/** \file: DrawModel.cc * \brief: Draw model * Copyright (c) 2011,WebJet Enterprise Department.ChangYou * All rights reserved. * Date Ver Who Comment * 2011/10/25 1.0 SunHao */ #include "stdneb.h" #include "Model.h" #include "appframework/actor.h" #include "math/polar.h" #include "DemoGameStateHandler.h" #include "basegamefeature/basegamefeature.h" #include "basegamefeature/managers/sceneschedulemanager.h" #include "graphicfeature/graphicsfeature.h" #include "appframework/gameserver.h" #include "appframework/scene.h" #include "appframework/actor.h" #include "graphicfeature/components/cameracomponent.h" #include "graphicfeature/components/lightcomponent.h" #include "graphicfeature/components/meshrendercomponent.h" #include "input/inputserver.h" #include "graphicsystem/GraphicSystem.h" #include "graphicsystem/Light/Light.h" #include "graphicsystem/Camera/Camera.h" #include "addons/resource/meshres.h" #include "apputil/manuresutil.h" #include "graphicfeature/graphicsfeature.h" #include "graphicfeature/graphicsfeatureprotocol.h" #include "resource/resourceserver.h" #include "input/inputmouse.h" #include "math/ray.h" #include "apputil/intersectutil.h" #include "app/appframework/app_fwd_decl.h" #include "input/input_fwd_decl.h" #include "foundation/util/array.h" namespace Demo { App::TActorPtr DrawABunker( const Util::String& sActorName/*="Bunker"*/ ) { using namespace App; TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:Bunker.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:Bunker.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawATree( const Util::String& sActorName/*="Tree"*/ ) { using namespace App; TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:Tree.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:Bunker.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:Bunker.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:wood_sheets_moosy_diff.dds" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); Math::quaternion rot(1.2f, 1.f, 0.f, 0.f ); pActor->SetRotation(rot); return pActor; } App::TActorPtr DrawABmw7( const Util::String& sActorName/*="BMW7Series"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:bmw7.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:Bunker.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:Bunker.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:wood_sheets_moosy_diff.dds" ); pMeshRenderComponent->SetMaterialByShaderID(3, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(3, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(3, "_diffuseMap") ); pMeshRenderComponent->SetTexture(3, "_diffuseMap", "tex:Bunker.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(4, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(4, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(4, "_diffuseMap") ); pMeshRenderComponent->SetTexture(4, "_diffuseMap", "tex:wood_sheets_moosy_diff.dds" ); pMeshRenderComponent->SetMaterialByShaderID(5, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(5, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(5, "_diffuseMap") ); pMeshRenderComponent->SetTexture(5, "_diffuseMap", "tex:Bunker.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(6, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(6, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(6, "_diffuseMap") ); pMeshRenderComponent->SetTexture(6, "_diffuseMap", "tex:wood_sheets_moosy_diff.dds" ); pMeshRenderComponent->SetMaterialByShaderID(7, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(7, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(7, "_diffuseMap") ); pMeshRenderComponent->SetTexture(7, "_diffuseMap", "tex:Bunker.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(8, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(8, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(8, "_diffuseMap") ); pMeshRenderComponent->SetTexture(8, "_diffuseMap", "tex:wood_sheets_moosy_diff.dds" ); pMeshRenderComponent->SetMaterialByShaderID(9, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(9, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(9, "_diffuseMap") ); pMeshRenderComponent->SetTexture(9, "_diffuseMap", "tex:Bunker.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(10, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(10, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(10, "_diffuseMap") ); pMeshRenderComponent->SetTexture(10, "_diffuseMap", "tex:Bunker.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(11, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(11, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(11, "_diffuseMap") ); pMeshRenderComponent->SetTexture(11, "_diffuseMap", "tex:wood_sheets_moosy_diff.dds" ); pMeshRenderComponent->SetMaterialByShaderID(12, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(12, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(12, "_diffuseMap") ); pMeshRenderComponent->SetTexture(12, "_diffuseMap", "tex:Bunker.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(13, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(13, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(13, "_diffuseMap") ); pMeshRenderComponent->SetTexture(13, "_diffuseMap", "tex:Bunker.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(14, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(14, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(14, "_diffuseMap") ); pMeshRenderComponent->SetTexture(14, "_diffuseMap", "tex:Bunker.