }
     else
     {
         _textureOverlays.Remove(texture);
         this.TexturesHaveChanged();
     }
 }
Example #3
0
        public void AddTexture(LCC3Texture texture)
        {
            if (_texture == null)
            {
                _texture = texture;
            }
            else
            {
                uint maxTexUnits = LCC3ProgPipeline.MaxNumberOfTextureUnits;

                Debug.Assert((this.TextureCount() < maxTexUnits),
                             String.Format("Attempt to add texture ignored because platform supports only {0} texture units.", maxTexUnits));

                _textureOverlays.Add(texture);
            }

            this.TexturesHaveChanged();
        }
Example #4
0
        public void PopulateFrom(LCC3Texture texture)
        {
            base.PopulateFrom(texture);

            _graphicsTexture = texture.GraphicsTexture;
            _lightDirection = texture.LightDirection;
            _isBumpMap = texture.IsBumpMap;
        }
        private void InitializeParametricMeshMaterials()
        {
            _listOfMaterials = new List<LCC3Material>();

            LCC3GraphicsTexture2D crateTexData = new LCC3GraphicsTexture2D("Content/crate_map.jpg");
            LCC3GraphicsTexture2D beachBallTexData = new LCC3GraphicsTexture2D("Content/beachball.jpg");
            LCC3GraphicsTexture2D logoTexData = new LCC3GraphicsTexture2D("Content/logo.jpg");

            LCC3Texture crateTexture = new LCC3Texture(0, "crate");
            crateTexture.GraphicsTexture = crateTexData;
            crateTexture.TextureUnitMode = LCC3TextureUnitMode.Replace;

            LCC3Texture beachballTexture = new LCC3Texture(1, "beachball");
            beachballTexture.GraphicsTexture = beachBallTexData;
            beachballTexture.TextureUnitMode = LCC3TextureUnitMode.Replace;

            LCC3Texture logoTexture = new LCC3Texture(1, "logo");
            logoTexture.GraphicsTexture = logoTexData;
            logoTexture.TextureUnitMode = LCC3TextureUnitMode.Replace;

            LCC3Material multiTexMaterial = new LCC3Material(0, "sphereMaterial");
            multiTexMaterial.ShaderProgram = _materialShaderProgram;
            multiTexMaterial.AmbientColor = new CCColor4F(0.2f, 0.2f, 0.2f, 0.5f);
            multiTexMaterial.DiffuseColor = new CCColor4F(0.8f, 0.5f, 0.2f, 0.5f);
            multiTexMaterial.SpecularColor = new CCColor4F(1.0f, 0.6f, 0.0f, 1.0f);
            multiTexMaterial.EmissionColor = new CCColor4F(0.5f, 0.5f, 0.5f, 1.0f);
            multiTexMaterial.Shininess = 3.0f;
            multiTexMaterial.ShouldUseLighting = true;
            multiTexMaterial.AddTexture(beachballTexture);

            _listOfMaterials.Add(multiTexMaterial);

            multiTexMaterial = new LCC3Material(0, "coneMaterial");
            multiTexMaterial.ShaderProgram = _materialShaderProgram;
            multiTexMaterial.AmbientColor = new CCColor4F(0.1f, 0.1f, 0.1f, 0.3f);
            multiTexMaterial.DiffuseColor = new CCColor4F(0.8f, 0.5f, 0.2f, 0.8f);
            multiTexMaterial.SpecularColor = new CCColor4F(1.0f, 0.6f, 0.5f, 1.0f);
            multiTexMaterial.EmissionColor = new CCColor4F(0.9f, 0.5f, 0.5f, 1.0f);
            multiTexMaterial.Shininess = 3.0f;
            multiTexMaterial.ShouldUseLighting = true;
            multiTexMaterial.AddTexture(beachballTexture);

            _listOfMaterials.Add(multiTexMaterial);

            multiTexMaterial = new LCC3Material(0, "cubeMaterial");
            multiTexMaterial.ShaderProgram = _materialShaderProgram;
            multiTexMaterial.AmbientColor = new CCColor4F(0.5f, 0.5f, 0.5f, 1.0f);
            multiTexMaterial.DiffuseColor = new CCColor4F(1.0f, 0.58f, 0.8f, 1.0f);
            multiTexMaterial.SpecularColor = new CCColor4F(1.0f, 0.8f, 0.8f, 0.9f);
            multiTexMaterial.EmissionColor = new CCColor4F(0.3f, 0.4f, 0.2f, 1.0f);
            multiTexMaterial.Shininess = 1.0f;
            multiTexMaterial.ShouldUseLighting = true;
            multiTexMaterial.AddTexture(crateTexture);

