#region File Description
#endregion
#region Using Statements
using
System;
#endregion
namespace
Microsoft.Xna.Framework.Graphics
{
/// <summary>
/// Built-in effect that supports environment mapping.
/// </summary>
public
class
EnvironmentMapEffect : Effect, IEffectMatrices, IEffectLights, IEffectFog
{
#region Effect Parameters
EffectParameter textureParam;
EffectParameter environmentMapParam;
EffectParameter environmentMapAmountParam;
EffectParameter environmentMapSpecularParam;
EffectParameter fresnelFactorParam;
EffectParameter diffuseColorParam;
EffectParameter emissiveColorParam;
EffectParameter eyePositionParam;
EffectParameter fogColorParam;
EffectParameter fogVectorParam;
EffectParameter worldParam;
EffectParameter worldInverseTransposeParam;
EffectParameter worldViewProjParam;
EffectParameter shaderIndexParam;
#endregion
#region Fields
bool
oneLight;
bool
fogEnabled;
bool
fresnelEnabled;
bool
specularEnabled;
Matrix world = Matrix.Identity;
Matrix view = Matrix.Identity;
Matrix projection = Matrix.Identity;
Matrix worldView;
Vector3 diffuseColor = Vector3.One;
Vector3 emissiveColor = Vector3.Zero;
Vector3 ambientLightColor = Vector3.Zero;
float
alpha = 1;
DirectionalLight light0;
DirectionalLight light1;
DirectionalLight light2;
float
fogStart = 0;
float
fogEnd = 1;
EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
#endregion
#region Public Properties
/// <summary>
/// Gets or sets the world matrix.
/// </summary>
public
Matrix World
{
get
{
return
world; }
set
{
world = value;
dirtyFlags |= EffectDirtyFlags.World | EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.Fog;
}
}
/// <summary>
/// Gets or sets the view matrix.
/// </summary>
public
Matrix View
{
get
{
return
view; }
set
{
view = value;
dirtyFlags |= EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.EyePosition | EffectDirtyFlags.Fog;
}
}
/// <summary>
/// Gets or sets the projection matrix.
/// </summary>
public
Matrix Projection
{
get
{
return
projection; }
set
{
projection = value;
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
}
}
/// <summary>
/// Gets or sets the material diffuse color (range 0 to 1).
/// </summary>
public
Vector3 DiffuseColor
{
get
{
return
diffuseColor; }
set
{
diffuseColor = value;
dirtyFlags |= EffectDirtyFlags.MaterialColor;
}
}
/// <summary>
/// Gets or sets the material emissive color (range 0 to 1).
/// </summary>
public
Vector3 EmissiveColor
{
get
{
return
emissiveColor; }
set
{
emissiveColor = value;
dirtyFlags |= EffectDirtyFlags.MaterialColor;
}
}
/// <summary>
/// Gets or sets the material alpha.
/// </summary>
public
float
Alpha
{
get
{
return
alpha; }
set
{
alpha = value;
dirtyFlags |= EffectDirtyFlags.MaterialColor;
}
}
/// <summary>
/// Gets or sets the ambient light color (range 0 to 1).
/// </summary>
public
Vector3 AmbientLightColor
{
get
{
return
ambientLightColor; }
set
{
ambientLightColor = value;
dirtyFlags |= EffectDirtyFlags.MaterialColor;
}
}
/// <summary>
/// Gets the first directional light.
/// </summary>
public
DirectionalLight DirectionalLight0 {
get
{
return
light0; } }
/// <summary>
/// Gets the second directional light.
/// </summary>
public
DirectionalLight DirectionalLight1 {
get
{
return
light1; } }
/// <summary>
/// Gets the third directional light.
/// </summary>
public
DirectionalLight DirectionalLight2 {
get
{
return
light2; } }
/// <summary>
/// Gets or sets the fog enable flag.
/// </summary>
public
bool
FogEnabled
{
get
{
return
fogEnabled; }
set
{
if
(fogEnabled != value)
{
fogEnabled = value;
dirtyFlags |= EffectDirtyFlags.ShaderIndex | EffectDirtyFlags.FogEnable;
}
}
}
/// <summary>
/// Gets or sets the fog start distance.
/// </summary>
public
float
FogStart
{
get
{
return
fogStart; }
set
{
fogStart = value;
dirtyFlags |= EffectDirtyFlags.Fog;
}
}
/// <summary>
/// Gets or sets the fog end distance.
