public Mesh_PrimitiveAttribute(List <string> imageList) { var baseColorTexture = new Texture { Source = UseTexture(imageList, "BaseColor_Plane") }; var normalTexture = new Texture { Source = UseTexture(imageList, "Normal_Plane") }; // Track the common properties for use in the readme. CommonProperties.Add(new Property(PropertyName.BaseColorTexture, baseColorTexture.Source.ToReadmeString())); Model CreateModel(Action <List <Property>, Runtime.MeshPrimitive> setProperties) { var properties = new List <Property>(); var meshPrimitive = MeshPrimitive.CreateSinglePlane(); meshPrimitive.Material = new Runtime.Material(); // Apply the common properties to the gltf. meshPrimitive.Material.PbrMetallicRoughness = new PbrMetallicRoughness { BaseColorTexture = new TextureInfo { Texture = baseColorTexture }, }; // Apply the properties that are specific to this gltf. setProperties(properties, meshPrimitive); // Create the gltf object. return(new Model { Properties = properties, GLTF = CreateGLTF(() => new Scene { Nodes = new List <Node> { new Node { Mesh = new Runtime.Mesh { MeshPrimitives = new List <Runtime.MeshPrimitive> { meshPrimitive } }, }, }, }), }); } void SetVertexUVFloat(List <Property> properties, Runtime.MeshPrimitive meshPrimitive) { meshPrimitive.TexCoords0.OutputType = DataType.Float; properties.Add(new Property(PropertyName.VertexUV0, meshPrimitive.TexCoords0.OutputType.ToReadmeString())); } void SetVertexUVByte(List <Property> properties, Runtime.MeshPrimitive meshPrimitive) { meshPrimitive.TexCoords0.OutputType = DataType.NormalizedUnsignedByte; properties.Add(new Property(PropertyName.VertexUV0, meshPrimitive.TexCoords0.OutputType.ToReadmeString())); } void SetVertexUVShort(List <Property> properties, Runtime.MeshPrimitive meshPrimitive) { meshPrimitive.TexCoords0.OutputType = DataType.NormalizedUnsignedShort; properties.Add(new Property(PropertyName.VertexUV0, meshPrimitive.TexCoords0.OutputType.ToReadmeString())); } void SetVertexNormal(List <Property> properties, Runtime.MeshPrimitive meshPrimitive) { var normals = MeshPrimitive.GetSinglePlaneNormals(); meshPrimitive.Normals = Data.Create(normals); properties.Add(new Property(PropertyName.VertexNormal, normals.ToReadmeString())); } void SetVertexTangent(List <Property> properties, Runtime.MeshPrimitive meshPrimitive) { var tangents = new[] { new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f) }; meshPrimitive.Tangents = Data.Create(tangents); properties.Add(new Property(PropertyName.VertexTangent, tangents.ToReadmeString())); } void SetNormalTexture(List <Property> properties, Runtime.MeshPrimitive meshPrimitive) { meshPrimitive.Material.NormalTexture = new NormalTextureInfo { Texture = normalTexture }; properties.Add(new Property(PropertyName.NormalTexture, normalTexture.Source.ToReadmeString())); } Models = new List <Model> { CreateModel((properties, meshPrimitive) => { SetVertexUVFloat(properties, meshPrimitive); }), CreateModel((properties, meshPrimitive) => { SetVertexUVByte(properties, meshPrimitive); }), CreateModel((properties, meshPrimitive) => { SetVertexUVShort(properties, meshPrimitive); }), CreateModel((properties, meshPrimitive) => { SetVertexUVFloat(properties, meshPrimitive); SetVertexNormal(properties, meshPrimitive); }), CreateModel((properties, meshPrimitive) => { SetVertexUVFloat(properties, meshPrimitive); SetNormalTexture(properties, meshPrimitive); }), CreateModel((properties, meshPrimitive) => { SetVertexUVFloat(properties, meshPrimitive); SetVertexNormal(properties, meshPrimitive); SetNormalTexture(properties, meshPrimitive); }), CreateModel((properties, meshPrimitive) => { SetVertexUVFloat(properties, meshPrimitive); SetVertexNormal(properties, meshPrimitive); SetVertexTangent(properties, meshPrimitive); SetNormalTexture(properties, meshPrimitive); }), }; GenerateUsedPropertiesList(); }
