コード例 #1
0
	void OnGUI () {
		GUILayout.Label ("Image to Export", EditorStyles.boldLabel);
		exportImg = (UPAImage)EditorGUILayout.ObjectField (exportImg, typeof(UPAImage), false);
		
		GUILayout.Label ("Export Settings", EditorStyles.boldLabel);
		texExtension = (TextureExtension)EditorGUILayout.EnumPopup("Save As:", texExtension);
		if (texExtension == TextureExtension.JPG) {
			#if UNITY_4_2
			GUILayout.Label ("Error: Export to JPG requires Unity 4.5+");
			#elif UNITY_4_3
			GUILayout.Label ("Error: Export to JPG requires Unity 4.5+");
			#endif
			
			GUILayout.Label ("Warning: JPG files will lose transparency.");
		}
		texType = (TextureType)EditorGUILayout.EnumPopup("Texture Type:", texType);
		
		EditorGUILayout.Space ();
		
		if ( GUILayout.Button ("Export", GUILayout.Height(30)) ) {
			
			if (exportImg == null) {
				EditorUtility.DisplayDialog(
					"Select Image",
					"You Must Select an Image first!",
					"Ok");
				return;
			}	
			
			bool succes = UPASession.ExportImage ( exportImg, texType, texExtension );
			if (succes)
				this.Close();
			UPAEditorWindow.window.Repaint();
		}
	}
コード例 #2
0
 internal static void ApplyTexture(Body b, TextureType textureType)
 {
     foreach (Fixture f in b.FixtureList)
     {
         ApplyTexture(f, textureType);
     }
 }
コード例 #3
0
        /// <summary>
        /// Determines whether this model has the specified texture type.
        /// </summary>
        /// <param name="type">The type.</param>
        /// <returns>
        ///   <c>true</c> if the specified type has texture; otherwise, <c>false</c>.
        /// </returns>
        public bool HasTexture(TextureType type)
        {

            if (type == TextureType.ENVIRONMENT)
            {
                return textureInformation.getCubeTexture(TextureType.ENVIRONMENT) != null;
            }
            if (type == TextureType.DIFFUSE)
            {
                return textureInformation.getTexture(TextureType.DIFFUSE) != null;
            }
            else if (type == TextureType.BUMP)
            {
                return textureInformation.getTexture(TextureType.BUMP) != null;
            }
            else if (type == TextureType.SPECULAR)
            {
                return textureInformation.getTexture(TextureType.SPECULAR) != null;
            }
            else if (type == TextureType.GLOW)
            {
                return textureInformation.getTexture(TextureType.GLOW) != null;
            }
            else if (type == TextureType.PARALAX)
            {
                return textureInformation.getTexture(TextureType.PARALAX) != null;
            }
            return false;
        }
コード例 #4
0
 private static SFML.Graphics.Texture GetRightTexture(string name, TextureType type)
 {
     if (type == TextureType.SFML)
         return TextureManager.GetTexture(name);
     else
         return FramedTextureManager.GetTexture(name);
 }
コード例 #5
0
 public bool Contains( String name, TextureType type )
 {
     if ( type == TextureType.Diffuse )
         return myDiffuseTextures.ContainsKey( name );
     else
         return myMaskTextures.ContainsKey( name );
 }
コード例 #6
0
ファイル: Texture.cs プロジェクト: imintsystems/Kean
		public void Create(TextureType type, Geometry2D.Integer.Size size)
		{
			this.SetFormat(type, size);
			this.Use();
			this.Create(IntPtr.Zero);
			this.UnUse();
		}
コード例 #7
0
ファイル: UPASession.cs プロジェクト: B1sounours/UPAToolkit
    public static bool ExportImage(UPAImage img, TextureType type, TextureExtension extension)
    {
        string path = EditorUtility.SaveFilePanel(
            "Export image as " + extension.ToString(),
            "Assets/",
            img.name + "." + extension.ToString().ToLower(),
            extension.ToString().ToLower());

        if (path.Length == 0)
            return false;

        byte[] bytes;
        if (extension == TextureExtension.PNG) {
            // Encode texture into PNG
            bytes = img.GetFinalImage(true).EncodeToPNG();
        } else {
            // Encode texture into JPG

            #if UNITY_4_2
            bytes = img.GetFinalImage(true).EncodeToPNG();
            #elif UNITY_4_3
            bytes = img.GetFinalImage(true).EncodeToPNG();
            #elif UNITY_4_5
            bytes = img.GetFinalImage(true).EncodeToJPG();
            #else
            bytes = img.GetFinalImage(true).EncodeToJPG();
            #endif
        }

        path = FileUtil.GetProjectRelativePath(path);

        //Write to a file in the project folder
        File.WriteAllBytes(path, bytes);
        AssetDatabase.Refresh();

        TextureImporter texImp = AssetImporter.GetAtPath(path) as TextureImporter;

        if (type == TextureType.texture)
            texImp.textureType = TextureImporterType.Image;
        else if (type == TextureType.sprite) {
            texImp.textureType = TextureImporterType.Sprite;

            #if UNITY_4_2
            texImp.spritePixelsToUnits = 10;
            #elif UNITY_4_3
            texImp.spritePixelsToUnits = 10;
            #elif UNITY_4_5
            texImp.spritePixelsToUnits = 10;
            #else
            texImp.spritePixelsPerUnit = 10;
            #endif
        }

        texImp.filterMode = FilterMode.Point;
        texImp.textureFormat = TextureImporterFormat.AutomaticTruecolor;

