public void AddPointLight(Vector3 pos, Color col, float fallOffStart, float fallOffEnd, float intensity, PointLightNumber num) { PointLight p = new PointLight(pos, col, fallOffStart, fallOffEnd, intensity); p.Number = num; LightsInScene.Add(p); }
public void AddBackLight(Vector3 dir, Color color, float intensity) { DiffuseLight back = new DiffuseLight(dir, color, intensity); back.DiffuseType = DiffuseLightType.Back; back.IsShadowCasting = false; LightsInScene.Add(back); }
public void AddFillLight(Vector3 dir, Color color, float intensity) { DiffuseLight fill = new DiffuseLight(dir, color, intensity); fill.DiffuseType = DiffuseLightType.Fill; fill.IsShadowCasting = false; LightsInScene.Add(fill); }
public void AddKeyLight(Vector3 dir, Color color, float intensity, bool shadowCasting) { DiffuseLight key = new DiffuseLight(dir, color, intensity); key.DiffuseType = DiffuseLightType.Key; key.IsShadowCasting = shadowCasting; LightsInScene.Add(key); }
public void SetUpBasicAmbientAndKey() { LightsInScene.Clear(); AmbientLight = new AmbientLight(Color.White, 0.2f); Vector3 lightDir = new Vector3(1, 1, 1f); lightDir.Normalize(); LightsInScene.Add(new DiffuseLight(lightDir, Color.White, 0.5f)); }