/// <summary> /// Imports material texture data to image dictionary /// </summary> /// <param name="material">Material content</param> /// <remarks>Replaces texture path with assigned name</remarks> public void Import(ref MaterialContent material) { if (!string.IsNullOrEmpty(material.AmbientTexture)) { string imageName = this.NextImageName; this.Add(imageName, ImageContent.Texture("", material.AmbientTexture)); material.AmbientTexture = imageName; } if (!string.IsNullOrEmpty(material.DiffuseTexture)) { string imageName = this.NextImageName; this.Add(imageName, ImageContent.Texture("", material.DiffuseTexture)); material.DiffuseTexture = imageName; } if (!string.IsNullOrEmpty(material.EmissionTexture)) { string imageName = this.NextImageName; this.Add(imageName, ImageContent.Texture("", material.EmissionTexture)); material.EmissionTexture = imageName; } if (!string.IsNullOrEmpty(material.NormalMapTexture)) { string imageName = this.NextImageName; this.Add(imageName, ImageContent.Texture("", material.NormalMapTexture)); material.NormalMapTexture = imageName; } if (!string.IsNullOrEmpty(material.SpecularTexture)) { string imageName = this.NextImageName; this.Add(imageName, ImageContent.Texture("", material.SpecularTexture)); material.SpecularTexture = imageName; } }
/// <summary> /// Generates a new model content from an height map /// </summary> /// <param name="contentFolder">Content folder</param> /// <param name="heightMap">Height map</param> /// <param name="textures">Texture list</param> /// <param name="cellSize">Cell size</param> /// <param name="cellHeight">Cell height</param> /// <returns>Returns a new model content</returns> public static ModelContent FromHeightmap(string contentFolder, string heightMap, IEnumerable <string> textures, float cellSize, float cellHeight) { ModelContent modelContent = new ModelContent(); string texureName = "texture"; string materialName = "material"; string geoName = "geometry"; ImageContent heightMapImage = new ImageContent() { Streams = ContentManager.FindContent(contentFolder, heightMap), }; ImageContent textureImage = new ImageContent() { Streams = ContentManager.FindContent(contentFolder, textures), }; MaterialContent material = MaterialContent.Default; material.DiffuseTexture = texureName; HeightMap hm = HeightMap.FromStream(heightMapImage.Stream, null); hm.BuildGeometry(cellSize, cellHeight, out var vertices, out var indices); SubMeshContent geo = new SubMeshContent(Topology.TriangleList, materialName, true, false); geo.SetVertices(vertices); geo.SetIndices(indices); modelContent.Images.Add(texureName, textureImage); modelContent.Materials.Add(materialName, material); modelContent.Geometry.Add(geoName, materialName, geo); return(modelContent); }
/// <summary> /// Generate model content from scratch /// </summary> /// <param name="topology">Topology</param> /// <param name="vertices">Vertex list</param> /// <param name="indices">Index list</param> /// <param name="material">Material</param> /// <returns>Returns new model content</returns> private static ModelContent Generate(Topology topology, IEnumerable <VertexData> vertices, IEnumerable <uint> indices, MaterialContent material = null) { ModelContent modelContent = new ModelContent(); if (material != null) { modelContent.Images.Import(ref material); modelContent.Materials.Add(ModelContent.DefaultMaterial, material); } var materialName = material != null ? ModelContent.DefaultMaterial : ModelContent.NoMaterial; var textured = modelContent.Materials[materialName].DiffuseTexture != null; SubMeshContent geo = new SubMeshContent(topology, materialName, textured, false); geo.SetVertices(vertices); geo.SetIndices(indices); modelContent.Geometry.Add(ModelContent.StaticMesh, material != null ? ModelContent.DefaultMaterial : ModelContent.NoMaterial, geo); modelContent.Optimize(); return(modelContent); }
/// <summary> /// Generate triangle list model content from scratch /// </summary> /// <param name="vertices">Vertex list</param> /// <param name="indices">Index list</param> /// <param name="material">Material</param> /// <returns>Returns new model content</returns> public static ModelContent GenerateTriangleList(IEnumerable <VertexData> vertices, IEnumerable <uint> indices, MaterialContent material = null) { return(Generate(Topology.TriangleList, vertices, indices, material)); }