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); Math::quaternion rot(0.f, 1.f, 0.f, 0.f ); pActor->SetRotation(rot); return pActor; } App::TActorPtr DrawACube( const Util::String& sAcotrName/*="Cube"*/ ) { using namespace App; using namespace Resources; // 构建一个mesh来进行测试 ResourceServer* resServer = ResourceServer::Instance(); Ptr pRes = resServer->CreateOrGetResource( "emptyResource.mesh", &MeshRes::RTTI ); Ptr pMeshRes = pRes.downcast(); // 构建一个正方形 SizeT NumVertex = 8; float hWidth = float(1 * 0.5); float hHeight = float(1 * 0.5); float hDepth = float(1 * 0.5); bool bOK = true; // 位置 Util::Array vertices; { vertices.Resize( NumVertex , PositionData::Elem() ); //0 vertices[0].x() = -hWidth; vertices[0].y() = -hHeight; vertices[0].z() = -hDepth; //1 vertices[1].x() = hWidth; vertices[1].y() = -hHeight; vertices[1].z() = -hDepth; //2 vertices[2].x() = hWidth; vertices[2].y() = hHeight; vertices[2].z() = -hDepth; //3 vertices[3].x() = -hWidth; vertices[3].y() = hHeight; vertices[3].z() = -hDepth; //4 vertices[4].x() = -hWidth; vertices[4].y() = -hHeight; vertices[4].z() = hDepth; //5 vertices[5].x() = hWidth; vertices[5].y() = -hHeight; vertices[5].z() = hDepth; //6 vertices[6].x() = hWidth; vertices[6].y() = hHeight; vertices[6].z() = hDepth; //7 vertices[7].x() = -hWidth; vertices[7].y() = hHeight; vertices[7].z() = hDepth; } bOK = pMeshRes->SetVertexData( &vertices[0], NumVertex ); n_assert(bOK); // 颜色 Util::Array colors; { colors.Resize(NumVertex, ColorData::Elem() ); colors[0].Set(0, 255, 0, 0); colors[1].Set(0, 255, 0, 0); colors[2].Set(0, 255, 0, 0); colors[3].Set(0, 255, 0, 0); colors[4].Set(0, 255, 0, 0); colors[5].Set(0, 255, 0, 0); colors[6].Set(0, 255, 0, 0); colors[7].Set(0, 255, 0, 0); } bOK = pMeshRes->SetVertexData( &colors[0], NumVertex ); n_assert(bOK); // 纹理 Util::Array texCoords; { texCoords.Resize(NumVertex, TexCoordData::Elem() ); //0 texCoords[0].x() = 0; texCoords[0].y() = 0; //1 texCoords[1].x() = 0; texCoords[1].y() = 1; //2 texCoords[2].x() = 1; texCoords[2].y() = 1; //3 texCoords[3].x() = 1; texCoords[3].y() = 0; //4 texCoords[4].x() = 0; texCoords[4].y() = 1; //5 texCoords[5].x() = 0; texCoords[5].y() = 0; //6 texCoords[6].x() = 1; texCoords[6].y() = 0; //7 texCoords[7].x() = 1; texCoords[7].y() = 1; } bOK = pMeshRes->SetVertexData( &texCoords[0], NumVertex ); n_assert(bOK); // 索引 ushort indices[] = { 0,4,5, 0,5,1, 1,5,6, 1,6,2, 2,6,7, 2,7,3, 3,7,4, 3,4,0, 4,7,6, 4,6,5, 3,0,1, 3,1,2, }; bOK = pMeshRes->SetIndex16(indices, 36 ); n_assert(bOK); SubMesh subMesh; subMesh.firstVertex = 0; subMesh.numVertex = NumVertex; subMesh.FirstIndex = 0; subMesh.numIndex = 36; bOK = pMeshRes->SetSubMesh(&subMesh, 0); pMeshRes->SetTopologyType( RenderBase::PrimitiveTopology::TriangleList ); pMeshRes->SetState( Resource::Loaded , MaxResClipCount ); pMeshRes->RecalculateBounds(true); TActorPtr pActor = App::Actor::Create(); Ptr pMeshRenderComponent = App::MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID(pMeshRes->GetResourceId()); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:wood_sheets_moosy_diff.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:wood_sheets_moosy_diff.dds" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawAVarietyShop( const Util::String& sActorName/*="VarietyShop"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:VarietyShop.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:Bunker.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:Bunker.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:wood_sheets_moosy_diff.dds" ); pMeshRenderComponent->SetMaterialByShaderID(3, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(3, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(3, "_diffuseMap") ); pMeshRenderComponent->SetTexture(3, "_diffuseMap", "tex:Bunker.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(4, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(4, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(4, "_diffuseMap") ); pMeshRenderComponent->SetTexture(4, "_diffuseMap", "tex:wood_sheets_moosy_diff.dds" ); pMeshRenderComponent->SetMaterialByShaderID(5, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(5, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(5, "_diffuseMap") ); pMeshRenderComponent->SetTexture(5, "_diffuseMap", "tex:Bunker.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(6, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(6, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(6, "_diffuseMap") ); pMeshRenderComponent->SetTexture(6, "_diffuseMap", "tex:wood_sheets_moosy_diff.dds" ); pMeshRenderComponent->SetMaterialByShaderID(7, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(7, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(7, "_diffuseMap") ); pMeshRenderComponent->SetTexture(7, "_diffuseMap", "tex:Bunker.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(8, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(8, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(8, "_diffuseMap") ); pMeshRenderComponent->SetTexture(8, "_diffuseMap", "tex:wood_sheets_moosy_diff.dds" ); pMeshRenderComponent->SetMaterialByShaderID(9, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(9, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(9, "_diffuseMap") ); pMeshRenderComponent->SetTexture(9, "_diffuseMap", "tex:Bunker.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(10, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(10, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(10, "_diffuseMap") ); pMeshRenderComponent->SetTexture(10, "_diffuseMap", "tex:Bunker.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(11, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(11, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(11, "_diffuseMap") ); pMeshRenderComponent->SetTexture(11, "_diffuseMap", "tex:wood_sheets_moosy_diff.dds" ); pMeshRenderComponent->SetMaterialByShaderID(12, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(12, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(12, "_diffuseMap") ); pMeshRenderComponent->SetTexture(12, "_diffuseMap", "tex:Bunker.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawHouse1( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:House_01.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:Forward_SimpleWithShadow.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:House_01_zhu.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:Forward_SimpleWithShadow.