本文整理汇总了C#中Material.GetTexture方法的典型用法代码示例。如果您正苦于以下问题:C# Material.GetTexture方法的具体用法?C# Material.GetTexture怎么用?C# Material.GetTexture使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Material
的用法示例。
在下文中一共展示了Material.GetTexture方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Setup
public override void Setup(Material mat, ref RenderOperation op)
{
if (mode == RenderMode.DeferredNormal)
{
Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;
nrmGenVS.SetValue("mvp", ref mvp);
nrmGenPS.SetValue("move", move);
nrmGenPS.SetTexture("dudvMap", mat.GetTexture(0));
nrmGenPS.SetTexture("normalMap", mat.GetTexture(1));
}
else
{
Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;
Vector3 vpos = EffectParams.CurrentCamera.Position;
vtxShader.SetValue("mvp", ref mvp);
vtxShader.SetValue("world", ref op.Transformation);
vtxShader.SetValue("viewPos", ref vpos);
Matrix lightPrjTrans;
Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);
vtxShader.SetValue("smTrans", lightPrjTrans);
pixShader.SetTexture("dudvMap", mat.GetTexture(0));
pixShader.SetTexture("normalMap", mat.GetTexture(1));
pixShader.SetTexture("reflectionMap", reflection);
pixShader.SetValue("move", move);
}
}
示例2: Setup
public override void Setup(Material mat, ref RenderOperation op)
{
Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;
vtxShader.SetValue("mvp", ref mvp);
//vtxShader.SetValue("cameraZ", EffectParams.InvView.Forward);
if (!stateSetted)
{
ShaderSamplerState state = new ShaderSamplerState();
state.AddressU = TextureAddressMode.Wrap;
state.AddressV = TextureAddressMode.Wrap;
state.AddressW = TextureAddressMode.Wrap;
state.MinFilter = TextureFilter.Anisotropic;
state.MagFilter = TextureFilter.Anisotropic;
state.MipFilter = TextureFilter.Linear;
state.MaxAnisotropy = 8;
state.MipMapLODBias = 0;
pixShader.SetValue("k_a", mat.Ambient);
pixShader.SetValue("k_d", mat.Diffuse);
pixShader.SetValue("k_e", mat.Emissive);
pixShader.SetSamplerState("texDif", ref state);
ResourceHandle<Texture> clrTex = mat.GetTexture(0);
if (clrTex == null)
{
pixShader.SetTexture("texDif", noTexture);
}
else
{
pixShader.SetTexture("texDif", clrTex);
}
}
}
示例3: Setup
public override void Setup(Material mat, ref RenderOperation op)
{
if (mode == RenderMode.Depth)
{
Matrix lightPrjTrans;
Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);
shdVtxShader.SetValue("mvp", ref lightPrjTrans);
}
else if (mode == RenderMode.DeferredNormal)
{
Matrix worldView = op.Transformation * EffectParams.CurrentCamera.ViewMatrix;
Matrix mvp = worldView * EffectParams.CurrentCamera.ProjectionMatrix;
nrmGenVShader.SetValue("mvp", ref mvp);
nrmGenVShader.SetValue("worldView", ref worldView);
if (!stateSetted)
{
ShaderSamplerState state = new ShaderSamplerState();
state.AddressU = TextureAddressMode.Wrap;
state.AddressV = TextureAddressMode.Wrap;
state.AddressW = TextureAddressMode.Wrap;
state.MinFilter = TextureFilter.Linear;
state.MagFilter = TextureFilter.Linear;
state.MipFilter = TextureFilter.Linear;
state.MaxAnisotropy = 8;
state.MipMapLODBias = 0;
nrmGenPShader.SetSamplerState("texDif", ref state);
ResourceHandle<Texture> clrTex = mat.GetTexture(0);
if (clrTex == null)
{
nrmGenPShader.SetTexture("texDif", noTexture);
}
else
{
nrmGenPShader.SetTexture("texDif", clrTex);
}
stateSetted = true;
}
}
else
{
Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;
vtxShader.SetValue("mvp", ref mvp);
vtxShader.SetValue("world", ref op.Transformation);
Matrix lightPrjTrans;
Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);
vtxShader.SetValue("smTrans", lightPrjTrans);
WorldObject wo = op.Sender as WorldObject;
if (wo != null)
{
pixShader.SetValue("visiblity", wo.Visiblity);
}
else
{
pixShader.SetValue("visiblity", 1.0f);
}
if (!stateSetted)
{
ShaderSamplerState state = new ShaderSamplerState();
state.AddressU = TextureAddressMode.Wrap;
state.AddressV = TextureAddressMode.Wrap;
state.AddressW = TextureAddressMode.Wrap;
state.MinFilter = TextureFilter.Anisotropic;
state.MagFilter = TextureFilter.Anisotropic;
state.MipFilter = TextureFilter.Linear;
state.MaxAnisotropy = 8;
state.MipMapLODBias = 0;
pixShader.SetValue("k_a", mat.Ambient);
pixShader.SetValue("k_d", mat.Diffuse);
pixShader.SetValue("k_s", mat.Specular);
pixShader.SetValue("k_e", mat.Emissive);
pixShader.SetValue("k_power", mat.Power);
pixShader.SetSamplerState("texDif", ref state);
ResourceHandle<Texture> clrTex = mat.GetTexture(0);
if (clrTex == null)
{
pixShader.SetTexture("texDif", noTexture);
}
else
{
pixShader.SetTexture("texDif", clrTex);
}
if (mat.IsVegetation)
{
//.........这里部分代码省略.........