public Mesh_PrimitiveAttribute(List <string> imageList) { Runtime.Image baseColorTextureImage = UseTexture(imageList, "BaseColor_Plane"); Runtime.Image normalImage = UseTexture(imageList, "Normal_Plane"); // Track the common properties for use in the readme. CommonProperties.Add(new Property(PropertyName.BaseColorTexture, baseColorTextureImage.ToReadmeString())); Model CreateModel(Action <List <Property>, Runtime.MeshPrimitive> setProperties) { var properties = new List <Property>(); var meshPrimitive = MeshPrimitive.CreateSinglePlane(); meshPrimitive.Material = new Runtime.Material(); // Apply the common properties to the gltf. meshPrimitive.Material.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness { BaseColorTexture = new Runtime.Texture { Source = baseColorTextureImage } }; // Apply the properties that are specific to this gltf. setProperties(properties, meshPrimitive); // 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 SetVertexUVFloat(List <Property> properties, Runtime.MeshPrimitive meshPrimitive) { meshPrimitive.TextureCoordsComponentType = TextureCoordsComponentTypeEnum.FLOAT; properties.Add(new Property(PropertyName.VertexUV0, meshPrimitive.TextureCoordsComponentType.ToReadmeString())); } void SetVertexUVByte(List <Property> properties, Runtime.MeshPrimitive meshPrimitive) { meshPrimitive.TextureCoordsComponentType = TextureCoordsComponentTypeEnum.NORMALIZED_UBYTE; properties.Add(new Property(PropertyName.VertexUV0, meshPrimitive.TextureCoordsComponentType.ToReadmeString())); } void SetVertexUVShort(List <Property> properties, Runtime.MeshPrimitive meshPrimitive) { meshPrimitive.TextureCoordsComponentType = TextureCoordsComponentTypeEnum.NORMALIZED_USHORT; properties.Add(new Property(PropertyName.VertexUV0, meshPrimitive.TextureCoordsComponentType.ToReadmeString())); } void SetVertexNormal(List <Property> properties, Runtime.MeshPrimitive meshPrimitive) { var planeNormalsValue = MeshPrimitive.GetSinglePlaneNormals(); meshPrimitive.Normals = planeNormalsValue; properties.Add(new Property(PropertyName.VertexNormal, planeNormalsValue.ToReadmeString())); } void SetVertexTangent(List <Property> properties, Runtime.MeshPrimitive meshPrimitive) { var planeTangentValue = new List <Vector4> { new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f) }; meshPrimitive.Tangents = planeTangentValue; properties.Add(new Property(PropertyName.VertexTangent, planeTangentValue.ToReadmeString())); } void SetNormalTexture(List <Property> properties, Runtime.MeshPrimitive meshPrimitive) { meshPrimitive.Material.NormalTexture = new Runtime.Texture { Source = normalImage }; properties.Add(new Property(PropertyName.NormalTexture, normalImage.ToReadmeString())); } Models = new List <Model> { CreateModel((properties, meshPrimitive) => { SetVertexUVFloat(properties, meshPrimitive); }), CreateModel((properties, meshPrimitive) => { SetVertexUVByte(properties, meshPrimitive); }), CreateModel((properties, meshPrimitive) => { SetVertexUVShort(properties, meshPrimitive); }), CreateModel((properties, meshPrimitive) => { SetVertexUVFloat(properties, meshPrimitive); SetVertexNormal(properties, meshPrimitive); }), CreateModel((properties, meshPrimitive) => { SetVertexUVFloat(properties, meshPrimitive); SetNormalTexture(properties, meshPrimitive); }), CreateModel((properties, meshPrimitive) => { SetVertexUVFloat(properties, meshPrimitive); SetVertexNormal(properties, meshPrimitive); SetNormalTexture(properties, meshPrimitive); }), CreateModel((properties, meshPrimitive) => { SetVertexUVFloat(properties, meshPrimitive); SetVertexNormal(properties, meshPrimitive); SetVertexTangent(properties, meshPrimitive); SetNormalTexture(properties, meshPrimitive); }), }; GenerateUsedPropertiesList(); }
