public void PopulateFrom(LCC3Material anotherMaterial) { base.PopulateFrom(anotherMaterial); _ambientColor = anotherMaterial.AmbientColor; _diffuseColor = anotherMaterial.DiffuseColor; _specularColor = anotherMaterial.SpecularColor; _emissionColor = anotherMaterial.EmissionColor; _shininess = anotherMaterial.Shininess; _reflectivity = anotherMaterial.Reflectivity; _srcBlendType = anotherMaterial._srcBlendType; _dstBlendType = anotherMaterial._dstBlendType; _alphaTestFunc = anotherMaterial._alphaTestFunc; _shouldUseLighting = anotherMaterial._shouldUseLighting; _shaderContext = anotherMaterial.ShaderContext; _texture = anotherMaterial.Texture; _textureOverlays.Clear(); _textureOverlays.AddRange(anotherMaterial.TextureOverlays); }
public void RemoveTexture(LCC3Texture texture) { if (_texture == texture) { _texture = null; } else { _textureOverlays.Remove(texture); this.TexturesHaveChanged(); } }
public void AddTexture(LCC3Texture texture) { if (_texture == null) { _texture = texture; } else { uint maxTexUnits = LCC3ProgPipeline.MaxNumberOfTextureUnits; Debug.Assert((this.TextureCount() < maxTexUnits), String.Format("Attempt to add texture ignored because platform supports only {0} texture units.", maxTexUnits)); _textureOverlays.Add(texture); } this.TexturesHaveChanged(); }
public void PopulateFrom(LCC3Texture texture) { base.PopulateFrom(texture); _graphicsTexture = texture.GraphicsTexture; _lightDirection = texture.LightDirection; _isBumpMap = texture.IsBumpMap; }
private void InitializeParametricMeshMaterials() { _listOfMaterials = new List<LCC3Material>(); LCC3GraphicsTexture2D crateTexData = new LCC3GraphicsTexture2D("Content/crate_map.jpg"); LCC3GraphicsTexture2D beachBallTexData = new LCC3GraphicsTexture2D("Content/beachball.jpg"); LCC3GraphicsTexture2D logoTexData = new LCC3GraphicsTexture2D("Content/logo.jpg"); LCC3Texture crateTexture = new LCC3Texture(0, "crate"); crateTexture.GraphicsTexture = crateTexData; crateTexture.TextureUnitMode = LCC3TextureUnitMode.Replace; LCC3Texture beachballTexture = new LCC3Texture(1, "beachball"); beachballTexture.GraphicsTexture = beachBallTexData; beachballTexture.TextureUnitMode = LCC3TextureUnitMode.Replace; LCC3Texture logoTexture = new LCC3Texture(1, "logo"); logoTexture.GraphicsTexture = logoTexData; logoTexture.TextureUnitMode = LCC3TextureUnitMode.Replace; LCC3Material multiTexMaterial = new LCC3Material(0, "sphereMaterial"); multiTexMaterial.ShaderProgram = _materialShaderProgram; multiTexMaterial.AmbientColor = new CCColor4F(0.2f, 0.2f, 0.2f, 0.5f); multiTexMaterial.DiffuseColor = new CCColor4F(0.8f, 0.5f, 0.2f, 0.5f); multiTexMaterial.SpecularColor = new CCColor4F(1.0f, 0.6f, 0.0f, 1.0f); multiTexMaterial.EmissionColor = new CCColor4F(0.5f, 0.5f, 0.5f, 1.0f); multiTexMaterial.Shininess = 3.0f; multiTexMaterial.ShouldUseLighting = true; multiTexMaterial.AddTexture(beachballTexture); _listOfMaterials.Add(multiTexMaterial); multiTexMaterial = new LCC3Material(0, "coneMaterial"); multiTexMaterial.ShaderProgram = _materialShaderProgram; multiTexMaterial.AmbientColor = new CCColor4F(0.1f, 0.1f, 0.1f, 0.3f); multiTexMaterial.DiffuseColor = new CCColor4F(0.8f, 0.5f, 0.2f, 0.8f); multiTexMaterial.SpecularColor = new CCColor4F(1.0f, 0.6f, 0.5f, 1.0f); multiTexMaterial.EmissionColor = new CCColor4F(0.9f, 0.5f, 0.5f, 1.0f); multiTexMaterial.Shininess = 3.0f; multiTexMaterial.ShouldUseLighting = true; multiTexMaterial.AddTexture(beachballTexture); _listOfMaterials.Add(multiTexMaterial); multiTexMaterial = new LCC3Material(0, "cubeMaterial"); multiTexMaterial.ShaderProgram = _materialShaderProgram; multiTexMaterial.AmbientColor = new CCColor4F(0.5f, 0.5f, 0.5f, 1.0f); multiTexMaterial.DiffuseColor = new CCColor4F(1.0f, 0.58f, 0.8f, 1.0f); multiTexMaterial.SpecularColor = new CCColor4F(1.0f, 0.8f, 0.8f, 0.9f); multiTexMaterial.EmissionColor = new CCColor4F(0.3f, 0.4f, 0.2f, 1.0f); multiTexMaterial.Shininess = 1.0f; multiTexMaterial.ShouldUseLighting = true; multiTexMaterial.AddTexture(crateTexture); _listOfMaterials.Add(multiTexMaterial); multiTexMaterial = new LCC3Material(0, "planeMaterial"); multiTexMaterial.ShaderProgram = _materialShaderProgram; multiTexMaterial.AmbientColor = new CCColor4F(1.0f, 1.0f, 1.0f, 1.0f); multiTexMaterial.DiffuseColor = new CCColor4F(0.5f, 0.5f, 1.2f, 0.5f); multiTexMaterial.SpecularColor = new CCColor4F(1.0f, 0.6f, 0.0f, 1.0f); multiTexMaterial.EmissionColor = new CCColor4F(0.8f, 0.8f, 0.8f, 1.0f); multiTexMaterial.Shininess = 1.0f; multiTexMaterial.ShouldUseLighting = true; multiTexMaterial.AddTexture(logoTexture); _listOfMaterials.Add(multiTexMaterial); }
private void InitializeMultiTextureMaterials() { _listOfMaterials = new List<LCC3Material>(); LCC3GraphicsTexture2D crateTexData = new LCC3GraphicsTexture2D("Content/crate.jpg"); LCC3GraphicsTexture2D logoTexData = new LCC3GraphicsTexture2D("Content/logo.gif"); LCC3Texture crateTexture = new LCC3Texture(0, "crate"); crateTexture.GraphicsTexture = crateTexData; crateTexture.TextureUnitMode = LCC3TextureUnitMode.Replace; LCC3Texture logoTexture = new LCC3Texture(1, "logo"); logoTexture.GraphicsTexture = logoTexData; logoTexture.TextureUnitMode = LCC3TextureUnitMode.Blend; logoTexture.TextureUnitConstantColor = new CCColor4F(0.8f, 0.8f, 0.8f, 0.5f); LCC3Texture logoTextureDecal = new LCC3Texture(1, "logo"); logoTextureDecal.GraphicsTexture = logoTexData; logoTextureDecal.TextureUnitMode = LCC3TextureUnitMode.Decal; logoTextureDecal.TextureUnitConstantColor = new CCColor4F(0.8f, 0.8f, 0.8f, 0.5f); LCC3Texture logoTextureReplace = new LCC3Texture(1, "logo"); logoTextureReplace.GraphicsTexture = logoTexData; logoTextureReplace.TextureUnitMode = LCC3TextureUnitMode.Replace; logoTextureReplace.TextureUnitConstantColor = new CCColor4F(0.8f, 0.8f, 0.8f, 0.5f); LCC3Texture logoTextureBlendColor = new LCC3Texture(1, "logo"); logoTextureBlendColor.GraphicsTexture = logoTexData; logoTextureBlendColor.TextureUnitMode = LCC3TextureUnitMode.Blend; logoTextureBlendColor.TextureUnitConstantColor = new CCColor4F(0.8f, 0.3f, 0.3f, 0.6f); LCC3Material multiTexMaterial = new LCC3Material(0, "Multitex"); multiTexMaterial.ShaderProgram = _materialShaderProgram; multiTexMaterial.AmbientColor = new CCColor4F(0.5f, 0.1f, 0.1f, 1.0f); multiTexMaterial.DiffuseColor = new CCColor4F(0.8f, 0.5f, 0.2f, 0.5f); multiTexMaterial.SpecularColor = new CCColor4F(1.0f, 0.6f, 0.0f, 1.0f); multiTexMaterial.EmissionColor = new CCColor4F(0.5f, 0.5f, 0.5f, 1.0f); multiTexMaterial.Shininess = 1.0f; multiTexMaterial.ShouldUseLighting = true; multiTexMaterial.AddTexture(crateTexture); multiTexMaterial.AddTexture(logoTextureReplace); _listOfMaterials.Add(multiTexMaterial); multiTexMaterial = new LCC3Material(0, "Multitex"); multiTexMaterial.ShaderProgram = _materialShaderProgram; multiTexMaterial.AmbientColor = new CCColor4F(0.5f, 0.1f, 0.1f, 1.0f); multiTexMaterial.DiffuseColor = new CCColor4F(0.8f, 0.5f, 0.2f, 0.5f); multiTexMaterial.SpecularColor = new CCColor4F(1.0f, 0.6f, 0.0f, 1.0f); multiTexMaterial.EmissionColor = new CCColor4F(0.5f, 0.5f, 0.5f, 1.0f); multiTexMaterial.Shininess = 1.0f; multiTexMaterial.ShouldUseLighting = true; multiTexMaterial.AddTexture(crateTexture); multiTexMaterial.AddTexture(logoTextureDecal); _listOfMaterials.Add(multiTexMaterial); multiTexMaterial = new LCC3Material(0, "Multitex"); multiTexMaterial.ShaderProgram = _materialShaderProgram; multiTexMaterial.AmbientColor = new CCColor4F(0.5f, 0.1f, 0.1f, 1.0f); multiTexMaterial.DiffuseColor = new CCColor4F(0.8f, 0.5f, 0.2f, 0.5f); multiTexMaterial.SpecularColor = new CCColor4F(1.0f, 0.6f, 0.0f, 1.0f); multiTexMaterial.EmissionColor = new CCColor4F(0.5f, 0.5f, 0.5f, 1.0f); multiTexMaterial.Shininess = 1.0f; multiTexMaterial.ShouldUseLighting = true; multiTexMaterial.AddTexture(crateTexture); multiTexMaterial.AddTexture(logoTexture); _listOfMaterials.Add(multiTexMaterial); multiTexMaterial = new LCC3Material(0, "Multitex"); multiTexMaterial.ShaderProgram = _materialShaderProgram; multiTexMaterial.AmbientColor = new CCColor4F(0.5f, 0.1f, 0.1f, 1.0f); multiTexMaterial.DiffuseColor = new CCColor4F(0.8f, 0.5f, 0.2f, 0.5f); multiTexMaterial.SpecularColor = new CCColor4F(1.0f, 0.6f, 0.0f, 1.0f); multiTexMaterial.EmissionColor = new CCColor4F(0.5f, 0.5f, 0.5f, 1.0f); multiTexMaterial.Shininess = 1.0f; multiTexMaterial.ShouldUseLighting = true; multiTexMaterial.AddTexture(crateTexture); multiTexMaterial.AddTexture(logoTextureBlendColor); _listOfMaterials.Add(multiTexMaterial); }
private void InitializeMaterials() { _listOfMaterials = new List<LCC3Material>(); LCC3GraphicsTexture2D tex2D = new LCC3GraphicsTexture2D("Content/crate.jpg"); LCC3Texture tex = new LCC3Texture(0, "tex"); tex.GraphicsTexture = tex2D; tex.TextureUnitMode = LCC3TextureUnitMode.Replace; LCC3GraphicsTexture2D anotherTex2D = new LCC3GraphicsTexture2D("Content/xamarin.jpeg"); LCC3Texture tex2 = new LCC3Texture(1, "tex2"); tex2.GraphicsTexture = anotherTex2D; tex2.TextureUnitMode = LCC3TextureUnitMode.Decal; LCC3Material material = new LCC3Material(0, "Glowy"); material.ShaderProgram = _materialShaderProgram; material.AmbientColor = new CCColor4F(0.0f, 0.1f, 0.1f, 1.0f); material.DiffuseColor = new CCColor4F(0.5f, 0.5f, 1.0f, 0.5f); material.SpecularColor = new CCColor4F(1.0f, 1.0f, 0.0f, 1.0f); material.EmissionColor = new CCColor4F(0.5f, 0.5f, 0.0f, 1.0f); material.Shininess = 1.0f; material.ShouldUseLighting = true; material.AddTexture(tex); material.AddTexture(tex2); _listOfMaterials.Add(material); material = new LCC3Material(1, "Grass"); material.ShaderProgram = _materialShaderProgram; material.AmbientColor = new CCColor4F(0.0f, 0.1f, 0.0f, 1.0f); material.DiffuseColor = new CCColor4F(0.0f, 0.2f, 0.0f, 0.2f); material.SpecularColor = new CCColor4F(0.0f, 1.0f, 0.0f, 1.0f); material.EmissionColor = new CCColor4F(0.0f, 0.1f, 0.0f, 1.0f); material.Shininess = 1.0f; material.ShouldUseLighting = true; material.AddTexture(tex); _listOfMaterials.Add(material); material = new LCC3Material(2, "Metal"); material.ShaderProgram = _materialShaderProgram; material.AmbientColor = new CCColor4F(0.0f, 0.3f, 0.9f, 1.0f); material.DiffuseColor = new CCColor4F(0.0f, 0.0f, 1.0f, 1.0f); material.SpecularColor = new CCColor4F(0.1f, 0.8f, 0.5f, 1.0f); material.EmissionColor = new CCColor4F(0.0f, 0.2f, 1.0f, 1.0f); material.Shininess = 100.0f; material.ShouldUseLighting = true; material.AddTexture(tex); _listOfMaterials.Add(material); material = new LCC3Material(3, "Watery"); material.ShaderProgram = _materialShaderProgram; material.AmbientColor = new CCColor4F(0.1f, 0.9f, 0.0f, 1.0f); material.DiffuseColor = new CCColor4F(0.9f, 0.5f, 0.9f, 0.5f); material.SpecularColor = new CCColor4F(0.0f, 0.0f, 0.9f, 1.0f); material.EmissionColor = new CCColor4F(0.1f, 0.15f, 0.15f, 1.0f); material.Shininess = 1.0f; material.ShouldUseLighting = true; material.AddTexture(tex); _listOfMaterials.Add(material); }