public static NwEnvironment ToNwEnvironment(Assets.Environment env) { var e = new NwEnvironment() { Ambient = env.Ambient.ToColor4f(), CastShadow = env.CastShadow, ColorCollect = new NwColorCollect() { Brightness = env.ColorCollect.Brightness, Contrast = env.ColorCollect.Contrast, Gamma = env.ColorCollect.Gamma, Hue = env.ColorCollect.Hue, Saturation = env.ColorCollect.Saturation, }, DirLight = new NwDirectionalLight() { Color = env.DirLightColor.ToColor4f(), Direction = env.DirLightDir.ToVec3f(), Intensity = env.DirLightIntensity, }, EnvMap = GetHash(env.EnvMap), }; return(e); }
public static Assets.Environment FromNwEnvironment(NwEnvironment env, TextureCube envMap) { var e = new Assets.Environment() { Ambient = new Color4(env.Ambient.R, env.Ambient.G, env.Ambient.B, env.Ambient.A), CastShadow = env.CastShadow, ColorCollect = new ColorCollect() { Brightness = env.ColorCollect.Brightness, Contrast = env.ColorCollect.Contrast, Gamma = env.ColorCollect.Gamma, Hue = env.ColorCollect.Hue, Saturation = env.ColorCollect.Saturation, }, DirLightColor = new Color4(env.DirLight.Color.R, env.DirLight.Color.G, env.DirLight.Color.B, env.DirLight.Color.A), DirLightDir = new Vector3(env.DirLight.Direction.X, env.DirLight.Direction.Y, env.DirLight.Direction.Z), DirLightIntensity = env.DirLight.Intensity, EnvMap = envMap, }; return(e); }