コード例 #1
0
		public static void lib3ds_shadow_read(Lib3dsShadow shadow, Lib3dsIo io)
		{
			Lib3dsChunk c=new Lib3dsChunk();

			lib3ds_chunk_read(c, io);
			switch(c.chunk)
			{
				case Lib3dsChunks.CHK_SHADOW_MAP_SIZE: shadow.map_size=lib3ds_io_read_intw(io); break;
				case Lib3dsChunks.CHK_LO_SHADOW_BIAS: shadow.low_bias=lib3ds_io_read_float(io); break;
				case Lib3dsChunks.CHK_HI_SHADOW_BIAS: shadow.hi_bias=lib3ds_io_read_float(io); break;
				case Lib3dsChunks.CHK_SHADOW_FILTER: shadow.filter=lib3ds_io_read_float(io); break;
				case Lib3dsChunks.CHK_RAY_BIAS: shadow.ray_bias=lib3ds_io_read_float(io); break;
			}
		}
コード例 #2
0
		public static void lib3ds_shadow_write(Lib3dsShadow shadow, Lib3dsIo io)
		{
			if(Math.Abs(shadow.low_bias)>EPSILON)
			{ // ---- CHK_LO_SHADOW_BIAS ----
				Lib3dsChunk c=new Lib3dsChunk();
				c.chunk=Lib3dsChunks.CHK_LO_SHADOW_BIAS;
				c.size=10;
				lib3ds_chunk_write(c, io);
				lib3ds_io_write_float(io, shadow.low_bias);
			}

			if(Math.Abs(shadow.hi_bias)>EPSILON)
			{ // ---- CHK_HI_SHADOW_BIAS ----
				Lib3dsChunk c=new Lib3dsChunk();
				c.chunk=Lib3dsChunks.CHK_HI_SHADOW_BIAS;
				c.size=10;
				lib3ds_chunk_write(c, io);
				lib3ds_io_write_float(io, shadow.hi_bias);
			}

			if(shadow.map_size!=0)
			{ // ---- CHK_SHADOW_MAP_SIZE ----
				Lib3dsChunk c=new Lib3dsChunk();
				c.chunk=Lib3dsChunks.CHK_SHADOW_MAP_SIZE;
				c.size=8;
				lib3ds_chunk_write(c, io);
				lib3ds_io_write_intw(io, shadow.map_size);
			}

			if(Math.Abs(shadow.filter)>EPSILON)
			{ // ---- CHK_SHADOW_FILTER ----
				Lib3dsChunk c=new Lib3dsChunk();
				c.chunk=Lib3dsChunks.CHK_SHADOW_FILTER;
				c.size=10;
				lib3ds_chunk_write(c, io);
				lib3ds_io_write_float(io, shadow.filter);
			}
			if(Math.Abs(shadow.ray_bias)>EPSILON)
			{ // ---- CHK_RAY_BIAS ----
				Lib3dsChunk c=new Lib3dsChunk();
				c.chunk=Lib3dsChunks.CHK_RAY_BIAS;
				c.size=10;
				lib3ds_chunk_write(c, io);
				lib3ds_io_write_float(io, shadow.ray_bias);
			}
		}
コード例 #3
0
        public static void lib3ds_shadow_write(Lib3dsShadow shadow, Lib3dsIo io)
        {
            if (Math.Abs(shadow.low_bias) > EPSILON)
            {             // ---- CHK_LO_SHADOW_BIAS ----
                Lib3dsChunk c = new Lib3dsChunk();
                c.chunk = Lib3dsChunks.CHK_LO_SHADOW_BIAS;
                c.size  = 10;
                lib3ds_chunk_write(c, io);
                lib3ds_io_write_float(io, shadow.low_bias);
            }

            if (Math.Abs(shadow.hi_bias) > EPSILON)
            {             // ---- CHK_HI_SHADOW_BIAS ----
                Lib3dsChunk c = new Lib3dsChunk();
                c.chunk = Lib3dsChunks.CHK_HI_SHADOW_BIAS;
                c.size  = 10;
                lib3ds_chunk_write(c, io);
                lib3ds_io_write_float(io, shadow.hi_bias);
            }

            if (shadow.map_size != 0)
            {             // ---- CHK_SHADOW_MAP_SIZE ----
                Lib3dsChunk c = new Lib3dsChunk();
                c.chunk = Lib3dsChunks.CHK_SHADOW_MAP_SIZE;
                c.size  = 8;
                lib3ds_chunk_write(c, io);
                lib3ds_io_write_intw(io, shadow.map_size);
            }

            if (Math.Abs(shadow.filter) > EPSILON)
            {             // ---- CHK_SHADOW_FILTER ----
                Lib3dsChunk c = new Lib3dsChunk();
                c.chunk = Lib3dsChunks.CHK_SHADOW_FILTER;
                c.size  = 10;
                lib3ds_chunk_write(c, io);
                lib3ds_io_write_float(io, shadow.filter);
            }
            if (Math.Abs(shadow.ray_bias) > EPSILON)
            {             // ---- CHK_RAY_BIAS ----
                Lib3dsChunk c = new Lib3dsChunk();
                c.chunk = Lib3dsChunks.CHK_RAY_BIAS;
                c.size  = 10;
                lib3ds_chunk_write(c, io);
                lib3ds_io_write_float(io, shadow.ray_bias);
            }
        }
コード例 #4
0
        public static void lib3ds_shadow_read(Lib3dsShadow shadow, Lib3dsIo io)
        {
            Lib3dsChunk c = new Lib3dsChunk();

            lib3ds_chunk_read(c, io);
            switch (c.chunk)
            {
            case Lib3dsChunks.CHK_SHADOW_MAP_SIZE: shadow.map_size = lib3ds_io_read_intw(io); break;

            case Lib3dsChunks.CHK_LO_SHADOW_BIAS: shadow.low_bias = lib3ds_io_read_float(io); break;

            case Lib3dsChunks.CHK_HI_SHADOW_BIAS: shadow.hi_bias = lib3ds_io_read_float(io); break;

            case Lib3dsChunks.CHK_SHADOW_FILTER: shadow.filter = lib3ds_io_read_float(io); break;

            case Lib3dsChunks.CHK_RAY_BIAS: shadow.ray_bias = lib3ds_io_read_float(io); break;
            }
        }