        AssetDatabase.ImportAsset(path);

        return true;
    }
コード例 #8
0
ファイル: Material.cs プロジェクト: cooty125/Pico3D
        public Texture2D GetTexture( TextureType type )
        {
            if ( this.textures.ContainsKey( type ) ) {
                return this.textures[ type ];
            }

            return null;
        }
コード例 #9
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        public override Texture Create(string name, TextureType type)
        {
            GLTexture texture = new GLTexture(name, type);

            texture.Enable32Bit(is32Bit);

            return texture;
        }
コード例 #10
0
ファイル: ReflectionMap.cs プロジェクト: ryan-bunker/axiom3d
		public ReflectionMap()
		{
			this.maskMapSamplerIndex = 0;
			this.reflectionMapSamplerIndex = 0;
			this.reflectionMapType = TextureType.TwoD;
			this.reflectionPowerChanged = true;
			this.reflectionPowerValue = 0.05f;
		}
コード例 #11
0
 public static Texture2D GetTexture(TextureType type, object id)
 {
     List<TextureEntity> entities = new List<TextureEntity>();
     if (type == TextureType.Menu)
     {
         entities = textureEntities;
     }
     return entities[(int) id].Texture;
 }
コード例 #12
0
 public Texture2D this[String name, TextureType type]
 {
     get
     {
         if ( type == TextureType.Diffuse )
             return myDiffuseTextures[ name ];
         else
             return myMaskTextures[ name ];
     }
 }
コード例 #13
0
 public ITexture CreateTexture(TextureType type)
 {
   switch (type)
   {
     case TextureType.BaseTexture:
       return new Texture();
     default:
       throw new ArgumentOutOfRangeException("type");
   }
 }
コード例 #14
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        public idImage(string name, TextureType type, TextureFilter filter, TextureRepeat repeat, TextureDepth depth, CubeFiles cubeMap, bool allowDownSize)
        {
            _name = name;
            _type = type;

            _filter        = filter;
            _repeat        = repeat;
            _depth         = depth;
            _cubeFiles     = cubeMap;
            _allowDownSize = allowDownSize;
        }
コード例 #15
0
        // background loading information.

        /*private idImage _partialImage;			// shrunken, space-saving version
         * private bool _isPartialImage;			// true if this is pointed to by another image*/
        #endregion

        #region Constructor
        public idImage(string name, ImageLoadCallback generator)
        {
            _name      = name;
            _generator = generator;
            _type      = TextureType.Disabled;

            _filter    = TextureFilter.Default;
            _repeat    = TextureRepeat.Repeat;
            _depth     = TextureDepth.Default;
            _cubeFiles = CubeFiles.TwoD;
        }
コード例 #16
0
    };                                                                   //Icon的路径,用于动态图集
    #endregion

    #region 场景贴图

    #endregion

    void OnPreprocessTexture()
    {
        //获得importer实例
        TextureImporter tImporter = assetImporter as TextureImporter;

        TextureType textureType = GetTextureType(tImporter.assetPath);

        bool hasAlpha = false;

        if (tImporter.alphaSource != TextureImporterAlphaSource.None)
        {
            hasAlpha = tImporter.DoesSourceTextureHaveAlpha() || tImporter.alphaSource == TextureImporterAlphaSource.FromGrayScale;
        }


        if (textureType == TextureType.UICommon)
        {
            tImporter.textureType      = TextureImporterType.Sprite;
            tImporter.spriteImportMode = SpriteImportMode.Single;
            string atlasName = new DirectoryInfo(Path.GetDirectoryName(assetPath)).Name.ToLower();
            tImporter.spritePackingTag = atlasName;
            //设置Read/Write Enabled开关,不勾选
            tImporter.isReadable          = false;
            tImporter.alphaIsTransparency = hasAlpha;
            //设置UI纹理Generate Mipmaps开关,不勾选
            tImporter.mipmapEnabled    = false;
            tImporter.streamingMipmaps = false;
            //设置UI纹理WrapMode开关,Clamp
            tImporter.wrapMode = TextureWrapMode.Clamp;
        }
        else if (textureType == TextureType.UITexture || textureType == TextureType.UITextureNoAlpha || textureType == TextureType.UIIcon)
        {
            tImporter.textureType         = TextureImporterType.Default;
            tImporter.alphaIsTransparency = hasAlpha;
            if (textureType == TextureType.UIIcon)
            {
                tImporter.npotScale = TextureImporterNPOTScale.ToNearest;
            }
            tImporter.isReadable = false;
            //设置UI纹理Generate Mipmaps开关,不勾选
            tImporter.mipmapEnabled    = false;
            tImporter.streamingMipmaps = false;
        }

        var standardAndroidImporter = GetAndroidStandardImportSetting(tImporter, textureType, hasAlpha);

        tImporter.SetPlatformTextureSettings(standardAndroidImporter);
        var standardIOSImporter = GetIOSStandardImportSetting(tImporter, textureType, hasAlpha);

        tImporter.SetPlatformTextureSettings(standardIOSImporter);
        var standardWinImporter = GetWinStandardImportSetting(tImporter, textureType, hasAlpha);

        tImporter.SetPlatformTextureSettings(standardWinImporter);
    }
コード例 #17
0
ファイル: Tile.cs プロジェクト: LRV2K1/Valkan
 public Tile(Point grid, string assetname = "", TileType tp = TileType.Background, TextureType tt = TextureType.None, int layer = 0, string id = "")
     : base(assetname, layer, id, 0)
 {
     tileobject     = TileObject.Tile;
     this.grid      = grid;
     texturetype    = tt;
     type           = tp;
     drawPassengers = new List <string>();
     passengers     = new List <string>();
     hasItem        = 0;
 }
コード例 #18
0
    private static void RefreshTexture(TextureType textureType)
    {
        texture[(int)textureType] = new Texture2D(width, height, TextureFormat.ARGB32, false);
        for (int i = 0; i < World.Cells.Length; i++)
        {
            SetCellTexture(i, textureType);
        }
        texture[(int)textureType].filterMode = FilterMode.Point;

        texture[(int)textureType].Apply();
    }
コード例 #19
0
    //public static Texture2D CreateTexture(TextureType tType)
    //{


