public GetLight ( int index ) : |
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index | int | Ordinal value signifying the light to retreive, with 0 being closest, 1 being next closest, etc. |
Результат |
/// <summary> /// Updates the automatic light parameters based on the details provided. /// </summary> /// <param name="source"> /// A source containing all the updated data to be made available for auto updating /// the GPU program constants. /// </param> public void UpdateAutoParamsLightsOnly( AutoParamDataSource source ) { // return if no constants if ( !this.HasAutoConstantType ) { return; } PassIterationNumberIndex = int.MaxValue; // loop through and update all constants based on their type for ( int i = 0; i < autoConstantList.Count; i++ ) { AutoConstantEntry entry = autoConstantList[ i ]; Vector3 vec3; switch ( entry.Type ) { case AutoConstantType.LightDiffuseColor: SetConstant( entry.PhysicalIndex, source.GetLight( entry.Data ).Diffuse ); break; case AutoConstantType.LightSpecularColor: SetConstant( entry.PhysicalIndex, source.GetLight( entry.Data ).Specular ); break; case AutoConstantType.LightPosition: // Fix from Multiverse to enable Normal Mapping Sample Material from OGRE SetConstant( entry.PhysicalIndex, source.GetLight( entry.Data ).GetAs4DVector() ); break; case AutoConstantType.LightDirection: vec3 = source.GetLight( 1 ).DerivedDirection; SetConstant( entry.PhysicalIndex, vec3.x, vec3.y, vec3.z, 1.0f ); break; case AutoConstantType.LightPositionObjectSpace: SetConstant( entry.PhysicalIndex, source.InverseWorldMatrix * source.GetLight( entry.Data ).GetAs4DVector() ); break; case AutoConstantType.LightDirectionObjectSpace: vec3 = source.InverseWorldMatrix * source.GetLight( entry.Data ).DerivedDirection; vec3.Normalize(); SetConstant( entry.PhysicalIndex, vec3.x, vec3.y, vec3.z, 1.0f ); break; case AutoConstantType.LightDistanceObjectSpace: vec3 = source.InverseWorldMatrix * source.GetLight( entry.Data ).DerivedPosition; SetConstant( entry.PhysicalIndex, vec3.Length, 0f, 0f, 0f ); break; case AutoConstantType.ShadowExtrusionDistance: SetConstant( entry.PhysicalIndex, source.ShadowExtrusionDistance, 0f, 0f, 0f ); break; case AutoConstantType.LightAttenuation: Light light = source.GetLight( entry.Data ); SetConstant( entry.PhysicalIndex, light.AttenuationRange, light.AttenuationConstant, light.AttenuationLinear, light.AttenuationQuadratic ); break; case AutoConstantType.LightPowerScale: SetConstant( entry.PhysicalIndex, source.GetLightPowerScale( entry.Data ) ); break; case AutoConstantType.WorldMatrix: SetConstant( entry.PhysicalIndex, source.WorldMatrix ); break; //case AutoConstantType.ViewProjMatrix: // SetConstant( entry.PhysicalIndex, source.ViewProjectionMatrix ); // break; case AutoConstantType.PassIterationNumber: SetConstant(entry.PhysicalIndex, 0.0f); PassIterationNumberIndex = entry.PhysicalIndex; break; } } }
/// <summary> /// Updates the automatic light parameters based on the details provided. /// </summary> /// <param name="source"> /// A source containing all the updated data to be made available for auto updating /// the GPU program constants. /// </param> public void UpdateAutoParamsLightsOnly(AutoParamDataSource source) { // return if no constants if(!this.HasAutoConstants) { return; } // loop through and update all constants based on their type for(int constantIndex = 0; constantIndex < autoConstantList.Count; constantIndex++) { AutoConstantEntry entry = (AutoConstantEntry)autoConstantList[constantIndex]; Vector3 vec3; Light light; int i; switch(entry.type) { case AutoConstants.LightDiffuseColor: SetConstant(entry.index, source.GetLight(entry.data).Diffuse); break; case AutoConstants.LightSpecularColor: SetConstant(entry.index, source.GetLight(entry.data).Specular); break; case AutoConstants.LightPosition: SetConstant(entry.index, source.GetLight(entry.data).DerivedPosition); break; case AutoConstants.LightDirection: vec3 = source.GetLight(entry.data).DerivedDirection; SetConstant(entry.index, vec3.x, vec3.y, vec3.z, 1.0f); break; case AutoConstants.LightPositionObjectSpace: SetConstant(entry.index, source.InverseWorldMatrix * source.GetLight(entry.data).GetAs4DVector()); break; case AutoConstants.LightDirectionObjectSpace: vec3 = source.InverseWorldMatrix * source.GetLight(entry.data).DerivedDirection; vec3.Normalize(); SetConstant(entry.index, vec3.x, vec3.y, vec3.z, 1.0f); break; case AutoConstants.LightPositionViewSpace: SetConstant(entry.index, source.ViewMatrix.TransformAffine(source.GetLight(entry.data).GetAs4DVector())); break; case