/// <summary>
        /// Defaults the values.
        /// </summary>
        protected override void DefaultValues()
        {
            base.DefaultValues();
            this.EffectMode              = DualTextureMode.Multiplicative;
            this.DiffuseColor            = Color.White;
            this.AmbientColor            = Color.Black;
            this.SpecularPower           = 64;
            this.LightingEnabled         = true;
            this.shaderParameters        = new MaterialParameters();
            this.gbufferShaderParameters = new GBufferMaterialParameters();

            // ToDo: You need to initialize at least one technique
            this.Parameters = this.shaderParameters;
            techniques[0].Initialize(this);
        }
        /// <summary>
        /// Defaults the values.
        /// </summary>
        protected override void DefaultValues()
        {
            base.DefaultValues();
            this.EnvironmentAmount       = 0.4f;
            this.FresnelFactor           = 0.0f;
            this.DiffuseColor            = Color.White;
            this.AmbientColor            = Color.Black;
            this.SpecularPower           = 64;
            this.LightingEnabled         = true;
            this.shaderParameters        = new MaterialParameters();
            this.gbufferShaderParameters = new GBufferMaterialParameters();

            // ToDo: You need to initialize at least one technique
            this.Parameters = this.shaderParameters;
            techniques[0].Initialize(this);
        }
        /// <summary>
        /// Sets the defaults values.
        /// </summary>
        protected override void DefaultValues()
        {
            base.DefaultValues();
            this.ReferenceAlpha          = 0;
            this.DiffuseColor            = Color.White;
            this.Alpha                   = 1;
            this.AmbientColor            = Color.Black;
            this.EmissiveColor           = Color.White;
            this.SpecularPower           = 64f;
            this.FresnelFactor           = 1f;
            this.IBLFactor               = 1f;
            this.EnvironmentAmount       = 1f;
            this.FresnelTermEnabled      = false;
            this.EffectMode              = DualTextureMode.Lightmap;
            this.LightingEnabled         = true;
            this.shaderParameters        = new MaterialParameters();
            this.gbufferShaderParameters = new GBufferMaterialParameters();

            // ToDo: You need to initialize at least one technique
            this.Parameters = this.shaderParameters;
            techniques[0].Initialize(this);
        }
        /// <summary>
        /// Defaults the values.
        /// </summary>
        protected override void DefaultValues()
        {
            base.DefaultValues();
            this.EnvironmentAmount = 0.4f;
            this.FresnelFactor = 0.0f;
            this.DiffuseColor = Color.White;
            this.AmbientColor = Color.Black;
            this.SpecularPower = 64;
            this.LightingEnabled = true;
            this.shaderParameters = new MaterialParameters();
            this.gbufferShaderParameters = new GBufferMaterialParameters();

            if (!techniqueInitialized)
            {
                // Initialize Forward techniques
                this.Parameters = this.shaderParameters;
                var techniqueList = techniques.Where(t => !t.Name.StartsWith("G")).ToArray();
                this.InitializeTechniques(techniqueList);

                // Initialize GBuffer techniques
                this.Parameters = this.gbufferShaderParameters;
                techniqueList = techniques.Where(t => t.Name.StartsWith("G")).ToArray();
                this.InitializeTechniques(techniqueList);

                techniqueInitialized = true;
            }
        }
        /// <summary>
        /// Defaults the values.
        /// </summary>
        protected override void DefaultValues()
        {
            base.DefaultValues();
            this.Alpha = 1;
            this.ReferenceAlpha = 0;
            this.SpecularPower = 64;
            this.DiffuseColor = Color.White;
            this.EmissiveColor = Color.White;
            this.AmbientColor = Color.Black;
            this.LightingEnabled = true;
            this.shaderParameters = new MaterialParameters();
            this.gbufferShaderParameters = new GBufferMaterialParameters();

            // ToDo: You need to initialize at least one technique
            this.Parameters = this.shaderParameters;
            techniques[0].Initialize(this);
        }
Exemple #6
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        /// <summary>
        /// Defaults the values.
        /// </summary>
        protected override void DefaultValues()
        {
            base.DefaultValues();
            this.EffectMode = DualTextureMode.Multiplicative;
            this.DiffuseColor = Color.White;
            this.AmbientColor = Color.Black;
            this.SpecularPower = 64;
            this.LightingEnabled = true;
            this.shaderParameters = new MaterialParameters();
            this.gbufferShaderParameters = new GBufferMaterialParameters();

            // ToDo: You need to initialize at least one technique
            this.Parameters = this.shaderParameters;
            techniques[0].Initialize(this);
        }
        /// <summary>
        /// Defaults the values.
        /// </summary>
        protected override void DefaultValues()
        {
            base.DefaultValues();
            this.EffectMode = DualTextureMode.Multiplicative;
            this.DiffuseColor = Color.White;
            this.AmbientColor = Color.Black;
            this.SpecularPower = 64;
            this.LightingEnabled = true;
            this.shaderParameters = new MaterialParameters();
            this.gbufferShaderParameters = new GBufferMaterialParameters();

            if (!techniqueInitialized)
            {
                // Initialize Forward techniques
                this.Parameters = this.shaderParameters;
                var techniqueList = techniques.Where(t => !t.Name.StartsWith("G")).ToArray();
                this.InitializeTechniques(techniqueList);

                // Initialize GBuffer techniques
                this.Parameters = this.gbufferShaderParameters;
                techniqueList = techniques.Where(t => t.Name.StartsWith("G")).ToArray();
                this.InitializeTechniques(techniqueList);

                techniqueInitialized = true;
            }
        }