Exemple #1
0
 /// <summary>
 /// Copies over the light properties of the newLightProperties into the i-th
 /// light parameters of the class
 /// </summary>
 /// <param name="i"> copies into the i-th light parameters of the instance </param>
 /// <param name="newLightProperties"> the properties to be copied </param>
 public void CopyLightParameters(int i, LightParameters newLightProperties)
 {
     if (i < NumLights)
     {
         lights[i].Copy(newLightProperties);
     }
     else
     {
         throw new IndexOutOfRangeException();
     }
 }
Exemple #2
0
        /// <summary>
        /// copy from another LightParameter to this
        /// </summary>
        /// <param name="other"> copy from another light params to this </param>
        public void Copy(LightParameters other)
        {
            position.Copy(other.position);
            intensities.Copy(other.intensities);
            coneDirection.Copy(other.intensities);

            attenuation        = other.attenuation;
            ambientCoefficient = other.ambientCoefficient;
            coneAngle          = other.coneAngle;
            exponent           = other.exponent;
            type            = other.type;
            attenuationType = other.attenuationType;
            status          = other.status;
        }
Exemple #3
0
        /// <summary>
        /// Initialize the graphics manager
        /// </summary>
        public static void Init(Camera activeCamera)
        {
            ActiveCamera = activeCamera;
            ParticleSystemManager.Init();
            UIManagerSpriteRenderer.Init();
            // initialize with 20 lights; to change the number of lights, need to change it in the shader manually too
            ActiveLightSystem = new Light(20);

            {
                LightParameters light0 = ActiveLightSystem.GetLightParameters(0);
                light0.UseDirectionalPreset();
                light0.intensities = new Vector4(1.3f, 1.2f, 1.0f, 0);
                light0.status      = LightParameters.STATUS_ON;
                light0.position    = Vector4.Normalize(new Vector4(-1, 1, 0, 0));
            }
            {
                LightParameters light1 = ActiveLightSystem.GetLightParameters(1);
                light1.UseDirectionalPreset();
                light1.status      = LightParameters.STATUS_ON;
                light1.intensities = new Vector4(0.8f, 0.8f, 0.8f, 0);
                light1.position    = Vector4.Normalize(new Vector4(1, -1, 0, 0));
            }
            {
                LightParameters light2 = ActiveLightSystem.GetLightParameters(2);
                light2.UseDirectionalPreset();
                light2.status      = LightParameters.STATUS_ON;
                light2.intensities = new Vector4(1.2f, 1.2f, 1.2f, 0);
                light2.position    = Vector4.Normalize(new Vector4(-1, 0, 1, 0));
            }
            {
                LightParameters light3 = ActiveLightSystem.GetLightParameters(3);
                light3.UseDirectionalPreset();
                light3.status      = LightParameters.STATUS_ON;
                light3.intensities = new Vector4(1.3f, 1.3f, 1.3f, 0);
                light3.position    = Vector4.Normalize(new Vector4(1, 0, -1, 0));
            }

            LoadAllShaders();

            ParticleSystems = new List <BaseParticleSystem>();
        }