C# 클래스 Nez.DeferredLighting.DeferredLightEffect

상속: Microsoft.Xna.Framework.Graphics.Effect
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공개 메소드들

메소드 설명
DeferredLightEffect ( ) : System
prepareClearGBuffer ( ) : void
prepareForFinalCombine ( Microsoft.Xna.Framework.Graphics.Texture2D diffuse, Microsoft.Xna.Framework.Graphics.Texture2D lightMap, Microsoft.Xna.Framework.Graphics.Texture2D normalMap ) : void

sets the two textures required for the final combine and applies the pass

setAmbientColor ( Color color ) : void
setAreaDirectionalLightDirection ( Vector3 lightDir ) : void
setClearColor ( Color color ) : void
setColor ( Color color ) : void
setLightIntensity ( float intensity ) : void
setLightPosition ( Vector3 lightPosition ) : void
setLightRadius ( float radius ) : void
setNormalMap ( Microsoft.Xna.Framework.Graphics.Texture2D normalMap ) : void
setObjectToWorldMatrix ( Matrix objToWorld ) : void
setProjectionMatrix ( Matrix projection ) : void
setScreenToWorld ( Matrix screenToWorld ) : void

inverse of Camera.getViewProjectionMatrix

setSpecularIntensity ( float specIntensity ) : void
setSpecularPower ( float specPower ) : void
setSpotConeAngle ( float coneAngle ) : void
setSpotLightDirection ( Vector2 lightDirection ) : void

directly sets the light direction

setSpotLightDirection ( float degrees ) : void

sets the light direction using just an angle in degrees. 0 degrees points to theright, 90 degrees would be straight down, etc

setWorldToViewMatrix ( Matrix worldToView ) : void
updateForCamera ( Camera camera ) : void

updates the camera matrixes in the Effect

updateForLight ( AreaLight light ) : void

updates the shader values for the light and sets the appropriate CurrentTechnique

updateForLight ( DeferredLight light ) : void

updates the shader values for the light and sets the appropriate CurrentTechnique

updateForLight ( DirLight light ) : void

updates the shader values for the light and sets the appropriate CurrentTechnique

updateForLight ( PointLight light ) : void

updates the shader values for the light and sets the appropriate CurrentTechnique

updateForLight ( SpotLight light ) : void

updates the shader values for the light and sets the appropriate CurrentTechnique

비공개 메소드들

메소드 설명
cacheEffectParameters ( ) : void

메소드 상세

DeferredLightEffect() 공개 메소드

public DeferredLightEffect ( ) : System
리턴 System

prepareClearGBuffer() 공개 메소드

public prepareClearGBuffer ( ) : void
리턴 void

prepareForFinalCombine() 공개 메소드

sets the two textures required for the final combine and applies the pass
public prepareForFinalCombine ( Microsoft.Xna.Framework.Graphics.Texture2D diffuse, Microsoft.Xna.Framework.Graphics.Texture2D lightMap, Microsoft.Xna.Framework.Graphics.Texture2D normalMap ) : void
diffuse Microsoft.Xna.Framework.Graphics.Texture2D Diffuse.
lightMap Microsoft.Xna.Framework.Graphics.Texture2D Light map.
normalMap Microsoft.Xna.Framework.Graphics.Texture2D
리턴 void

setAmbientColor() 공개 메소드

public setAmbientColor ( Color color ) : void
color Color
리턴 void

setAreaDirectionalLightDirection() 공개 메소드

public setAreaDirectionalLightDirection ( Vector3 lightDir ) : void
lightDir Vector3
리턴 void

setClearColor() 공개 메소드

public setClearColor ( Color color ) : void
color Color
리턴 void

setColor() 공개 메소드

public setColor ( Color color ) : void
color Color
리턴 void

setLightIntensity() 공개 메소드

public setLightIntensity ( float intensity ) : void
intensity float
리턴 void

setLightPosition() 공개 메소드

public setLightPosition ( Vector3 lightPosition ) : void
lightPosition Vector3
리턴 void

setLightRadius() 공개 메소드

public setLightRadius ( float radius ) : void
radius float
리턴 void

setNormalMap() 공개 메소드

public setNormalMap ( Microsoft.Xna.Framework.Graphics.Texture2D normalMap ) : void
normalMap Microsoft.Xna.Framework.Graphics.Texture2D
리턴 void

setObjectToWorldMatrix() 공개 메소드

public setObjectToWorldMatrix ( Matrix objToWorld ) : void
objToWorld Matrix
리턴 void

setProjectionMatrix() 공개 메소드

public setProjectionMatrix ( Matrix projection ) : void
projection Matrix
리턴 void

setScreenToWorld() 공개 메소드

inverse of Camera.getViewProjectionMatrix
public setScreenToWorld ( Matrix screenToWorld ) : void
screenToWorld Matrix screenToWorld.
리턴 void

setSpecularIntensity() 공개 메소드

public setSpecularIntensity ( float specIntensity ) : void
specIntensity float
리턴 void

setSpecularPower() 공개 메소드

public setSpecularPower ( float specPower ) : void
specPower float
리턴 void

setSpotConeAngle() 공개 메소드

public setSpotConeAngle ( float coneAngle ) : void
coneAngle float
리턴 void

setSpotLightDirection() 공개 메소드

directly sets the light direction
public setSpotLightDirection ( Vector2 lightDirection ) : void
lightDirection Vector2 Light direction.
리턴 void

setSpotLightDirection() 공개 메소드

sets the light direction using just an angle in degrees. 0 degrees points to theright, 90 degrees would be straight down, etc
public setSpotLightDirection ( float degrees ) : void
degrees float Degrees.
리턴 void

setWorldToViewMatrix() 공개 메소드

public setWorldToViewMatrix ( Matrix worldToView ) : void
worldToView Matrix
리턴 void

updateForCamera() 공개 메소드

updates the camera matrixes in the Effect
public updateForCamera ( Camera camera ) : void
camera Camera Camera.
리턴 void

updateForLight() 공개 메소드

updates the shader values for the light and sets the appropriate CurrentTechnique
public updateForLight ( AreaLight light ) : void
light AreaLight Light.
리턴 void

updateForLight() 공개 메소드

updates the shader values for the light and sets the appropriate CurrentTechnique
public updateForLight ( DeferredLight light ) : void
light DeferredLight Light.
리턴 void

updateForLight() 공개 메소드

updates the shader values for the light and sets the appropriate CurrentTechnique
public updateForLight ( DirLight light ) : void
light DirLight Light.
리턴 void

updateForLight() 공개 메소드

updates the shader values for the light and sets the appropriate CurrentTechnique
public updateForLight ( PointLight light ) : void
light PointLight Light.
리턴 void

updateForLight() 공개 메소드

updates the shader values for the light and sets the appropriate CurrentTechnique
public updateForLight ( SpotLight light ) : void
light SpotLight Light.
리턴 void