public Material(List <string> imageList)
        {
            Runtime.Image emissiveImage  = UseTexture(imageList, "Emissive_Plane");
            Runtime.Image normalImage    = UseTexture(imageList, "Normal_Plane");
            Runtime.Image occlusionImage = UseTexture(imageList, "Occlusion_Plane");

            // Track the common properties for use in the readme.
            var metallicFactorValue  = 0.0f;
            var baseColorFactorValue = new Vector4(0.2f, 0.2f, 0.2f, 1.0f);

            CommonProperties.Add(new Property(PropertyName.MetallicFactor, metallicFactorValue));
            CommonProperties.Add(new Property(PropertyName.BaseColorFactor, baseColorFactorValue));

            Model CreateModel(Action <List <Property>, Runtime.MeshPrimitive, Runtime.Material> setProperties)
            {
                var properties = new List <Property>();

                Runtime.MeshPrimitive meshPrimitive = MeshPrimitive.CreateSinglePlane(includeTextureCoords: false);

                // Apply the common properties to the gltf.
                meshPrimitive.Material = new Runtime.Material
                {
                    MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness
                    {
                        MetallicFactor  = metallicFactorValue,
                        BaseColorFactor = baseColorFactorValue,
                    }
                };

                // Apply the properties that are specific to this gltf.
                setProperties(properties, meshPrimitive, meshPrimitive.Material);

                // Create the gltf object.
                return(new Model
                {
                    Properties = properties,
                    GLTF = CreateGLTF(() => new Runtime.Scene
                    {
                        Nodes = new List <Runtime.Node>
                        {
                            new Runtime.Node
                            {
                                Mesh = new Runtime.Mesh
                                {
                                    MeshPrimitives = new List <Runtime.MeshPrimitive>
                                    {
                                        meshPrimitive
                                    }
                                },
                            },
                        },
                    }),
                });
            }

            void SetNormalTexture(List <Property> properties, Runtime.MeshPrimitive meshPrimitive)
            {
                var planeNormalsValue = new[]
                {
                    new Vector3(0.0f, 0.0f, 1.0f),
                    new Vector3(0.0f, 0.0f, 1.0f),
                    new Vector3(0.0f, 0.0f, 1.0f),
                    new Vector3(0.0f, 0.0f, 1.0f),
                };

                meshPrimitive.Normals = planeNormalsValue;
                meshPrimitive.Material.NormalTexture = new Runtime.Texture {
                    Source = normalImage
                };
                properties.Add(new Property(PropertyName.NormalTexture, normalImage));
            }

            void SetNormalScale(List <Property> properties, Runtime.Material material)
            {
                material.NormalScale = 10.0f;
                properties.Add(new Property(PropertyName.NormalTextureScale, material.NormalScale));
            }

            void SetOcclusionTexture(List <Property> properties, Runtime.Material material)
            {
                material.OcclusionTexture = new Runtime.Texture {
                    Source = occlusionImage
                };
                properties.Add(new Property(PropertyName.OcclusionTexture, occlusionImage));
            }

            void SetOcclusionStrength(List <Property> properties, Runtime.Material material)
            {
                material.OcclusionStrength = 0.5f;
                properties.Add(new Property(PropertyName.OcclusionTextureStrength, material.OcclusionStrength));
            }

            void SetEmissiveTexture(List <Property> properties, Runtime.Material material)
            {
                material.EmissiveTexture = new Runtime.Texture {
                    Source = emissiveImage
                };
                properties.Add(new Property(PropertyName.EmissiveTexture, emissiveImage));
            }

            void SetEmissiveFactor(List <Property> properties, Runtime.Material material)
            {
                var emissiveFactorValue = new Vector3(1.0f, 1.0f, 1.0f);

                material.EmissiveFactor = emissiveFactorValue;
                properties.Add(new Property(PropertyName.EmissiveFactor, emissiveFactorValue));
            }

