Files
LuaCsForBarotraumaEP/Libraries/MonoGame.Framework/Src/MonoGame.Framework/Graphics/DirectionalLight.cs
2019-06-25 16:00:44 +03:00

143 lines
5.3 KiB
C#

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