public DirectionalLight(Vector3 direction, RealColor colour, WorldBounds bounds, float _power) { this.Direction = direction; this.color = colour.Copy(); this.bounds = bounds; power = _power; }
/// <summary> /// Constructs a diffuse light. /// </summary> /// <param name="direction"></param> /// <param name="colour"></param> public RadiosityLight(Vector3 direction, RealColor colour, WorldBounds bounds, int pointCount) { this.m_randomNumberGen = new Random(); this.m_direction = direction; this.m_colour = colour.Copy(); // Create DX3D version: this.m_light = new Light(); this.m_light.Type = LightType.Directional; /*this.m_light.Diffuse = Color.FromArgb((int)(m_colour[0] * 255), * (int)(m_colour[1] * 255), * (int)(m_colour[2] * 255));*/ this.m_light.Direction = this.m_direction; this.bounds = bounds; this.pointCount = pointCount; width = bounds.X.Upper - bounds.X.Lower; height = bounds.Y.Upper - bounds.Y.Lower; }