public DirectionalLight(EffectParameter directionParameter, EffectParameter diffuseColorParameter, EffectParameter specularColorParameter, DirectionalLight cloneSource)
 {
     this.diffuseColorParameter = diffuseColorParameter;
     this.directionParameter = directionParameter;
     this.specularColorParameter = specularColorParameter;
     if (cloneSource != null)
     {
         this.diffuseColor = cloneSource.diffuseColor;
         this.direction = cloneSource.direction;
         this.specularColor = cloneSource.specularColor;
         this.enabled = cloneSource.enabled;
     }
     else
     {
         this.diffuseColorParameter = diffuseColorParameter;
         this.directionParameter = directionParameter;
         this.specularColorParameter = specularColorParameter;
     }
 }
        /// <summary>
        /// Sets up the standard key/fill/back lighting rig.
        /// </summary>
        internal static Vector3 EnableDefaultLighting(DirectionalLight light0, DirectionalLight light1, DirectionalLight light2)
        {
            // Key light.
            light0.Direction = new Vector3(-0.5265408f, -0.5735765f, -0.6275069f);
            light0.DiffuseColor = new Vector3(1, 0.9607844f, 0.8078432f);
            light0.SpecularColor = new Vector3(1, 0.9607844f, 0.8078432f);
            light0.Enabled = true;

            // Fill light.
            light1.Direction = new Vector3(0.7198464f, 0.3420201f, 0.6040227f);
            light1.DiffuseColor = new Vector3(0.9647059f, 0.7607844f, 0.4078432f);
            light1.SpecularColor = Vector3.Zero;
            light1.Enabled = true;

            // Back light.
            light2.Direction = new Vector3(0.4545195f, -0.7660444f, 0.4545195f);
            light2.DiffuseColor = new Vector3(0.3231373f, 0.3607844f, 0.3937255f);
            light2.SpecularColor = new Vector3(0.3231373f, 0.3607844f, 0.3937255f);
            light2.Enabled = true;

            // Ambient light.
            return new Vector3(0.05333332f, 0.09882354f, 0.1819608f);
        }
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        /// <summary>
        /// Sets up the standard key/fill/back lighting rig.
        /// </summary>
        internal static Vector3 EnableDefaultLighting(DirectionalLight light0, DirectionalLight light1, DirectionalLight light2)
        {
            // Key light.
            light0.Direction     = new Vector3(-0.5265408f, -0.5735765f, -0.6275069f);
            light0.DiffuseColor  = new Vector3(1, 0.9607844f, 0.8078432f);
            light0.SpecularColor = new Vector3(1, 0.9607844f, 0.8078432f);
            light0.Enabled       = true;

            // Fill light.
            light1.Direction     = new Vector3(0.7198464f, 0.3420201f, 0.6040227f);
            light1.DiffuseColor  = new Vector3(0.9647059f, 0.7607844f, 0.4078432f);
            light1.SpecularColor = Vector3.Zero;
            light1.Enabled       = true;

            // Back light.
            light2.Direction     = new Vector3(0.4545195f, -0.7660444f, 0.4545195f);
            light2.DiffuseColor  = new Vector3(0.3231373f, 0.3607844f, 0.3937255f);
            light2.SpecularColor = new Vector3(0.3231373f, 0.3607844f, 0.3937255f);
            light2.Enabled       = true;

            // Ambient light.
            return(new Vector3(0.05333332f, 0.09882354f, 0.1819608f));
        }
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 public DirectionalLight(EffectParameter directionParameter, EffectParameter diffuseColorParameter, EffectParameter specularColorParameter, DirectionalLight cloneSource)
 {
     this.diffuseColorParameter = diffuseColorParameter;
     this.directionParameter = directionParameter;
     this.specularColorParameter = specularColorParameter;
     if (cloneSource != null)
     {
         this.diffuseColor = cloneSource.diffuseColor;
         this.direction = cloneSource.direction;
         this.specularColor = cloneSource.specularColor;
         this.enabled = cloneSource.enabled;
     }
     else
     {
         this.diffuseColorParameter = diffuseColorParameter;
         this.directionParameter = directionParameter;
         this.specularColorParameter = specularColorParameter;
     }
 }
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        protected override void Initialize()
        {
            textureParam = Parameters["Texture"];
            samplerParam = Parameters["TextureSampler"];
            diffuseColorParam = Parameters["DiffuseColor"];
            emissiveColorParam = Parameters["EmissiveColor"];
            specularColorParam = Parameters["SpecularColor"];
            specularPowerParam = Parameters["SpecularPower"];
            eyePositionParam = Parameters["EyePosition"];
            fogColorParam = Parameters["FogColor"];
            fogVectorParam = Parameters["FogVector"];
            worldParam = Parameters["World"];
            worldInverseTransposeParam = Parameters["WorldInverseTranspose"];
            worldViewProjParam = Parameters["WorldViewProj"];

            light0 = new DirectionalLight(Parameters["DirLight0Direction"],
                                          Parameters["DirLight0DiffuseColor"],
                                          Parameters["DirLight0SpecularColor"], null);

