//Hlavni nacitaci funkce. Pri nezdaru vrati false a program nebude pokracovat bool DataStore::LoadEFCDS() { bool success = true; success = LoadTextureData() && LoadModelData() && LoadSkyboxData(); return success; }
void Storage::Load() { LoadMapData(); LoadTextureData(); LoadModelData(); LoadSkyboxData(); PrepareDynamicStorages(); }
void ImportMaterialData (MaterialData* data, const MaterialInfo& info) { static auto loadDataIfFilenameIsValid = [](const std::string& directory, const std::string& filename) { if (filename == "") return TextureData { }; return LoadTextureData(directory + filename); }; data->diffuseData = loadDataIfFilenameIsValid(info.directory, info.diffuseTextureFilename); data->normalData = loadDataIfFilenameIsValid(info.directory, info.normalTextureFilename); data->specularData = loadDataIfFilenameIsValid(info.directory, info.specularTextureFilename); }
bool DxStdMtl2::CreateAndLoadEffectData() { ResetDXStates(); if(IsDxMaterialEnabled(map)) { bool useLPRT; TCHAR filename[MAX_PATH]; _tcscpy(filename,GetCOREInterface()->GetDir(APP_PLUGCFG_DIR)); _tcscat(filename,"\\DXDisplay.ini"); useLPRT = GetPrivateProfileInt(_T("Settings"),_T("LPRTEnabled"),0,filename) ? true : false; if(!pd3dDevice) pd3dDevice = GetDevice(); if(!pd3dDevice) return false; if(pEffectParser) { pEffectParser->DestroyParser(); pEffectParser = NULL; } elementContainer.DeleteAllElements(); UpdateSceneLights(); DWORD numberOfPSinst = 0; //lets make sure we get the correct code for the GFX card.. IHLSLCodeGenerator::CodeVersion code = GetPixelShaderSupport(pd3dDevice,numberOfPSinst); if(code == IHLSLCodeGenerator::PS_1_X) return false; IHLSLCodeGenerator * codeGen = IHLSLCodeGenerator::GetHLSLCodeGenerator(); Tab<INode*> lights; for(int j=0;j<sceneLights.Count();j++){ INode * Light = sceneLights[j]->GetLightNode(); lights.Append(1, &Light); } TCHAR * effectString = codeGen->GenerateEffectFile(map,lights,code,bTransparency,numberOfPSinst,useLPRT); if(!pEffectParser) CreateEffectParser(); if(pEffectParser && effectString){ pEffectParser->SetUseLPRT(useLPRT); pEffectParser->LoadEffect(pd3dDevice,this,effectString,false,true); pEffectParser->ParseEffectFile(pd3dDevice,NULL,this); PatchInLightNodes(); LoadTextureData(codeGen); } delete codeGen; IRenderMesh * rm = mpMeshCache->GetActiveRenderMesh(m_CurCache); if(rm) rm->Invalidate(); GetCOREInterface()->ForceCompleteRedraw(FALSE); } return true; }