/// <summary> /// Gathers parameters from the specified material. /// </summary> /// <param name="window">The window.</param> public void OnLoad(MaterialWindow window) { // Update cache var material = window.Asset; var info = material.Info; Wireframe = (info.FeaturesFlags & MaterialFeaturesFlags.Wireframe) != 0; CullMode = info.CullMode; DepthTest = (info.FeaturesFlags & MaterialFeaturesFlags.DisableDepthTest) == 0; DepthWrite = (info.FeaturesFlags & MaterialFeaturesFlags.DisableDepthWrite) == 0; EnableReflections = (info.FeaturesFlags & MaterialFeaturesFlags.DisableReflections) == 0; EnableFog = (info.FeaturesFlags & MaterialFeaturesFlags.DisableFog) == 0; EnableDistortion = (info.FeaturesFlags & MaterialFeaturesFlags.DisableDistortion) == 0; PixelNormalOffsetRefraction = (info.FeaturesFlags & MaterialFeaturesFlags.PixelNormalOffsetRefraction) != 0; InputWorldSpaceNormal = (info.FeaturesFlags & MaterialFeaturesFlags.InputWorldSpaceNormal) != 0; DitheredLODTransition = (info.FeaturesFlags & MaterialFeaturesFlags.DitheredLODTransition) != 0; OpacityThreshold = info.OpacityThreshold; TessellationMode = info.TessellationMode; MaxTessellationFactor = info.MaxTessellationFactor; MaskThreshold = info.MaskThreshold; DecalBlendingMode = info.DecalBlendingMode; PostFxLocation = info.PostFxLocation; BlendMode = info.BlendMode; ShadingModel = info.ShadingModel; Domain = info.Domain; // Link Window = window; }
/// <summary> /// Gathers parameters from the specified material. /// </summary> /// <param name="materialWin">The material window.</param> public void OnLoad(MaterialWindow materialWin) { // Update cache var material = materialWin.Asset; var info = material.Info; Wireframe = (info.Flags & MaterialFlags.Wireframe) != 0; TwoSided = (info.Flags & MaterialFlags.TwoSided) != 0; DisableDepthTest = (info.Flags & MaterialFlags.TransparentDisableDepthTest) != 0; DisableReflections = (info.Flags & MaterialFlags.TransparentDisableReflections) != 0; DisableFog = (info.Flags & MaterialFlags.TransparentDisableFog) != 0; DisableDepthWrite = (info.Flags & MaterialFlags.DisableDepthWrite) != 0; DisableDistortion = (info.Flags & MaterialFlags.TransparentDisableDistortion) != 0; UseInputWorldSpaceNormal = (info.Flags & MaterialFlags.InputWorldSpaceNormal) != 0; UseDitheredLODTransition = (info.Flags & MaterialFlags.UseDitheredLODTransition) != 0; OpacityThreshold = info.OpacityThreshold; TessellationMode = info.TessellationMode; MaxTessellationFactor = info.MaxTessellationFactor; MaskThreshold = info.MaskThreshold; DecalBlendingMode = info.DecalBlendingMode; PostFxLocation = info.PostFxLocation; BlendMode = info.BlendMode; ShadingModel = info.ShadingModel; Lighting = info.TransparentLighting; Domain = info.Domain; // Link MaterialWinRef = materialWin; }
/// <summary> /// Gathers parameters from the specified material. /// </summary> /// <param name="materialWin">The material window.</param> public void OnLoad(MaterialWindow materialWin) { // Update cache var material = materialWin.Asset; var info = material.Info; Wireframe = (info.Flags & MaterialFlags.Wireframe) != 0; TwoSided = (info.Flags & MaterialFlags.TwoSided) != 0; DisableDepthTest = (info.Flags & MaterialFlags.TransparentDisableDepthTest) != 0; DisableReflections = (info.Flags & MaterialFlags.TransparentDisableReflections) != 0; DisableFog = (info.Flags & MaterialFlags.TransparentDisableFog) != 0; DisableDepthWrite = (info.Flags & MaterialFlags.DisableDepthWrite) != 0; DisableDistortion = (info.Flags & MaterialFlags.TransparentDisableDistortion) != 0; OpacityThreshold = info.OpacityThreshold; MaskThreshold = info.MaskThreshold; PostFxLocation = info.PostFxLocation; BlendMode = info.BlendMode; Lighting = info.TransparentLighting; Domain = info.Domain; // Link MaterialWinRef = materialWin; }
/// <summary> /// Clears temporary data. /// </summary> public void OnClean() { // Unlink MaterialWinRef = null; }