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:House_01_qiang.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:Forward_SimpleWithShadow.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:House_01_wa.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(3, "shd:Forward_SimpleWithShadow.wjshader"); pMeshRenderComponent->_AddTextureParam(3, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(3, "_diffuseMap") ); pMeshRenderComponent->SetTexture(3, "_diffuseMap", "tex:House_01_chuang.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(4, "shd:Forward_SimpleWithShadow.wjshader"); pMeshRenderComponent->_AddTextureParam(4, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(4, "_diffuseMap") ); pMeshRenderComponent->SetTexture(4, "_diffuseMap", "tex:House_01_05.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawHouse2( const Util::String& sActorName/*="House2"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:House_02.mesh" ); // Wa pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:House_02_Wa.jpg" ); // Qiang2 pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:House_02_Qiang2.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:House_02_Qiang1.jpg" ); // lian zi pMeshRenderComponent->SetMaterialByShaderID(3, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(3, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(3, "_diffuseMap") ); pMeshRenderComponent->SetTexture(3, "_diffuseMap", "tex:House_02_LianZi.jpg" ); // gua yu pMeshRenderComponent->SetMaterialByShaderID(4, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(4, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(4, "_diffuseMap") ); pMeshRenderComponent->SetTexture(4, "_diffuseMap", "tex:House_02_GuaYu.tga" ); pMeshRenderComponent->SetMaterialByShaderID(5, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(5, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(5, "_diffuseMap") ); pMeshRenderComponent->SetTexture(5, "_diffuseMap", "tex:House_02_Qiang1.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawTree01( const Util::String& sActorName/*="Tree_01"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:Tree_01.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:Tree_01_01.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:Tree_01_02.tga" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawMengGuBao01( const Util::String& sActorName/*="MengGuBao01"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:MengGuBao_01.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:MengGuBao_01.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:MengGuBao_02.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawStreetLight01( const Util::String& sActorName/*="StreetLight01"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:StreetLight_01.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:StreetLight01_DiZuo.jpg" ); // Zhu Zi pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:StreetLight01_ZhuZi.jpg" ); // Deng Long pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:StreetLight01_DengLong.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(3, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(3, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(3, "_diffuseMap") ); //pMeshRenderComponent->SetTexture(3, "_diffuseMap", "tex:StreetLight01_WaLiang.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawCJ_chitang001( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:cj_chitang001.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:heye001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:jiashan001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:wapian002.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(3, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(3, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(3, "_diffuseMap") ); pMeshRenderComponent->SetTexture(3, "_diffuseMap", "tex:huaban001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(4, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(4, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(4, "_diffuseMap") ); pMeshRenderComponent->SetTexture(4, "_diffuseMap", "tex:shui.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawCJ_diji2( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:cj_diji2.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:zhuan002.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:zhuan001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:mutou007.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(3, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(3, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(3, "_diffuseMap") ); pMeshRenderComponent->SetTexture(3, "_diffuseMap", "tex:mutou004.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(4, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(4, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(4, "_diffuseMap") ); pMeshRenderComponent->SetTexture(4, "_diffuseMap", "tex:qiang003.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawCJ_diji4( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:cj_diji4.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:zhuan002.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:zhuan001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:mutou004.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(3, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(3, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(3, "_diffuseMap") ); pMeshRenderComponent->SetTexture(3, "_diffuseMap", "tex:mutou003.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(4, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(4, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(4, "_diffuseMap") ); pMeshRenderComponent->SetTexture(4, "_diffuseMap", "tex:mutou007.