plLayer& plLayer::InitToDefault() { fState->Reset(); *fTexture = nil; SetRuntimeColor(hsColorRGBA().Set(0.5f, 0.5f, 0.5f, 1.f)); SetPreshadeColor(hsColorRGBA().Set(0.5f, 0.5f, 0.5f, 1.f)); SetAmbientColor(hsColorRGBA().Set(0,0,0,1.f)); SetOpacity(1.f); fTransform->Reset(); SetUVWSrc(0); SetLODBias(-1.f); SetSpecularColor( hsColorRGBA().Set(0,0,0,1.f)); SetSpecularPower(1.f); *fVertexShader = nil; *fPixelShader = nil; fBumpEnvXfm->Reset(); return *this; }
distantLight::distantLight(const vector &d, const rgb &dc, const rgb &sc, const rgb &ac, bool shad) { SetDirection(d); SetAmbientColor(ac); SetDiffuseColor(dc); SetSpecularColor(sc); canShadow = shad; }
pointLight::pointLight(const point &p, const rgb &dc, const rgb &sc, const rgb &ac, double cAtten, double lAtten, double qAtten) { hasPosition = true; SetPosition(p); SetAmbientColor(ac); SetDiffuseColor(dc); SetSpecularColor(sc); SetAttenuations(cAtten, lAtten, qAtten); }
spotLight::spotLight(const point &p, const rgb &sc, const point &Target, double InnerThet, double OuterThet, double cAtten, double lAtten, double qAtten) { hasPosition = true; SetPosition(p); SetTarget(Target); SetSpecularColor(sc); SetAttenuations(cAtten, lAtten, qAtten); SetAngleLimits(InnerThet, OuterThet); }
// Create. MapilVoid GLDirectionalLight::Create( const ColorARGB < MapilFloat32 >& colorDiffuse, const ColorARGB < MapilFloat32 >& colorAmbient, const ColorARGB < MapilFloat32 >& colorSpecular, const Vector3 < MapilFloat32 >& vDir, MapilFloat32 attenuation0, MapilFloat32 attenuation1, MapilFloat32 attenuation2 ) { SetDiffuseColor( colorDiffuse ); SetAmbientColor( colorAmbient ); SetSpecularColor( colorSpecular ); SetDirection( vDir ); SetAttenuation( attenuation0, attenuation1, attenuation2 ); }
mitk::Material::Material( ) { InitializeStandardValues(); SetColor( GetColor() ); SetColorCoefficient( GetColorCoefficient() ); SetSpecularColor( GetSpecularColor() ); SetSpecularCoefficient( GetSpecularCoefficient() ); SetSpecularPower( GetSpecularPower() ); SetOpacity( GetOpacity() ); SetInterpolation( GetInterpolation() ); SetRepresentation( GetRepresentation() ); SetLineWidth( GetLineWidth() ); }
mitk::Material::Material( mitk::Material::Color color, vtkFloatingPointType colorCoefficient, vtkFloatingPointType specularCoefficient, vtkFloatingPointType specularPower, vtkFloatingPointType opacity ) { InitializeStandardValues(); SetColor( color ); SetColorCoefficient( colorCoefficient ); SetSpecularColor( GetSpecularColor() ); SetSpecularCoefficient( specularCoefficient ); SetSpecularPower( specularPower ); SetOpacity( opacity ); SetInterpolation( GetInterpolation() ); SetRepresentation( GetRepresentation() ); SetLineWidth( GetLineWidth() ); }
mitk::Material::Material( vtkFloatingPointType red, vtkFloatingPointType green, vtkFloatingPointType blue, vtkFloatingPointType opacity ) { InitializeStandardValues(); SetColor( red, green, blue ); SetColorCoefficient( GetColorCoefficient() ); SetSpecularColor( GetSpecularColor() ); SetSpecularCoefficient( GetSpecularCoefficient() ); SetSpecularPower( GetSpecularPower() ); SetOpacity( opacity ); SetInterpolation( GetInterpolation() ); SetRepresentation( GetRepresentation() ); SetLineWidth( GetLineWidth() ); m_Name = ""; }
mitk::Material::Material( Color color, double opacity ) { InitializeStandardValues(); SetColor( color ); SetColorCoefficient( GetColorCoefficient() ); SetSpecularColor( GetSpecularColor() ); SetSpecularCoefficient( GetSpecularCoefficient() ); SetSpecularPower( GetSpecularPower() ); SetOpacity( opacity ); SetInterpolation( GetInterpolation() ); SetRepresentation( GetRepresentation() ); SetLineWidth( GetLineWidth() ); m_Name = ""; }
mitk::Material::Material( double red, double green, double blue, double colorCoefficient, double specularCoefficient, double specularPower, double opacity ) { InitializeStandardValues(); SetColor( red, green, blue ); SetColorCoefficient( colorCoefficient ); SetSpecularColor( GetSpecularColor() ); SetSpecularCoefficient( specularCoefficient ); SetSpecularPower( specularPower ); SetOpacity( opacity ); SetInterpolation( GetInterpolation() ); SetRepresentation( GetRepresentation() ); SetLineWidth( GetLineWidth() ); m_Name = ""; }
