void TextureHelper::EnumerateTextures(DAVA::SceneNode *forNode, Map<String, Texture *> &textures)
{
	if(!forNode)  return;

	Vector<SceneNode *> nodes;
	forNode->GetChildNodes(nodes);

	nodes.push_back(forNode);

	for(int32 n = 0; n < (int32)nodes.size(); ++n)
	{
		RenderComponent *rc = static_cast<RenderComponent *>(nodes[n]->GetComponent(Component::RENDER_COMPONENT));
		if(!rc) continue;

		RenderObject *ro = rc->GetRenderObject();
		if(!ro) continue;

		uint32 count = ro->GetRenderBatchCount();
		for(uint32 b = 0; b < count; ++b)
		{
			RenderBatch *renderBatch = ro->GetRenderBatch(b);

			Material *material = renderBatch->GetMaterial();
			if(material)
			{
				for(int32 t = 0; t < Material::TEXTURE_COUNT; ++t)
				{
					CollectTexture(textures, material->GetTextureName((DAVA::Material::eTextureLevel)t), material->GetTexture((DAVA::Material::eTextureLevel)t));
				}
			}

			InstanceMaterialState *instanceMaterial = renderBatch->GetMaterialInstance();
			if(instanceMaterial)
			{
				CollectTexture(textures, instanceMaterial->GetLightmapName(), instanceMaterial->GetLightmap());
			}
		}

		LandscapeNode *land = dynamic_cast<LandscapeNode *>(ro);
		if(land)
		{
			CollectLandscapeTextures(textures, land);
		}
	}
}
Example #2
0
void SceneHelper::EnumerateTextures(Entity *forNode, Map<String, Texture *> &textures)
{
	if(!forNode) return;

	Vector<Entity *> nodes;
	forNode->GetChildNodes(nodes);

	nodes.push_back(forNode);

	for(int32 n = 0; n < (int32)nodes.size(); ++n)
	{
		RenderObject *ro = GetRenderObject(nodes[n]);
		if(!ro) continue;

		uint32 count = ro->GetRenderBatchCount();
		for(uint32 b = 0; b < count; ++b)
		{
			RenderBatch *renderBatch = ro->GetRenderBatch(b);

			Material *material = renderBatch->GetMaterial();
			if(material)
			{
				for(int32 t = 0; t < Material::TEXTURE_COUNT; ++t)
				{
					CollectTexture(textures, material->GetTextureName((DAVA::Material::eTextureLevel)t).GetAbsolutePathname(), material->GetTexture((DAVA::Material::eTextureLevel)t));
				}
			}

			InstanceMaterialState *instanceMaterial = renderBatch->GetMaterialInstance();
			if(instanceMaterial)
			{
				CollectTexture(textures, instanceMaterial->GetLightmapName().GetAbsolutePathname(), instanceMaterial->GetLightmap());
			}
		}

		Landscape *land = dynamic_cast<Landscape *>(ro);
		if(land)
		{
			CollectLandscapeTextures(textures, land);
		}
	}
}