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(5, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(5, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(5, "_diffuseMap") ); pMeshRenderComponent->SetTexture(5, "_diffuseMap", "tex:mutou001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(6, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(6, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(6, "_diffuseMap") ); pMeshRenderComponent->SetTexture(6, "_diffuseMap", "tex:mutou002.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawCJ_juanxincai002( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:cj_juanxincai002.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:guanmu_juanxincai.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:juanxincai1.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawCJ_jiulou001( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:cj_jiulou001.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:zhuan002.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:zhuan001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:qiang003.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(3, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(3, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(3, "_diffuseMap") ); pMeshRenderComponent->SetTexture(3, "_diffuseMap", "tex:mutou007.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(4, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(4, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(4, "_diffuseMap") ); pMeshRenderComponent->SetTexture(4, "_diffuseMap", "tex:mutou008.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(5, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(5, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(5, "_diffuseMap") ); pMeshRenderComponent->SetTexture(5, "_diffuseMap", "tex:mutou005.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(6, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(6, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(6, "_diffuseMap") ); pMeshRenderComponent->SetTexture(6, "_diffuseMap", "tex:mutou006.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(7, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(7, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(7, "_diffuseMap") ); pMeshRenderComponent->SetTexture(7, "_diffuseMap", "tex:mutou001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(8, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(8, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(8, "_diffuseMap") ); pMeshRenderComponent->SetTexture(8, "_diffuseMap", "tex:mutou002.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(9, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(9, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(9, "_diffuseMap") ); pMeshRenderComponent->SetTexture(9, "_diffuseMap", "tex:mutou003.jpg" ); //-- pMeshRenderComponent->SetMaterialByShaderID(10, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(10, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(10, "_diffuseMap") ); pMeshRenderComponent->SetTexture(10, "_diffuseMap", "tex:mutou004.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(11, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(11, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(11, "_diffuseMap") ); pMeshRenderComponent->SetTexture(11, "_diffuseMap", "tex:wapian002.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(12, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(12, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(12, "_diffuseMap") ); pMeshRenderComponent->SetTexture(12, "_diffuseMap", "tex:wapian001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(13, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(13, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(13, "_diffuseMap") ); pMeshRenderComponent->SetTexture(13, "_diffuseMap", "tex:mutou0013.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(14, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(14, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(14, "_diffuseMap") ); pMeshRenderComponent->SetTexture(14, "_diffuseMap", "tex:Standard_12.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(15, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(15, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(15, "_diffuseMap") ); pMeshRenderComponent->SetTexture(15, "_diffuseMap", "tex:huangzi001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(16, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(16, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(16, "_diffuseMap") ); pMeshRenderComponent->SetTexture(16, "_diffuseMap", "tex:jiutan002.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(17, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(17, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(17, "_diffuseMap") ); pMeshRenderComponent->SetTexture(17, "_diffuseMap", "tex:jiutan001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(18, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(18, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(18, "_diffuseMap") ); pMeshRenderComponent->SetTexture(18, "_diffuseMap", "tex:xiong001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(19, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(19, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(19, "_diffuseMap") ); pMeshRenderComponent->SetTexture(19, "_diffuseMap", "tex:menlian001.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawCJ_jzz2( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:cj_jzz2.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:zhuan002.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:zhuan001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:mutou004.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(3, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(3, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(3, "_diffuseMap") ); pMeshRenderComponent->SetTexture(3, "_diffuseMap", "tex:mutou003.