コード例 #1
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        }         // Material(ambientColor, diffuseColor, setDiffuseTexture)

        /// <summary>
        /// Create material
        /// </summary>
        public Material(IXNAGame _game, string setDiffuseTexture, string setNormalTexture,
                        string setHeightTexture)
        {
            diffuseTexture = new TextureBookengine(_game, setDiffuseTexture);
            normalTexture  = new TextureBookengine(_game, setNormalTexture);
            heightTexture  = new TextureBookengine(_game, setHeightTexture);
            // Leave rest to default
        }         // Material(ambientColor, diffuseColor, setDiffuseTexture)
コード例 #2
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        }         // Material(ambientColor, diffuseColor, setDiffuseTexture)

        /// <summary>
        /// Create material
        /// </summary>
        public Material(Color setAmbientColor, Color setDiffuseColor,
                        TextureBookengine setDiffuseTexture)
        {
            ambientColor   = setAmbientColor;
            diffuseColor   = setDiffuseColor;
            diffuseTexture = setDiffuseTexture;
            // Leave rest to default
        }         // Material(ambientColor, diffuseColor, setDiffuseTexture)
コード例 #3
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        }         // Material(setDiffuseTexture)

        /// <summary>
        /// Create material
        /// </summary>
        public Material(IXNAGame _game, Color setAmbientColor, Color setDiffuseColor,
                        string setDiffuseTexture)
        {
            ambientColor   = setAmbientColor;
            diffuseColor   = setDiffuseColor;
            diffuseTexture = new TextureBookengine(_game, setDiffuseTexture);
            // Leave rest to default
        }         // Material(ambientColor, diffuseColor, setDiffuseTexture)
コード例 #4
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        }         // Material(ambientColor, diffuseColor, setDiffuseTexture)

        #endregion

        #region Helpers for creating material from shader parameters

        /*TODO
         * /// <summary>
         * /// Search effect parameter
         * /// </summary>
         * /// <param name="parameters">Parameters</param>
         * /// <param name="paramName">Param name</param>
         * /// <returns>Object</returns>
         * private static object SearchEffectParameter(
         *      EffectDefault[] parameters, string paramName)
         * {
         *      foreach (EffectDefault param in parameters)
         *      {
         *              if (StringHelper.Compare(param.ParameterName, paramName))
         *              {
         *                      return param.Data;
         *              } // if (StringHelper.Compare)
         *      } // foreach (param in parameters)
         *      // Not found
         *      return null;
         * } // SearchEffectParameter(parameters, paramName)
         *
         * /// <summary>
         * /// Search effect float parameter
         * /// </summary>
         * /// <param name="parameters">Parameters</param>
         * /// <param name="paramName">Param name</param>
         * /// <param name="defaultValue">Default value</param>
         * /// <returns>Float</returns>
         * private static float SearchEffectFloatParameter(
         *      EffectDefault[] parameters, string paramName, float defaultValue)
         * {
         *      object ret = SearchEffectParameter(parameters, paramName);
         *      if (ret != null &&
         *              ret.GetType() == typeof(float))
         *              return (float)ret;
         *      // Not found? Then just return default value.
         *      return defaultValue;
         * } // SearchEffectFloatParameter(parameters, paramName, defaultValue)
         *
         * /// <summary>
         * /// Search effect color parameter
         * /// </summary>
         * /// <param name="parameters">Parameters</param>
         * /// <param name="paramName">Param name</param>
         * /// <param name="defaultColor">Default color</param>
         * /// <returns>Color</returns>
         * private static Color SearchEffectColorParameter(
         *      EffectDefault[] parameters, string paramName, Color defaultColor)
         * {
         *      object ret = SearchEffectParameter(parameters, paramName);
         *      if (ret != null &&
         *              ret.GetType() == typeof(float[]))
         *      {
         *              float[] data = (float[])ret;
         *              if (data.Length >= 4)
         *              {
         *                      byte red = (byte)(data[0] * 255.0f);
         *                      byte green = (byte)(data[1] * 255.0f);
         *                      byte blue = (byte)(data[2] * 255.0f);
         *                      byte alpha = (byte)(data[3] * 255.0f);
         *                      return Color.FromArgb(alpha, red, green, blue);
         *              } // if (data.Length)
         *      } // if (ret)
         *      // Not found? Then just return default value.
         *      return defaultColor;
         * } // SearchEffectColorParameter(parameters, paramName, defaultColor)
         *
         * /// <summary>
         * /// Search effect texture parameter
         * /// </summary>
         * /// <param name="parameters">Parameters</param>
         * /// <param name="paramName">Param name</param>
         * /// <param name="defaultTexture">Default texture</param>
         * /// <returns>Texture</returns>
         * private static Texture SearchEffectTextureParameter(
         *      EffectDefault[] parameters, string paramName, Texture defaultTexture)
         * {
         *      object ret = SearchEffectParameter(parameters, paramName);
         *      if (ret != null &&
         *              ret.GetType() == typeof(string))
         *      {
         *              // Use the models directory
         *              return new Texture(
         *                      Directories.TextureModelsSubDirectory + "\\" +
         *                      StringHelper.ExtractFilename((string)ret, true));
         *      } // if (ret)
         *      // Not found? Then just return default value.
         *      return defaultTexture;
         * } // SearchEffectTextureParameter(parameters, paramName, defaultTexture)
         */
        #endregion

