Esempio n. 1
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        /// <param name="interpolator">0 - use this object, 1 - use other object</param>
        public MySunProperties InterpolateWith(MySunProperties otherProperties, float interpolator)
        {
            var result = new MySunProperties();

            result.SunDiffuse   = Color.Lerp(SunDiffuse, otherProperties.SunDiffuse, interpolator);
            result.SunIntensity = MathHelper.Lerp(SunIntensity, otherProperties.SunIntensity, interpolator);
            result.SunSpecular  = Color.Lerp(SunSpecular, otherProperties.SunSpecular, interpolator);

            result.BackSunIntensity = MathHelper.Lerp(BackSunIntensity, otherProperties.BackSunIntensity, interpolator);
            result.BackSunDiffuse   = Color.Lerp(BackSunDiffuse, otherProperties.BackSunDiffuse, interpolator);

            result.AmbientColor                = Color.Lerp(AmbientColor, otherProperties.AmbientColor, interpolator);
            result.AmbientMultiplier           = MathHelper.Lerp(AmbientMultiplier, otherProperties.AmbientMultiplier, interpolator);
            result.EnvironmentAmbientIntensity = MathHelper.Lerp(EnvironmentAmbientIntensity, otherProperties.EnvironmentAmbientIntensity, interpolator);
            result.SunSizeMultiplier           = MathHelper.Lerp(SunSizeMultiplier, otherProperties.SunSizeMultiplier, interpolator);

            result.BackgroundColor = Color.Lerp(BackgroundColor, otherProperties.BackgroundColor, interpolator);

            if (result.SunDirectionNormalized.Dot(otherProperties.SunDirectionNormalized) > 0.0001f)
            {
                result.SunDirectionNormalized = Vector3.Lerp(SunDirectionNormalized, otherProperties.SunDirectionNormalized, interpolator);
            }
            else
            {
                result.SunDirectionNormalized = SunDirectionNormalized;
            }

            return(result);
        }
Esempio n. 2
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        public static void InitEnvironmentSettings(MyObjectBuilder_EnvironmentSettings environmentBuilder = null)
        {
            var environment = MyDefinitionManager.Static.EnvironmentDefinition;
            var o           = environment.BackgroundOrientation;

            BackgroundTexture     = environment.BackgroundTexture;
            BackgroundOrientation = Quaternion.CreateFromYawPitchRoll(o.Yaw, o.Pitch, o.Roll);
            DistanceToSun         = environment.DistanceToSun;

            SunProperties = new MySunProperties(environment.SunProperties);
            FogProperties = environment.FogProperties;

            if (environmentBuilder != null)
            {
                Vector3 sunDirection;
                Vector3.CreateFromAzimuthAndElevation(environmentBuilder.SunAzimuth, environmentBuilder.SunElevation, out sunDirection);

                SunProperties.BaseSunDirectionNormalized = sunDirection;

                SunProperties.SunDirectionNormalized = sunDirection;
                SunProperties.SunIntensity           = environmentBuilder.SunIntensity;

                FogProperties.FogMultiplier = environmentBuilder.FogMultiplier;
                FogProperties.FogDensity    = environmentBuilder.FogDensity;
                FogProperties.FogColor      = new Color(environmentBuilder.FogColor);
                FogProperties.FogColor.A    = 255;
            }
        }
Esempio n. 3
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        public static void InitEnvironmentSettings(MyObjectBuilder_EnvironmentSettings environmentBuilder = null)
        {
            var environment = MyDefinitionManager.Static.EnvironmentDefinition;
            var o = environment.BackgroundOrientation;
            BackgroundTexture        = environment.BackgroundTexture;
            BackgroundOrientation    = Quaternion.CreateFromYawPitchRoll(o.Yaw, o.Pitch, o.Roll);
            DistanceToSun            = environment.DistanceToSun;

            SunProperties = environment.SunProperties;
            FogProperties = environment.FogProperties;

            if (environmentBuilder != null)
            {
                Vector3 sunDirection;
                Vector3.CreateFromAzimuthAndElevation(environmentBuilder.SunAzimuth, environmentBuilder.SunElevation, out sunDirection);

                SunProperties.SunDirectionNormalized = sunDirection;
                SunProperties.SunIntensity = environmentBuilder.SunIntensity;