            _listOfMaterials.Add(multiTexMaterial);

            multiTexMaterial = new LCC3Material(0, "planeMaterial");
            multiTexMaterial.ShaderProgram = _materialShaderProgram;
            multiTexMaterial.AmbientColor = new CCColor4F(1.0f, 1.0f, 1.0f, 1.0f);
            multiTexMaterial.DiffuseColor = new CCColor4F(0.5f, 0.5f, 1.2f, 0.5f);
            multiTexMaterial.SpecularColor = new CCColor4F(1.0f, 0.6f, 0.0f, 1.0f);
            multiTexMaterial.EmissionColor = new CCColor4F(0.8f, 0.8f, 0.8f, 1.0f);
            multiTexMaterial.Shininess = 1.0f;
            multiTexMaterial.ShouldUseLighting = true;
            multiTexMaterial.AddTexture(logoTexture);

            _listOfMaterials.Add(multiTexMaterial);
        }
        private void InitializeMultiTextureMaterials()
        {
            _listOfMaterials = new List<LCC3Material>();

            LCC3GraphicsTexture2D crateTexData = new LCC3GraphicsTexture2D("Content/crate.jpg");
            LCC3GraphicsTexture2D logoTexData = new LCC3GraphicsTexture2D("Content/logo.gif");

            LCC3Texture crateTexture = new LCC3Texture(0, "crate");
            crateTexture.GraphicsTexture = crateTexData;
            crateTexture.TextureUnitMode = LCC3TextureUnitMode.Replace;

            LCC3Texture logoTexture = new LCC3Texture(1, "logo");
            logoTexture.GraphicsTexture = logoTexData;
            logoTexture.TextureUnitMode = LCC3TextureUnitMode.Blend;
            logoTexture.TextureUnitConstantColor = new CCColor4F(0.8f, 0.8f, 0.8f, 0.5f);

            LCC3Texture logoTextureDecal = new LCC3Texture(1, "logo");
            logoTextureDecal.GraphicsTexture = logoTexData;
            logoTextureDecal.TextureUnitMode = LCC3TextureUnitMode.Decal;
            logoTextureDecal.TextureUnitConstantColor = new CCColor4F(0.8f, 0.8f, 0.8f, 0.5f);

            LCC3Texture logoTextureReplace = new LCC3Texture(1, "logo");
            logoTextureReplace.GraphicsTexture = logoTexData;
            logoTextureReplace.TextureUnitMode = LCC3TextureUnitMode.Replace;
            logoTextureReplace.TextureUnitConstantColor = new CCColor4F(0.8f, 0.8f, 0.8f, 0.5f);

            LCC3Texture logoTextureBlendColor = new LCC3Texture(1, "logo");
            logoTextureBlendColor.GraphicsTexture = logoTexData;
            logoTextureBlendColor.TextureUnitMode = LCC3TextureUnitMode.Blend;
            logoTextureBlendColor.TextureUnitConstantColor = new CCColor4F(0.8f, 0.3f, 0.3f, 0.6f);

            LCC3Material multiTexMaterial = new LCC3Material(0, "Multitex");
            multiTexMaterial.ShaderProgram = _materialShaderProgram;
            multiTexMaterial.AmbientColor = new CCColor4F(0.5f, 0.1f, 0.1f, 1.0f);
            multiTexMaterial.DiffuseColor = new CCColor4F(0.8f, 0.5f, 0.2f, 0.5f);
            multiTexMaterial.SpecularColor = new CCColor4F(1.0f, 0.6f, 0.0f, 1.0f);
            multiTexMaterial.EmissionColor = new CCColor4F(0.5f, 0.5f, 0.5f, 1.0f);
            multiTexMaterial.Shininess = 1.0f;
            multiTexMaterial.ShouldUseLighting = true;
            multiTexMaterial.AddTexture(crateTexture);
            multiTexMaterial.AddTexture(logoTextureReplace);

            _listOfMaterials.Add(multiTexMaterial);

            multiTexMaterial = new LCC3Material(0, "Multitex");
            multiTexMaterial.ShaderProgram = _materialShaderProgram;
            multiTexMaterial.AmbientColor = new CCColor4F(0.5f, 0.1f, 0.1f, 1.0f);
            multiTexMaterial.DiffuseColor = new CCColor4F(0.8f, 0.5f, 0.2f, 0.5f);
            multiTexMaterial.SpecularColor = new CCColor4F(1.0f, 0.6f, 0.0f, 1.0f);
            multiTexMaterial.EmissionColor = new CCColor4F(0.5f, 0.5f, 0.5f, 1.0f);
            multiTexMaterial.Shininess = 1.0f;
            multiTexMaterial.ShouldUseLighting = true;
            multiTexMaterial.AddTexture(crateTexture);
            multiTexMaterial.AddTexture(logoTextureDecal);

            _listOfMaterials.Add(multiTexMaterial);

            multiTexMaterial = new LCC3Material(0, "Multitex");
            multiTexMaterial.ShaderProgram = _materialShaderProgram;
            multiTexMaterial.AmbientColor = new CCColor4F(0.5f, 0.1f, 0.1f, 1.0f);
            multiTexMaterial.DiffuseColor = new CCColor4F(0.8f, 0.5f, 0.2f, 0.5f);
            multiTexMaterial.SpecularColor = new CCColor4F(1.0f, 0.6f, 0.0f, 1.0f);
            multiTexMaterial.EmissionColor = new CCColor4F(0.5f, 0.5f, 0.5f, 1.0f);
            multiTexMaterial.Shininess = 1.0f;
            multiTexMaterial.ShouldUseLighting = true;
            multiTexMaterial.AddTexture(crateTexture);
            multiTexMaterial.AddTexture(logoTexture);

