Exemplo n.º 1
0
        /// <summary>
        /// Update per frame
        /// </summary>
        /// <param name="world">World</param>
        /// <param name="viewProjection">View * projection</param>
        /// <param name="brightness">Brightness</param>
        /// <param name="color">Cloud color</param>
        /// <param name="fadingDistance">FadingDistance</param>
        /// <param name="firstTexture">First texture</param>
        /// <param name="secondTexture">Second texture</param>
        public void UpdatePerFrame(
            Matrix world,
            Matrix viewProjection,
            float brightness,
            Color4 color,
            float fadingDistance,
            EngineShaderResourceView firstTexture,
            EngineShaderResourceView secondTexture)
        {
            this.WorldViewProjection = world * viewProjection;

            this.Brightness     = brightness;
            this.Color          = color.RGB();
            this.FadingDistance = fadingDistance;

            this.FirstTexture  = firstTexture;
            this.SecondTexture = secondTexture;
        }
Exemplo n.º 2
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="name">Light name</param>
 /// <param name="ambientDown">Ambient down color contribution</param>
 /// <param name="brightnessDown">Brightness down</param>
 /// <param name="ambientUp">Ambient up color contribution</param>
 /// <param name="brightnessUp">Brightness up</param>
 /// <param name="enabled">Lights is enabled</param>
 public SceneLightHemispheric(string name, Color4 ambientDown, float brightnessDown, Color4 ambientUp, float brightnessUp, bool enabled)
     : base(name, false, Color.Transparent, Color.Transparent, enabled)
 {
     this.AmbientDown = new Color4(ambientDown.RGB() * brightnessDown, 1);
     this.AmbientUp   = new Color4(ambientUp.RGB() * brightnessUp, 1);
 }