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(4, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(4, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(4, "_diffuseMap") ); pMeshRenderComponent->SetTexture(4, "_diffuseMap", "tex:mutou005.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(5, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(5, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(5, "_diffuseMap") ); pMeshRenderComponent->SetTexture(5, "_diffuseMap", "tex:wapian001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(6, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(6, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(6, "_diffuseMap") ); pMeshRenderComponent->SetTexture(6, "_diffuseMap", "tex:mutou002.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawCJ_jzz4( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:cj_jzz4.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:zhuan002.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:zhuan001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:mutou005.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(3, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(3, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(3, "_diffuseMap") ); pMeshRenderComponent->SetTexture(3, "_diffuseMap", "tex:mutou004.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(4, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(4, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(4, "_diffuseMap") ); pMeshRenderComponent->SetTexture(4, "_diffuseMap", "tex:wapian001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(5, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(5, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(5, "_diffuseMap") ); pMeshRenderComponent->SetTexture(5, "_diffuseMap", "tex:mutou002.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(6, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(6, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(6, "_diffuseMap") ); pMeshRenderComponent->SetTexture(6, "_diffuseMap", "tex:mutou003.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawCJ_matou001( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:cj_matou001.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:cj_matou001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:wa002.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:matou_zhuan002.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(3, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(3, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(3, "_diffuseMap") ); pMeshRenderComponent->SetTexture(3, "_diffuseMap", "tex:zhuan003.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(4, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(4, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(4, "_diffuseMap") ); pMeshRenderComponent->SetTexture(4, "_diffuseMap", "tex:shitou001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(5, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(5, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(5, "_diffuseMap") ); pMeshRenderComponent->SetTexture(5, "_diffuseMap", "tex:qiang001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(6, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(6, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(6, "_diffuseMap") ); pMeshRenderComponent->SetTexture(6, "_diffuseMap", "tex:wa001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(7, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(7, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(7, "_diffuseMap") ); pMeshRenderComponent->SetTexture(7, "_diffuseMap", "tex:matou_mutou001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(8, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(8, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(8, "_diffuseMap") ); pMeshRenderComponent->SetTexture(8, "_diffuseMap", "tex:mutou002.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(9, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(9, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(9, "_diffuseMap") ); pMeshRenderComponent->SetTexture(9, "_diffuseMap", "tex:tulu004.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(10, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(10, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(10, "_diffuseMap") ); pMeshRenderComponent->SetTexture(10, "_diffuseMap", "tex:zhuan004.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(11, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(11, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(11, "_diffuseMap") ); pMeshRenderComponent->SetTexture(11, "_diffuseMap", "tex:zhuan001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(12, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(12, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(12, "_diffuseMap") ); pMeshRenderComponent->SetTexture(12, "_diffuseMap", "tex:matou_wapian001.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawCJ_daozi002( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:daozi002.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:daozi003.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:daozi.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:daozi001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(3, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(3, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(3, "_diffuseMap") ); pMeshRenderComponent->SetTexture(3, "_diffuseMap", "tex:tudi.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(4, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(4, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(4, "_diffuseMap") ); pMeshRenderComponent->SetTexture(4, "_diffuseMap", "tex:cj_caoditouying001.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawCJ_huanggua001( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:huanggua001.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:huangguaye1.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:huangguaye2.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:huangguateng.