예제 #1
0
        private static void InternalMaterialBitmapFromEvaluator(CyclesShader shader, RenderTexture renderTexture,
			RenderMaterial.StandardChildSlots textureType, Rhino.Geometry.Transform rhinotfm, uint rId, TextureEvaluator actualEvaluator,
			TextureProjectionMode projectionMode, TextureEnvironmentMappingMode envProjectionMode)
        {
            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.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.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.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.Name = rId.ToString(CultureInfo.InvariantCulture);
                    break;
            }
        }