                FogProperties.FogMultiplier = environmentBuilder.FogMultiplier;
                FogProperties.FogDensity = environmentBuilder.FogDensity;
                FogProperties.FogColor = new Color(environmentBuilder.FogColor);
                FogProperties.FogColor.A = 255;
            }
        }
Esempio n. 4
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 public static void SetDefaults()
 {
     SunProperties          = MySunProperties.Default;
     FogProperties          = MyFogProperties.Default;
     ImpostorProperties     = new VRageRender.MyImpostorProperties[1];
     ParticleDustProperties = new MyParticleDustProperties();
 }
Esempio n. 5
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        public MySunProperties(MySunProperties from)
        {
            SunIntensity = from.SunIntensity;
            SunDiffuse   = from.SunDiffuse;
            SunSpecular  = from.SunSpecular;
            SunMaterial  = from.SunMaterial;

            AdditionalSunIntensity = new float[from.AdditionalSunIntensity.Length];
            AdditionalSunDiffuse   = new Color[from.AdditionalSunDiffuse.Length];
            AdditionalSunDirection = new Vector2[from.AdditionalSunDirection.Length];

            for (int lightIndex = 0; lightIndex < from.AdditionalSunDirection.Length; ++lightIndex)
            {
                AdditionalSunIntensity[lightIndex] = from.AdditionalSunIntensity[lightIndex];
                AdditionalSunDiffuse[lightIndex]   = from.AdditionalSunDiffuse[lightIndex];
                AdditionalSunDirection[lightIndex] = from.AdditionalSunDirection[lightIndex];
            }

            AmbientColor                = from.AmbientColor;
            AmbientMultiplier           = from.AmbientMultiplier;
            EnvironmentAmbientIntensity = from.EnvironmentAmbientIntensity;
            SunSizeMultiplier           = from.SunSizeMultiplier;

            BackgroundColor            = from.BackgroundColor;
            SunDirectionNormalized     = from.SunDirectionNormalized;
            BaseSunDirectionNormalized = from.BaseSunDirectionNormalized;
        }
Esempio n. 6
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        /// <param name="interpolator">0 - use this object, 1 - use other object</param>
        public MySunProperties InterpolateWith(MySunProperties otherProperties, float interpolator)
        {
            var result = new MySunProperties();

            result.SunDiffuse = Color.Lerp(SunDiffuse, otherProperties.SunDiffuse, interpolator);
            result.SunIntensity = MathHelper.Lerp(SunIntensity, otherProperties.SunIntensity, interpolator);
            result.SunSpecular = Color.Lerp(SunSpecular, otherProperties.SunSpecular, interpolator);

            result.BackSunIntensity = MathHelper.Lerp(BackSunIntensity, otherProperties.BackSunIntensity, interpolator);
            result.BackSunDiffuse = Color.Lerp(BackSunDiffuse, otherProperties.BackSunDiffuse, interpolator);

            result.AmbientColor = Color.Lerp(AmbientColor, otherProperties.AmbientColor, interpolator);
            result.AmbientMultiplier = MathHelper.Lerp(AmbientMultiplier, otherProperties.AmbientMultiplier, interpolator);
            result.EnvironmentAmbientIntensity = MathHelper.Lerp(EnvironmentAmbientIntensity, otherProperties.EnvironmentAmbientIntensity, interpolator);
            result.SunSizeMultiplier = MathHelper.Lerp(SunSizeMultiplier, otherProperties.SunSizeMultiplier, interpolator);

            result.BackgroundColor = Color.Lerp(BackgroundColor, otherProperties.BackgroundColor, interpolator);

            if (result.SunDirectionNormalized.Dot(otherProperties.SunDirectionNormalized) > 0.0001f)
                result.SunDirectionNormalized = Vector3.Lerp(SunDirectionNormalized, otherProperties.SunDirectionNormalized, interpolator);
            else
                result.SunDirectionNormalized = SunDirectionNormalized;

            return result;
        }
Esempio n. 7
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 public static void SetDefaults()
 {
     SunProperties          = new MySunProperties(MySunProperties.Default);
     FogProperties          = MyFogProperties.Default;
     ImpostorProperties     = new VRageRender.MyImpostorProperties[1];
     ParticleDustProperties = new MyParticleDustProperties();
     GodRaysProperties      = new MyGodRaysProperties();
     BackgroundTexture      = "BackgroundCube";
 }
Esempio n. 8
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 public static void SetDefaults()
 {
     SunProperties = MySunProperties.Default;
     FogProperties = MyFogProperties.Default;
     ImpostorProperties = new VRageRender.MyImpostorProperties[1];
     ParticleDustProperties = new MyParticleDustProperties();
     GodRaysProperties = new MyGodRaysProperties();
     BackgroundTexture = "BackgroundCube";
 }
Esempio n. 9
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        public static void InitEnvironmentSettings(MyObjectBuilder_EnvironmentSettings environmentBuilder = null)
        {
            if (environmentBuilder != null)
            {
                EnvironmentDefinition = MyDefinitionManager.Static.GetDefinition <MyEnvironmentDefinition>(environmentBuilder.EnvironmentDefinition);
            }
            else if (EnvironmentDefinition == null)
            {
                // Fallback
                EnvironmentDefinition = MyDefinitionManager.Static.GetDefinition <MyEnvironmentDefinition>(MyStringHash.GetOrCompute("Default"));
            }