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(3, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(3, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(3, "_diffuseMap") ); pMeshRenderComponent->SetTexture(3, "_diffuseMap", "tex:tudi.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(4, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(4, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(4, "_diffuseMap") ); pMeshRenderComponent->SetTexture(4, "_diffuseMap", "tex:cj_caoditouying001.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawCJ_huanggua002( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:huanggua002.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:kuweigao.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:huangguaye11.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:huangguateng.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(3, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(3, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(3, "_diffuseMap") ); pMeshRenderComponent->SetTexture(3, "_diffuseMap", "tex:huangguateng.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(4, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(4, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(4, "_diffuseMap") ); pMeshRenderComponent->SetTexture(4, "_diffuseMap", "tex:tudi.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(5, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(5, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(5, "_diffuseMap") ); pMeshRenderComponent->SetTexture(5, "_diffuseMap", "tex:cj_caoditouying001.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawCJ_kuwei001( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:kuwei001.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:kuweigao.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:tudi.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:cj_caoditouying001.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawCJ_tiandi( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:tiandi.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:tudi.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:cj_caoditouying001.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawCJ_nangua( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:nangua.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:nangua.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:juanxincai.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:tudi.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawCJ_minju001( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:cj_minju001.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:dimian001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:qiang002.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:qiang004.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(3, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(3, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(3, "_diffuseMap") ); pMeshRenderComponent->SetTexture(3, "_diffuseMap", "tex:shitou001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(4, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(4, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(4, "_diffuseMap") ); pMeshRenderComponent->SetTexture(4, "_diffuseMap", "tex:shitou002.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(5, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(5, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(5, "_diffuseMap") ); pMeshRenderComponent->SetTexture(5, "_diffuseMap", "tex:mutou002.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(6, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(6, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(6, "_diffuseMap") ); pMeshRenderComponent->SetTexture(6, "_diffuseMap", "tex:mutou001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(7, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(7, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(7, "_diffuseMap") ); pMeshRenderComponent->SetTexture(7, "_diffuseMap", "tex:qiang001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(8, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(8, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(8, "_diffuseMap") ); pMeshRenderComponent->SetTexture(8, "_diffuseMap", "tex:qiang003.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(9, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(9, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(9, "_diffuseMap") ); pMeshRenderComponent->SetTexture(9, "_diffuseMap", "tex:mutou008.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(10, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(10, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(10, "_diffuseMap") ); pMeshRenderComponent->SetTexture(10, "_diffuseMap", "tex:wapian001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(11, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(11, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(11, "_diffuseMap") ); pMeshRenderComponent->SetTexture(11, "_diffuseMap", "tex:wapian002.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawCJ_mxzgh001( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:cj_mxzgh001.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:dimian_mx.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:wapian_mx.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:wapian002.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(3, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(3, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(3, "_diffuseMap") ); pMeshRenderComponent->SetTexture(3, "_diffuseMap", "tex:mutou005.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(4, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(4, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(4, "_diffuseMap") ); pMeshRenderComponent->SetTexture(4, "_diffuseMap", "tex:tuteng001_mx.