mental rayかhardwareでレンダリングするかどうかのPPGテスツです。
実行結果はこんな感じ。
実行結果はこんな感じ。
以下ソースコードをマルっとごりっと貼り付け
var renderArr = new Array(
"Hardware Renderer", "Hardware Renderer",
"mental ray", "mental ray"
);
var typeArr = new Array(
"Wireframe", "wireframe",
"Depth cue", "depthcue",
"Hidden-line removal", "hiddenline",
"Constant", "constant",
"Sharded", "shaded",
"Texture", "textured",
"Textured Decal", "texturedecal",
"DirectX9", "DirectX9",
"OpenGL", "OpenGL"
);
Main();
function Main() {
var prop = XSIFactory.CreateObject("CustomProperty");
prop.name = "Renderer Setting";
prop.addParameter3("Scene", siString, renderArr[2]);
prop.addParameter3("Type", siString, typeArr[16]);
prop.addParameter3("fR", siFloat, 0, 0, 1, false);
prop.addParameter3("fG", siFloat, 0, 0, 1, false);
prop.addParameter3("fB", siFloat, 0, 0, 1, false);
prop.addParameter3("fA", siFloat, 0, 0, 1, false);
var layout = prop.PPGLayout;
layout.addGroup("Scene Renderer");
layout.addEnumControl("Scene", renderArr, "Scene Renderer", siControlCombo);
layout.endGroup();
layout.addGroup("Hardware Renderer");
layout.addEnumControl("Type", typeArr, "Renderer Type", siControlCombo);
layout.addColor("fR", "Baclground Color", false);
layout.endGroup();
layout.Logic = OnInit.toString()
+ Type_OnChanged.toString()
+ Scene_OnChanged.toString()
+ fR_OnChanged.toString()
+ fG_OnChanged.toString()
+ fB_OnChanged.toString()
layout.Language = "JScript";
InspectObj(prop, "", "", siLock, false);
}
function OnInit() {
SetValue("Passes.RenderOptions.Renderer", "mental ray", null);
SetValue("Passes.HardwareRenderer.RenderType", "OpenGL");
SetValue("Passes.HardwareRenderer.BackgroundColorRed", 0.0, null);
SetValue("Passes.HardwareRenderer.BackgroundColorGreen", 0.0, null);
SetValue("Passes.HardwareRenderer.BackgroundColorRed", 0.0, null);
}
function Scene_OnChanged() {
var scn_val = PPG.Scene.value;
SetValue("Passes.RenderOptions.Renderer", scn_val, null);
LogMessage("Scene Renderer = " + scn_val);
}
function Type_OnChanged() {
var type_val = PPG.Type.value;
// Setting Hardware Renderer Type.
SetValue("Passes.HardwareRenderer.RenderType", type_val);
LogMessage("Hardware Renderer = " + type_val);
}
function fR_OnChanged() {
var r = PPG.fR.value;
SetValue("Passes.HardwareRenderer.BackgroundColorRed", r, null);
}
function fG_OnChanged() {
var g = PPG.fG.value;
SetValue("Passes.HardwareRenderer.BackgroundColorGreen", g, null);
}
function fB_OnChanged() {
var b = PPG.fB.value;
SetValue("Passes.HardwareRenderer.BackgroundColorBlue", b, null);
}
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