/// </summary>
public
float
FogEnd
{
get
{
return
fogEnd; }
set
{
fogEnd = value;
dirtyFlags |= EffectDirtyFlags.Fog;
}
}
/// <summary>
/// Gets or sets the fog color.
/// </summary>
public
Vector3 FogColor
{
get
{
return
fogColorParam.GetValueVector3(); }
set
{ fogColorParam.SetValue(value); }
}
/// <summary>
/// Gets or sets the current texture.
/// </summary>
public
Texture2D Texture
{
get
{
return
textureParam.GetValueTexture2D(); }
set
{ textureParam.SetValue(value); }
}
/// <summary>
/// Gets or sets the current environment map texture.
/// </summary>
public
TextureCube EnvironmentMap
{
get
{
return
environmentMapParam.GetValueTextureCube(); }
set
{ environmentMapParam.SetValue(value); }
}
/// <summary>
/// Gets or sets the amount of the environment map RGB that will be blended over
/// the base texture. Range 0 to 1, default 1. If set to zero, the RGB channels
/// of the environment map will completely ignored (but the environment map alpha
/// may still be visible if EnvironmentMapSpecular is greater than zero).
/// </summary>
public
float
EnvironmentMapAmount
{
get
{
return
environmentMapAmountParam.GetValueSingle(); }
set
{ environmentMapAmountParam.SetValue(value); }
}
/// <summary>
/// Gets or sets the amount of the environment map alpha channel that will
/// be added to the base texture. Range 0 to 1, default 0. This can be used
/// to implement cheap specular lighting, by encoding one or more specular
/// highlight patterns into the environment map alpha channel, then setting
/// EnvironmentMapSpecular to the desired specular light color.
/// </summary>
public
Vector3 EnvironmentMapSpecular
{
get
{
return
environmentMapSpecularParam.GetValueVector3(); }
set
{
environmentMapSpecularParam.SetValue(value);
bool
enabled = (value != Vector3.Zero);
if
(specularEnabled != enabled)
{
specularEnabled = enabled;
dirtyFlags |= EffectDirtyFlags.ShaderIndex;
}
}
}
/// <summary>
/// Gets or sets the Fresnel factor used for the environment map blending.
/// Higher values make the environment map only visible around the silhouette
/// edges of the object, while lower values make it visible everywhere.
/// Setting this property to 0 disables Fresnel entirely, making the
/// environment map equally visible regardless of view angle. The default is
/// 1. Fresnel only affects the environment map RGB (the intensity of which is
/// controlled by EnvironmentMapAmount). The alpha contribution (controlled by
/// EnvironmentMapSpecular) is not affected by the Fresnel setting.
/// </summary>
public
float
FresnelFactor
{
get
{
return
fresnelFactorParam.GetValueSingle(); }
set
{
fresnelFactorParam.SetValue(value);
bool
enabled = (value != 0);
if
(fresnelEnabled != enabled)
{
fresnelEnabled = enabled;
dirtyFlags |= EffectDirtyFlags.ShaderIndex;
}
}
}
/// <summary>
/// This effect requires lighting, so we explicitly implement
/// IEffectLights.LightingEnabled, and do not allow turning it off.
/// </summary>
bool
IEffectLights.LightingEnabled
{
get
{
return
true
; }
set
{
if
(!value)
throw
new
NotSupportedException(
"EnvironmentMapEffect does not support setting LightingEnabled to false."
); }
}
#endregion
#region Methods
/// <summary>
/// Creates a new EnvironmentMapEffect with default parameter settings.
/// </summary>
public
EnvironmentMapEffect(GraphicsDevice device)
:
base
(device, Resources.EnvironmentMapEffect)
{
CacheEffectParameters(
null
);
DirectionalLight0.Enabled =
true
;
EnvironmentMapAmount = 1;
EnvironmentMapSpecular = Vector3.Zero;
FresnelFactor = 1;
}
/// <summary>
/// Creates a new EnvironmentMapEffect by cloning parameter settings from an existing instance.
