public Material() { canHaveRefs = false; specularPower = 1; specularIntensity = 1; reflectivity = 0; reflectionSmoothness = 0.5f; emissive = 0; materialIndex = -1; smoothness = 0.5f; metalness = 0.5f; roughness = 0.5f; ref_at_norm_incidence = 1.0f; anisotropicRoughnessX = 0.5f; anisotropicRoughnessY = 0.5f; lModel = LightingModel.BlinnPhong; cubeMapTextureName = null; cubeMapSRV = null; detailMapTextureName = null; detailMapSRV = null; }
public async Task <IViewComponentResult> InvokeAsync() { var lightingModel = new LightingModel { LightControllers = _db.GetCollection <LightControllerEntity>().Query().Select(_ => new LightControllerModel { Hostname = _.Hostname }).ToList() }; return(View("Default", lightingModel)); }
public void calculate(Region region) { width = region.getWidth(); height = region.getHeight(); values = new int[width,height]; calc = new double[width,height]; lights = new List<Light>(); lightingModel = region.getLightingModel(); //Blank out the entire region with base light for(int x=0; x < width; x++) { for(int y=0; y < height; y++) { if(TerrainManager.hasParameter(region.getTerrain(x, y), TerrainParameter.FIRE)) { calc[x,y] = ((MAX_LIGHT / 2) * RandomNumber.RandomDouble()) + (MAX_LIGHT / 2); lights.Add(new Light(x,y,calc[x,y])); } else { calc[x,y] = baseLight(); } } } //Add lights for appropriate monsters calculateMonsterLights(); //Add lights for appropriate building features calculateBuildingFeatureLight(); //Add lights for items calculateItemLights(); //Propogate light from point sources foreach(Light tempLight in lights) { spreadLight(tempLight.x, tempLight.y, tempLight.intensity, baseLight()); } //Cover buildings if roofs prevent lighting calculateBuildingCoverLight(); //Converate raw values to graded values calcToValue(); }
private int width; //Width of region in tiles #endregion Fields #region Constructors public Region(int width , int height) { this.width = width; this.height = height; terrainField = new Terrain[width,height]; monsters = new List<Monster>(); items = new List<Item>(); buildings = new List<Building>(); lightingModel = LightingModel.ABOVE_GROUND; for(int x=0; x < width; x++) { for(int y=0; y < height; y++) { terrainField[x,y] = new Terrain(); } } }
/** * @param lightingModel the lightingModel to set */ public void setLightingModel(LightingModel lightingModel) { this.lightingModel = lightingModel; }
public void LoadObject(StreamReader inStream) { this.width = Int32.Parse(inStream.ReadLine()); this.height = Int32.Parse(inStream.ReadLine()); terrainField = new Terrain[getWidth(),getHeight()]; for(int x=0; x < getWidth(); x++) { for(int y=0; y < getHeight(); y++) { Terrain newTerrain = new Terrain(); newTerrain.LoadObject(inStream); terrainField[x,y] = newTerrain; } } getMonsters().Clear(); int monstersSize = Int32.Parse(inStream.ReadLine()); for(int i=0; i < monstersSize; i++) { Monster newMonster = new Monster(); newMonster.LoadObject(inStream); //do not load any monster with the player ID if(!newMonster.ID.Equals(MonsterActionManager.PLAYER_ID)) { getMonsters().Add(newMonster); } } getItems().Clear(); int itemsSize = Int32.Parse(inStream.ReadLine()); for(int i=0; i < itemsSize; i++) { Item newItem = new Item(); newItem.LoadObject(inStream); getItems().Add(newItem); } getBuildings().Clear(); int buildSize = Int32.Parse(inStream.ReadLine()); for(int i=0; i < buildSize; i++) { Building newBuild = new Building(); newBuild.LoadObject(inStream); getBuildings().Add(newBuild); } this.lightingModel = (LightingModel)Enum.Parse(typeof(LightingModel), inStream.ReadLine()); }
// constructors /// <summary>Creates a new instance of this class.</summary> /// <param name="position">The default position of the camera.</param> /// <param name="orientation">The default orientation of the camera.</param> /// <param name="lightingModel">The lighting model used by this route.</param> public RouteData(Math.Vector3 position, Math.Orientation3 orientation, LightingModel lightingModel) { this.Position = position; this.Orientation = orientation; this.LightingModel = lightingModel; }