    //    size = (int)Math.Ceiling(Math.Sqrt(World.Cells.Length));
    //    scale = 10;
    //    Debug.Log("Texture size: " + size);
    //    int width = size*scale;
    //    int height = size*scale;
    //    Debug.Log("Create texture for world of " + World.Cells.Length + " cells. Size of texture aray is: " + size + "*" + size);

    //    switch (tType)
    //    {
    //        case TextureType.Blank:
    //            {
    //                return new Texture2D(width, height);
    //            }
    //        default:
    //            {
    //                return new Texture2D(width, height);
    //            }
    //    }
    //    Texture2D texture = new Texture2D(width, height, TextureFormat.ARGB32, false);
    //    texture.filterMode = FilterMode.Point;


    //    for (int i = 0; i < World.Cells.Length; i++)
    //    {
    //        Color col = World.CellColor[i];

    //        texture = SetCellTexture(i, col, texture);
    //    }

    //    ////Test Cor Cell 01
    //    //for (int x = 0; x <= scale - 1; x++)
    //    //{
    //    //    for (int y = 0; y <= scale - 1; y++)
    //    //    {
    //    //        texture.SetPixel(x, y, Color.red);
    //    //    }
    //    //}

    //    texture.name = "Generated Texture";
    //    texture.Apply();
    //    buildTexture = texture;

    //    return texture;
    //}

    public static void UpdateTexture(TextureType textureType, List <int> id)
    {
        Texture2D tempTexture = texture[(int)textureType];

        foreach (int i in id)
        {
            SetCellTexture(i, textureType);
        }
        tempTexture.Apply();
        texture[(int)textureType] = tempTexture;
    }
コード例 #20
0
 public static uint ByteSize(this TextureType T)
 {
     if (T == TextureType.DXT5)
     {
         return(16);
     }
     else
     {
         return(8);
     }
 }
        public ITexture CreateTexture(TextureType type)
        {
            switch (type)
            {
            case TextureType.BaseTexture:
                return(new Texture());

            default:
                throw new ArgumentOutOfRangeException("type");
            }
        }
コード例 #22
0
        /// <summary>
        /// Constructs a new instance of the <see cref="MaterialProperty"/> class. Creates a Color3D property.
        /// </summary>
        /// <param name="baseName">Base name of the property</param>
        /// <param name="value">Property value</param>
        public MaterialProperty(String baseName, Color3D value)
        {
            m_name     = baseName;
            m_type     = PropertyType.Float;
            m_texIndex = 0;
            m_texType  = TextureType.None;
            m_rawValue = null;

            SetColor3DValue(value);
            AssertIsBaseName();
        }
コード例 #23
0
        /// <summary>
        /// Constructs a new instance of the <see cref="MaterialProperty"/> class. Creates a texture property.
        /// </summary>
        /// <param name="baseName">Base name of the property</param>
        /// <param name="value">Property value</param>
        /// <param name="texType">Texture type</param>
        /// <param name="textureIndex">Texture index</param>
        public MaterialProperty(String baseName, String value, TextureType texType, int textureIndex)
        {
            m_name     = baseName;
            m_type     = PropertyType.String;
            m_texIndex = textureIndex;
            m_texType  = texType;
            m_rawValue = null;

            SetStringValue(value);
            AssertIsBaseName();
        }
コード例 #24
0
 private static SFML.Graphics.Texture GetRightTexture(string name, TextureType type)
 {
     if (type == TextureType.SFML)
     {
         return(TextureManager.GetTexture(name));
     }
     else
     {
         return(FramedTextureManager.GetTexture(name));
     }
 }
コード例 #25
0
        /// <summary>
        /// Constructs a new instance of the <see cref="MaterialProperty"/> class. Creates a string property.
        /// </summary>
        /// <param name="baseName">Base name of the property</param>
        /// <param name="value">Property value</param>
        public MaterialProperty(String baseName, String value)
        {
            m_name     = baseName;
            m_type     = PropertyType.String;
            m_texIndex = 0;
            m_texType  = TextureType.None;
            m_rawValue = null;

            SetStringValue(value);
            AssertIsBaseName();
        }
コード例 #26
0
 public CollisionPlane(int offset,
                       Vector3 direction,
                       Material material,
                       TextureType textureIn,
                       Rectangle rectArea)
     : base(rectArea, textureIn)
 {
     this.Offset    = offset;
     this.Direction = direction;
     this.Material  = material;
 }
コード例 #27
0
        /// <summary>
        /// Constructs a new instance of the <see cref="MaterialProperty"/> class. Creates a int array property.
        /// </summary>
        /// <param name="baseName">Base name of the property</param>
        /// <param name="values">Property values</param>
        public MaterialProperty(String baseName, int[] values)
        {
            m_name     = baseName;
            m_type     = PropertyType.Integer;
            m_texIndex = 0;
            m_texType  = TextureType.None;
            m_rawValue = null;

