private static void InternalMaterialBitmapFromEvaluator(ShaderBody shader, RenderTexture renderTexture, RenderMaterial.StandardChildSlots textureType, Rhino.Geometry.Transform rhinotfm, uint rId, TextureEvaluator actualEvaluator, TextureProjectionMode projectionMode, TextureEnvironmentMappingMode envProjectionMode, bool repeat) { int pheight; int pwidth; try { int u, v, w; renderTexture.PixelSize(out u, out v, out w); pheight = u; pwidth = v; } catch (Exception) { pheight = 1024; pwidth = 1024; } if (pheight == 0 || pwidth == 0) { pheight = 1024; pwidth = 1024; } Transform t = new Transform( rhinotfm.ToFloatArray(true) ); var isFloat = renderTexture.IsHdrCapable(); var isLinear = renderTexture.IsLinear(); if (isFloat) { var img = RetrieveFloatsImg(rId, pwidth, pheight, actualEvaluator, false, false, isLinear); img.ApplyGamma(shader.Gamma); switch (textureType) { case RenderMaterial.StandardChildSlots.Diffuse: shader.DiffuseTexture.IsLinear = isLinear; shader.DiffuseTexture.TexFloat = img.Data; shader.DiffuseTexture.TexByte = null; break; case RenderMaterial.StandardChildSlots.Bump: shader.BumpTexture.IsLinear = isLinear; shader.BumpTexture.TexFloat = img.Data; shader.BumpTexture.TexByte = null; break; case RenderMaterial.StandardChildSlots.Transparency: shader.TransparencyTexture.IsLinear = isLinear; shader.TransparencyTexture.TexFloat = img.Data; shader.TransparencyTexture.TexByte = null; break; case RenderMaterial.StandardChildSlots.Environment: shader.EnvironmentTexture.IsLinear = isLinear; shader.EnvironmentTexture.TexFloat = img.Data; shader.EnvironmentTexture.TexByte = null; break; } } else { var img = RetrieveBytesImg(rId, pwidth, pheight, actualEvaluator, false, false, isLinear); img.ApplyGamma(shader.Gamma); switch (textureType) { case RenderMaterial.StandardChildSlots.Diffuse: shader.DiffuseTexture.IsLinear = isLinear; shader.DiffuseTexture.TexFloat = null; shader.DiffuseTexture.TexByte = img.Data; break; case RenderMaterial.StandardChildSlots.Bump: shader.BumpTexture.IsLinear = isLinear; shader.BumpTexture.TexFloat = null; shader.BumpTexture.TexByte = img.Data; break; case RenderMaterial.StandardChildSlots.Transparency: shader.TransparencyTexture.IsLinear = isLinear; shader.TransparencyTexture.TexFloat = null; shader.TransparencyTexture.TexByte = img.Data; break; case RenderMaterial.StandardChildSlots.Environment: shader.EnvironmentTexture.IsLinear = isLinear; shader.EnvironmentTexture.TexFloat = null; shader.EnvironmentTexture.TexByte = img.Data; break; } } switch (textureType) { case RenderMaterial.StandardChildSlots.Diffuse: shader.DiffuseTexture.TexWidth = pwidth; shader.DiffuseTexture.TexHeight = pheight; shader.DiffuseTexture.ProjectionMode = projectionMode; shader.DiffuseTexture.EnvProjectionMode = envProjectionMode; shader.DiffuseTexture.Transform = t; shader.DiffuseTexture.Repeat = repeat; shader.DiffuseTexture.Name = rId.ToString(CultureInfo.InvariantCulture); break; case RenderMaterial.StandardChildSlots.Bump: shader.BumpTexture.TexWidth = pwidth; shader.BumpTexture.TexHeight = pheight; shader.BumpTexture.ProjectionMode = projectionMode; shader.BumpTexture.EnvProjectionMode = envProjectionMode; shader.BumpTexture.Transform = t; shader.BumpTexture.Repeat = repeat; shader.BumpTexture.Name = rId.ToString(CultureInfo.InvariantCulture); break; case RenderMaterial.StandardChildSlots.Transparency: shader.TransparencyTexture.TexWidth = pwidth; shader.TransparencyTexture.TexHeight = pheight; shader.TransparencyTexture.ProjectionMode = projectionMode; shader.TransparencyTexture.EnvProjectionMode = envProjectionMode; shader.TransparencyTexture.Transform = t; shader.TransparencyTexture.Repeat = repeat; shader.TransparencyTexture.Name = rId.ToString(CultureInfo.InvariantCulture); break; case RenderMaterial.StandardChildSlots.Environment: shader.EnvironmentTexture.TexWidth = pwidth; shader.EnvironmentTexture.TexHeight = pheight; // special texture, always set to Environment/Emap shader.EnvironmentTexture.ProjectionMode = TextureProjectionMode.EnvironmentMap; shader.EnvironmentTexture.EnvProjectionMode = TextureEnvironmentMappingMode.EnvironmentMap; shader.EnvironmentTexture.Transform = t; shader.EnvironmentTexture.Repeat = repeat; shader.EnvironmentTexture.Name = rId.ToString(CultureInfo.InvariantCulture); break; } }
/// <summary> /// Get material bitmap from texture evaluator /// </summary> /// <param name="shader"></param> /// <param name="rm"></param> /// <param name="renderTexture"></param> /// <param name="textureType"></param> internal static void MaterialBitmapFromEvaluator(ref ShaderBody shader, RenderMaterial rm, RenderTexture renderTexture, RenderMaterial.StandardChildSlots textureType) { if (renderTexture == null) { return; } var rId = renderTexture.RenderHashWithoutLocalMapping; var rhinotfm = renderTexture.LocalMappingTransform; var projectionMode = renderTexture.GetProjectionMode(); var envProjectionMode = renderTexture.GetInternalEnvironmentMappingMode(); var repeat = renderTexture.GetWrapType() == TextureWrapType.Repeating; using (var textureEvaluator = renderTexture.CreateEvaluator(RenderTexture.TextureEvaluatorFlags.DisableLocalMapping)) { SimulatedTexture st = textureEvaluator == null?renderTexture.SimulatedTexture(RenderTexture.TextureGeneration.Disallow) : null; using ( var actualEvaluator = textureEvaluator ?? RenderTexture.NewBitmapTexture(st).CreateEvaluator(RenderTexture.TextureEvaluatorFlags.DisableLocalMapping)) { InternalMaterialBitmapFromEvaluator(shader, renderTexture, textureType, rhinotfm, rId, actualEvaluator, projectionMode, envProjectionMode, repeat); } } }