        #region Constructor for creating material from EffectInstance from x file

        /*TODO
         * /// <summary>
         * /// Material
         * /// </summary>
         * public Material(EffectInstance modelEffectInstance,
         *      ExtendedMaterial dxMaterial)
         * {
         *      EffectDefault[] parameters = modelEffectInstance.GetDefaults();
         *
         *      // If shader could not be loaded or is missing, we can't set
         *      // any shader parameters, load material normally without shaders.
         *      if (GraphicForm.ParallaxShader.Valid == false)
         *      {
         *              // Load material like a normal extended material.
         *              LoadExtendedMaterial(dxMaterial);
         *
         *              // Leave rest to default, only load diffuseTexture from shader
         *              // if none is set in the extended material.
         *              if (diffuseTexture == null)
         *                      diffuseTexture = SearchEffectTextureParameter(
         *                              parameters, "diffuseTexture", null);
         *
         *              // Get outta here, all the advanced shader stuff is not required.
         *              return;
         *      } // if (GraphicForm.ParallaxShader.Valid)
         *
         *      d3dMaterial.Ambient = SearchEffectColorParameter(
         *              parameters, "ambientColor", DefaultAmbientColor);
         *      d3dMaterial.Diffuse = SearchEffectColorParameter(
         *              parameters, "diffuseColor", DefaultDiffuseColor);
         *      d3dMaterial.Specular = SearchEffectColorParameter(
         *              parameters, "specularColor", DefaultSpecularColor);
         *      d3dMaterial.SpecularSharpness = SearchEffectFloatParameter(
         *              parameters, "shininess", DefaultShininess);
         *
         *      // If diffuse is white, reduce it to nearly white!
         *      if (d3dMaterial.Diffuse == Color.White)
         *              d3dMaterial.Diffuse = Color.FromArgb(255, 230, 230, 230);
         *      // Same for specular color
         *      if (d3dMaterial.Specular == Color.White)
         *              d3dMaterial.Specular = Color.FromArgb(255, 230, 230, 230);
         *
         *      diffuseTexture = SearchEffectTextureParameter(
         *              parameters, "diffuseTexture", null);
         *      normalTexture = SearchEffectTextureParameter(
         *              parameters, "normalTexture", null);
         *      heightTexture = SearchEffectTextureParameter(
         *              parameters, "heightTexture", null);
         *
         *      parallaxAmount = SearchEffectFloatParameter(
         *              parameters, "parallaxAmount", DefaultParallaxAmount);
         * } // Material(modelEffectInstance, dxMaterial)
         */
        #endregion

        #region Create material from effect settings
        /// <summary>
        /// Create material
        /// </summary>
        /// <param name="effect">Effect</param>
        public Material(IXNAGame _game, Effect effect)
        {
            EffectParameter diffuseTextureParameter =
                effect.Parameters["diffuseTexture"];

            if (diffuseTextureParameter != null)
            {
                diffuseTexture = new TextureBookengine(_game,
                                                       diffuseTextureParameter.GetValueTexture2D());
            }

            EffectParameter normalTextureParameter =
                effect.Parameters["normalTexture"];

            if (normalTextureParameter != null)
            {
                normalTexture = new TextureBookengine(_game,
                                                      normalTextureParameter.GetValueTexture2D());
            }

            EffectParameter diffuseColorParameter =
                effect.Parameters["diffuseColor"];

            if (diffuseColorParameter != null)
            {
                diffuseColor = new Color(diffuseColorParameter.GetValueVector4());
            }

            EffectParameter ambientColorParameter =
                effect.Parameters["ambientColor"];

            if (ambientColorParameter != null)
            {
                ambientColor = new Color(ambientColorParameter.GetValueVector4());
            }

            EffectParameter specularColorParameter =
                effect.Parameters["specularColor"];

            if (specularColorParameter != null)
            {
                specularColor = new Color(specularColorParameter.GetValueVector4());
            }

            EffectParameter specularPowerParameter =
                effect.Parameters["specularPower"];

            if (specularPowerParameter != null)
            {
                specularPower = specularPowerParameter.GetValueSingle();
            }
        }         // Material(effect)
コード例 #5
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        }         // Material(ambientColor, diffuseColor, setDiffuseTexture)

        /// <summary>
        /// Create material
        /// </summary>
        public Material(IXNAGame _game, Color setAmbientColor, Color setDiffuseColor,
                        Color setSpecularColor, string setDiffuseTexture,
                        string setNormalTexture, string setHeightTexture,
                        string setDetailTexture)
        {
            ambientColor   = setAmbientColor;
            diffuseColor   = setDiffuseColor;
            specularColor  = setSpecularColor;
            diffuseTexture = new TextureBookengine(_game, setDiffuseTexture);
            if (String.IsNullOrEmpty(setNormalTexture) == false)
            {
                normalTexture = new TextureBookengine(_game, setNormalTexture);
            }
            if (String.IsNullOrEmpty(setHeightTexture) == false)
            {
                heightTexture = new TextureBookengine(_game, setHeightTexture);
            }
            if (String.IsNullOrEmpty(setDetailTexture) == false)
            {
                detailTexture = new TextureBookengine(_game, setDetailTexture);
            }
            // Leave rest to default
        }         // Material(ambientColor, diffuseColor, setDiffuseTexture)
コード例 #6
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        }         // Material()

        /// <summary>
        /// Create material, just using default color values.
        /// </summary>
        public Material(IXNAGame _game, string setDiffuseTexture)
        {
            diffuseTexture = new TextureBookengine(_game, setDiffuseTexture);
        }         // Material(setDiffuseTexture)