            SetIntegerArrayValue(values);
            AssertIsBaseName();
        }
コード例 #28
0
 public void WriteTextureToRAM(DescriptorHeap shaderRenderViewHeap)
 {
     for (TextureType type = TextureType.Diffuse; type < TextureType.Bump; type++)
     {
         if (!HasTexture[type])
         {
             continue;
         }
         WriteTextureToRAM(shaderRenderViewHeap, type);
     }
 }
コード例 #29
0
        /// <summary>
        /// Constructs a new instance of the <see cref="MaterialProperty"/> class. Constructs a boolean property.
        /// </summary>
        /// <param name="baseName">Name of the property</param>
        /// <param name="value">Property value</param>
        public MaterialProperty(String baseName, bool value)
        {
            m_name     = baseName;
            m_type     = PropertyType.Integer;
            m_texIndex = 0;
            m_texType  = TextureType.None;
            m_rawValue = null;

            SetBooleanValue(value);
            AssertIsBaseName();
        }
コード例 #30
0
 public bool Contains(String name, TextureType type)
 {
     if (type == TextureType.Diffuse)
     {
         return(myDiffuseTextures.ContainsKey(name));
     }
     else
     {
         return(myMaskTextures.ContainsKey(name));
     }
 }
コード例 #31
0
 public Particle(TextureType textureType, Vector2 position, Vector2 velocity,
                 float angle, float angularVelocity, Color color, float size, int ttl)
 {
     this.TextureType = textureType;
     Position         = position;
     Velocity         = velocity;
     Angle            = angle;
     AngularVelocity  = angularVelocity;
     Color            = color;
     Size             = size;
     TTL = ttl;
 }
コード例 #32
0
 public GuardianDrawData(TextureType tt, Texture2D Texture, Vector2 Position, Rectangle?Source, Color color, float Rotation, Vector2 Origin, Vector2 Scale, SpriteEffects seffect)
 {
     this.textureType = tt;
     this.Texture     = Texture;
     this.Position    = Position;
     this.color       = color;
     this.Source      = Source;
     this.Rotation    = Rotation;
     this.Origin      = Origin;
     this.Scale       = Scale;
     this.Seffects    = seffect;
 }
コード例 #33
0
 internal Asset(int x, int y, int sizeX, int sizeY, TextureType type, bool gravityEffected)
 {
     _Position        = new Vector2(x, y);
     _Size            = new Vector2(sizeX, sizeY);
     _Type            = type;
     _Velocity        = new Vector2(0);
     _GravityEffected = gravityEffected;
     if (!_GravityEffected)
     {
         _Velocity = new Vector2(-10, 0);
     }
 }
コード例 #34
0
 public GameMouse()
     : base(200, "mouse")
 {
     item              = false;
     tile              = false;
     asset             = "";
     entityBoundingBox = 0;
     texturetype       = TextureType.Grass;
     tiletype          = TileType.Floor;
     tileobject        = TileObject.Tile;
     entitytype        = EntityType.None;
 }
コード例 #35
0
ファイル: AstTextureOperation.cs プロジェクト: zpoo32/Ryujinx
 public AstTextureOperation(
     Instruction inst,
     TextureType type,
     TextureFlags flags,
     int handle,
     int compMask,
     params IAstNode[] sources) : base(inst, compMask, sources)
 {
     Type   = type;
     Flags  = flags;
     Handle = handle;
 }
コード例 #36
0
        public static SFML.Graphics.Texture GetTexture(string name)
        {
            TextureType type = TextureType.SFML;

            if (ContainsTexture(name, out type))
            {
                return(GetRightTexture(name, type));
            }

            throw new ArgumentException("Texture '" + name + "' is not loaded. " +
                                        "source:GTM.GetTexture()");
        }
コード例 #37
0
ファイル: D3D9TextureManager.cs プロジェクト: bostich83/axiom
        public override bool IsHardwareFilteringSupported(TextureType ttype, PixelFormat format, TextureUsage usage,
                                                          bool preciseFormatOnly)
        {
            if (!preciseFormatOnly)
            {
                format = GetNativeFormat(ttype, format, usage);
            }

            var rs = (D3D9RenderSystem)Root.Instance.RenderSystem;

            return(rs.CheckTextureFilteringSupported(ttype, format, usage));
        }
コード例 #38
0
ファイル: Texture.cs プロジェクト: Veninger/OWLib
        public Texture(Stream headerStream, Stream dataStream)
        {
            using (BinaryReader headerReader = new BinaryReader(headerStream))
                using (BinaryReader dataReader = new BinaryReader(dataStream)) {
                    header = headerReader.Read <TextureHeader>();
                    if (header.dataSize != 0)
                    {
                        return;
                    }

                    format = header.Format();

                    if (format == TextureType.Unknown)
                    {
                        return;
                    }

                    rawHeader = dataReader.Read <RawTextureHeader>();

                    size   = rawHeader.imageSize / header.Format().ByteSize();
                    color1 = new uint[size];
                    color2 = new uint[size];
                    color3 = new ushort[size];
                    color4 = new ushort[size];
                    color5 = new uint[size];

                    if ((byte)header.format > 72)
                    {
                        for (int i = 0; i < size; ++i)
                        {
                            color3[i] = dataReader.ReadUInt16();
                        }
                        for (int i = 0; i < size; ++i)
                        {
                            color4[i] = dataReader.ReadUInt16();
                            color5[i] = dataReader.ReadUInt32();
                        }
                    }

                    if ((byte)header.format < 80)
                    {
                        for (int i = 0; i < size; ++i)
                        {
                            color1[i] = dataReader.ReadUInt32();
                        }
                        for (int i = 0; i < size; ++i)
                        {
                            color2[i] = dataReader.ReadUInt32();
                        }
                    }
                }
            loaded = true;
        }
コード例 #39
0
            List <Texture> LoadTextures(Material mat, TextureType type)
            {
                List <Texture> retval = new List <Texture>();

