{\r
ListViewItem item = lvMaterials.Items.Add(mat_info.Name);\r
item.Tag = mat_info;\r
- item.SubItems.Add(mat_info.DiffuseTexture ?? "");\r
- item.SubItems.Add(mat_info.ShadowTexture ?? "");\r
+ item.SubItems.Add(mat_info.ColorTexture ?? "");\r
+ item.SubItems.Add(mat_info.ShadeTexture ?? "");\r
item.SubItems.Add(mat_info.ShaderFile ?? "");\r
}\r
}\r
\r
switch (e.ChangedItem.PropertyDescriptor.Name)\r
{\r
- case "DiffuseTexture":\r
+ case "ColorTexture":\r
item.SubItems[1].Text = e.ChangedItem.Value.ToString();\r
break;\r
- case "ShadowTexture":\r
+ case "ShadeTexture":\r
item.SubItems[2].Text = e.ChangedItem.Value.ToString();\r
break;\r
case "ShaderFile":\r
\r
foreach (MaterialInfo i in materials.Values)\r
{\r
- string name = Path.GetFileNameWithoutExtension(i.DiffuseTexture);\r
+ string name = Path.GetFileNameWithoutExtension(i.ColorTexture);\r
\r
if (!textures.ContainsKey(name))\r
- textures.Add(name, new TextureInfo(name, i.DiffuseTexture));\r
+ textures.Add(name, new TextureInfo(name, i.ColorTexture));\r
\r
- name = Path.GetFileNameWithoutExtension(i.ShadowTexture);\r
+ name = Path.GetFileNameWithoutExtension(i.ShadeTexture);\r
\r
if (!textures.ContainsKey(name))\r
- textures.Add(name, new TextureInfo(name, i.ShadowTexture));\r
+ textures.Add(name, new TextureInfo(name, i.ShadeTexture));\r
}\r
\r
return true;\r
{\r
string name;\r
string shader;\r
- string diffuse;\r
- string shadow;\r
+ string color_tex;\r
+ string shade_tex;\r
//public Dictionary<string, string> parameters;\r
\r
public MaterialInfo(string path, MqoMaterial mat, ImportMaterialInfo import_mat_info)\r
{\r
name = mat.name;\r
- diffuse = mat.tex;\r
+ color_tex = mat.tex;\r
\r
if (import_mat_info != null)\r
{\r
file = Path.Combine(path, import_mat_info.ShadeTex.File);\r
\r
if (File.Exists(file))\r
- shadow = file;\r
+ shade_tex = file;\r
}\r
}\r
}\r
get\r
{\r
return File.Exists(shader)\r
- && File.Exists(diffuse)\r
- && File.Exists(shadow);\r
+ && File.Exists(color_tex)\r
+ && File.Exists(shade_tex);\r
}\r
}\r
\r
TSOMaterialCode code = TSOMaterialCode.GenerateFromFile(shader);\r
List<string> line = new List<string>();\r
\r
- code.SetValue("ColorTex", Path.GetFileNameWithoutExtension(diffuse));\r
- code.SetValue("ShadeTex", Path.GetFileNameWithoutExtension(shadow));\r
+ code.SetValue("ColorTex", Path.GetFileNameWithoutExtension(color_tex));\r
+ code.SetValue("ShadeTex", Path.GetFileNameWithoutExtension(shade_tex));\r
\r
foreach (KeyValuePair<string, TSOParameter> i in code)\r
line.Add(i.Value.ToString());\r
\r
[Editor(typeof(FileNameEditor), typeof(UITypeEditor))]\r
[DisplayNameAttribute("テクスチャ:カラー")]\r
- public string DiffuseTexture { get { return diffuse; } set { diffuse = value; } }\r
+ public string ColorTexture { get { return color_tex; } set { color_tex = value; } }\r
\r
[Editor(typeof(FileNameEditor), typeof(UITypeEditor))]\r
[DisplayNameAttribute("テクスチャ:シェーティング")]\r
- public string ShadowTexture { get { return shadow; } set { shadow = value; } }\r
+ public string ShadeTexture { get { return shade_tex; } set { shade_tex = value; } }\r
}\r
}
\ No newline at end of file