public override void Render(RenderContext context) { if (renderHost.RenderTechnique == renderHost.RenderTechniquesManager.RenderTechniques.Get(DeferredRenderTechniqueNames.Deferred) || renderHost.RenderTechnique == renderHost.RenderTechniquesManager.RenderTechniques.Get(DeferredRenderTechniqueNames.GBuffer)) { return; } if (this.IsRendering) { /// --- turn-on the light lightColors[lightIndex] = this.Color; } else { // --- turn-off the light lightColors[lightIndex] = new global::SharpDX.Color4(0, 0, 0, 0); } /// --- Set lighting parameters lightPositions[lightIndex] = this.Position.ToVector4(); lightAtt[lightIndex] = new Vector4((float)this.Attenuation.X, (float)this.Attenuation.Y, (float)this.Attenuation.Z, (float)this.Range); /// --- Update lighting variables this.vLightPos.Set(lightPositions); this.vLightColor.Set(lightColors); this.vLightAtt.Set(lightAtt); this.iLightType.Set(lightTypes); }
public static global::SharpDX.Color4 Normalized(this global::SharpDX.Color4 vector) { var v = vector.ToVector3(); v.Normalize(); return(v.ToColor4()); }
public override void Render(RenderContext context) { #if DEFERRED if (renderHost.RenderTechnique == Techniques.RenderDeferred || renderHost.RenderTechnique == Techniques.RenderGBuffer) { return; } #endif if (this.IsRendering) { /// --- turn-on the light lightColors[lightIndex] = this.Color; } else { // --- turn-off the light lightColors[lightIndex] = new global::SharpDX.Color4(0, 0, 0, 0); } /// --- Set lighting parameters lightPositions[lightIndex] = this.Position.ToVector4(); lightAtt[lightIndex] = new Vector4((float)this.Attenuation.X, (float)this.Attenuation.Y, (float)this.Attenuation.Z, (float)this.Range); /// --- Update lighting variables this.vLightPos.Set(lightPositions); this.vLightColor.Set(lightColors); this.vLightAtt.Set(lightAtt); this.iLightType.Set(lightTypes); }
public override void Render(RenderContext context) { if (renderHost.RenderTechnique == renderHost.RenderTechniquesManager.RenderTechniques.Get(DeferredRenderTechniqueNames.Deferred) || renderHost.RenderTechnique == renderHost.RenderTechniquesManager.RenderTechniques.Get(DeferredRenderTechniqueNames.GBuffer)) { return; } if (this.IsRendering) { /// --- turn-on the light lightColors[lightIndex] = this.Color; } else { // --- turn-off the light lightColors[lightIndex] = new global::SharpDX.Color4(0, 0, 0, 0); } /// --- Set lighting parameters lightPositions[lightIndex] = this.Position.ToVector4(); lightDirections[lightIndex] = this.Direction.ToVector4(); lightSpots[lightIndex] = new Vector4((float)Math.Cos(this.OuterAngle / 360.0 * Math.PI), (float)Math.Cos(this.InnerAngle / 360.0 * Math.PI), (float)this.Falloff, 0); lightAtt[lightIndex] = new Vector4((float)this.Attenuation.X, (float)this.Attenuation.Y, (float)this.Attenuation.Z, (float)this.Range); /// --- Update lighting variables this.vLightPos.Set(lightPositions); this.vLightDir.Set(lightDirections); this.vLightSpot.Set(lightSpots); this.vLightColor.Set(lightColors); this.vLightAtt.Set(lightAtt); this.iLightType.Set(lightTypes); }
public override void Render(RenderContext context) { #if DEFERRED if (renderHost.RenderTechnique == Techniques.RenderDeferred || renderHost.RenderTechnique == Techniques.RenderGBuffer) { return; } #endif if (this.IsRendering) { /// --- turn-on the light lightColors[lightIndex] = this.Color; } else { // --- turn-off the light lightColors[lightIndex] = new global::SharpDX.Color4(0, 0, 0, 0); } /// --- Set lighting parameters lightPositions[lightIndex] = this.Position.ToVector4(); lightDirections[lightIndex] = this.Direction.ToVector4(); lightSpots[lightIndex] = new Vector4((float)Math.Cos(this.OuterAngle / 360.0 * Math.PI), (float)Math.Cos(this.InnerAngle / 360.0 * Math.PI), (float)this.Falloff, 0); lightAtt[lightIndex] = new Vector4((float)this.Attenuation.X, (float)this.Attenuation.Y, (float)this.Attenuation.Z, (float)this.Range); /// --- Update lighting variables this.vLightPos.Set(lightPositions); this.vLightDir.Set(lightDirections); this.vLightSpot.Set(lightSpots); this.vLightColor.Set(lightColors); this.vLightAtt.Set(lightAtt); this.iLightType.Set(lightTypes); }