예제 #1
0
        public void PreserveLabels()
        {
            var currentEntry = new MatlEntry
            {
                ShaderLabel   = "currentShader",
                MaterialLabel = "currentMaterial"
            };

            var newEntry = new MatlEntry
            {
                ShaderLabel   = "newShader",
                MaterialLabel = "newMaterial"
            };

            var result = MatlTools.FromShaderAndAttributes(currentEntry, newEntry, false);

            // Make sure existing material assignments to meshes aren't effected.
            Assert.AreEqual("newShader", result.ShaderLabel);
            Assert.AreEqual("currentMaterial", result.MaterialLabel);
        }
예제 #2
0
        public void DoNotPreserveTextures()
        {
            var currentEntry = new MatlEntry
            {
                ShaderLabel   = "currentShader",
                MaterialLabel = "currentMaterial",
                Attributes    = new MatlAttribute[]
                {
                    CreateTexture(MatlEnums.ParamId.Texture0, "texture0_current"),
                    CreateTexture(MatlEnums.ParamId.Texture1, "texture1_current"),
                    CreateTexture(MatlEnums.ParamId.Texture2, "texture2_current"),
                    CreateFloat(MatlEnums.ParamId.CustomFloat0, 0.1f)
                }
            };

            var newEntry = new MatlEntry
            {
                ShaderLabel   = "newShader",
                MaterialLabel = "newMaterial",
                Attributes    = new MatlAttribute[]
                {
                    CreateTexture(MatlEnums.ParamId.Texture0, "texture0_new"),
                    CreateTexture(MatlEnums.ParamId.Texture1, "texture1_new"),
                    CreateTexture(MatlEnums.ParamId.Texture2, "texture2_new"),
                    CreateTexture(MatlEnums.ParamId.Texture3, "texture3_new"),
                    CreateFloat(MatlEnums.ParamId.CustomFloat0, 0.3f)
                }
            };

            var result = MatlTools.FromShaderAndAttributes(currentEntry, newEntry, false);

            // Don't preserve any material values.
            Assert.AreEqual("texture0_new", ((MatlAttribute.MatlString)result.Attributes[0].DataObject).Text);
            Assert.AreEqual("texture1_new", ((MatlAttribute.MatlString)result.Attributes[1].DataObject).Text);
            Assert.AreEqual("texture2_new", ((MatlAttribute.MatlString)result.Attributes[2].DataObject).Text);
            Assert.AreEqual("texture3_new", ((MatlAttribute.MatlString)result.Attributes[3].DataObject).Text);
            Assert.AreEqual(0.3f, (float)result.Attributes[4].DataObject);
        }
예제 #3
0
        public void ApplyPreset(MaterialPreset?selectedPreset)
        {
            if (selectedPreset == null)
            {
                return;
            }

            // Find the entry for the selected preset.
            if (MaterialPresets.MaterialPresets.Presets.Value == null)
            {
                return;
            }

            var presetMaterial = MaterialPresets.MaterialPresets.Presets.Value.Entries
                                 .Where(e => e.MaterialLabel == selectedPreset.Name)
                                 .FirstOrDefault();

            if (presetMaterial == null)
            {
                return;
            }

            if (CurrentMaterial == null || CurrentMaterialCollection == null)
            {
                return;
            }

            var currentRnumdl = rnumdls.Where(r => r.Item1 == CurrentMaterialCollection.Name).FirstOrDefault()?.Item2;

            if (currentRnumdl == null)
            {
                return;
            }

            var currentMatl = currentRnumdl.Matl;

            if (currentMatl == null)
            {
                return;
            }

            var currentEntryIndex = Array.FindIndex(currentMatl.Entries, 0, (e) => e.MaterialLabel == CurrentMaterial.Name);

            if (currentEntryIndex == -1)
            {
                return;
            }

            // Apply the preset and update the matl entry.
            var newEntry = MatlTools.FromShaderAndAttributes(currentMatl.Entries[currentEntryIndex], presetMaterial, true);

            currentMatl.Entries[currentEntryIndex] = newEntry;

            // store the result of applying the preset's entry to the current material's entry
            var currentMaterialIndex = CurrentMaterialCollection.Materials.IndexOf(CurrentMaterial);

            if (currentMaterialIndex == -1)
            {
                return;
            }

            // Recreate and reassign materials to refresh rendering.
            // Do this first to ensure the RMaterials are recreated.
            currentRnumdl.UpdateMaterials(currentMatl);