            Models = new List <Model>
            {
                CreateModel((properties, meshPrimitive, material) => {
                    // There are no properties set on this model.
                }),
                CreateModel((properties, meshPrimitive, material) => {
                    meshPrimitive.TextureCoordSets = MeshPrimitive.GetSinglePlaneTextureCoordSets();
                    SetNormalTexture(properties, meshPrimitive);
                }),
                CreateModel((properties, meshPrimitive, material) => {
                    meshPrimitive.TextureCoordSets = MeshPrimitive.GetSinglePlaneTextureCoordSets();
                    SetOcclusionTexture(properties, material);
                }),
                CreateModel((properties, meshPrimitive, material) => {
                    SetEmissiveFactor(properties, material);
                }),
                CreateModel((properties, meshPrimitive, material) => {
                    meshPrimitive.TextureCoordSets = MeshPrimitive.GetSinglePlaneTextureCoordSets();
                    SetNormalTexture(properties, meshPrimitive);
                    SetNormalScale(properties, material);
                }),
                CreateModel((properties, meshPrimitive, material) => {
                    meshPrimitive.TextureCoordSets = MeshPrimitive.GetSinglePlaneTextureCoordSets();
                    SetOcclusionTexture(properties, material);
                    SetOcclusionStrength(properties, material);
                }),
                CreateModel((properties, meshPrimitive, material) => {
                    meshPrimitive.TextureCoordSets = MeshPrimitive.GetSinglePlaneTextureCoordSets();
                    SetEmissiveTexture(properties, material);
                    SetEmissiveFactor(properties, material);
                }),
                CreateModel((properties, meshPrimitive, material) => {
                    meshPrimitive.TextureCoordSets = MeshPrimitive.GetSinglePlaneTextureCoordSets();
                    SetNormalTexture(properties, meshPrimitive);
                    SetNormalScale(properties, material);
                    SetOcclusionTexture(properties, material);
                    SetOcclusionStrength(properties, material);
                    SetEmissiveTexture(properties, material);
                    SetEmissiveFactor(properties, material);
                }),
            };

            GenerateUsedPropertiesList();
        }
Exemple #2
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        public Material_AlphaBlend(List <string> imageList)
        {
            Runtime.Image baseColorTextureImage = UseTexture(imageList, "BaseColor_Plane");

            // Track the common properties for use in the readme.
            var alphaModeValue = AlphaModeEnum.BLEND;

            CommonProperties.Add(new Property(PropertyName.AlphaMode, alphaModeValue));

            Model CreateModel(Action <List <Property>, Runtime.MeshPrimitive, Runtime.PbrMetallicRoughness> setProperties)
            {
                var properties = new List <Property>();

                Runtime.MeshPrimitive meshPrimitive = MeshPrimitive.CreateSinglePlane(includeTextureCoords: false);

                // Apply the common properties to the gltf.
                meshPrimitive.Material = new Runtime.Material
                {
                    MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness
                    {
                        MetallicFactor = 0
                    },
                    AlphaMode = alphaModeValue,
                };

                // Apply the properties that are specific to this gltf.
                setProperties(properties, meshPrimitive, meshPrimitive.Material.MetallicRoughnessMaterial);

                // Create the gltf object.
                return(new Model
                {
                    Properties = properties,
                    GLTF = CreateGLTF(() => new Runtime.Scene
                    {
                        Nodes = new[]
                        {
                            new Runtime.Node
                            {
                                Mesh = new Runtime.Mesh
                                {
                                    MeshPrimitives = new[]
                                    {
                                        meshPrimitive
                                    }
                                },
                            },
                        },
                    }),
                });
            }

            void SetNoMetallicRoughness(List <Property> properties, Runtime.MeshPrimitive meshPrimitive)
            {
                meshPrimitive.Material.MetallicRoughnessMaterial = null;
            }

            void SetBaseColorFactor(List <Property> properties, Runtime.PbrMetallicRoughness metallicRoughness)
            {
                var baseColorFactorValue = new Vector4(1.0f, 1.0f, 1.0f, 0.7f);

                metallicRoughness.BaseColorFactor = baseColorFactorValue;
                properties.Add(new Property(PropertyName.BaseColorFactor, baseColorFactorValue));
            }

            void SetBaseColorTexture(List <Property> properties, Runtime.PbrMetallicRoughness metallicRoughness)
            {
                metallicRoughness.BaseColorTexture = new Runtime.Texture {
                    Source = baseColorTextureImage
                };
                properties.Add(new Property(PropertyName.BaseColorTexture, baseColorTextureImage));
            }

            void SetVertexColor(List <Property> properties, Runtime.MeshPrimitive meshPrimitive)
            {
                var vertexColors = new[]
                {
                    new Vector4(0.3f, 0.3f, 0.3f, 0.4f),
                    new Vector4(0.3f, 0.3f, 0.3f, 0.2f),
                    new Vector4(0.3f, 0.3f, 0.3f, 0.8f),
                    new Vector4(0.3f, 0.3f, 0.3f, 0.6f),
                };

                meshPrimitive.ColorComponentType = ColorComponentTypeEnum.FLOAT;
                meshPrimitive.ColorType          = ColorTypeEnum.VEC4;
                meshPrimitive.Colors             = vertexColors;

                properties.Add(new Property(PropertyName.VertexColor, "Vector4 Float"));
            }

