示例#1
0
        public Material loadMaterial(string materialFileName)
        {
            StreamReader sourceFile = null;

            try
            {
                sourceFile = new StreamReader(materialFileName);
            }
            catch (Exception streamException)
            {
                Logger.LogError(Logger.ErrorState.Limited, "Failed to load material from file " + materialFileName + " Error:" + streamException.Message);
                return(null);
            }

            Logger.LogInfoLinePart("Loading material from file ", ConsoleColor.Gray);
            Logger.LogInfoLinePart(materialFileName, ConsoleColor.Cyan);
            Logger.LogInfoLineEnd();

            string   line         = null;
            string   materialName = null;
            Material newMaterial  = null;

            char[] space = { ' ' };

            // First check if we already have this material
            do
            {
                line = sourceFile.ReadLine();
                if (line == null)
                {
                    break;
                }
                else if (line.Contains("newmtl"))
                {
                    materialName = line.Split(space)[1];
                    break;
                }
            }while (line != null);

            if (doesMaterialExist(materialName))
            {
                sourceFile.Close();
                return(GetMaterialByName(materialName));
            }
            else
            {
                newMaterial = new Material(materialName);
            }

            // Different texture maps can have different options, change this struct
            // as we go
            LoadOptions options = new LoadOptions(false, false, false);

            // Read rest of the file

            // use . as separator instead of system default
            System.Globalization.NumberFormatInfo nfi = new System.Globalization.CultureInfo("en-US", false).NumberFormat;

            bool          isCubemap    = false;
            List <string> cubemapNames = null;

            do
            {
                line = sourceFile.ReadLine();
                if (line == null)
                {
                    break;
                }

                if (line.Contains("#"))
                {
                    // comment
                }
                else if (line.Contains("cubemap"))
                {
                    // This is a cubemap
                    isCubemap    = true;
                    cubemapNames = new List <string>(6);
                    for (int i = 0; i < 6; i++)
                    {
                        cubemapNames.Add("");
                    }
                }
                else if (line.Contains("mipmaps"))
                {
                    // Mipmap option
                    // mipmaps: true
                    string optionValue = line.Split(space)[1];
                    options.mipmaps = (optionValue == "true");
                }
                else if (line.Contains("repeat"))
                {
                    // Repeat option
                    // repeat: true
                    string optionValue = line.Split(space)[1];
                    options.repeat = (optionValue == "true");
                }
                else if (line.Contains("interpolate"))
                {
                    // Interpolation option
                    // interpolate: true
                    string optionValue = line.Split(space)[1];
                    options.interpolation = (optionValue == "true");
                }

                if (isCubemap)
                {
                    // Look for cubemap map identifiers
                    if (line.Contains("map_top"))
                    {
                        cubemapNames[posY] = line.Split(space)[1];
                    }
                    else if (line.Contains("map_bottom"))
                    {
                        cubemapNames[negY] = line.Split(space)[1];
                    }
                    else if (line.Contains("map_left"))
                    {
                        cubemapNames[negX] = line.Split(space)[1];
                    }
                    else if (line.Contains("map_right"))
                    {
                        cubemapNames[posX] = line.Split(space)[1];
                    }
                    else if (line.Contains("map_front"))
                    {
                        cubemapNames[posZ] = line.Split(space)[1];
                    }
                    else if (line.Contains("map_back"))
                    {
                        cubemapNames[negZ] = line.Split(space)[1];
                    }
                }
                else
                {
                    if (line.Contains("map_Kd"))
                    {
                        // Diffuse map
                        // map_Kd filename.png
                        string     textureName    = line.Split(space)[1];
                        int        textureGLIndex = loadTexture(textureName, options);
                        TextureMap diffuse        = new TextureMap(textureName, textureGLIndex);
                        newMaterial.textureMaps.Add(ShaderUniformName.DiffuseMap, diffuse);

                        Logger.LogInfoLinePart("  Diffuse map :", ConsoleColor.Gray);
                        Logger.LogInfoLinePart(textureName, ConsoleColor.Cyan);
                        Logger.LogInfoLineEnd();
                    }
                    else if (line.Contains("map_Ki"))
                    {
                        // Illumination map
                        // map_Ki filename_i.png
                        string     textureName    = line.Split(space)[1];
                        int        textureGLIndex = loadTexture(textureName, options);
                        TextureMap illumination   = new TextureMap(textureName, textureGLIndex);
                        newMaterial.textureMaps.Add(ShaderUniformName.IlluminationMap, illumination);

                        Logger.LogInfoLinePart("  Illumination map :", ConsoleColor.Gray);
                        Logger.LogInfoLinePart(textureName, ConsoleColor.Cyan);
                        Logger.LogInfoLineEnd();
                    }
                    else if (line.Contains("map_Kn"))
                    {
                        // Normal map
                        // map_Kn filename_n.png
                        string     textureName    = line.Split(space)[1];
                        int        textureGLIndex = loadTexture(textureName, options);
                        TextureMap normal         = new TextureMap(textureName, textureGLIndex);
                        newMaterial.textureMaps.Add(ShaderUniformName.NormalMap, normal);

