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MultiMapMaterial Class |
MultiMapMaterial class defines a DXEngine's material that can use multiple texture maps.
Inheritance Hierarchy Namespace: Ab3d.DirectX.MaterialsAssembly: Ab3d.DXEngine (in Ab3d.DXEngine.dll) Version: 7.1.9105.2048 (1.0.0.0)
Syntax public class MultiMapMaterial : Material,
IMultiMapMaterial, IDiffuseMaterial, ITransparentMaterial, IDiffuseTextureMaterial, ISpecularMaterial,
IEmissiveMaterial
The MultiMapMaterial type exposes the following members.
Constructors Properties | Name | Description |
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| Alpha |
Gets or sets a float value that defines the alpha value for the material.
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| AlphaClipThreshold |
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).
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| AmbientColor |
Gets or sets a Color3 that specifies an color that defines how much ambient color is reflected by this material.
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| BlendState |
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.
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| DiffuseColor |
Gets or sets a Color3 that specifies the diffuse color of this material.
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| DiffuseTextures |
Gets or sets an array of ShaderResourceView that define the textures.
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| EmissiveColor |
Gets or sets a Boolean that specifies if this material has only emissive color.
If false than other material properties are also defined.
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| HasOnlyEmissiveColor |
Gets or sets a Color3 that that represents the emissive color - the color of the object regardless of the lights.
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| HasSpecularColor |
Gets a boolean that specifies if this material is using specular effect.
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| HasTransparency |
Gets or sets a boolean that specifies if this material is semi-transparent and needs to be alpha blended with the scene.
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| IsPreMultipliedAlphaColor |
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.
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| SamplerStates |
Gets or sets an array of SamplerState that define the state of the samplers.
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| SpecularColor |
Gets or sets the Color3 that specifies the color used to draw the specular highlight effect.
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| SpecularPower |
Gets or sets a float that specifies the power of the specular effect. Zero values means that the specular effect is turned off.
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| TextureBlendState |
Gets a BlendState that is used to render the texture. If null a CommonStates.Opaque will be used.
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| TextureMaps |
Gets a list of TextureMapInfo object that defines texture maps that should be rendered with this material.
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| TextureResourceName |
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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TopMethods | Name | Description |
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| RemoveTextureMap(TextureMapTypes) |
Removes all TextureMapInfo structs with the specified mapType from the TextureMaps.
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| RemoveTextureMap(IMultiMapMaterial, TextureMapTypes) |
Removes all TextureMapInfo structs with the specified mapType from the TextureMaps
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| SetTextureMap(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.
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| SetTextureMap(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.
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| SetTextureMap(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.
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| SetTextureMap(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.
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| ToString |
ToString
(Overrides MaterialToString) |
TopSee Also