            Models = new List <Model>
            {
                CreateModel((properties, meshPrimitive, metallicRoughness) =>
                {
                    SetVertexColor(properties, meshPrimitive);
                    SetNoMetallicRoughness(properties, meshPrimitive);
                }),
                CreateModel((properties, meshPrimitive, metallicRoughness) =>
                {
                    meshPrimitive.TextureCoordSets = MeshPrimitive.GetSinglePlaneTextureCoordSets();
                    SetBaseColorTexture(properties, metallicRoughness);
                }),
                CreateModel((properties, meshPrimitive, metallicRoughness) =>
                {
                    SetBaseColorFactor(properties, metallicRoughness);
                }),
                CreateModel((properties, meshPrimitive, metallicRoughness) =>
                {
                    meshPrimitive.TextureCoordSets = MeshPrimitive.GetSinglePlaneTextureCoordSets();
                    SetVertexColor(properties, meshPrimitive);
                    SetBaseColorTexture(properties, metallicRoughness);
                }),
                CreateModel((properties, meshPrimitive, metallicRoughness) =>
                {
                    SetVertexColor(properties, meshPrimitive);
                    SetBaseColorFactor(properties, metallicRoughness);
                }),
                CreateModel((properties, meshPrimitive, metallicRoughness) =>
                {
                    meshPrimitive.TextureCoordSets = MeshPrimitive.GetSinglePlaneTextureCoordSets();
                    SetBaseColorTexture(properties, metallicRoughness);
                    SetBaseColorFactor(properties, metallicRoughness);
                }),
                CreateModel((properties, meshPrimitive, metallicRoughness) =>
                {
                    meshPrimitive.TextureCoordSets = MeshPrimitive.GetSinglePlaneTextureCoordSets();
                    SetVertexColor(properties, meshPrimitive);
                    SetBaseColorTexture(properties, metallicRoughness);
                    SetBaseColorFactor(properties, metallicRoughness);
                }),
            };

            GenerateUsedPropertiesList();
        }
Exemple #3
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        public Material_MetallicRoughness(List <string> imageList)
        {
            Runtime.Image baseColorTextureImage         = UseTexture(imageList, "BaseColor_Plane");
            Runtime.Image metallicRoughnessTextureImage = UseTexture(imageList, "MetallicRoughness_Plane");

            // There are no common properties in this model group.

            Model CreateModel(Action <List <Property>, Runtime.MeshPrimitive, Runtime.PbrMetallicRoughness> setProperties)
            {
                var properties    = new List <Property>();
                var meshPrimitive = MeshPrimitive.CreateSinglePlane(includeTextureCoords: false);

                // Apply the properties that are specific to this gltf.
                meshPrimitive.Material = new Runtime.Material
                {
                    MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness()
                };

                setProperties(properties, meshPrimitive, meshPrimitive.Material.MetallicRoughnessMaterial);

                // Create the gltf object.
                return(new Model
                {
                    Properties = properties,
                    GLTF = CreateGLTF(() => new Runtime.Scene
                    {
                        Nodes = new[]
                        {
                            new Runtime.Node
                            {
                                Mesh = new Runtime.Mesh
                                {
                                    MeshPrimitives = new List <Runtime.MeshPrimitive>
                                    {
                                        meshPrimitive
                                    }
                                },
                            },
                        },
                    }),
                });
            }

            void SetVertexColor(List <Property> properties, Runtime.MeshPrimitive meshPrimitive)
            {
                var vertexColors = new[]
                {
                    new Vector4(0.0f, 0.0f, 1.0f, 0.8f),
                    new Vector4(1.0f, 0.0f, 0.0f, 0.8f),
                    new Vector4(0.0f, 0.0f, 1.0f, 0.8f),
                    new Vector4(1.0f, 0.0f, 0.0f, 0.8f),
                };

                meshPrimitive.ColorComponentType = ColorComponentTypeEnum.FLOAT;
                meshPrimitive.ColorType          = ColorTypeEnum.VEC3;
                meshPrimitive.Colors             = vertexColors;

                properties.Add(new Property(PropertyName.VertexColor, "Vector3 Float"));
            }

            void SetBaseColorTexture(List <Property> properties, Runtime.PbrMetallicRoughness metallicRoughness)
            {
                metallicRoughness.BaseColorTexture = new Runtime.Texture {
                    Source = baseColorTextureImage
                };
                properties.Add(new Property(PropertyName.BaseColorTexture, baseColorTextureImage));
            }