void plLayer::CloneNoTexture( plLayerInterface *original ) { SetBlendFlags( original->GetBlendFlags() ); SetClampFlags( original->GetClampFlags() ); SetShadeFlags( original->GetShadeFlags() ); SetZFlags( original->GetZFlags() ); SetMiscFlags( original->GetMiscFlags() ); SetState( original->GetState() ); SetPreshadeColor( original->GetPreshadeColor() ); SetRuntimeColor( original->GetRuntimeColor() ); SetAmbientColor( original->GetAmbientColor() ); SetSpecularColor( original->GetSpecularColor() ); SetOpacity( original->GetOpacity() ); SetTransform( original->GetTransform() ); SetUVWSrc( original->GetUVWSrc() ); SetLODBias( original->GetLODBias() ); SetSpecularPower( original->GetSpecularPower() ); SetVertexShader( original->GetVertexShader() ); SetPixelShader( original->GetPixelShader() ); SetBumpEnvMatrix( original->GetBumpEnvMatrix() ); }
// Create. MapilVoid D3DPointLight::Create( const ColorARGB < MapilFloat32 >& colorDiffuse, const ColorARGB < MapilFloat32 >& colorAmbient, const ColorARGB < MapilFloat32 >& colorSpecular, const Vector3 < MapilFloat32 >& vPos, MapilFloat32 attenuation0, MapilFloat32 attenuation1, MapilFloat32 attenuation2 ) { Assert( !m_IsUsed, CURRENT_POSITION, TSTR( "The point light was already created." ), -1 ); m_LightIndex = AttachLightIndex(); Assert( m_LightIndex != -1, CURRENT_POSITION, TSTR( "Reached max light index." ), -2 ); m_IsUsed = MapilTrue; //Type of light m_D3DLight.Type = ::D3DLIGHT_POINT; SetDiffuseColor( colorDiffuse ); SetAmbientColor( colorAmbient ); SetSpecularColor( colorSpecular ); SetPosition( vPos ); m_D3DLight.Range = 100.0f; }
void FbxMaterial::AddProperty(const FbxProperty &property, const FbxProperty &factor_property) { /** *If we are dealing with an invalid properties, abort */ if (!property.IsValid() || !factor_property.IsValid()) return; /** *Get the name of the property */ QString property_name = property.GetNameAsCStr(); /** *Based on the property's name, load required stuff */ if (property_name == FbxSurfaceMaterial::sDiffuse) { /** *Get the diffuse color and intensity */ FbxDouble3 diffuse_color = property.Get<FbxDouble3>(); FbxDouble diffuse_intensity = factor_property.Get<FbxDouble>(); /** *Set diffuse color and intensity */ SetDiffuseColor(aae::mesh_util::QVector3DFromFbxVector3D(diffuse_color)); SetDiffuseIntensity(diffuse_intensity); /** *If there are no textures attached to the property, return */ if(!property.GetSrcObjectCount<FbxFileTexture>() > 0) return; /** *Get the texture handler */ FbxFileTexture * texture = property.GetSrcObject<FbxFileTexture>(); if (!texture) return; /** *Add the diffuse texture name of the material */ AddTexture(diffuse, texture->GetFileName()); } else if (property_name == FbxSurfaceMaterial::sNormalMap) { /** *If there are no textures attached to the property, return */ if(!property.GetSrcObjectCount<FbxFileTexture>() > 0) return; /** *Get the texture handler */ FbxFileTexture * texture = property.GetSrcObject<FbxFileTexture>(); if (!texture) return; /** *Set normal map texture of the material */ AddTexture(normal, texture->GetFileName()); } else if (property_name == FbxSurfaceMaterial::sSpecular) { /** *Get the specular color and intensity */ FbxDouble3 specular_color = property.Get<FbxDouble3>(); FbxDouble specular_intensity = factor_property.Get<FbxDouble>(); /** *Set the specular color and intensity */ SetSpecularColor(aae::mesh_util::QVector3DFromFbxVector3D(specular_color)); SetSpecularIntensity(specular_intensity); } else if (property_name == FbxSurfaceMaterial::sShininess) { /** *Get and set specular hardness */ FbxDouble specular_hardness = property.Get<FbxDouble>(); SetSpecularHardness(specular_hardness); } }