Пример #1
0
        /// <inheritdoc/>
        protected override void CloneCore(Shadow source)
        {
            // Clone Shadow properties.
            base.CloneCore(source);

            // Clone CascadedShadow properties.
            var sourceTyped = (VarianceShadow)source;

            MinLightDistance       = sourceTyped.MinLightDistance;
            MaxDistance            = sourceTyped.MaxDistance;
            FadeOutRange           = sourceTyped.FadeOutRange;
            ShadowFog              = sourceTyped.ShadowFog;
            Filter                 = sourceTyped.Filter;
            IsLocked               = sourceTyped.IsLocked;
            MinVariance            = sourceTyped.MinVariance;
            LightBleedingReduction = sourceTyped.LightBleedingReduction;
            TargetArea             = sourceTyped.TargetArea;

            // ShadowMap is not cloned!
        }
Пример #2
0
        /// <inheritdoc/>
        protected override void CloneCore(Shadow source)
        {
            // Clone Shadow properties.
            base.CloneCore(source);

            // Clone StandardShadow properties.
            var sourceTyped = (StandardShadow)source;

            DefaultNear      = sourceTyped.DefaultNear;
            DepthBias        = sourceTyped.DepthBias;
            NormalOffset     = sourceTyped.NormalOffset;
            NumberOfSamples  = sourceTyped.NumberOfSamples;
            FilterRadius     = sourceTyped.FilterRadius;
            JitterResolution = sourceTyped.JitterResolution;
#pragma warning disable 618
            DepthBiasScale  = sourceTyped.DepthBiasScale;
            DepthBiasOffset = sourceTyped.DepthBiasOffset;
#pragma warning restore 618

            // ShadowMap is not cloned!
        }
Пример #3
0
    /// <inheritdoc/>
    protected override void CloneCore(Shadow source)
    {
      // Clone Shadow properties.
      base.CloneCore(source);

      // Clone CascadedShadow properties.
      var sourceTyped = (VarianceShadow)source;
      MinLightDistance = sourceTyped.MinLightDistance;
      MaxDistance = sourceTyped.MaxDistance;
      FadeOutRange = sourceTyped.FadeOutRange;
      ShadowFog = sourceTyped.ShadowFog;
      Filter = sourceTyped.Filter;
      IsLocked = sourceTyped.IsLocked;
      MinVariance = sourceTyped.MinVariance;
      LightBleedingReduction = sourceTyped.LightBleedingReduction;
      TargetArea = sourceTyped.TargetArea;

      // ShadowMap is not cloned!
    }
Пример #4
0
        protected virtual void CloneCore(Shadow source)
        {
            PreferredSize = source.PreferredSize;
              Prefer16Bit = source.Prefer16Bit;

              // ShadowMap, ShadowMask, ShadowMaskChannel are not cloned!
        }
Пример #5
0
        /// <inheritdoc/>
        protected override void CloneCore(Shadow source)
        {
            // Clone Shadow properties.
              base.CloneCore(source);

              // Clone StandardShadow properties.
              var sourceTyped = (StandardShadow)source;
              DefaultNear = sourceTyped.DefaultNear;
              DepthBias = sourceTyped.DepthBias;
              NormalOffset = sourceTyped.NormalOffset;
              NumberOfSamples = sourceTyped.NumberOfSamples;
              FilterRadius = sourceTyped.FilterRadius;
              JitterResolution = sourceTyped.JitterResolution;
            #pragma warning disable 618
              DepthBiasScale = sourceTyped.DepthBiasScale;
              DepthBiasOffset = sourceTyped.DepthBiasOffset;
            #pragma warning restore 618

              // ShadowMap is not cloned!
        }
Пример #6
0
        /// <inheritdoc/>
        protected override void CloneCore(Shadow source)
        {
            // Clone Shadow properties.
              base.CloneCore(source);

              // Clone CascadedShadow properties.
              var sourceTyped = (CascadedShadow)source;
              NumberOfCascades = sourceTyped.NumberOfCascades;
              Distances = sourceTyped.Distances;
              MinLightDistance = sourceTyped.MinLightDistance;
              DepthBias = sourceTyped.DepthBias;
              NormalOffset = sourceTyped.NormalOffset;
              NumberOfSamples = sourceTyped.NumberOfSamples;
              FilterRadius = sourceTyped.FilterRadius;
              JitterResolution = sourceTyped.JitterResolution;
              FadeOutRange = sourceTyped.FadeOutRange;
              ShadowFog = sourceTyped.ShadowFog;
              CascadeSelection = sourceTyped.CascadeSelection;
              VisualizeCascades = sourceTyped.VisualizeCascades;
              IsCascadeLocked[0] = sourceTyped.IsCascadeLocked[0];
              IsCascadeLocked[1] = sourceTyped.IsCascadeLocked[1];
              IsCascadeLocked[2] = sourceTyped.IsCascadeLocked[2];
              IsCascadeLocked[3] = sourceTyped.IsCascadeLocked[3];
            #pragma warning disable 618
              SplitDistribution = sourceTyped.SplitDistribution;
              FadeOutDistance = sourceTyped.FadeOutDistance;
              MaxDistance = sourceTyped.MaxDistance;
              DepthBiasScale = sourceTyped.DepthBiasScale;
              DepthBiasOffset = sourceTyped.DepthBiasOffset;
            #pragma warning restore 618

              // ShadowMap is not cloned!
        }