            void SetBaseColorFactor(List <Property> properties, Runtime.PbrMetallicRoughness metallicRoughness)
            {
                var baseColorFactorValue = new Vector4(0.2f, 0.2f, 0.2f, 0.8f);

                metallicRoughness.BaseColorFactor = baseColorFactorValue;
                properties.Add(new Property(PropertyName.BaseColorFactor, baseColorFactorValue));
            }

            void SetMetallicRoughnessTexture(List <Property> properties, Runtime.PbrMetallicRoughness metallicRoughness)
            {
                metallicRoughness.MetallicRoughnessTexture = new Runtime.Texture {
                    Source = metallicRoughnessTextureImage
                };
                properties.Add(new Property(PropertyName.MetallicRoughnessTexture, metallicRoughnessTextureImage));
            }

            void SetMetallicFactor(List <Property> properties, Runtime.PbrMetallicRoughness metallicRoughness)
            {
                metallicRoughness.MetallicFactor = 0.0f;
                properties.Add(new Property(PropertyName.MetallicFactor, metallicRoughness.MetallicFactor));
            }

            void SetRoughnessFactor(List <Property> properties, Runtime.PbrMetallicRoughness metallicRoughness)
            {
                metallicRoughness.RoughnessFactor = 0.0f;
                properties.Add(new Property(PropertyName.RoughnessFactor, metallicRoughness.RoughnessFactor));
            }

            Models = new List <Model>
            {
                CreateModel((properties, meshPrimitive, metallicRoughness) => {
                    // There are no properties set on this model.
                }),
                CreateModel((properties, meshPrimitive, metallicRoughness) => {
                    SetVertexColor(properties, meshPrimitive);
                }),
                CreateModel((properties, meshPrimitive, metallicRoughness) => {
                    meshPrimitive.TextureCoordSets = MeshPrimitive.GetSinglePlaneTextureCoordSets();
                    SetBaseColorTexture(properties, metallicRoughness);
                }),
                CreateModel((properties, meshPrimitive, metallicRoughness) => {
                    SetBaseColorFactor(properties, metallicRoughness);
                }),
                CreateModel((properties, meshPrimitive, metallicRoughness) => {
                    meshPrimitive.TextureCoordSets = MeshPrimitive.GetSinglePlaneTextureCoordSets();
                    SetMetallicRoughnessTexture(properties, metallicRoughness);
                }),
                CreateModel((properties, meshPrimitive, metallicRoughness) => {
                    SetMetallicFactor(properties, metallicRoughness);
                }),
                CreateModel((properties, meshPrimitive, metallicRoughness) => {
                    SetRoughnessFactor(properties, metallicRoughness);
                }),
                CreateModel((properties, meshPrimitive, metallicRoughness) => {
                    meshPrimitive.TextureCoordSets = MeshPrimitive.GetSinglePlaneTextureCoordSets();
                    SetVertexColor(properties, meshPrimitive);
                    SetBaseColorTexture(properties, metallicRoughness);
                }),
                CreateModel((properties, meshPrimitive, metallicRoughness) => {
                    meshPrimitive.TextureCoordSets = MeshPrimitive.GetSinglePlaneTextureCoordSets();
                    SetBaseColorTexture(properties, metallicRoughness);
                    SetBaseColorFactor(properties, metallicRoughness);
                }),
                CreateModel((properties, meshPrimitive, metallicRoughness) => {
                    meshPrimitive.TextureCoordSets = MeshPrimitive.GetSinglePlaneTextureCoordSets();
                    SetMetallicRoughnessTexture(properties, metallicRoughness);
                    SetMetallicFactor(properties, metallicRoughness);
                }),
                CreateModel((properties, meshPrimitive, metallicRoughness) => {
                    meshPrimitive.TextureCoordSets = MeshPrimitive.GetSinglePlaneTextureCoordSets();
                    SetMetallicRoughnessTexture(properties, metallicRoughness);
                    SetRoughnessFactor(properties, metallicRoughness);
                }),
                CreateModel((properties, meshPrimitive, metallicRoughness) => {
                    meshPrimitive.TextureCoordSets = MeshPrimitive.GetSinglePlaneTextureCoordSets();
                    SetVertexColor(properties, meshPrimitive);
                    SetBaseColorTexture(properties, metallicRoughness);
                    SetBaseColorFactor(properties, metallicRoughness);
                    SetMetallicRoughnessTexture(properties, metallicRoughness);
                    SetMetallicFactor(properties, metallicRoughness);
                    SetRoughnessFactor(properties, metallicRoughness);
                }),
            };

            GenerateUsedPropertiesList();
        }