Esempio n. 1
0
        //============================================================
        // <T>加载浮点颜色。</T>
        //============================================================
        public void LoadColor(SFloatColor4 color)
        {
            _color.Assign(color);
            // 获得透明度
            int alpha = (int)(color.A * 100);

            if (alpha < 0)
            {
                alpha = 0;
            }
            else if (alpha > 100)
            {
                alpha = 100;
            }
            // 设置内容
            qcpColorRgb.SelectColorText = color.ToHexString3();
            tkbColorAlpha.Value         = alpha;
            txtColorAlpha.Text          = alpha.ToString();
        }
Esempio n. 2
0
 //============================================================
 // <T>接收材质内容。</T>
 //
 // @param material 材质信息
 //============================================================
 public void AssignInfo(FDrMaterialInfo material)
 {
     // 存储属性
     _effectName    = material.EffectName;
     _transformName = material.TransformName;
     // 存储设置
     _optionLight         = material.OptionLight;
     _optionMerge         = material.OptionMerge;
     _optionDepth         = material.OptionDepth;
     _optionCompare       = material.OptionCompare;
     _optionAlpha         = material.OptionAlpha;
     _optionDouble        = material.OptionDouble;
     _optionOpacity       = material.OptionOpacity;
     _optionShadow        = material.OptionShadow;
     _optionShadowSelf    = material.OptionShadowSelf;
     _optionTransmittance = material.OptionTransmittance;
     // 存储信息
     _sortLevel = material.SortLevel;
     // 存储颜色
     _colorMin   = material.ColorMin;
     _colorMax   = material.ColorMax;
     _colorRate  = material.ColorRate;
     _colorMerge = material.ColorMerge;
     // 存储透明
     _alphaBase  = material.AlphaBase;
     _alphaRate  = material.AlphaRate;
     _alphaLevel = material.AlphaLevel;
     _alphaMerge = material.AlphaMerge;
     // 存储属性
     _ambientColor.Assign(material.AmbientColor);
     _ambientShadow = material.AmbientShadow;
     _diffuseColor.Assign(material.DiffuseColor);
     _diffuseShadow = material.DiffuseShadow;
     _diffuseViewColor.Assign(material.DiffuseViewColor);
     _diffuseViewShadow = material.DiffuseViewShadow;
     _specularColor.Assign(material.SpecularColor);
     _specularBase    = material.SpecularBase;
     _specularRate    = material.SpecularRate;
     _specularAverage = material.SpecularAverage;
     _specularShadow  = material.SpecularShadow;
     _specularViewColor.Assign(material.SpecularViewColor);
     _specularViewBase    = material.SpecularViewBase;
     _specularViewRate    = material.SpecularViewRate;
     _specularViewAverage = material.SpecularViewAverage;
     _specularViewShadow  = material.SpecularViewShadow;
     _reflectColor.Assign(material.ReflectColor);
     _reflectMerge  = material.ReflectMerge;
     _reflectShadow = material.ReflectShadow;
     _refractFrontColor.Assign(material.RefractFrontColor);
     _refractFrontMerge  = material.RefractFrontMerge;
     _refractFrontShadow = material.RefractFrontShadow;
     _refractBackColor.Assign(material.RefractBackColor);
     _refractBackMerge  = material.RefractBackMerge;
     _refractBackShadow = material.RefractBackShadow;
     _opacityColorColor.Assign(material.OpacityColor);
     _opacityRate          = material.OpacityRate;
     _opacityAlpha         = material.OptionAlpha;
     _opacityDepth         = material.OptionDepth;
     _opacityTransmittance = material.OptionTransmittance;
     _emissiveColor.Assign(material.EmissiveColor);
 }