            // Update the view model.
            currentRnumdl.MaterialByName.TryGetValue(newEntry.MaterialLabel, out RMaterial? rMaterial);

            // Create the new viewmodel material and sync it with the newly created render material.
            var newMaterial = CreateMaterial(newEntry, currentEntryIndex, rMaterial);

            CurrentMaterialCollection.Materials[currentMaterialIndex] = newMaterial;
            CurrentMaterial = newMaterial;

            OnRenderFrameNeeded();
        }
예제 #4
0
        public void DefaultTextures()
        {
            var currentEntry = new MatlEntry
            {
                ShaderLabel   = "currentShader",
                MaterialLabel = "currentMaterial",
                Attributes    = new MatlAttribute[0]
            };

            var newEntry = new MatlEntry
            {
                ShaderLabel   = "newShader",
                MaterialLabel = "newMaterial",
                Attributes    = new MatlAttribute[]
                {
                    CreateTexture(MatlEnums.ParamId.Texture0, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture1, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture2, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture3, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture4, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture5, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture6, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture7, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture8, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture9, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture10, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture11, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture12, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture13, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture14, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture15, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture16, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture17, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture18, "texture"),
                    CreateTexture(MatlEnums.ParamId.Texture19, "texture"),
                }
            };


            var result = MatlTools.FromShaderAndAttributes(currentEntry, newEntry, true);

            // Missing textures should use a default value.
            Assert.AreEqual("/common/shader/sfxPBS/default_Gray", ((MatlAttribute.MatlString)result.Attributes[0].DataObject).Text);
            Assert.AreEqual("/common/shader/sfxPBS/default_Gray", ((MatlAttribute.MatlString)result.Attributes[1].DataObject).Text);
            Assert.AreEqual("#replace_cubemap", ((MatlAttribute.MatlString)result.Attributes[2].DataObject).Text);
            Assert.AreEqual("/common/shader/sfxPBS/default_White", ((MatlAttribute.MatlString)result.Attributes[3].DataObject).Text);
            Assert.AreEqual("/common/shader/sfxPBS/default_Normal", ((MatlAttribute.MatlString)result.Attributes[4].DataObject).Text);
            Assert.AreEqual("/common/shader/sfxPBS/default_Black", ((MatlAttribute.MatlString)result.Attributes[5].DataObject).Text);
            Assert.AreEqual("/common/shader/sfxPBS/default_Params", ((MatlAttribute.MatlString)result.Attributes[6].DataObject).Text);
            Assert.AreEqual("#replace_cubemap", ((MatlAttribute.MatlString)result.Attributes[7].DataObject).Text);
            Assert.AreEqual("#replace_cubemap", ((MatlAttribute.MatlString)result.Attributes[8].DataObject).Text);
            Assert.AreEqual("/common/shader/sfxPBS/default_Black", ((MatlAttribute.MatlString)result.Attributes[9].DataObject).Text);
            Assert.AreEqual("/common/shader/sfxPBS/default_Gray", ((MatlAttribute.MatlString)result.Attributes[10].DataObject).Text);
            Assert.AreEqual("/common/shader/sfxPBS/default_Gray", ((MatlAttribute.MatlString)result.Attributes[11].DataObject).Text);
            Assert.AreEqual("/common/shader/sfxPBS/default_Gray", ((MatlAttribute.MatlString)result.Attributes[12].DataObject).Text);
            Assert.AreEqual("/common/shader/sfxPBS/default_Black", ((MatlAttribute.MatlString)result.Attributes[13].DataObject).Text);
            Assert.AreEqual("/common/shader/sfxPBS/default_Black", ((MatlAttribute.MatlString)result.Attributes[14].DataObject).Text);
            Assert.AreEqual("/common/shader/sfxPBS/default_Black", ((MatlAttribute.MatlString)result.Attributes[15].DataObject).Text);
            Assert.AreEqual("/common/shader/sfxPBS/default_Normal", ((MatlAttribute.MatlString)result.Attributes[16].DataObject).Text);
            Assert.AreEqual("/common/shader/sfxPBS/default_Black", ((MatlAttribute.MatlString)result.Attributes[17].DataObject).Text);
            Assert.AreEqual("/common/shader/sfxPBS/default_Black", ((MatlAttribute.MatlString)result.Attributes[18].DataObject).Text);
            Assert.AreEqual("/common/shader/sfxPBS/default_Black", ((MatlAttribute.MatlString)result.Attributes[19].DataObject).Text);
        }