            var environment = EnvironmentDefinition;

            SunProperties = environment.SunProperties;
            FogProperties = environment.FogProperties;
            SSAOSettings  = environment.SSAOSettings;
            HBAOSettings  = environment.HBAOSettings;
            ShadowSettings.CopyFrom(environment.ShadowSettings);
            NewPipelineSettings.CopyFrom(environment.NewPipelineSettings);
            SunRotationAxis = SunProperties.SunRotationAxis;

            MyRenderProxy.UpdateShadowsSettings(ShadowSettings);
            MyRenderProxy.UpdateNewPipelineSettings(NewPipelineSettings);
            MySector.Lodding.UpdatePreset(environment.UserLoddingSettings, environment.LowLoddingSettings, environment.MediumLoddingSettings, environment.HighLoddingSettings);

            MyMaterialsSettings materialsSettings = new MyMaterialsSettings();

            materialsSettings.CopyFrom(environment.MaterialsSettings);
            MyRenderProxy.UpdateMaterialsSettings(materialsSettings);

            // TODO: Delete MyPostprocessSettingsWrapper and move to have bundled
            // settings in MySector and change all references to point here
            MyPostprocessSettingsWrapper.Settings = environment.PostProcessSettings;

            if (environmentBuilder != null)
            {
                Vector3 sunDirection;
                Vector3.CreateFromAzimuthAndElevation(environmentBuilder.SunAzimuth, environmentBuilder.SunElevation, out sunDirection);
                sunDirection.Normalize();

                SunProperties.BaseSunDirectionNormalized = sunDirection;
                SunProperties.SunDirectionNormalized     = sunDirection;
                //SunProperties.SunIntensity = environmentBuilder.SunIntensity;

                FogProperties.FogMultiplier = environmentBuilder.FogMultiplier;
                FogProperties.FogDensity    = environmentBuilder.FogDensity;
                FogProperties.FogColor      = new Color(environmentBuilder.FogColor);
            }
        }
Esempio n. 10
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        public MySunProperties(MySunProperties from)
        {
            SunIntensity = from.SunIntensity;
            SunDiffuse   = from.SunDiffuse;
            SunSpecular  = from.SunSpecular;
            SunMaterial  = from.SunMaterial;

            BackSunIntensity = from.BackSunIntensity;
            BackSunDiffuse   = from.BackSunDiffuse;

            AmbientColor                = from.AmbientColor;
            AmbientMultiplier           = from.AmbientMultiplier;
            EnvironmentAmbientIntensity = from.EnvironmentAmbientIntensity;
            SunSizeMultiplier           = from.SunSizeMultiplier;

            BackgroundColor            = from.BackgroundColor;
            SunDirectionNormalized     = from.SunDirectionNormalized;
            BaseSunDirectionNormalized = from.BaseSunDirectionNormalized;
        }
Esempio n. 11
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        public MySunProperties(MySunProperties from)
        {
            SunIntensity = from.SunIntensity;
            SunDiffuse = from.SunDiffuse;
            SunSpecular = from.SunSpecular;
            SunMaterial = from.SunMaterial;

            BackSunIntensity = from.BackSunIntensity;
            BackSunDiffuse = from.BackSunDiffuse;

            AmbientColor = from.AmbientColor;
            AmbientMultiplier = from.AmbientMultiplier;
            EnvironmentAmbientIntensity = from.EnvironmentAmbientIntensity;
            SunSizeMultiplier = from.SunSizeMultiplier;

