/// <summary> /// Clones this light node. /// </summary> /// <returns></returns> public override Node CloneNode() { LightNode clone = (LightNode)base.CloneNode(); clone.Global = global; clone.CastShadows = castShadows; clone.AmbientLightColor = ambientLightColor; clone.LightSource = lightSource; return(clone); }
private void CreateLights() { // Create a directional light source LightSource lightSource = new LightSource(); lightSource.Direction = new Vector3(-1, -1, 0); lightSource.Diffuse = Color.White.ToVector4(); lightSource.Specular = Color.White.ToVector4(); // Create a light node to hold the light source LightNode lightNode = new LightNode(); lightNode.LightSources.Add(lightSource); // Add this light node to the root node scene.RootNode.AddChild(lightNode); }
private void CreateLights() { // Create a directional light source LightSource lightSource = new LightSource(); lightSource.Direction = new Vector3(1, -1, -1); lightSource.Diffuse = Color.White.ToVector4(); lightSource.Specular = new Vector4(0.6f, 0.6f, 0.6f, 1); // Create a light node to hold the light source LightNode lightNode = new LightNode(); lightNode.LightSource = lightSource; // Set this light node to cast shadows (by just setting this to true will not cast any shadows, // scene.ShadowMap needs to be set to a valid IShadowMap and Model.Shader needs to be set to // a proper IShadowShader implementation lightNode.CastShadows = true; // You should also set the light projection when casting shadow from this light lightNode.LightProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 1, 1f, 500); scene.RootNode.AddChild(lightNode); }
private void CreateLights() { // Create two directional light sources LightSource lightSource1 = new LightSource(); lightSource1.Direction = new Vector3(-1, -1, -1); lightSource1.Diffuse = Color.White.ToVector4(); lightSource1.Specular = new Vector4(0.6f, 0.6f, 0.6f, 1); LightSource lightSource2 = new LightSource(); lightSource2.Direction = new Vector3(0, 1, 0); lightSource2.Diffuse = Color.White.ToVector4()*.2f; lightSource2.Specular = new Vector4(0.2f, 0.2f, 0.2f, 1); // Create a light node to hold the light sources LightNode lightNode1 = new LightNode(); lightNode1.LightSource = lightSource1; LightNode lightNode2 = new LightNode(); lightNode2.LightSource = lightSource2; // Add this light node to the root node scene.RootNode.AddChild(lightNode1); scene.RootNode.AddChild(lightNode2); }
private void CreateLights() { // Create a directional light source LightSource lightSource = new LightSource(); lightSource.Direction = new Vector3(1, -1, -1); lightSource.Diffuse = new Vector4(0.8f, 0.8f, 0.8f, 1); lightSource.Specular = new Vector4(0.6f, 0.6f, 0.6f, 1); // Create a light node to hold the light source LightNode lightNode = new LightNode(); // Add an ambient component lightNode.AmbientLightColor = new Vector4(0.3f, 0.3f, 0.3f, 1); lightNode.LightSources.Add(lightSource); // Add this light node to the root node groundMarkerNode.AddChild(lightNode); }
private void CreateLights() { // Create a directional light source LightSource lightSource = new LightSource(); lightSource.Direction = new Vector3(1, -1, -1); lightSource.Diffuse = new Vector4(0.8f, 0.8f, 0.8f, 1); lightSource.Specular = new Vector4(0.6f, 0.6f, 0.6f, 1); // Create a light node to hold the light source LightNode lightNode = new LightNode(); lightNode.CastShadows = true; lightNode.LightProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 1, 1f, 500); // Add an ambient component lightNode.AmbientLightColor = new Vector4(0.3f, 0.3f, 0.3f, 1); lightNode.LightSource = lightSource; // Add this light node to the root node groundMarkerNode.AddChild(lightNode); }
private void CreateLights() { // Create a directional light source LightSource lightSource = new LightSource(); lightSource.Direction = new Vector3(1, -1, -1); lightSource.Diffuse = Color.White.ToVector4(); lightSource.Specular = new Vector4(0.6f, 0.6f, 0.6f, 1); // Create a light node to hold the light source LightNode lightNode = new LightNode(); lightNode.LightSource = lightSource; scene.RootNode.AddChild(lightNode); }
private void ConfigureState() { State.LineManager.LineShader = new GoblinXNA.Shaders.Line3DShader("LineRendering.fx"); State.LineManager.ShaderTechnique = "LineRendering3D"; State.ShowFPS = true; State.ShowNotifications = true; scene.PreferPerPixelLighting = true; scene.EnableShadowMapping = true; Notifier.Placement = Notifier.NotifierPlacement.TopRight; Notifier.Color = Color.Red; Notifier.CustomStartLocation = new Vector2(1300, 350); Notifier.CustomAppearDirection = new Vector2(0, 20); Notifier.FadeOutTime = 2000; LightSource lightSource1 = new LightSource(); lightSource1.Direction = new Vector3(-1, -2, 0); lightSource1.Diffuse = Color.White.ToVector4(); lightSource1.Specular = new Vector4(0.6f, 0.6f, 0.6f, 1); // Create a light node to hold the light sources LightNode lightNode1 = new LightNode(); lightNode1.LightSource = lightSource1; scene.RootNode.AddChild(lightNode1); useStaticImage = false; }
private void CreateLights() { // Create a directional light source LightSource lightSource = new LightSource(); lightSource.Direction = new Vector3(-0.8f, -0.5f, -1f); lightSource.Diffuse = Color.White.ToVector4(); lightSource.Specular = new Vector4(0.6f, 0.6f, 0.6f, 1); // Create a light node to hold the light source LightNode lightNode = new LightNode(); lightNode.AmbientLightColor = new Vector4(0.2f, 0.2f, 0.2f, 1); lightNode.LightSource = lightSource; // Add this light node to the root node scene.RootNode.AddChild(lightNode); }
private void CreateLights() { // Create a directional light source LightSource lightSource = new LightSource(); lightSource.Direction = new Vector3(-1, -1, -1); lightSource.Diffuse = Color.White.ToVector4(); LightSource lightSource2 = new LightSource(); lightSource2.Direction = new Vector3(1, 0, 0); lightSource2.Diffuse = Color.White.ToVector4(); LightSource lightSource3 = new LightSource(); lightSource3.Direction = new Vector3(-0.5f, 0, 1); lightSource3.Diffuse = new Vector4(0.5f, 0.5f, 0.5f, 1); // Create a light node to hold the light source LightNode lightNode1 = new LightNode(); lightNode1.LightSource = lightSource; LightNode lightNode2 = new LightNode(); lightNode2.LightSource = lightSource2; LightNode lightNode3 = new LightNode(); lightNode3.LightSource = lightSource3; scene.RootNode.AddChild(lightNode1); scene.RootNode.AddChild(lightNode2); scene.RootNode.AddChild(lightNode3); }