Object Hierarchy | Related C++ Class: Texture
Texture
v3.5
The Texture object represents the current texture as specified by the OGL hardware display settings.
While there may be many texture shaders in a shader tree, only the Texture object represents the current texture.
You can get the current texture using Material.CurrentTexture.
The UVW values obtained from Texture.GetTransformValues are based
on the current image clip (Material.CurrentImageClip) and the current UVW texture property
(Material.CurrentUV).
'
' This example demonstrates how to get the Texture from the object's
' Material once a texture projection has been applied to the object.
'
' Create scene content
NewScene , false
set oGrid = CreatePrim( "Grid", "MeshSurface" )
SetValue oGrid & ".polymsh.geom.subdivu", 2
SetValue oGrid & ".polymsh.geom.subdivv", 1
' Put a text projection of the default image on the grid
ApplyShader ,,,, siLetLocalMaterialsOverlap
BlendInPresetsInsp ,,, True, True
CreateProjection oGrid, siTxtPlanarXZ, siTxtDefaultSpherical, "Texture_Support", "Texture_Projection"
SetInstanceDataValue , oGrid & ".Material.Phong.ambient_blend.Image.tspace_id", "Texture_Projection"
' You can get the texture via Material.CurrentTexture on the object
set oMaterial = oGrid.Material
set oTexture = oMaterial.CurrentTexture
Application.LogMessage oTexture.FullName & " (" & TypeName(oTexture) & ")"
' Expected results:
'INFO : grid.Material.Phong.ambient_blend.Image (Texture) |
'This example demonstrates how to create image textures nodes and
'how information about them can be discovered using the Object Model.
'In particular it shows how information about the current texture can be
'discovered easily, but also how it is possible to find information about
'other textures in the render tree. The code is structures into functions
'which can be reused in other contexts.
set oObj = BuildDemoScene
'There are 2 projections, 2 texture image shaders, and 2 image clips
'But only one set acts as "current"
logmessage "Current texture: " & oObj.Material.CurrentTexture.FullName
logmessage "Current UV: " & oObj.Material.CurrentUV.FullName
logmessage "Current Image Clip: " & oObj.Material.CurrentImageClip.FullName
set oTextureShaders = FindImageTextureNodes( oObj )
for each oTexture in oTextureShaders
PrintImageTextureInfo oTexture, oObj
next
SetDisplayMode "Camera", "texturedecal"
function BuildDemoScene
'Creates a scene with a sphere whose material has two image textures nodes.
'One drives the ambient of the phong and the other drives
'the diffuse parameter. They use two separate projections.
ImageFile1 = XSIUtils.BuildPath( Application.InstallationPath(siFactoryPath), _
"Data", _
"XSI_SAMPLES",_
"Pictures",_
"jaiqua_face.jpg" )
ImageFile2 = XSIUtils.BuildPath( Application.InstallationPath(siFactoryPath), _
"Data", _
"XSI_SAMPLES",_
"Pictures",_
"ehair_08.jpg" )
set oObj = ActiveSceneRoot.AddGeometry( "Sphere", "MeshSurface" )
oObj.AddMaterial "Phong"
dim oPhongShader, oAmbientParam, oDiffuseParam, oShinyParam
set oPhongShader = oObj.Material.Shaders(0)
set oAmbientParam = oPhongShader.Parameters( "ambient" )
set oDiffuseParam = oPhongShader.Parameters( "diffuse" )
dim oImageClip1, oImageClip2
SICreateImageClip ImageFile1, ,oImageClip1
SICreateImageClip ImageFile2, ,oImageClip2
dim oImageNode1,oImageNode2
set oImageNode1 = oAmbientParam.connectfrompreset("Image", siTextureShaderFamily)
oImageNode1.Parameters( "tex" ).Connect( oImageClip1 )
oImageNode1.Name = "Texture1"
set oImageNode2 = oDiffuseParam.connectfrompreset("Image", siTextureShaderFamily)
oImageNode2.Parameters( "tex" ).Connect( oImageClip2 )
oImageNode2.Name = "Texture2"
' Connect a projection
sProjectionName1 = "MyProjection1"
sProjectionName2 = "MyProjection2"
CreateProjection oObj, siTxtSpherical, siTxtDefaultSpherical, _
"Texture_Support", sProjectionName1
CreateProjection oObj, siTxtSpherical, siTxtDefaultSpherical, _
"Texture_Support", sProjectionName2
oImageNode1.Parameters("tspace_id").SetInstanceValue oObj,sProjectionName1
oImageNode2.Parameters("tspace_id").SetInstanceValue oObj,sProjectionName2
set BuildDemoScene = oObj
end function
sub PrintImageTextureInfo( oTexture, oObjectWithMaterial )
'Display useful information about a Texture Shader node.