示例4: Setup
public override void Setup(Material mat, ref RenderOperation op)
{
if (mode == RenderMode.Depth)
{
Matrix lightPrjTrans;
Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);
shdVtxShader.SetValue("mvp", ref lightPrjTrans);
}
else if (mode == RenderMode.DeferredNormal)
{
Matrix worldView = op.Transformation * EffectParams.CurrentCamera.ViewMatrix;
Matrix mvp = worldView * EffectParams.CurrentCamera.ProjectionMatrix;
nrmGenVShader.SetValue("mvp", ref mvp);
nrmGenVShader.SetValue("worldView", ref worldView);
if (!stateSetted)
{
ShaderSamplerState state = new ShaderSamplerState();
state.AddressU = TextureAddressMode.Wrap;
state.AddressV = TextureAddressMode.Wrap;
state.AddressW = TextureAddressMode.Wrap;
state.MinFilter = TextureFilter.Linear;
state.MagFilter = TextureFilter.Linear;
state.MipFilter = TextureFilter.Linear;
state.MaxAnisotropy = 8;
state.MipMapLODBias = 0;
nrmGenPShader.SetSamplerState("texDif", ref state);
ResourceHandle<Texture> clrTex = mat.GetTexture(0);
if (clrTex == null)
{
nrmGenPShader.SetTexture("texDif", noTexture);
}
else
{
nrmGenPShader.SetTexture("texDif", clrTex);
}
}
}
else
{
Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;
vtxShader.SetValue("mvp", ref mvp);
Matrix lightPrjTrans;
Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);
vtxShader.SetValue("smTrans", lightPrjTrans);
TreeBatchModel mdl = op.Sender as TreeBatchModel;
if (mdl != null)
{
vtxShader.SetValue("world", ref mdl.TreeOrientation);
}
else
{
vtxShader.SetValue("world", ref op.Transformation);
}
if (!stateSetted)
{
pixShader.SetValue("k_a", mat.Ambient);
pixShader.SetValue("k_d", mat.Diffuse);
pixShader.SetValue("k_s", mat.Specular);
pixShader.SetValue("k_e", mat.Emissive);
pixShader.SetValue("k_power", mat.Power);
ResourceHandle<Texture> clrTex = mat.GetTexture(0);
if (clrTex == null)
{
pixShader.SetTexture("texDif", null);
}
else
{
pixShader.SetTexture("texDif", clrTex);
}
pixShader.SetTexture("texFog", TerrainEffect.FogMask);
Vector2 isVeg_wind = new Vector2();
if (mat.IsVegetation)
{
isVeg_wind.X = 100;// vtxShader.SetValue("isVeg_wind", new Vector4(100, 100, 100, 100));
}
isVeg_wind.Y = winding;
vtxShader.SetValue("isVeg_wind", ref isVeg_wind);
stateSetted = true;
}
}
}
示例5: ApplyMaterial
private void ApplyMaterial(Material mat)
{
if(mat.GetTextureCount(TextureType.Diffuse) > 0) {
TextureSlot tex = mat.GetTexture(TextureType.Diffuse, 0);
LoadTexture(tex.FilePath);
}
Color4 color = new Color4(.8f, .8f, .8f, 1.0f);
if(mat.HasColorDiffuse) {
// color = FromColor(mat.ColorDiffuse);
}
GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Diffuse, color);
color = new Color4(0, 0, 0, 1.0f);
if(mat.HasColorSpecular) {
color = FromColor(mat.ColorSpecular);
}
GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Specular, color);
color = new Color4(.2f, .2f, .2f, 1.0f);
if(mat.HasColorAmbient) {
color = FromColor(mat.ColorAmbient);
}
GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Ambient, color);
color = new Color4(0, 0, 0, 1.0f);
if(mat.HasColorEmissive) {
color = FromColor(mat.ColorEmissive);
}
GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Emission, color);
float shininess = 1;
float strength = 1;
if(mat.HasShininess) {
shininess = mat.Shininess;
}
if(mat.HasShininessStrength) {
strength = mat.ShininessStrength;
}
GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Shininess, shininess * strength);
}
示例6: Setup
public override void Setup(Material mat, ref RenderOperation op)
{
if (mode == RenderMode.Final)
{
Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;
vtxShader.SetValue("mvp", ref mvp);
if (!stateSetted)
