defmodule AssetTextureRender do alias AssetTextureRender.Native def role_texture_blend( source_path, base_img_filename, pattern_img_filename, pattern_mask_img_filename, color_img_filename, skin_texture_scale, change_pattern, change_hsv, arr_hv_tuple ), do: Native.role_texture_blend( source_path, base_img_filename, pattern_img_filename, pattern_mask_img_filename, color_img_filename, skin_texture_scale, change_pattern, change_hsv, arr_hv_tuple ) def weapon_texture_blend( source_path, base_texture_filename, pattern_texture_filename, mask_texture_filename, ao_texture_filename, grunge_texture_filename, wear_texture_filename, default_colors, wear, seed, texture_rotate_start, texture_rotate_end, texture_offset_x_start, texture_offset_x_end, texture_offset_y_start, texture_offset_y_end, skin_type, default_texture ), do: Native.weapon_texture_blend( source_path, base_texture_filename, pattern_texture_filename, mask_texture_filename, ao_texture_filename, grunge_texture_filename, wear_texture_filename, default_colors, wear, seed, texture_rotate_start, texture_rotate_end, texture_offset_x_start, texture_offset_x_end, texture_offset_y_start, texture_offset_y_end, skin_type, default_texture ) def test_weapon() do resource_name = "Pistol250" texture1 = "Pistol250_Camo" weapon_texture_blend( "WeaponImage/", resource_name <> "_C.tga", texture1 <> "_C.tga", resource_name <> "_Mask.tga", resource_name <> "_AO.tga", "Gun_Grunge.tga", "Paint_Wear.tga", {0.0,0.0,0.0,1.0}, 0.4610588, 666, 0.0, 1.0, 0.0, 0.6, 0.0, 0.8, 1, true ) |> dbg end def test_role() do base_texture_1p = "Char_Veronica_LV3_Cloth" skin_texture = "Pattern_test014_C" mask_texture_1p = "Char_Veronica_Cloth_Detail_Mask" mask_color_1p ="Char_Veronica_Cloth_Color_M3" role_texture_blend( "Image/", base_texture_1p <> "_C.tga", skin_texture <> ".tga", mask_texture_1p <> ".tga", mask_color_1p <> ".tga", {0.5, 0.5}, true, true, {0.0, 0.1, 0.2, 0.8} ) |> dbg end end