143 lines
5.3 KiB
C#
143 lines
5.3 KiB
C#
// #region License
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// /*
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// Microsoft Public License (Ms-PL)
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// MonoGame - Copyright © 2009 The MonoGame Team
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//
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// All rights reserved.
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
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// accept the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
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// U.S. copyright law.
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//
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
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// your patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
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// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
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// purpose and non-infringement.
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// */
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// #endregion License
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//
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using System;
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using Microsoft.Xna.Framework.Graphics;
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namespace Microsoft.Xna.Framework.Graphics
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{
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public sealed class DirectionalLight
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{
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internal EffectParameter diffuseColorParameter;
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internal EffectParameter directionParameter;
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internal EffectParameter specularColorParameter;
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Vector3 diffuseColor;
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Vector3 direction;
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Vector3 specularColor;
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bool enabled;
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public DirectionalLight (EffectParameter directionParameter, EffectParameter diffuseColorParameter, EffectParameter specularColorParameter, DirectionalLight cloneSource)
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{
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this.diffuseColorParameter = diffuseColorParameter;
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this.directionParameter = directionParameter;
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this.specularColorParameter = specularColorParameter;
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if (cloneSource != null) {
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this.diffuseColor = cloneSource.diffuseColor;
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this.direction = cloneSource.direction;
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this.specularColor = cloneSource.specularColor;
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this.enabled = cloneSource.enabled;
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} else {
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this.diffuseColorParameter = diffuseColorParameter;
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this.directionParameter = directionParameter;
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this.specularColorParameter = specularColorParameter;
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}
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}
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public Vector3 DiffuseColor {
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get {
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return diffuseColor;
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}
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set {
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diffuseColor = value;
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if (this.enabled && this.diffuseColorParameter != null)
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diffuseColorParameter.SetValue (diffuseColor);
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}
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}
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public Vector3 Direction {
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get {
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return direction;
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}
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set {
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direction = value;
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if (this.directionParameter != null)
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directionParameter.SetValue (direction);
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}
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}
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public Vector3 SpecularColor {
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get {
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return specularColor;
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}
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set {
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specularColor = value;
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if (this.enabled && this.specularColorParameter != null)
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specularColorParameter.SetValue (specularColor);
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}
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}
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public bool Enabled
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{
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get { return enabled; }
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set
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{
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if (this.enabled != value)
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{
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this.enabled = value;
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if (this.enabled)
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{
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if (this.diffuseColorParameter != null)
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{
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this.diffuseColorParameter.SetValue(this.diffuseColor);
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}
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if (this.specularColorParameter != null)
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{
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this.specularColorParameter.SetValue(this.specularColor);
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}
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}
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else
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{
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if (this.diffuseColorParameter != null)
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{
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this.diffuseColorParameter.SetValue(Vector3.Zero);
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}
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if (this.specularColorParameter != null)
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{
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this.specularColorParameter.SetValue(Vector3.Zero);
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}
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}
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}
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}
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}
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}
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}
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