/// <summary> /// Lazily computes derived parameter values immediately before applying the effect. /// </summary> protected override void OnApply() { // Recompute the world+view+projection matrix or fog vector? dirtyFlags = BlEffectHelpers.SetWorldViewProjAndFog(dirtyFlags, ref world, ref view, ref projection, ref worldView, fogEnabled, fogStart, fogEnd, worldViewProjParam, fogVectorParam); // Recompute the diffuse/emissive/alpha material color parameters? if ((dirtyFlags & BlEffectDirtyFlags.MaterialColor) != 0) { BlEffectHelpers.SetMaterialColor(lightingEnabled, alpha, ref diffuseColor, ref emissiveColor, ref ambientLightColor, diffuseColorParam, emissiveColorParam); dirtyFlags &= ~BlEffectDirtyFlags.MaterialColor; } if (lightingEnabled) { // Recompute the world inverse transpose and eye position? dirtyFlags = BlEffectHelpers.SetLightingMatrices(dirtyFlags, ref world, ref view, worldParam, worldInverseTransposeParam, eyePositionParam); // Check if we can use the only-bother-with-the-first-light shader optimization. bool newOneLight = !light1.Enabled && !light2.Enabled; if (oneLight != newOneLight) { oneLight = newOneLight; dirtyFlags |= BlEffectDirtyFlags.ShaderIndex; } } // Recompute the shader index? if ((dirtyFlags & BlEffectDirtyFlags.ShaderIndex) != 0) { int shaderIndex = 0; if (!fogEnabled) { shaderIndex += 1; } if (vertexColorEnabled) { shaderIndex += 2; } if (textureEnabled) { shaderIndex += 4; } if (lightingEnabled) { if (preferPerPixelLighting) { shaderIndex += 24; } else if (oneLight) { shaderIndex += 16; } else { shaderIndex += 8; } } dirtyFlags &= ~BlEffectDirtyFlags.ShaderIndex; CurrentTechnique = Techniques[shaderIndex]; } }
/// <inheritdoc/> public void EnableDefaultLighting() { LightingEnabled = true; AmbientLightColor = BlEffectHelpers.EnableDefaultLighting(light0, light1, light2); }