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(5, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(5, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(5, "_diffuseMap") ); pMeshRenderComponent->SetTexture(5, "_diffuseMap", "tex:mutou004.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(6, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(6, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(6, "_diffuseMap") ); pMeshRenderComponent->SetTexture(6, "_diffuseMap", "tex:qiang003.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(7, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(7, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(7, "_diffuseMap") ); pMeshRenderComponent->SetTexture(7, "_diffuseMap", "tex:zhuan001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(8, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(8, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(8, "_diffuseMap") ); pMeshRenderComponent->SetTexture(8, "_diffuseMap", "tex:zhaopai_mx.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(9, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(9, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(9, "_diffuseMap") ); pMeshRenderComponent->SetTexture(9, "_diffuseMap", "tex:mutou007.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(10, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(10, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(10, "_diffuseMap") ); pMeshRenderComponent->SetTexture(10, "_diffuseMap", "tex:dimian111.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(11, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(11, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(11, "_diffuseMap") ); pMeshRenderComponent->SetTexture(11, "_diffuseMap", "tex:zhuan002.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(12, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(12, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(12, "_diffuseMap") ); pMeshRenderComponent->SetTexture(12, "_diffuseMap", "tex:wapian00212_mx.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(13, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(13, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(13, "_diffuseMap") ); pMeshRenderComponent->SetTexture(13, "_diffuseMap", "tex:xiong001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(14, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(14, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(14, "_diffuseMap") ); pMeshRenderComponent->SetTexture(14, "_diffuseMap", "tex:bu001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(15, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(15, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(15, "_diffuseMap") ); pMeshRenderComponent->SetTexture(15, "_diffuseMap", "tex:mutou003.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawCJ_simiao002( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:cj_simiao002.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:jinshu001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:zhuan001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(2, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(2, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(2, "_diffuseMap") ); pMeshRenderComponent->SetTexture(2, "_diffuseMap", "tex:jiutan001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(3, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(3, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(3, "_diffuseMap") ); pMeshRenderComponent->SetTexture(3, "_diffuseMap", "tex:mutou006.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(4, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(4, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(4, "_diffuseMap") ); pMeshRenderComponent->SetTexture(4, "_diffuseMap", "tex:yu.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(5, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(5, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(5, "_diffuseMap") ); pMeshRenderComponent->SetTexture(5, "_diffuseMap", "tex:mutou005.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(6, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(6, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(6, "_diffuseMap") ); pMeshRenderComponent->SetTexture(6, "_diffuseMap", "tex:dimian111.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(7, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(7, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(7, "_diffuseMap") ); pMeshRenderComponent->SetTexture(7, "_diffuseMap", "tex:xiong001.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(8, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(8, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(8, "_diffuseMap") ); pMeshRenderComponent->SetTexture(8, "_diffuseMap", "tex:wapian.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(9, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(9, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(9, "_diffuseMap") ); pMeshRenderComponent->SetTexture(9, "_diffuseMap", "tex:wapian002.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } App::TActorPtr DrawCJ_zhuzi( const Util::String& sActorName/*="House1"*/ ) { using namespace App; App::TActorPtr pActor = Actor::Create(); pActor->SetName( sActorName ); Ptr pMeshRenderComponent = MeshRenderComponent::Create(); pMeshRenderComponent->SetMeshID( "msh:zhuzi.mesh" ); pMeshRenderComponent->SetMaterialByShaderID(0, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") ); pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:zuoye.jpg" ); pMeshRenderComponent->SetMaterialByShaderID(1, "shd:simple.wjshader"); pMeshRenderComponent->_AddTextureParam(1, "_diffuseMap", "sys:white.dds"); n_assert( pMeshRenderComponent->HasTextureParam(1, "_diffuseMap") ); pMeshRenderComponent->SetTexture(1, "_diffuseMap", "tex:zhuzi.jpg" ); pActor->AttachComponent( pMeshRenderComponent.upcast() ); return pActor; } }