                for (int i = 0; i < mat.GetMaterialTextureCount(type); i++)
                {
                    mat.GetMaterialTexture(type, i, out var tex);
                    Console.WriteLine(tex.FilePath);
                    retval.Add(texFromFile(tex.FilePath));
                }
                return(retval);
            }
コード例 #40
0
 static void SetTexture(MaterialAsset mat, Texture diffuse, TextureType type)
 {
     //MaterialAsset mat = DiffuseMaterialFactory.Create();
     switch (type)
     {
     case TextureType.Diffuse:
         ((ComputeTextureColor)((MaterialDiffuseMapFeature)mat.Attributes.Diffuse).DiffuseMap).Texture = diffuse;
         break;
     }
     //((ComputeTextureColor)((MaterialDiffuseMapFeature)mat.Attributes.Diffuse).DiffuseMap).Texture = diffuse;
     //return mat;
 }
コード例 #41
0
        private TBitmap?GetDefaultTexture(TextureType type)
        {
            var color = type switch
            {
                TextureType.Diffuse => Color.Fuchsia,
                TextureType.Normal => Color.Blue,
                TextureType.Specular => Color.FromArgb(255, 255 / 3, 255 / 3, 255 / 3),
                _ => throw new ArgumentException($"Unsupported texture type: {type}", nameof(type)),
            };

            return(_loader.FromColor(color));
        }
コード例 #42
0
        internal OpenGLTexture(byte[] data, TextureType type,
                               int width, int height, int depth,
                               TextureFormat format,
                               TextureFilter minFilter, TextureFilter magFilter,
                               TextureWrap wrapX, TextureWrap?wrapY, TextureWrap?wrapZ)
        {
            Type   = type;
            Width  = width;
            Height = height;
            Depth  = depth;
            Format = format;
            id     = GL.GenTexture();
            switch (Type)
            {
            case TextureType.Texture1D when Platform.GraphicsBackend == GraphicsBackend.OpenGL:                     // Not available in OpenGL ES
                TextureTarget = TextureTarget.Texture1D;
                break;

            case TextureType.Texture1DArray when Platform.GraphicsBackend == GraphicsBackend.OpenGL:                     // Not available in OpenGL ES
                TextureTarget = TextureTarget.Texture1DArray;
                break;

            case TextureType.Texture2D:
                TextureTarget = TextureTarget.Texture2D;
                WrapY         = wrapY.Value;
                break;

            case TextureType.Texture2DArray:
                TextureTarget = TextureTarget.Texture2DArray;
                WrapY         = wrapY.Value;
                break;

            case TextureType.Texture2DMultisample:
                TextureTarget = TextureTarget.Texture2DMultisample;
                WrapY         = wrapY.Value;
                break;

            case TextureType.Texture3D:
                TextureTarget = TextureTarget.Texture3D;
                WrapY         = wrapY.Value;
                WrapZ         = wrapZ.Value;
                break;

            default:
                throw new IllegalValueException(typeof(TextureType), Type);
            }
            MinFilter = minFilter;
            MagFilter = magFilter;
            WrapX     = wrapX;

            SetData(data);
        }
コード例 #43
0
        protected void DrawTexturePicker(DrawInfo drawInfo)
        {
            Rect    newRect      = m_previewRect;
            Texture currentValue = m_materialMode ? m_materialValue : m_defaultValue;

            //???
            //m_showPreview = true;
            bool showButtons = m_currentParameterType != PropertyType.Global;

            if (currentValue == null)
            {
                GUI.Label(newRect, string.Empty, UIUtils.ObjectFieldThumb);
            }
            else
            {
                DrawPreview(drawInfo, m_previewRect);
            }

            if (ContainerGraph.LodLevel <= ParentGraph.NodeLOD.LOD2)
            {
                Rect butRect = m_previewRect;
                butRect.y -= 1;
                butRect.x += 1;

                Rect smallButton = newRect;
                smallButton.height = 14 * drawInfo.InvertedZoom;
                smallButton.y      = newRect.yMax - smallButton.height - 2;
                smallButton.width  = 40 * drawInfo.InvertedZoom;
                smallButton.x      = newRect.xMax - smallButton.width - 2;
                if (currentValue == null)
                {
                    if (m_previousType != m_currentType)
                    {
                        m_previousType = m_currentType;
                        m_labelText    = "None (" + m_currentType.ToString() + ")";
                    }

                    GUI.Label(newRect, m_labelText, UIUtils.ObjectFieldThumbOverlay);
                }
                else if (showButtons)
                {
                    DrawPreviewMaskButtonsRepaint(drawInfo, butRect);
                }

                if (showButtons)
                {
                    GUI.Label(smallButton, "Select", UIUtils.GetCustomStyle(CustomStyle.SamplerButton));
                }
            }

            GUI.Label(newRect, string.Empty, UIUtils.GetCustomStyle(CustomStyle.SamplerFrame));
        }
コード例 #44
0
ファイル: TextureSlot.cs プロジェクト: dkushner/Assimp-Net
 /// <summary>
 /// Constructs a new TextureSlot.
 /// </summary>
 /// <param name="filePath">Texture filepath</param>
 /// <param name="typeSemantic">Texture type semantic</param>
 /// <param name="texIndex">Texture index in the material</param>
 /// <param name="mapping">Texture mapping</param>
 /// <param name="uvIndex">UV channel in mesh that corresponds to this texture</param>
 /// <param name="blendFactor">Blend factor</param>
 /// <param name="texOp">Texture operation</param>
 /// <param name="wrapMode">Texture wrap mode</param>
 /// <param name="flags">Misc flags</param>
 public TextureSlot(String filePath, TextureType typeSemantic, uint texIndex, TextureMapping mapping, uint uvIndex, float blendFactor,
     TextureOperation texOp, TextureWrapMode wrapMode, uint flags)
 {
     _filePath = (filePath == null) ? String.Empty : filePath;
         _type = typeSemantic;
         _index = texIndex;
         _mapping = mapping;
         _uvIndex = uvIndex;
         _blendFactor = blendFactor;
         _texOp = texOp;
         _wrapMode = wrapMode;
         _flags = flags;
 }
コード例 #45
0
        public static bool ContainsTexture(string name, out TextureType type)
        {
            type = TextureType.SFML; //if in collections, type's not dummy
                                    //if not in collection : type's dummy to respect 'out'

