public EffectModel(Context context, Neutrino.EffectModel effectModel) { context_ = context; neutrinoEffectModel_ = effectModel; uint numTextures = (uint)effectModel.textures().Length; textures_ = new Texture[numTextures]; for (uint texIndex = 0; texIndex < numTextures; ++texIndex) { textures_[texIndex] = new Texture(context_.texturesBasePath() + effectModel.textures()[texIndex]); } }
private void initNeutrino() { //Debug.Log("initNeutrino()"); neutrinoEffectModel_ = createModel(); Mesh mesh = new Mesh(); gameObject.GetComponent <MeshFilter>().mesh = mesh; renderBuffer_ = new NeutrinoRenderBuffer(mesh); neutrinoEffect_ = new Neutrino.Effect(neutrinoEffectModel_, renderBuffer_, simulateInWorldSpace ? Neutrino._math.vec3_(gameObject.transform.position.x / gameObject.transform.localScale.x, gameObject.transform.position.y / gameObject.transform.localScale.y, gameObject.transform.position.z / gameObject.transform.localScale.z) : Neutrino._math.vec3_(0, 0, 0), simulateInWorldSpace ? Neutrino._math.quat_(transform.rotation.w, transform.rotation.x, transform.rotation.y, transform.rotation.z) : Neutrino._math.quat_(1, 0, 0, 0)); deserializeToEffect(); // preparing materials { string[] textures = neutrinoEffectModel_.textures(); RenderStyle[] renderStyles = neutrinoEffectModel_.renderStyles(); materials_ = new Material[renderStyles.Length]; for (int i = 0; i < renderStyles.Length; ++i) { Material material; switch (neutrinoEffectModel_.materials()[renderStyles[i].material_]) { default: material = new Material(NeutrinoContext.Instance.shaderNormal()); break; case Neutrino.RenderMaterial.Add: material = new Material(NeutrinoContext.Instance.shaderAdd()); break; case Neutrino.RenderMaterial.Multiply: material = new Material(NeutrinoContext.Instance.shaderMultiply()); break; } string filename = Path.GetFileNameWithoutExtension( textures[renderStyles[i].textureIndex_[0]]); if (string.IsNullOrEmpty(filename)) { Debug.LogError("Texture file name is empty or incorrect " + textures[renderStyles[i].textureIndex_[0]]); return; } Texture texture = Resources.Load(filename) as Texture; if (texture == null) { Debug.LogError("Unable to load texture from Resources: " + filename); return; } material.name = filename; material.SetTexture("_MainTex", texture); materials_[i] = material; } } neutrinoInited_ = true; #if UNITY_EDITOR lastFrameTime_ = Time.realtimeSinceStartup; #else lastFrameTime_ = Time.time; #endif #if UNITY_EDITOR EditorApplication.update += Update; #endif }