            light1 = new DirectionalLight(Parameters["DirLight1Direction"],
                                          Parameters["DirLight1DiffuseColor"],
                                          Parameters["DirLight1SpecularColor"], null);

            light2 = new DirectionalLight(Parameters["DirLight2Direction"],
                                          Parameters["DirLight2DiffuseColor"],
                                          Parameters["DirLight2SpecularColor"], null);

            samplerParam.SetResource(GraphicsDevice.SamplerStates.Default);
        }
        protected override void Initialize()
        {
            textureParam = Parameters["Texture"];
            diffuseColorParam = Parameters["DiffuseColor"];
            emissiveColorParam = Parameters["EmissiveColor"];
            specularColorParam = Parameters["SpecularColor"];
            specularPowerParam = Parameters["SpecularPower"];
            eyePositionParam = Parameters["EyePosition"];
            fogColorParam = Parameters["FogColor"];
            fogVectorParam = Parameters["FogVector"];
            worldParam = Parameters["World"];
            worldInverseTransposeParam = Parameters["WorldInverseTranspose"];
            worldViewProjParam = Parameters["WorldViewProj"];
            bonesParam = Parameters["Bones"];

            light0 = new DirectionalLight(Parameters["DirLight0Direction"],
                                          Parameters["DirLight0DiffuseColor"],
                                          Parameters["DirLight0SpecularColor"],
                                          null);

            light1 = new DirectionalLight(Parameters["DirLight1Direction"],
                                          Parameters["DirLight1DiffuseColor"],
                                          Parameters["DirLight1SpecularColor"],
                                          null);

            light2 = new DirectionalLight(Parameters["DirLight2Direction"],
                                          Parameters["DirLight2DiffuseColor"],
                                          Parameters["DirLight2SpecularColor"],
                                          null);
        }
        /// <summary>
        /// Looks up shortcut references to our effect parameters.
        /// </summary>
        void CacheEffectParameters(EnvironmentMapEffect cloneSource)
        {
            textureParam                = Parameters["Texture"];
            environmentMapParam         = Parameters["EnvironmentMap"];
            environmentMapAmountParam   = Parameters["EnvironmentMapAmount"];
            environmentMapSpecularParam = Parameters["EnvironmentMapSpecular"];
            fresnelFactorParam          = Parameters["FresnelFactor"];
            diffuseColorParam           = Parameters["DiffuseColor"];
            emissiveColorParam          = Parameters["EmissiveColor"];
            eyePositionParam            = Parameters["EyePosition"];
            fogColorParam               = Parameters["FogColor"];
            fogVectorParam              = Parameters["FogVector"];
            worldParam                  = Parameters["World"];
            worldInverseTransposeParam  = Parameters["WorldInverseTranspose"];
            worldViewProjParam          = Parameters["WorldViewProj"];

            light0 = new DirectionalLight(Parameters["DirLight0Direction"],
                                          Parameters["DirLight0DiffuseColor"],
                                          null,
                                          (cloneSource != null) ? cloneSource.light0 : null);

            light1 = new DirectionalLight(Parameters["DirLight1Direction"],
                                          Parameters["DirLight1DiffuseColor"],
                                          null,
                                          (cloneSource != null) ? cloneSource.light1 : null);

            light2 = new DirectionalLight(Parameters["DirLight2Direction"],
                                          Parameters["DirLight2DiffuseColor"],
                                          null,
                                          (cloneSource != null) ? cloneSource.light2 : null);
        }
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        /// <summary>
        /// Looks up shortcut references to our effect parameters.
        /// </summary>
        void CacheEffectParameters(SkinnedEffect cloneSource)
        {
            textureParam                = Parameters["Texture"];
            diffuseColorParam           = Parameters["DiffuseColor"];
            emissiveColorParam          = Parameters["EmissiveColor"];
            specularColorParam          = Parameters["SpecularColor"];
            specularPowerParam          = Parameters["SpecularPower"];
            eyePositionParam            = Parameters["EyePosition"];
            fogColorParam               = Parameters["FogColor"];
            fogVectorParam              = Parameters["FogVector"];
            worldParam                  = Parameters["World"];
            worldInverseTransposeParam  = Parameters["WorldInverseTranspose"];
            worldViewProjParam          = Parameters["WorldViewProj"];
            bonesParam                  = Parameters["Bones"];

            light0 = new DirectionalLight(Parameters["DirLight0Direction"],
                                          Parameters["DirLight0DiffuseColor"],
                                          Parameters["DirLight0SpecularColor"],
                                          (cloneSource != null) ? cloneSource.light0 : null);

            light1 = new DirectionalLight(Parameters["DirLight1Direction"],
                                          Parameters["DirLight1DiffuseColor"],
                                          Parameters["DirLight1SpecularColor"],
                                          (cloneSource != null) ? cloneSource.light1 : null);

            light2 = new DirectionalLight(Parameters["DirLight2Direction"],
                                          Parameters["DirLight2DiffuseColor"],
                                          Parameters["DirLight2SpecularColor"],
                                          (cloneSource != null) ? cloneSource.light2 : null);
        }