            if (CollectionHelper.DictionaryContains<SFML.Graphics.Texture>(TextureManager.Textures, name))
                return true;
            else if (CollectionHelper.DictionaryContains<FramedTexture>(FramedTextureManager.Textures, name))
            {
                type = TextureType.Framed;
                return true;
            }
            return false;
        }
コード例 #46
0
ファイル: Utils.cs プロジェクト: AwkwardDev/LeagueSharp2
 public static void LoadTexture(String name, ref Texture texture, TextureType type)
 {
     Game.PrintChat(name.ToLower());
     if ((type == TextureType.Default) && MyResources.ContainsKey(name.ToLower()))
     {
         try
         {
             texture = Texture.FromMemory(Drawing.Direct3DDevice, MyResources[name.ToLower()]);
         }
         catch (Exception ex)
         {
             Console.WriteLine("SAwarness: Couldn't load texture: " + name + "\n Ex: " + ex);
         }
     }
 }
コード例 #47
0
        private static List<TextureEntity> LoadTextureEntities(ContentManager content ,TextureType type,params string[] filename)
        {
            var entities = new List<TextureEntity>();

            foreach (string entry in filename)
            {
                string formatted = string.Format("{0}/{1}", type.ToString(), entry);

                TextureEntity entity = new TextureEntity()
                {
                    Key = entry,
                    Texture = content.Load<Texture2D>(formatted)
                };
                entities.Add(entity);
            }
            return entities;
        }
コード例 #48
0
		public override Axiom.Media.PixelFormat GetNativeFormat( TextureType ttype, PixelFormat format, TextureUsage usage )
		{
			// Basic filtering
			var d3dPF = D3D9Helper.ConvertEnum( D3D9Helper.GetClosestSupported( format ) );

			// Calculate usage
			var d3dusage = D3D9.Usage.None;
			var pool = D3D9.Pool.Managed;
			if ( ( usage & TextureUsage.RenderTarget ) != 0 )
			{
				d3dusage |= D3D9.Usage.RenderTarget;
				pool = D3D9.Pool.Default;
			}
			if ( ( usage & TextureUsage.Dynamic ) != 0 )
			{
				d3dusage |= D3D9.Usage.Dynamic;
				pool = D3D9.Pool.Default;
			}

			var curDevice = D3D9RenderSystem.ActiveD3D9Device;

			// Use D3DX to adjust pixel format
			switch ( ttype )
			{
				case TextureType.OneD:
				case TextureType.TwoD:
					var tReqs = D3D9.Texture.CheckRequirements( curDevice, 0, 0, 0, d3dusage, D3D9Helper.ConvertEnum( format ), pool );
					d3dPF = tReqs.Format;
					break;

				case TextureType.ThreeD:
					var volReqs = D3D9.VolumeTexture.CheckRequirements( curDevice, 0, 0, 0, 0, d3dusage,
					                                                    D3D9Helper.ConvertEnum( format ), pool );
					d3dPF = volReqs.Format;
					break;

				case TextureType.CubeMap:
					var cubeReqs = D3D9.CubeTexture.CheckRequirements( curDevice, 0, 0, d3dusage, D3D9Helper.ConvertEnum( format ),
					                                                   pool );
					d3dPF = cubeReqs.Format;
					break;
			}

			return D3D9Helper.ConvertEnum( d3dPF );
		}
コード例 #49
0
        /// <summary>
        /// Set the texture that the mesh use
        /// </summary>
        /// <param name="texturePath">Where on disk the texture is saved</param>
        /// <param name="textType"></param>
        public FXResourceVariable GetTexture(TextureType textType)
        {
            switch (textType)
            {
                case TextureType.Diffuse:
                   return m_TextureDiffuse;
                case TextureType.Bump:
                   return m_TextureBump;
                case TextureType.Normal:
                   return m_TextureNormal;
                case TextureType.Lightmap:
                   return m_TextureLightmap;
                case TextureType.Heightmap:
                   return m_TextureHighmap;

            }

            return null;
        }
コード例 #50
0
ファイル: Texture.cs プロジェクト: imintsystems/Kean
		protected override void SetFormat(TextureType type, Geometry2D.Integer.Size size)
		{
			switch (this.Type = type)
			{
				default:
				case TextureType.Rgba:
					this.InternalFormat = OpenTK.Graphics.OpenGL.PixelInternalFormat.Rgba;
					this.Format = OpenTK.Graphics.OpenGL.PixelFormat.Bgra;
					break;
				case TextureType.Rgb:
					this.InternalFormat = OpenTK.Graphics.OpenGL.PixelInternalFormat.Rgb;
					this.Format = OpenTK.Graphics.OpenGL.PixelFormat.Bgr;
					break;
				case TextureType.Monochrome:
					this.InternalFormat = OpenTK.Graphics.OpenGL.PixelInternalFormat.Luminance;
					this.Format = OpenTK.Graphics.OpenGL.PixelFormat.Luminance;
					break;
			}
			this.Size = this.Context.ClampTextureSize(size);
		}
コード例 #51
0
        public static Texture2D AsTexture(this byte[] textureBytes, string textureName, TextureType type)
        {
            switch (type)
            {
                case TextureType.Default:
                    {
                        var texture = new Texture2D(1, 1, TextureFormat.ARGB32, true);
                        texture.name = textureName;
                        texture.LoadImage(textureBytes);
                        texture.anisoLevel = 8;
                        texture.filterMode = FilterMode.Bilinear;
                        texture.Compress(true);
                        texture.Apply(true, true);
                        return texture;
                    }