                        Logger.LogInfoLinePart("  Normal map :", ConsoleColor.Gray);
                        Logger.LogInfoLinePart(textureName, ConsoleColor.Cyan);
                        Logger.LogInfoLineEnd();
                    }
                    else if (line.Contains("map_Kr"))
                    {
                        // Roughness map
                        // map_Kr filename_r.png
                        string     textureName    = line.Split(space)[1];
                        int        textureGLIndex = loadTexture(textureName, options);
                        TextureMap roughness      = new TextureMap(textureName, textureGLIndex);
                        newMaterial.textureMaps.Add(ShaderUniformName.RoughnessMap, roughness);

                        Logger.LogInfoLinePart("  Roughness map :", ConsoleColor.Gray);
                        Logger.LogInfoLinePart(textureName, ConsoleColor.Cyan);
                        Logger.LogInfoLineEnd();
                    }
                    else if (line.Contains("map_Km"))
                    {
                        // Metallic map
                        // map_Km filename_m.png
                        string     textureName    = line.Split(space)[1];
                        int        textureGLIndex = loadTexture(textureName, options);
                        TextureMap metallic       = new TextureMap(textureName, textureGLIndex);
                        newMaterial.textureMaps.Add(ShaderUniformName.MetallicMap, metallic);

                        Logger.LogInfoLinePart("  Metallic map :", ConsoleColor.Gray);
                        Logger.LogInfoLinePart(textureName, ConsoleColor.Cyan);
                        Logger.LogInfoLineEnd();
                    }
                    else if (line.Contains("map_Kh"))
                    {
                        // Height map
                        // map_Kh filename_h.png
                        string     textureName    = line.Split(space)[1];
                        int        textureGLIndex = loadTexture(textureName, options);
                        TextureMap height         = new TextureMap(textureName, textureGLIndex);
                        newMaterial.textureMaps.Add(ShaderUniformName.HeightMap, height);

                        Logger.LogInfoLinePart("  Height map :", ConsoleColor.Gray);
                        Logger.LogInfoLinePart(textureName, ConsoleColor.Cyan);
                        Logger.LogInfoLineEnd();
                    }
                }
            } while (line != null);

            if (isCubemap)
            {
                int        cubeIndex = LoadCubeMap(cubemapNames, options);
                TextureMap cube      = new TextureMap(newMaterial.materialName, cubeIndex);
                newMaterial.textureMaps.Add(ShaderUniformName.CubeMap, cube);
                Logger.LogInfoLinePart("  Cube map :", ConsoleColor.Gray);
                for (int i = 0; i < 6; i++)
                {
                    Logger.LogInfoLinePart(cubemapNames[i], ConsoleColor.Cyan);
                    Logger.LogInfoLinePart(", ", ConsoleColor.Gray);
                }
                Logger.LogInfoLineEnd();
            }

            sourceFile.Close();
            materials.Add(newMaterial);

            return(newMaterial);
        }
示例#2
0
        public void SetTextureUniform(ShaderProgram shaderProgram, int location, ShaderUniformName uniform, TextureMap map)
        {
            int textureUnit = GetTextureUnitForMap(uniform);

            if (uniform == ShaderUniformName.DiffuseMap)
            {
                GL.ActiveTexture(TextureUnit.Texture0);
            }
            else if (uniform == ShaderUniformName.IlluminationMap)
            {
                GL.ActiveTexture(TextureUnit.Texture1);
            }
            else if (uniform == ShaderUniformName.NormalMap)
            {
                GL.ActiveTexture(TextureUnit.Texture2);
            }
            else if (uniform == ShaderUniformName.RoughnessMap)
            {
                GL.ActiveTexture(TextureUnit.Texture3);
            }
            else if (uniform == ShaderUniformName.MetallicMap)
            {
                GL.ActiveTexture(TextureUnit.Texture4);
            }
            else if (uniform == ShaderUniformName.HeightMap)
            {
                GL.ActiveTexture(TextureUnit.Texture5);
            }
            else if (uniform == ShaderUniformName.CubeMap)
            {
                GL.ActiveTexture(TextureUnit.Texture6);
            }

            if (textureUnit == -1)
            {
                Logger.LogError(Logger.ErrorState.Limited, "No defined texture unit for uniform " + ShaderUniformManager.GetSingleton().GetUniformName(uniform) + ", cannot bind");
            }

            if (uniform == ShaderUniformName.CubeMap)
            {
                GL.BindTexture(TextureTarget.TextureCubeMap, map.textureGLIndex);
            }
            else
            {
                GL.BindTexture(TextureTarget.Texture2D, map.textureGLIndex);
            }
            shaderProgram.SetSamplerUniform(location, textureUnit);
        }