'This code works even if the texture is not "current"
logmessage "Texture: " & oTexture
strProjection = oTexture.Parameters("tspace_id").GetInstanceValue(oObjectWithMaterial)
logmessage " Projection: " & strProjection
set oImageclip = oTexture.Parameters("tex").Source
logmessage " Image: " & oImageclip.FullName
logmessage " IsTexture: " & IsTexture( oTexture )
bIsCurrentTexture = ( oObjectWithMaterial.Material.CurrentTexture.Name = _
oTexture.Name )
logmessage " Current: " & bIsCurrentTexture
set oUVClusterProp = FindProjectionClusterProperty( oObjectWithMaterial, strProjection )
if typename( oUVClusterProp ) <> "Nothing" then
logmessage " Projection UV Data: " & oUVClusterProp.FullName
end if
set oSupport = FindSupport( oObjectWithMaterial, strProjection )
if typename( oUVClusterProp ) <> "Nothing" then
logmessage " Support: " & oSupport.FullName
end if
end sub
function IsTexture(oShader)
'Test whether an shader is a "Texture" shader
'Note: This test returns True for Image textures, but also
' for procedural shaders like the fractal shader
IsTexture = InStr( 1, oShader.Families, "Texture Shaders", 0 ) > 0
end function
function IsImageTexture(oShader)
'Test more specifically whether this is an Image Shader
'e.g. txt2d-image-explicit
IsImageTexture= InStr( 1, oShader.ProgID, "-image", 0 ) > 0
end function
function FindImageTextureNodes(oObj)
'Populate a XSICollection with all the Image Texture
'shader nodes in the Material of the oObj argument
'Limitations: This test only finds image nodes that are driven by an ImageClip
'If the image is being generated (e.g. by a bumpmap generator) then
'it will not be found.
'Also the returned collection does not include other shaders such as Real-time shaders
'and lens flares that might be driven by an imageclip
set oColl = CreateObject( "XSI.Collection" )
oColl.Unique = true
set oImageClips = oObj.Material.ImageClips
for each oImageClip in oImageClips
'The Parent property would return the Shader that uses the ImageClip
'However a single image clip can drive multiple Shaders.
'Therefore we use the Owners property.
'We filter out the Scene.Clips collection which is an owner
'of every single ImageClip. We also filter out non-Image Textures.
for each oOwner in oImageClip.Owners
if oOwner.Type = "Shader" then
if IsImageTexture( oOwner ) then
oColl.Add oOwner
end if
end if
next
next
set FindImageTextureNodes= oColl
end function
function FindProjectionClusterProperty( oX3DObject, strProjectionName )
'Find the ClusterProperty associated with
'a particular Projection used by the Material
'of the oX3DObject argument.
'Note: This method does not depend on Material.CurrentUV
'so it works for any Projection
'Normally UV data will be underneath
'a cluster called "Texture_Coordinates_AUTO"
'but this code searches all sample clusters
'because the cluster might have a different name
set oCls = oX3DObject.ActivePrimitive.Geometry._
Clusters.Filter( "sample" )
for each oCluster in oCls
for each oProp in oCluster.Properties
if oProp.Name = strProjectionName then
set FindProjectionClusterProperty = oProp
exit function
end if
next
next
end function
function FindSupport( oX3DObject, strProjectionName )
'Find the support object associated with a
'particular projection for the provided X3DObject
'It works based on the knowledge that the support
'is nested underneath the Projection Def object,
'which in turn is nested underneath the Projection
'UV Data ClusterProperty
set oUVCluster = FindProjectionClusterProperty( oX3DObject, strProjectionName )
for each oNested in oUVCluster.NestedObjects
if oNested.Type = "uvprojdef" then
'Found the Projection Def object
for each oDefNested in oNested.NestedObjects
if oDefNested.Type = "Texture Support" then
set FindSupport = oDefNested
exit function
end if
next
end if
next
end function
'Output of this example:
'INFO : Current texture: sphere.Material.Phong.Texture2
'INFO : Current UV: sphere.polymsh.cls.Texture_Coordinates_AUTO.MyProjection2
'INFO : Current Image Clip: Clips.ehair_08_jpg
'INFO : Texture: Sources.Materials.DefaultLib.Material.Phong.Texture1
'INFO : Projection: MyProjection1
'INFO : Image: Sources.Materials.DefaultLib.Material.Phong.Texture1.jaiqua_face_jpg
'INFO : IsTexture: True
'INFO : Current: False
'INFO : Projection UV Data: sphere.polymsh.cls.Texture_Coordinates_AUTO.MyProjection1
'INFO : Support: Texture_Support
'INFO : Texture: Sources.Materials.DefaultLib.Material.Phong.Texture2
'INFO : Projection: MyProjection2
'INFO : Image: Sources.Materials.DefaultLib.Material.Phong.Texture2.ehair_08_jpg
'INFO : IsTexture: True
'INFO : Current: True
'INFO : Projection UV Data: sphere.polymsh.cls.Texture_Coordinates_AUTO.MyProjection2
'INFO : Support: Texture_Support1 |