Esempio n. 1
0
        private void cbWriteMask_CheckStateChanged(object sender, EventArgs e)
        {
            if (_populating)
            {
                return;
            }

            // update the write mask.
            Bootstrap.MaterialPass.WriteChannel writeMask = 0;
            if (cbRedMask.Checked)
            {
                writeMask |= Bootstrap.MaterialPass.WriteChannel.Red;
            }
            if (cbGreenMask.Checked)
            {
                writeMask |= Bootstrap.MaterialPass.WriteChannel.Green;
            }
            if (cbBlueMask.Checked)
            {
                writeMask |= Bootstrap.MaterialPass.WriteChannel.Blue;
            }
            if (cbAlphaMask.Checked)
            {
                writeMask |= Bootstrap.MaterialPass.WriteChannel.Alpha;
            }
            if (cbDepthMask.Checked)
            {
                writeMask |= Bootstrap.MaterialPass.WriteChannel.Depth;
            }

            // set the write mask.
            _materialPass.WriteMask = writeMask;
        }
Esempio n. 2
0
        private void UpdateControls()
        {
            // protect against unintentional changes to settings.
            _populating = true;

            // update the shader drop-downs.
            UpdateShaderDropDowns();

            // now update other controls.
            cbLightShader.Text   = _materialPass.Shader;
            cbAmbientShader.Text = _materialPass.AmbientShader;

            // update the color mod/add values.
            Util.Drawing.FillPictureBox(pbMinLightResponse, _materialPass.MinLightResponse);
            Util.Drawing.FillPictureBox(pbMaxLightResponse, _materialPass.MaxLightResponse);
            Util.Drawing.FillPictureBox(pbVertexColorMod, _materialPass.VertexColorMod);
            Util.Drawing.FillPictureBox(pbVertexColorAdd, _materialPass.VertexColorAdd);

            // update the shadow checkboxes.
            cbCastShadow.Checked    = _materialPass.CastShadow;
            cbReceiveShadow.Checked = _materialPass.ReceiveShadow;

            // update the write mask checkboxes.
            Bootstrap.MaterialPass.WriteChannel writeMask = _materialPass.WriteMask;
            cbRedMask.Checked       = (writeMask & Bootstrap.MaterialPass.WriteChannel.Red) != 0;
            cbGreenMask.Checked     = (writeMask & Bootstrap.MaterialPass.WriteChannel.Green) != 0;
            cbBlueMask.Checked      = (writeMask & Bootstrap.MaterialPass.WriteChannel.Blue) != 0;
            cbAlphaMask.Checked     = (writeMask & Bootstrap.MaterialPass.WriteChannel.Alpha) != 0;
            cbDepthMask.Checked     = (writeMask & Bootstrap.MaterialPass.WriteChannel.Depth) != 0;
            _materialPass.WriteMask = writeMask;

            if (_materialPass.Textures.Rotate != null)
            {
                tbRotate.Text = _materialPass.Textures.Rotate.Decompile();
            }
            else
            {
                tbRotate.Text = "0.0";
            }

            UpdateScriptPreview(tbScaleU, _materialPass.Textures.ScaleS, "1.0");
            UpdateScriptPreview(tbScaleV, _materialPass.Textures.ScaleT, "1.0");
            UpdateScriptPreview(tbTranslateU, _materialPass.Textures.TranslateS, "0.0");
            UpdateScriptPreview(tbTranslateV, _materialPass.Textures.TranslateT, "0.0");
            UpdateScriptPreview(tbRotate, _materialPass.Textures.Rotate, "0.0");
            UpdateScriptPreview(tbRotateCenterU, _materialPass.Textures.RotateCenterS, "0.0");
            UpdateScriptPreview(tbRotateCenterV, _materialPass.Textures.RotateCenterT, "0.0");

            _populating = false;
        }