6e8fbca745
match the genesis editor version 1.3.0.653.
227 lines
8.8 KiB
C#
227 lines
8.8 KiB
C#
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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using System;
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using System.Runtime.CompilerServices;
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using ScriptRuntime;
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namespace ScriptRuntime
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{
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/// <summary>
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/// 渲染相关的组件
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/// </summary>
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public partial class RenderComponent : Component
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{
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private RenderComponent(DummyClass__ dummyObj)
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{
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}
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protected RenderComponent()
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{
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}
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/// <summary>
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/// 获得渲染相关组件的第i个材质的资源名
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/// </summary>
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/// <param name="index">渲染相关组件的材质索引</param>
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/// <returns>返回的资源名称</returns>
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public string GetMaterialID(int index)
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{
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return ICall_RenderComponent_GetMaterialID(this, index);
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}
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/// <summary>
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/// 获得渲染相关组件的第i个材质的材质实例
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/// </summary>
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/// <param name="index">渲染相关组件的材质索引</param>
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/// <returns>返回的材质实例</returns>
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public MaterialInstance GetMaterialInstance(int index)
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{
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return ICall_RenderComponent_GetMaterialInstance(this, index);
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}
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/// <summary>
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/// 设置材质资源到指定的材质索引
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/// </summary>
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/// <param name="index">渲染相关组件的材质索引</param>
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/// <param name="pMonoStr">要设置的资源路径</param>
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public void SetMaterialID(int index, String pMonoStr)
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{
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ICall_RenderComponent_SetMaterialID(this, index, pMonoStr, false);
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}
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/// <summary>
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/// 设置材质资源到指定的材质索引
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/// </summary>
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/// <param name="index">渲染相关组件的材质索引</param>
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/// <param name="pMonoStr">要设置的资源路径</param>
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/// <param name="bCopy">是否要拷贝材质,默认是使用内存中的同一份材质</param>
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public void SetMaterialID(int index, String pMonoStr, bool bCopy)
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{
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ICall_RenderComponent_SetMaterialID(this, index, pMonoStr, bCopy);
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}
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/// <summary>
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/// 设置材质实例到指定的材质索引
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/// </summary>
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/// <param name="index">渲染相关组件的材质索引</param>
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/// <param name="pMonoObj">要设置的材质实例</param>
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/// <param name="bCopy">是否要拷贝材质,默认是使用内存中的同一份材质</param>
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public void SetMaterialInstance(int index, MaterialInstance pMonoObj)
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{
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ICall_RenderComponent_SetMaterialInstance(this, index, pMonoObj, false);
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}
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/// <summary>
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/// 设置材质实例到指定的材质索引
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/// </summary>
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/// <param name="index">渲染相关组件的材质索引</param>
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/// <param name="pMonoObj">要设置的材质实例</param>
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/// <param name="bCopy">是否要拷贝材质,默认是使用内存中的同一份材质</param>
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public void SetMaterialInstance(int index, MaterialInstance pMonoObj, bool bCopy)
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{
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ICall_RenderComponent_SetMaterialInstance(this, index, pMonoObj, bCopy);
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}
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/// <summary>
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/// 获得渲染相关组件的第i个材质的着色器名称
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/// </summary>
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/// <param name="index">渲染相关组件的材质索引</param>
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/// <returns>返回相应材质的着色器名称</returns>
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public String GetShaderID(int index)
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{
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return ICall_RenderComponent_GetShaderID(this, index);
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}
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/// <summary>
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/// 设置渲染相关组件的第i个材质的着色器
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/// </summary>
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/// <param name="index">渲染相关组件的材质索引</param>
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/// <param name="sSharderId">要设置的着色器名称</param>
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public void SetShaderID(int index, String sSharderId)
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{
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ICall_RenderComponent_SetShaderID(this, index, sSharderId);
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}
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/// <summary>
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/// 设置渲染相关组件的第i个材质的指定贴图参数的资源路径
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/// </summary>
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/// <param name="index">渲染相关组件的材质索引</param>
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/// <param name="sParamName">材质的贴图参数名称</param>
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/// <param name="sTexId">要设置的贴图资源路径</param>
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/// <param name="iPriority">默认的0表示同步加载,1表示异步加载</param>
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public void SetTexture(int index, String sParamName, String sTexId, int iPriority)
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{
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ICall_RenderComponent_SetTexture(this, index, sParamName, sTexId, iPriority);
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}
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/// <summary>
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/// 设置渲染相关组件的第i个材质的指定渲染到纹理参数的参数实例
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/// </summary>
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/// <param name="index">渲染相关组件的材质索引</param>
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/// <param name="sParamName">材质的渲染到纹理参数名称</param>
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/// <param name="rtt">要设置的渲染到纹理实例</param>
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public void SetTexture(int index, String sParamName, RenderToTexture rtt)
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{
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ICall_RenderComponent_SetTextureRTT(this, index, sParamName, rtt);
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}
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/// <summary>
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/// 设置渲染相关组件的第i个材质的指定浮点参数的值
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/// </summary>
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/// <param name="index">渲染相关组件的材质索引</param>
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/// <param name="sParamName">材质的浮点参数名称</param>
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/// <param name="val">要设置的浮点数参数值</param>
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public void SetShaderConstantParam(int index, String sParamName, float val)
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{
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ICall_RenderComponent_SetShaderConstantParam(this, index, sParamName, val);
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}
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/// <summary>
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/// 设置渲染相关组件的第i个材质的指定向量参数的向量值
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/// </summary>
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/// <param name="index">渲染相关组件的材质索引</param>
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/// <param name="sParamName">材质的向量参数名称</param>
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/// <param name="val">要设置的向量参数值</param>
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public void SetShaderConstantParam(int index, String sParamName, ref Vector4 val)
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{
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ICall_RenderComponent_SetShaderConstantParamF4(this, index, sParamName, ref val);
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}
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/// <summary>
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/// 获得渲染相关组件的着色器数量
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/// </summary>
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/// <returns>返回组件的着色器数量</returns>
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public uint GetShaderCount()
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{
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return ICall_RenderComponent_GetShaderCount(this);
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}
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/// <summary>
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/// 获得渲染相关组件的材质数量
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/// </summary>
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/// <returns>返回组件的材质数量</returns>
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public uint GetMaterialCount()
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{
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return ICall_RenderComponent_GetShaderCount(this);
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}
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/// <summary>
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/// 获得渲染相关组件的子网格个数
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/// </summary>
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/// <returns>返回子网格的个数</returns>
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public uint GetSubMeshCount()
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{
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return ICall_RenderComponent_GetShaderCount(this);
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}
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/// <summary>
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/// 设置渲染相关组件是否可见
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/// </summary>
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/// <param name="bVis">设置是否可见</param>
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public void SetVisible(bool bVis)
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{
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ICall_RenderComponent_SetVisible(this, bVis);
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}
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/// <summary>
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/// 获取渲染相关组件是否可见
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/// </summary>
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/// <returns>返回true则可见,反之</returns>
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public bool IsVisible()
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{
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return ICall_RenderComponent_IsVisible(this);
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}
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/// <summary>
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/// 单独渲染组件
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/// </summary>
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/// <param name="customMaterial">单独渲染组件使用的材质</param>
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public void StandaloneRender(MaterialInstance customMaterial)
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{
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ICall_RenderComponent_StandaloneRender(this, customMaterial);
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}
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}
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}
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