AutoConstants.LightDirectionViewSpace: vec3 = source.InverseViewMatrix.Transpose() * source.GetLight(entry.data).DerivedDirection; vec3.Normalize(); SetConstant(entry.index, vec3.x, vec3.y, vec3.z, 1.0f); break; case AutoConstants.LightDistanceObjectSpace: vec3 = source.InverseWorldMatrix * source.GetLight(entry.data).DerivedPosition; SetConstant(entry.index, vec3.Length); break; case AutoConstants.ShadowExtrusionDistance: SetConstant(entry.index, source.ShadowExtrusionDistance); break; case AutoConstants.ShadowSceneDepthRange: SetConstant(entry.index, source.GetShadowSceneDepthRange(entry.data)); break; case AutoConstants.LightPower: SetConstant(entry.index, source.GetLight(entry.data).PowerScale); break; case AutoConstants.LightAttenuation: light = source.GetLight(entry.data); SetConstant(entry.index, light.AttenuationRange, light.AttenuationConstant, light.AttenuationLinear, light.AttenuationQuadratic); break; case AutoConstants.SpotlightParams: light = source.GetLight(entry.data); if (light.Type == LightType.Spotlight) SetConstant(entry.index, (float)Math.Cos(MathUtil.DegreesToRadians(light.SpotlightInnerAngle) * 0.5), (float)Math.Cos(MathUtil.DegreesToRadians(light.SpotlightOuterAngle) * 0.5), light.SpotlightFalloff, 1.0f); else SetConstant(entry.index, 1f, 0f, 0f, 1f); break; case AutoConstants.LightDiffuseColorArray: for (i=0; i<entry.data; i++) SetConstant(entry.index + i, source.GetLight(i).Diffuse); break; case AutoConstants.LightSpecularColorArray: for (i=0; i<entry.data; i++) SetConstant(entry.index + i, source.GetLight(i).Specular); break; case AutoConstants.LightPositionArray: for (i=0; i<entry.data; i++) SetConstant(entry.index + i, source.GetLight(i).DerivedPosition); break; case AutoConstants.LightDirectionArray: for (i=0; i<entry.data; i++) { vec3 = source.GetLight(i).DerivedDirection; SetConstant(entry.index + i, vec3.x, vec3.y, vec3.z, 1.0f); } break; case AutoConstants.LightPositionObjectSpaceArray: for (i=0; i<entry.data; i++) SetConstant(entry.index + i, source.ViewMatrix.TransformAffine(source.GetLight(i).GetAs4DVector())); break; case AutoConstants.LightDirectionObjectSpaceArray: for (i=0; i<entry.data; i++) { vec3 = source.InverseWorldMatrix.TransformAffine(source.GetLight(i).DerivedDirection); SetConstant(entry.index + i, vec3.x, vec3.y, vec3.z, 1.0f); } break; case AutoConstants.LightPositionViewSpaceArray: for (i=0; i<entry.data; i++) SetConstant(entry.index + i, source.ViewMatrix.TransformAffine(source.GetLight(i).GetAs4DVector())); break; case AutoConstants.LightDirectionViewSpaceArray: for (i=0; i<entry.data; i++) { vec3 = source.InverseViewMatrix.Transpose() * source.GetLight(i).DerivedDirection; vec3.Normalize(); SetConstant(entry.index + i, vec3.x, vec3.y, vec3.z, 1.0f); } break; case AutoConstants.LightDistanceObjectSpaceArray: for (i=0; i<entry.data; i++) { vec3 = source.InverseWorldMatrix * source.GetLight(i).DerivedPosition; SetConstant(entry.index + i, vec3.Length); } break; case AutoConstants.LightPowerArray: for (i=0; i<entry.data; i++) SetConstant(entry.index + i, source.GetLight(i).PowerScale); break; case AutoConstants.LightAttenuationArray: for (i=0; i<entry.data; i++) { light = source.GetLight(i); SetConstant(entry.index + i, light.AttenuationRange, light.AttenuationConstant, light.AttenuationLinear, light.AttenuationQuadratic); } break; case AutoConstants.SpotlightParamsArray: for (i=0; i<entry.data; i++) { light = source.GetLight(i); if (light.Type == LightType.Spotlight) SetConstant(entry.index + 1, (float)Math.Cos(MathUtil.DegreesToRadians(light.SpotlightInnerAngle) * 0.5), (float)Math.Cos(MathUtil.DegreesToRadians(light.SpotlightOuterAngle) * 0.5), light.SpotlightFalloff, 1.0f); else SetConstant(entry.index + i, 1f, 0f, 0f, 1f); } break; case AutoConstants.DerivedLightDiffuseColor: SetConstant(entry.index, source.GetLight(entry.data).Diffuse * source.CurrentPass.Diffuse); break; case AutoConstants.DerivedLightSpecularColor: SetConstant(entry.index, source.GetLight(entry.data).Diffuse * source.CurrentPass.Specular); break; case AutoConstants.DerivedLightDiffuseColorArray: for (i=0; i<entry.data; i++) { light = source.GetLight(i); SetConstant(entry.index + i, light.Diffuse * source.CurrentPass.Diffuse); } break; case AutoConstants.DerivedLightSpecularColorArray: for (i=0; i<entry.data; i++) { light = source.GetLight(i); SetConstant(entry.index + i, light.Specular * source.CurrentPass.Diffuse); } break; case AutoConstants.TextureViewProjMatrix: SetConstant(entry.index, source.GetTextureViewProjectionMatrix(entry.data)); break; default: // do nothing break; } } }