{
ShaderSamplerState state = new ShaderSamplerState();
state.AddressU = TextureAddressMode.Wrap;
state.AddressV = TextureAddressMode.Wrap;
state.AddressW = TextureAddressMode.Wrap;
state.MinFilter = TextureFilter.Anisotropic;
state.MagFilter = TextureFilter.Anisotropic;
state.MipFilter = TextureFilter.Linear;
state.MaxAnisotropy = 8;
state.MipMapLODBias = 0;
pixShader.SetSamplerState("texDif", ref state);
ResourceHandle<Texture> clrTex = mat.GetTexture(0);
pixShader.SetTexture("texDif", clrTex != null ? clrTex.Resource : null);
stateSetted = true;
}
}
else if (mode == RenderMode.DeferredNormal)
{
Matrix worldView = op.Transformation * EffectParams.CurrentCamera.ViewMatrix;
Matrix mvp = worldView * EffectParams.CurrentCamera.ProjectionMatrix;
nrmGenVShader.SetValue("mvp", ref mvp);
nrmGenVShader.SetValue("worldView", ref worldView);
if (!stateSetted)
{
ShaderSamplerState state = new ShaderSamplerState();
state.AddressU = TextureAddressMode.Wrap;
state.AddressV = TextureAddressMode.Wrap;
state.AddressW = TextureAddressMode.Wrap;
state.MinFilter = TextureFilter.Linear;
state.MagFilter = TextureFilter.Linear;
state.MipFilter = TextureFilter.Linear;
state.MaxAnisotropy = 8;
state.MipMapLODBias = 0;
nrmGenPShader.SetSamplerState("texDif", ref state);
ResourceHandle<Texture> clrTex = mat.GetTexture(0);
if (clrTex == null)
{
nrmGenPShader.SetTexture("texDif", null);
}
else
{
nrmGenPShader.SetTexture("texDif", clrTex);
}
}
}
}
示例7: Setup
public override void Setup(Material mat, ref RenderOperation op)
{
if (mode == RenderMode.Depth)
{
Matrix lightPrjTrans;
Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);
shdVtxShader.SetValue("mvp", ref lightPrjTrans);
}
else if (mode == RenderMode.DeferredNormal)
{
Matrix worldView = op.Transformation * EffectParams.CurrentCamera.ViewMatrix;
Matrix mvp = worldView * EffectParams.CurrentCamera.ProjectionMatrix;
nrmGenVShader.SetValue("mvp", ref mvp);
nrmGenVShader.SetValue("worldView", ref worldView);
if (!stateSetted)
{
ShaderSamplerState state = new ShaderSamplerState();
state.AddressU = TextureAddressMode.Wrap;
state.AddressV = TextureAddressMode.Wrap;
state.AddressW = TextureAddressMode.Wrap;
state.MinFilter = TextureFilter.Linear;
state.MagFilter = TextureFilter.Linear;
state.MipFilter = TextureFilter.Linear;
state.MaxAnisotropy = 8;
state.MipMapLODBias = 0;
nrmGenPShader.SetSamplerState("texDif", ref state);
ResourceHandle<Texture> clrTex = mat.GetTexture(0);
if (clrTex != null)
{
nrmGenPShader.SetTexture("texDif", clrTex);
}
}
}
else
{
Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;
vtxShader.SetValue("mvp", ref mvp);
vtxShader.SetValue("world", ref op.Transformation);
Matrix lightPrjTrans;
Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);
vtxShader.SetValue("smTrans", lightPrjTrans);
City sender = op.Sender as City;
pixShader.SetValue("k_a", mat.Ambient);
if (sender != null && sender.IsCaptured)
{
Color4F color = new Color4F(sender.Owner.SideColor);
pixShader.SetValue("k_d", color);
}
else
{
pixShader.SetValue("k_d", mat.Diffuse);
}
if (!stateSetted)
{
ShaderSamplerState state = new ShaderSamplerState();
state.AddressU = TextureAddressMode.Wrap;
state.AddressV = TextureAddressMode.Wrap;
state.AddressW = TextureAddressMode.Wrap;
state.MinFilter = TextureFilter.Anisotropic;
state.MagFilter = TextureFilter.Anisotropic;
state.MipFilter = TextureFilter.Linear;
state.MaxAnisotropy = 8;
state.MipMapLODBias = 0;
pixShader.SetSamplerState("texDif", ref state);
ResourceHandle<Texture> clrTex = mat.GetTexture(0);
if (clrTex != null)
{
pixShader.SetTexture("texDif", clrTex);
}
stateSetted = true;
}
}
}