            BackgroundColor = from.BackgroundColor;
            SunDirectionNormalized = from.SunDirectionNormalized;
            BaseSunDirectionNormalized = from.BaseSunDirectionNormalized;
        }
Esempio n. 12
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        public static void InitEnvironmentSettings(MyObjectBuilder_EnvironmentSettings environmentBuilder = null)
        {
            if (environmentBuilder != null)
            {
                EnvironmentDefinition = MyDefinitionManager.Static.GetDefinition <MyEnvironmentDefinition>(environmentBuilder.EnvironmentDefinition);
            }
            else if (EnvironmentDefinition == null)
            {
                // Fallback
                EnvironmentDefinition = MyDefinitionManager.Static.GetDefinition <MyEnvironmentDefinition>(MyStringHash.GetOrCompute("Default"));
            }

            var environment = EnvironmentDefinition;
            var o           = environment.BackgroundOrientation;

            BackgroundTexture                 = environment.BackgroundTexture;
            BackgroundTextureNight            = environment.BackgroundTextureNight;
            BackgroundTextureNightPrefiltered = environment.BackgroundTextureNightPrefiltered;
            BackgroundOrientation             = Quaternion.CreateFromYawPitchRoll(o.Yaw, o.Pitch, o.Roll);
            DistanceToSun = environment.DistanceToSun;

            SunProperties = new MySunProperties(environment.SunProperties);
            FogProperties = environment.FogProperties;

            if (environmentBuilder != null)
            {
                Vector3 sunDirection;
                Vector3.CreateFromAzimuthAndElevation(environmentBuilder.SunAzimuth, environmentBuilder.SunElevation, out sunDirection);

                SunProperties.SunDirectionNormalized = sunDirection;
                SunProperties.SunIntensity           = environmentBuilder.SunIntensity;

                FogProperties.FogMultiplier = environmentBuilder.FogMultiplier;
                FogProperties.FogDensity    = environmentBuilder.FogDensity;
                FogProperties.FogColor      = new Color(environmentBuilder.FogColor);
                FogProperties.FogColor.A    = 255;
            }
        }
Esempio n. 13
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        /// <param name="interpolator">0 - use this object, 1 - use other object</param>
        public MySunProperties InterpolateWith(MySunProperties otherProperties, float interpolator)
        {
            var result = new MySunProperties();

            result.SunDiffuse   = Color.Lerp(SunDiffuse, otherProperties.SunDiffuse, interpolator);
            result.SunIntensity = MathHelper.Lerp(SunIntensity, otherProperties.SunIntensity, interpolator);
            result.SunSpecular  = Color.Lerp(SunSpecular, otherProperties.SunSpecular, interpolator);

            result.AdditionalSunIntensity = new float[AdditionalSunIntensity.Length];
            result.AdditionalSunDiffuse   = new Color[AdditionalSunDiffuse.Length];
            result.AdditionalSunDirection = new Vector2[AdditionalSunDirection.Length];
            for (int lightIndex = 0; lightIndex < AdditionalSunDirection.Length; ++lightIndex)
            {
                result.AdditionalSunIntensity[lightIndex] = MathHelper.Lerp(AdditionalSunIntensity[lightIndex], otherProperties.AdditionalSunIntensity[lightIndex], interpolator);
                result.AdditionalSunDiffuse[lightIndex]   = Color.Lerp(AdditionalSunDiffuse[lightIndex], otherProperties.AdditionalSunDiffuse[lightIndex], interpolator);
                result.AdditionalSunDirection[lightIndex] = Vector2.Lerp(AdditionalSunDirection[lightIndex], otherProperties.AdditionalSunDirection[lightIndex], interpolator);
            }

            result.AmbientColor                = Color.Lerp(AmbientColor, otherProperties.AmbientColor, interpolator);
            result.AmbientMultiplier           = MathHelper.Lerp(AmbientMultiplier, otherProperties.AmbientMultiplier, interpolator);
            result.EnvironmentAmbientIntensity = MathHelper.Lerp(EnvironmentAmbientIntensity, otherProperties.EnvironmentAmbientIntensity, interpolator);
            result.SunSizeMultiplier           = MathHelper.Lerp(SunSizeMultiplier, otherProperties.SunSizeMultiplier, interpolator);

            result.BackgroundColor = Color.Lerp(BackgroundColor, otherProperties.BackgroundColor, interpolator);

            if (result.SunDirectionNormalized.Dot(otherProperties.SunDirectionNormalized) > 0.0001f)
            {
                result.SunDirectionNormalized = Vector3.Lerp(SunDirectionNormalized, otherProperties.SunDirectionNormalized, interpolator);
            }
            else
            {
                result.SunDirectionNormalized = SunDirectionNormalized;
            }

            return(result);
        }