genesis-3d_engine/Engine/players/Demo/Common/Model.cc
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

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/** \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<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawATree( const Util::String& sActorName/*="Tree"*/ )
{
using namespace App;
TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
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<MeshRenderComponent> 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<Component>() );
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;
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>mesh<73><68><EFBFBD><EFBFBD><EFBFBD>в<EFBFBD><D0B2><EFBFBD>
ResourceServer* resServer = ResourceServer::Instance();
Ptr<Resource> pRes = resServer->CreateOrGetResource( "emptyResource.mesh", &MeshRes::RTTI );
Ptr<MeshRes> pMeshRes = pRes.downcast<MeshRes>();
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
SizeT NumVertex = 8;
float hWidth = float(1 * 0.5);
float hHeight = float(1 * 0.5);
float hDepth = float(1 * 0.5);
bool bOK = true;
// λ<><CEBB>
Util::Array<PositionData::Elem> 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<PositionData>( &vertices[0], NumVertex );
n_assert(bOK);
// <20><>ɫ
Util::Array<ColorData::Elem> 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<ColorData>( &colors[0], NumVertex );
n_assert(bOK);
// <20><><EFBFBD><EFBFBD>
Util::Array<TexCoordData::Elem> 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<TexCoordData>( &texCoords[0], NumVertex );
n_assert(bOK);
// <20><><EFBFBD><EFBFBD>
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<App::MeshRenderComponent> 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<App::Component>() );
return pActor;
}
App::TActorPtr DrawAVarietyShop( const Util::String& sActorName/*="VarietyShop"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawHouse1( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawHouse2( const Util::String& sActorName/*="House2"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawTree01( const Util::String& sActorName/*="Tree_01"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawMengGuBao01( const Util::String& sActorName/*="MengGuBao01"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawStreetLight01( const Util::String& sActorName/*="StreetLight01"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawCJ_chitang001( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawCJ_diji2( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawCJ_diji4( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawCJ_juanxincai002( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawCJ_jiulou001( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawCJ_jzz2( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawCJ_jzz4( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawCJ_matou001( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawCJ_daozi002( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawCJ_huanggua001( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawCJ_huanggua002( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawCJ_kuwei001( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawCJ_tiandi( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawCJ_nangua( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawCJ_minju001( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawCJ_mxzgh001( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawCJ_simiao002( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
App::TActorPtr DrawCJ_zhuzi( const Util::String& sActorName/*="House1"*/ )
{
using namespace App;
App::TActorPtr pActor = Actor::Create();
pActor->SetName( sActorName );
Ptr<MeshRenderComponent> 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<Component>() );
return pActor;
}
}