public override void ApplyMaterial(Material material) { base.ApplyMaterial(material); this.SetUniform(MATERIAL_AMBIENTCOLOR, material.GetVector4f(Material.COLOR_AMBIENT)); this.SetUniform(MATERIAL_DIFFUSECOLOR, material.GetVector4f(Material.COLOR_DIFFUSE)); this.SetUniform(MATERIAL_SPECULARCOLOR, material.GetVector4f(Material.COLOR_SPECULAR)); this.SetUniform(MATERIAL_SHININESS, material.GetFloat(Material.SHININESS)); this.SetUniform(MATERIAL_ROUGHNESS, material.GetFloat(Material.ROUGHNESS)); this.SetUniform(MATERIAL_SPECULARTECHNIQUE, material.GetInt(Material.TECHNIQUE_SPECULAR)); this.SetUniform(MATERIAL_SPECULAREXPONENT, material.GetFloat(Material.SPECULAR_EXPONENT)); this.SetUniform(MATERIAL_PERPIXELLIGHTING, material.GetInt(Material.TECHNIQUE_PER_PIXEL_LIGHTING)); }
public virtual void ApplyMaterial(Material material) { currentMaterial = material; RenderManager.Renderer.SetDepthTest(currentMaterial.GetBool(Material.MATERIAL_DEPTHTEST)); RenderManager.Renderer.SetDepthMask(currentMaterial.GetBool(Material.MATERIAL_DEPTHMASK)); if (currentMaterial.GetBool(Material.MATERIAL_CULLENABLED)) { RenderManager.Renderer.SetCullFace(true); int i = currentMaterial.GetInt(Material.MATERIAL_FACETOCULL); if (i == 0) RenderManager.Renderer.SetFaceToCull(Renderer.Face.Back); else if (i == 1) RenderManager.Renderer.SetFaceToCull(Renderer.Face.Front); } else RenderManager.Renderer.SetCullFace(false); SetUniform(MATERIAL_ALPHADISCARD, currentMaterial.GetFloat(Material.MATERIAL_ALPHADISCARD)); }