/// </summary>
protected
EnvironmentMapEffect(EnvironmentMapEffect cloneSource)
:
base
(cloneSource)
{
CacheEffectParameters(cloneSource);
fogEnabled = cloneSource.fogEnabled;
fresnelEnabled = cloneSource.fresnelEnabled;
specularEnabled = cloneSource.specularEnabled;
world = cloneSource.world;
view = cloneSource.view;
projection = cloneSource.projection;
diffuseColor = cloneSource.diffuseColor;
emissiveColor = cloneSource.emissiveColor;
ambientLightColor = cloneSource.ambientLightColor;
alpha = cloneSource.alpha;
fogStart = cloneSource.fogStart;
fogEnd = cloneSource.fogEnd;
}
/// <summary>
/// Creates a clone of the current EnvironmentMapEffect instance.
/// </summary>
public
override
Effect Clone()
{
return
new
EnvironmentMapEffect(
this
);
}
/// <summary>
/// Sets up the standard key/fill/back lighting rig.
/// </summary>
public
void
EnableDefaultLighting()
{
AmbientLightColor = EffectHelpers.EnableDefaultLighting(light0, light1, light2);
}
/// <summary>
/// Looks up shortcut references to our effect parameters.
/// </summary>
void
CacheEffectParameters(EnvironmentMapEffect cloneSource)
{
textureParam = Parameters[
"Texture"
];
environmentMapParam = Parameters[
"EnvironmentMap"
];
environmentMapAmountParam = Parameters[
"EnvironmentMapAmount"
];
environmentMapSpecularParam = Parameters[
"EnvironmentMapSpecular"
];
fresnelFactorParam = Parameters[
"FresnelFactor"
];
diffuseColorParam = Parameters[
"DiffuseColor"
];
emissiveColorParam = Parameters[
"EmissiveColor"
];
eyePositionParam = Parameters[
"EyePosition"
];
fogColorParam = Parameters[
"FogColor"
];
fogVectorParam = Parameters[
"FogVector"
];
worldParam = Parameters[
"World"
];
worldInverseTransposeParam = Parameters[
"WorldInverseTranspose"
];
worldViewProjParam = Parameters[
"WorldViewProj"
];
shaderIndexParam = Parameters[
"ShaderIndex"
];
light0 =
new
DirectionalLight(Parameters[
"DirLight0Direction"
],
Parameters[
"DirLight0DiffuseColor"
],
null
,
(cloneSource !=
null
) ? cloneSource.light0 :
null
);
light1 =
new
DirectionalLight(Parameters[
"DirLight1Direction"
],
Parameters[
"DirLight1DiffuseColor"
],
null
,
(cloneSource !=
null
) ? cloneSource.light1 :
null
);
light2 =
new
DirectionalLight(Parameters[
"DirLight2Direction"
],
Parameters[
"DirLight2DiffuseColor"
],
null
,
(cloneSource !=
null
) ? cloneSource.light2 :
null
);
}
/// <summary>
/// Lazily computes derived parameter values immediately before applying the effect.
/// </summary>
protected
internal
override
void
OnApply()
{
dirtyFlags = EffectHelpers.SetWorldViewProjAndFog(dirtyFlags,
ref
world,
ref
view,
ref
projection,
ref
worldView, fogEnabled, fogStart, fogEnd, worldViewProjParam, fogVectorParam);
dirtyFlags = EffectHelpers.SetLightingMatrices(dirtyFlags,
ref
world,
ref
view, worldParam, worldInverseTransposeParam, eyePositionParam);
if
((dirtyFlags & EffectDirtyFlags.MaterialColor) != 0)
{
EffectHelpers.SetMaterialColor(
true
, alpha,
ref
diffuseColor,
ref
emissiveColor,
ref
ambientLightColor, diffuseColorParam, emissiveColorParam);
dirtyFlags &= ~EffectDirtyFlags.MaterialColor;
}
bool
newOneLight = !light1.Enabled && !light2.Enabled;
if
(oneLight != newOneLight)
{
oneLight = newOneLight;
dirtyFlags |= EffectDirtyFlags.ShaderIndex;
}
if
((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0)
{
int
shaderIndex = 0;
if
(!fogEnabled)
shaderIndex += 1;
if
(fresnelEnabled)
shaderIndex += 2;
if
(specularEnabled)
shaderIndex += 4;
if
(oneLight)
shaderIndex += 8;
shaderIndexParam.SetValue(shaderIndex);
dirtyFlags &= ~EffectDirtyFlags.ShaderIndex;
}
}
#endregion
}
}