                case TextureType.LOD:
                    {
                        var texture = new Texture2D(1, 1, TextureFormat.ARGB32, false);
                        texture.name = textureName;
                        texture.LoadImage(textureBytes);
                        texture.anisoLevel = 8;
                        texture.filterMode = FilterMode.Bilinear;
                        texture.Compress(true);
                        texture.Apply();
                        return texture;
                    }

                case TextureType.UI:
                    {
                        var texture = new Texture2D(1, 1, TextureFormat.ARGB32, false);
                        texture.name = textureName;
                        texture.LoadImage(textureBytes);
                        texture.Apply();
                        return texture;
                    }

                default:
                    throw new ArgumentOutOfRangeException("type");
            }
        }
コード例 #52
0
ファイル: Context.cs プロジェクト: imintsystems/Kean
		public Texture CreateTexture(TextureType type, Geometry2D.Integer.Size size)
		{
			this.Free();
			Composition composition = this.compositionBin.Recycle(type, size);
			Texture result;
			if (composition.NotNull())
			{
				composition.Renderer.Use();
				composition.Renderer.UnSetClip();
				composition.Renderer.Clear();
				composition.Renderer.Unuse();
				result = composition.Texture;
			}
			else
				result = this.textureBin.Recycle(type, size);
			if (result.IsNull())
			{
				result = this.AllocateTexture();
				result.Create(type, size);
			}
			return result;
		}
コード例 #53
0
ファイル: D3DTextureManager.cs プロジェクト: WolfgangSt/axiom
		// This ends up just discarding the format passed in; the C# methods don't let you supply
		// a "recommended" format.  Ah well.
		public override Axiom.Media.PixelFormat GetNativeFormat( TextureType ttype, PixelFormat format, TextureUsage usage )
		{
			// Basic filtering
			D3D.Format d3dPF = D3DHelper.ConvertEnum( D3DHelper.GetClosestSupported( format ) );

			// Calculate usage
			D3D.Usage d3dusage = 0;
			D3D.Pool pool = D3D.Pool.Managed;
			if ( ( usage & TextureUsage.RenderTarget ) != 0 )
			{
				d3dusage |= D3D.Usage.RenderTarget;
				pool = D3D.Pool.Default;
			}
			if ( ( usage & TextureUsage.Dynamic ) != 0 )
			{
				d3dusage |= D3D.Usage.Dynamic;
				pool = D3D.Pool.Default;
			}

			// Use D3DX to adjust pixel format
			switch ( ttype )
			{
				case TextureType.OneD:
				case TextureType.TwoD:
					D3D.TextureRequirements tReqs = D3D.Texture.CheckRequirements( device, 0, 0, 0, d3dusage, D3DHelper.ConvertEnum( format ), pool );
					d3dPF = tReqs.Format;
					break;
				case TextureType.ThreeD:
					D3D.VolumeTextureRequirements volReqs = D3D.VolumeTexture.CheckRequirements( device, 0, 0, 0, 0, d3dusage, D3DHelper.ConvertEnum( format ), pool );
					d3dPF = volReqs.Format;
					break;
				case TextureType.CubeMap:
					D3D.CubeTextureRequirements cubeReqs = D3D.CubeTexture.CheckRequirements( device, 0, 0, d3dusage, D3DHelper.ConvertEnum( format ), pool );
					d3dPF = cubeReqs.Format;
					break;
			}
			return D3DHelper.ConvertEnum( d3dPF );
		}
コード例 #54
0
 //initialization
 void Start()
 {
     // Assign texture to the renderer
     if (renderer != null)
     {
         m_textureType = TextureType.Renderer;
         m_material = renderer.material;
         m_material.mainTexture = VideoTextureManager.GetInstance().GetTexture();
         m_material.color = new Color(1.0f, 1.0f, 1.0f, 1.0f);
     }
     else if (guiTexture != null)
     {
         // or gui texture
         m_textureType = TextureType.GUITexture;
         m_guiTexture = guiTexture;
         m_guiTexture.texture = VideoTextureManager.GetInstance().GetTexture();
         m_guiTexture.color = new Color(1.0f, 1.0f, 1.0f, 1.0f);
     }
     else
     {
         m_textureType = TextureType.None;
         //Debug.Log("Game object has no renderer or gui texture to assign the generated texture to!");
     }
 }
コード例 #55
0
    private void DrawCreateTextureGUI(ref bool dirty)
    {
        if (availableSizesStr == null) availableSizesStr = availableSizes.Select(s => s.ToString()).ToArray();

        textureFilename = EditorGUILayout.TextField("Filename: ", textureFilename);
        textureType = (TextureType)EditorGUILayout.EnumPopup("Type: ", textureType);

        textureWidth = EditorGUILayout.IntPopup("Width: ", textureWidth,
            availableSizesStr, availableSizes);
        textureHeight = EditorGUILayout.IntPopup("Height: ", textureHeight,
            availableSizesStr, availableSizes);

        if (GUILayout.Button("Create"))
        {
            CreateTexture();
            dirty = true;
        }

