示例#1
0
        private void LoadTextures()
        {
            //mesh.SetShadowCast(true, true);
            var lightMode = LightMode.Managed;

            for (var i = 0; i < mesh.GetGroupCount(); i++)
            {
                var textureInfo = TextureFactory.GetTextureInfo(mesh.GetTexture(i));

                // Skip if there is no texture.
                if (textureInfo.Filename.Equals(textureInfo.Name))
                {
                    break;
                }

                var normalTexture       = string.Empty;
                var normalTextureName   = string.Empty;
                var specularTexture     = string.Empty;
                var specularTextureName = string.Empty;
                var heightTexture       = string.Empty;
                var heightTextureName   = string.Empty;

                var texture = textureInfo.Filename;

                var fileInfo = new FileInfo(textureInfo.Filename);
                normalTextureName   = fileInfo.Name.Replace(fileInfo.Extension, Constants.TextureNormalSuffix + fileInfo.Extension);
                normalTexture       = Directory.GetParent(textureInfo.Filename) + @"\" + normalTextureName;
                heightTextureName   = fileInfo.Name.Replace(fileInfo.Extension, Constants.TextureHeightSuffix + fileInfo.Extension);
                heightTexture       = Directory.GetParent(textureInfo.Filename) + @"\" + heightTextureName;
                specularTextureName = fileInfo.Name.Replace(fileInfo.Extension, Constants.TextureSpecularSuffix + fileInfo.Extension);
                specularTexture     = Directory.GetParent(textureInfo.Filename) + @"\" + specularTextureName;
                //mesh.SetTextureEx((int)CONST_TV_LAYER.TV_LAYER_BASETEXTURE, Globals.GetTex(textureInfo.Name), i);

                if (File.Exists(normalTexture))
                {
                    var normalId = TextureFactory.LoadTexture(normalTexture, normalTextureName);
                    mesh.SetTextureEx((int)CONST_TV_LAYER.TV_LAYER_NORMALMAP, normalId, i);

                    if (lightMode != LightMode.Offset)
                    {
                        lightMode = LightMode.Normal;
                    }

                    if (File.Exists(specularTexture))
                    {
                        var alphaId    = TextureFactory.LoadTexture(specularTexture);
                        var specularId = TextureFactory.AddAlphaChannel(normalId, alphaId, specularTexture);
                        mesh.SetTextureEx((int)CONST_TV_LAYER.TV_LAYER_SPECULARMAP, specularId, i);
                    }
                }

                if (File.Exists(heightTexture))
                {
                    var heightId = TextureFactory.LoadTexture(heightTexture);
                    mesh.SetTextureEx((int)CONST_TV_LAYER.TV_LAYER_HEIGHTMAP, heightId, i);
                    lightMode = LightMode.Offset;
                }
            }

            switch (lightMode)
            {
            case LightMode.Normal:
                mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_BUMPMAPPING_TANGENTSPACE);
                break;

            case LightMode.Offset:
                mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_OFFSETBUMPMAPPING_TANGENTSPACE);
                break;

            case LightMode.Managed:
                mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
                break;

            default:
                mesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NONE);
                break;
            }

            // Setup material
            TV_COLOR ambient  = new TV_COLOR(0.25f, 0.25f, 0.25f, 1f);
            TV_COLOR diffuse  = new TV_COLOR(1f, 1f, 1f, 1f);
            TV_COLOR specular = new TV_COLOR(0.35f, 0.35f, 0.35f, 1f);
            TV_COLOR emissive = new TV_COLOR(1f, 1f, 1f, 1f);
            float    power    = 100;

            materialIdx = MaterialFactory.CreateMaterial();
            MaterialFactory.SetAmbient(materialIdx, ambient.r, ambient.g, ambient.b, ambient.a);
            MaterialFactory.SetDiffuse(materialIdx, diffuse.r, diffuse.g, diffuse.b, diffuse.a);
            MaterialFactory.SetSpecular(materialIdx, specular.r, specular.g, specular.b, specular.a);
            MaterialFactory.SetEmissive(materialIdx, emissive.r, emissive.g, emissive.b, emissive.a);
            MaterialFactory.SetPower(materialIdx, power);
            mesh.SetMaterial(materialIdx);
        }