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MultiMapMaterial Class

MultiMapMaterial class defines a DXEngine's material that can use multiple texture maps.
Inheritance Hierarchy
SystemObject
  Ab3d.DirectXDXResourceBase
    Ab3d.DirectXSharedDXResource
      Ab3d.DirectXSharedDXDeviceResource
        Ab3d.DirectXMaterial
          Ab3d.DirectX.MaterialsMultiMapMaterial

Namespace: Ab3d.DirectX.Materials
Assembly: Ab3d.DXEngine (in Ab3d.DXEngine.dll) Version: 7.1.9105.2048 (1.0.0.0)
Syntax
C#
public class MultiMapMaterial : Material, 
	IMultiMapMaterial, IDiffuseMaterial, ITransparentMaterial, IDiffuseTextureMaterial, ISpecularMaterial, 
	IEmissiveMaterial

The MultiMapMaterial type exposes the following members.

Constructors
 NameDescription
Public methodMultiMapMaterial Constructor
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Properties
 NameDescription
Public propertyAlpha Gets or sets a float value that defines the alpha value for the material.
Public propertyAlphaClipThreshold Pixels with alpha color values below this value will be clipped (not rendered and their depth will not be written to depth buffer). Expected values are between 0 and 1. When 0 (by default) then alpha clipping is disabled - this means that also pixels with alpha value 0 are fully processed (they are not visible but its depth value is still written so objects that are rendered afterwards and are behind the pixel will not be visible).
Public propertyAmbientColor Gets or sets a Color3 that specifies an color that defines how much ambient color is reflected by this material.
Public propertyBlendState Gets a BlendState that is used to render the base texture. If null a Opaque or a PremultipliedAdditiveBlend (in case of transparency) will be used.
Public propertyDiffuseColor Gets or sets a Color3 that specifies the diffuse color of this material.
Public propertyDiffuseTextures Gets or sets an array of ShaderResourceView that define the textures.
Public propertyEmissiveColor Gets or sets a Boolean that specifies if this material has only emissive color. If false than other material properties are also defined.
Public propertyHasOnlyEmissiveColor Gets or sets a Color3 that that represents the emissive color - the color of the object regardless of the lights.
Public propertyHasSpecularColor Gets a boolean that specifies if this material is using specular effect.
Public propertyHasTransparency Gets or sets a boolean that specifies if this material is semi-transparent and needs to be alpha blended with the scene.
Public propertyIsPreMultipliedAlphaColor When IsPreMultipliedAlphaColor is true (false by default) and Alpha is less then 1, then the color components of the DiffuseColor are already multiplied with alpha value to produce pre-multiplied colors. When false, then non-pre-multiplied color is converted in pre-multiplied color when this is required by the shader.
Public propertySamplerStates Gets or sets an array of SamplerState that define the state of the samplers.
Public propertySpecularColor Gets or sets the Color3 that specifies the color used to draw the specular highlight effect.
Public propertySpecularPower Gets or sets a float that specifies the power of the specular effect. Zero values means that the specular effect is turned off.
Public propertyTextureBlendState Gets a BlendState that is used to render the texture. If null a CommonStates.Opaque will be used.
Public propertyTextureMaps Gets a list of TextureMapInfo object that defines texture maps that should be rendered with this material.
Public propertyTextureResourceName Gets or sets a string that can be used to specify the name of the texture - this can be a the file name of the texture file.
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Methods
 NameDescription
Public methodRemoveTextureMap(TextureMapTypes) Removes all TextureMapInfo structs with the specified mapType from the TextureMaps.
Public methodStatic memberRemoveTextureMap(IMultiMapMaterial, TextureMapTypes) Removes all TextureMapInfo structs with the specified mapType from the TextureMaps
Public methodSetTextureMap(TextureMapTypes, ShaderResourceView, String) SetTextureMap updates existing TextureMapInfo (when TextureMapInfo with the same mapType was already added) or adds a new TextureMapInfo to the TextureMaps list. To also set the SamplerState, you can use SetTextureMap(TextureMapTypes, ShaderResourceView, SamplerState, String) method.
Public methodStatic memberSetTextureMap(IMultiMapMaterial, TextureMapTypes, ShaderResourceView, String) SetTextureMap updates existing TextureMapInfo (when TextureMapInfo with the same mapType was already added) or adds a new TextureMapInfo to the TextureMaps list. To preserve the existing SamplerState, you can use SetTextureMap(TextureMapTypes, ShaderResourceView, String) method.
Public methodSetTextureMap(TextureMapTypes, ShaderResourceView, SamplerState, String) SetTextureMap updates existing TextureMapInfo (when TextureMapInfo with the same mapType was already added) or adds a new TextureMapInfo to the TextureMaps list. To preserve the existing SamplerState, you can use SetTextureMap(TextureMapTypes, ShaderResourceView, String) method.
Public methodStatic memberSetTextureMap(IMultiMapMaterial, TextureMapTypes, ShaderResourceView, SamplerState, String) SetTextureMap updates existing TextureMapInfo (when TextureMapInfo with the same mapType was already added) or adds a new TextureMapInfo to the TextureMaps list. To preserve the existing SamplerState, you can use SetTextureMap(TextureMapTypes, ShaderResourceView, String) method.
Public methodToString ToString
(Overrides MaterialToString)
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See Also