Пример #1
0
        private void btnUberTexture_Click(object sender, EventArgs e)
        {
            // TODO: present some sort of output letting the user know
            // that they need to have a texture selected.
            if (_materialPass == null)
            {
                return;
            }

            // present the texture dialog to the user.
            Dialogs.TextureSelectionDialog dialog = new Dialogs.TextureSelectionDialog(true);
            DialogResult result = dialog.ShowDialog();

            if (result == DialogResult.Cancel)
            {
                return;
            }

            // get the current selection (or possibly none).
            string selection = null;
            int    count     = dialog.Selection.Count;

            if (count > 0)
            {
                selection = dialog.Selection[0];
            }
            else
            {
                selection = "";
            }

            // set the selection to the ubertexture.
            _materialPass.UberTexture = selection;
        }
Пример #2
0
        //--------------------------------
        private void btnUbertexture_Click(object sender, EventArgs e)
        {
            // present the texture dialog to the user.
            if (_textureSelector == null)
            {
                _textureSelector = new Dialogs.TextureSelectionDialog(true);
            }
            DialogResult result = _textureSelector.ShowDialog();

            if (result == DialogResult.Cancel)
            {
                return;
            }

            // get the current selection (or possibly none).
            string selection = null;
            int    count     = _textureSelector.Selection.Count;

            if (count > 0)
            {
                selection = _textureSelector.Selection[0];
            }
            else
            {
                return;
            }

            // set the selection to the ubertexture.
            _uberTexture = selection;

            // TODO: clip the selection to a reasonable length.
            string displayName = "(" + selection + ")";

            // replace the button's text with the current selection.
            btnUbertexture.Text = displayName;
        }
Пример #3
0
        private void texButton_Click(object sender, EventArgs e)
        {
            // TODO: present some sort of output letting the user know
            // that they need to have a texture selected.
            if (_materialPass == null)
            {
                return;
            }

            // present the texture dialog to the user.
            Dialogs.TextureSelectionDialog dialog = new Dialogs.TextureSelectionDialog(false);
            DialogResult result = dialog.ShowDialog();

            if (result == DialogResult.Cancel)
            {
                return;
            }

            // get the current selection (or possibly none).
            string selection = null;
            int    count     = dialog.Selection.Count;

            if (count > 0)
            {
                selection = dialog.Selection[0];
            }
            else
            {
                return;
            }

            // figure out what stage to bind the texture to.
            Bootstrap.TextureStage stage = null;
            ButtonAdv button             = sender as ButtonAdv;

            if (button == btnDiffuseTexture)
            {
                stage = _materialPass.DiffuseStage;
            }
            else if (button == btnSpecularTexture)
            {
                stage = _materialPass.SpecularStage;
            }
            else if (button == btnNormalTexture)
            {
                stage = _materialPass.NormalStage;
            }
            else if (button == btnBumpTexture)
            {
                stage = _materialPass.BumpStage;
            }
            else if (button == btnEmissiveTexture)
            {
                stage = _materialPass.EmissiveStage;
            }
            else if (button == btnAmbientTexture)
            {
                stage = _materialPass.AmbientStage;
            }
            else
            {
                return;
            }

            // finish by binding the texture to the stage.
            stage.Texture = selection;
        }