            _listOfMaterials.Add(multiTexMaterial);

            multiTexMaterial = new LCC3Material(0, "Multitex");
            multiTexMaterial.ShaderProgram = _materialShaderProgram;
            multiTexMaterial.AmbientColor = new CCColor4F(0.5f, 0.1f, 0.1f, 1.0f);
            multiTexMaterial.DiffuseColor = new CCColor4F(0.8f, 0.5f, 0.2f, 0.5f);
            multiTexMaterial.SpecularColor = new CCColor4F(1.0f, 0.6f, 0.0f, 1.0f);
            multiTexMaterial.EmissionColor = new CCColor4F(0.5f, 0.5f, 0.5f, 1.0f);
            multiTexMaterial.Shininess = 1.0f;
            multiTexMaterial.ShouldUseLighting = true;
            multiTexMaterial.AddTexture(crateTexture);
            multiTexMaterial.AddTexture(logoTextureBlendColor);

            _listOfMaterials.Add(multiTexMaterial);
        }
        private void InitializeMaterials()
        {
            _listOfMaterials = new List<LCC3Material>();

            LCC3GraphicsTexture2D tex2D = new LCC3GraphicsTexture2D("Content/crate.jpg");
            LCC3Texture tex = new LCC3Texture(0, "tex");
            tex.GraphicsTexture = tex2D;
            tex.TextureUnitMode = LCC3TextureUnitMode.Replace;

            LCC3GraphicsTexture2D anotherTex2D = new LCC3GraphicsTexture2D("Content/xamarin.jpeg");
            LCC3Texture tex2 = new LCC3Texture(1, "tex2");
            tex2.GraphicsTexture = anotherTex2D;
            tex2.TextureUnitMode = LCC3TextureUnitMode.Decal;

            LCC3Material material = new LCC3Material(0, "Glowy");
            material.ShaderProgram = _materialShaderProgram;
            material.AmbientColor = new CCColor4F(0.0f, 0.1f, 0.1f, 1.0f);
            material.DiffuseColor = new CCColor4F(0.5f, 0.5f, 1.0f, 0.5f);
            material.SpecularColor = new CCColor4F(1.0f, 1.0f, 0.0f, 1.0f);
            material.EmissionColor = new CCColor4F(0.5f, 0.5f, 0.0f, 1.0f);
            material.Shininess = 1.0f;
            material.ShouldUseLighting = true;
            material.AddTexture(tex);
            material.AddTexture(tex2);

            _listOfMaterials.Add(material);

            material = new LCC3Material(1, "Grass");
            material.ShaderProgram = _materialShaderProgram;
            material.AmbientColor = new CCColor4F(0.0f, 0.1f, 0.0f, 1.0f);
            material.DiffuseColor = new CCColor4F(0.0f, 0.2f, 0.0f, 0.2f);
            material.SpecularColor = new CCColor4F(0.0f, 1.0f, 0.0f, 1.0f);
            material.EmissionColor = new CCColor4F(0.0f, 0.1f, 0.0f, 1.0f);
            material.Shininess = 1.0f;
            material.ShouldUseLighting = true;
            material.AddTexture(tex);

            _listOfMaterials.Add(material);

            material = new LCC3Material(2, "Metal");
            material.ShaderProgram = _materialShaderProgram;
            material.AmbientColor = new CCColor4F(0.0f, 0.3f, 0.9f, 1.0f);
            material.DiffuseColor = new CCColor4F(0.0f, 0.0f, 1.0f, 1.0f);
            material.SpecularColor = new CCColor4F(0.1f, 0.8f, 0.5f, 1.0f);
            material.EmissionColor = new CCColor4F(0.0f, 0.2f, 1.0f, 1.0f);
            material.Shininess = 100.0f;
            material.ShouldUseLighting = true;
            material.AddTexture(tex);

            _listOfMaterials.Add(material);

            material = new LCC3Material(3, "Watery");
            material.ShaderProgram = _materialShaderProgram;
            material.AmbientColor = new CCColor4F(0.1f, 0.9f, 0.0f, 1.0f);
            material.DiffuseColor = new CCColor4F(0.9f, 0.5f, 0.9f, 0.5f);
            material.SpecularColor = new CCColor4F(0.0f, 0.0f, 0.9f, 1.0f);
            material.EmissionColor = new CCColor4F(0.1f, 0.15f, 0.15f, 1.0f);
            material.Shininess = 1.0f;
            material.ShouldUseLighting = true;
            material.AddTexture(tex);

            _listOfMaterials.Add(material);
        }