        EditorGUILayout.Space();
    }
コード例 #56
0
ファイル: TextureTools.cs プロジェクト: asqz/runner
 private static extern void nvttSetInputOptionsTextureLayout(IntPtr inputOptions, TextureType type, int w, int h, int d);
コード例 #57
0
ファイル: TextureTools.cs プロジェクト: asqz/runner
 public void SetTextureLayout(TextureType type, int w, int h, int d)
 {
     nvttSetInputOptionsTextureLayout(options, type, w, h, d);
 }
コード例 #58
0
 public TextureInPoint GetTextureInPoint( TextureType textureType )
 {
     var textureDeclartaion = this._textureInPoint[ textureType ];
     return new TextureInPoint( this._contentManager.Load( textureDeclartaion.Name ), textureDeclartaion.Quadrangle );
 }
コード例 #59
0
    void init( )
    {
        if(noiseTex==null || isDirty){
            isDirty = false;
            if(lastSelectedType!=textureType){
                // Set good default values
                if(textureType==TextureType.Marble){
                    scale = 0.15f;
                    turbolenceSize = 9;
                    turbolenceStrength = 2.8f;
                }else if(textureType==TextureType.Wood){
                    scale = 294f;
                    turbolenceSize = 6;
                    turbolenceScaleX = 1.07f;
                    turbolenceScaleY = 0.19f;
                    turbolenceStrength = 11.4f;
                    fromColor = new Color(223f/255f,188f/255f,112f/255f);
                    toColor = new Color(169f/255f,122f/255f,60f/255f);
                }else if(textureType==TextureType.Sand){
                    turbolenceSize = 2;
                    turbolenceStrength = 1.0f;
                }
                lastSelectedType = textureType;
            }
            noiseTex = new Texture2D(pixWidth, pixHeight);
            pix = new Color[noiseTex.width * noiseTex.height];

            for (int y = 0; y < noiseTex.height; y++) {
                for (int x = 0; x < noiseTex.width; x++) {
                    int i = y * noiseTex.width + x;
                    if(textureType==TextureType.Marble){
                        float xCoord = xOrg + x / (float)noiseTex.width * scale;
                        float yCoord = yOrg + y / (float)noiseTex.height * scale;

                        float xyValue = xCoord + yCoord + turbulence(x* scale, y* scale, turbolenceSize)*turbolenceStrength;
                        float sample = Mathf.Abs( Mathf.Sin(xyValue) );

                        float fromRatio = sample;
                        float toRatio = 1.0f-sample;
                        pix[i] = new Color(fromColor.r*fromRatio, fromColor.g*fromRatio, fromColor.b*fromRatio) + new Color(toColor.r*toRatio, toColor.g*toRatio, toColor.b*toRatio);
                    }else if(textureType==TextureType.Wood){
                        float xCoord = xOrg + x / (float)noiseTex.width * scale;
                        //float yCoord = yOrg + y / (float)noiseTex.height * scale;

                        float xyValue = xCoord + turbulence(x / (float)noiseTex.width*turbolenceScaleX * scale, y / (float)noiseTex.height*turbolenceScaleY * scale, turbolenceSize)*turbolenceStrength;
                        float sample = Mathf.Sin(xyValue);

                        float fromRatio = sample;
                        float toRatio = 1.0f-sample;
                        pix[i] = new Color(fromColor.r*fromRatio, fromColor.g*fromRatio, fromColor.b*fromRatio, fromColor.a*fromRatio) + new Color(toColor.r*toRatio, toColor.g*toRatio, toColor.b*toRatio, toColor.a*toRatio);
                    }else if(textureType==TextureType.Sand){
                        float xCoord = xOrg + x / (float)noiseTex.width * scale;
                        float yCoord = yOrg + y / (float)noiseTex.height * scale;

                        float sample = turbolenceSize<=1 ? Mathf.PerlinNoise(xCoord, yCoord) : turbulence(xCoord, yCoord, turbolenceSize)*turbolenceStrength;
                        //Debug.Log("xCoord:"+xCoord+" yCoord:"+yCoord+" sample:"+sample+" turbolenceSize:"+turbolenceSize);
                        float fromRatio = sample;
                        float toRatio = 1.0f-sample;
                        pix[i] = new Color(fromColor.r*fromRatio, fromColor.g*fromRatio, fromColor.b*fromRatio) + new Color(toColor.r*toRatio, toColor.g*toRatio, toColor.b*toRatio);
                    }else if(textureType==TextureType.WoodStripes){
                        float xCoord = xOrg + x / (float)noiseTex.width * scale;
                        //float yCoord = yOrg + y / (float)noiseTex.height * scale;

                        float xyValue = xCoord + turbulence(x / (float)noiseTex.width*turbolenceScaleX * scale, y / (float)noiseTex.height*turbolenceScaleY * scale, turbolenceSize)*turbolenceStrength;
                        float sample = Mathf.Sin(xyValue);

                        if(cutoff>0.0f)
                            sample = (sample-cutoff) / (1.0f-cutoff);
                        float fromRatio = sample;
                        float toRatio = 1.0f-sample;

                        pix[i] = new Color(fromColor.r*fromRatio, fromColor.g*fromRatio, fromColor.b*fromRatio, fromColor.a*fromRatio) + new Color(toColor.r*toRatio, toColor.g*toRatio, toColor.b*toRatio, toColor.a*toRatio);
                    }
                }
            }

            noiseTex.SetPixels(pix);
            noiseTex.Apply();
        }
    }
コード例 #60
0
ファイル: BaseModel.cs プロジェクト: tubitos/1
 public virtual void SetTexture(String path, TextureType type)
 {
     throw new NotImplementedException ();
 }