public Material_DoubleSided(List <string> imageList) { Runtime.Image baseColorTextureImage = UseTexture(imageList, "BaseColor_Plane"); Runtime.Image normalImage = UseTexture(imageList, "Normal_Plane"); // Track the common properties for use in the readme. var doubleSidedValue = true; CommonProperties.Add(new Property(PropertyName.DoubleSided, doubleSidedValue.ToString())); CommonProperties.Add(new Property(PropertyName.BaseColorTexture, baseColorTextureImage.ToReadmeString())); Model CreateModel(Action <List <Property>, Runtime.MeshPrimitive> setProperties) { var properties = new List <Property>(); var meshPrimitive = MeshPrimitive.CreateSinglePlane(); meshPrimitive.Material = new Runtime.Material(); meshPrimitive.Material.MetallicRoughnessMaterial = new Runtime.PbrMetallicRoughness(); // Apply the common properties to the gltf. meshPrimitive.Material.DoubleSided = doubleSidedValue; meshPrimitive.Material.MetallicRoughnessMaterial.BaseColorTexture = new Runtime.Texture { Source = baseColorTextureImage }; // Apply the properties that are specific to this gltf. setProperties(properties, meshPrimitive); // 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 SetVertexNormal(List <Property> properties, Runtime.MeshPrimitive meshPrimitive) { var planeNormalsValue = MeshPrimitive.GetSinglePlaneNormals(); meshPrimitive.Normals = planeNormalsValue; properties.Add(new Property(PropertyName.VertexNormal, planeNormalsValue.ToReadmeString())); } void SetVertexTangent(List <Property> properties, Runtime.MeshPrimitive meshPrimitive) { var planeTangentValue = MeshPrimitive.GetSinglePlaneTangents(); meshPrimitive.Tangents = planeTangentValue; properties.Add(new Property(PropertyName.VertexTangent, planeTangentValue.ToReadmeString())); } void SetNormalTexture(List <Property> properties, Runtime.MeshPrimitive meshPrimitive) { meshPrimitive.Material.NormalTexture = new Runtime.Texture { Source = normalImage }; properties.Add(new Property(PropertyName.NormalTexture, normalImage.ToReadmeString())); } Models = new List <Model> { CreateModel((properties, meshPrimitive) => { // There are no properties set on this model. }), CreateModel((properties, meshPrimitive) => { SetVertexNormal(properties, meshPrimitive); }), CreateModel((properties, meshPrimitive) => { SetVertexNormal(properties, meshPrimitive); SetNormalTexture(properties, meshPrimitive); }), CreateModel((properties, meshPrimitive) => { SetVertexNormal(properties, meshPrimitive); SetVertexTangent(properties, meshPrimitive); SetNormalTexture(properties, meshPrimitive); }), CreateModel((properties, meshPrimitive) => { SetNormalTexture(properties, meshPrimitive); }), }; GenerateUsedPropertiesList(); }
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.ToReadmeString())); CommonProperties.Add(new Property(PropertyName.BaseColorFactor, baseColorFactorValue.ToReadmeString())); 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) { meshPrimitive.Normals = MeshPrimitive.GetSinglePlaneNormals(); meshPrimitive.Material.NormalTexture = new Runtime.Texture { Source = normalImage }; properties.Add(new Property(PropertyName.NormalTexture, normalImage.ToReadmeString())); } void SetNormalScale(List <Property> properties, Runtime.Material material) { material.NormalScale = 10.0f; properties.Add(new Property(PropertyName.NormalTextureScale, material.NormalScale.ToReadmeString())); } void SetOcclusionTexture(List <Property> properties, Runtime.Material material) { material.OcclusionTexture = new Runtime.Texture { Source = occlusionImage }; properties.Add(new Property(PropertyName.OcclusionTexture, occlusionImage.ToReadmeString())); } void SetOcclusionStrength(List <Property> properties, Runtime.Material material) { material.OcclusionStrength = 0.5f; properties.Add(new Property(PropertyName.OcclusionTextureStrength, material.OcclusionStrength.ToReadmeString())); } void SetEmissiveTexture(List <Property> properties, Runtime.Material material) { material.EmissiveTexture = new Runtime.Texture { Source = emissiveImage }; properties.Add(new Property(PropertyName.EmissiveTexture, emissiveImage.ToReadmeString())); } 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.ToReadmeString())); } 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(); }