예제 #1
0
//--------------------------------------------------------------------------------------
CPUTMaterial *CPUTMaterial::CreateMaterial(
    const    cString &absolutePathAndFilename,
    const    cString &modelSuffix,
    const    cString &meshSuffix,
    char   **pShaderMacros, // Note: this is honored only on first load.  Subsequent GetMaterial calls will return the material with shaders as compiled with original macros.
    int      numSystemMaterials,
    cString *pSystemMaterialNames
){
    // material was not in the library, so load it
#ifdef CPUT_FOR_DX11
    CPUTMaterial *pMaterial = new CPUTMaterialDX11();
#else    
    #error You must supply a target graphics API (ex: #define CPUT_FOR_DX11), or implement the target API for this file.
#endif
    CPUTResult result = pMaterial->LoadMaterial(absolutePathAndFilename, modelSuffix, meshSuffix, pShaderMacros, numSystemMaterials, pSystemMaterialNames );
    ASSERT( CPUTSUCCESS(result), _L("\nError - CPUTAssetLibrary::GetMaterial() - Error in material file: '")+absolutePathAndFilename+_L("'") );
    UNREFERENCED_PARAMETER(result);

    // add material to material library list
    // cString finalName = pMaterial->MaterialRequiresPerModelPayload() ? absolutePathAndFilename +  modelSuffix + meshSuffix : absolutePathAndFilename;
    // CPUTAssetLibrary::GetAssetLibrary()->AddMaterial( finalName, pMaterial );
    CPUTAssetLibrary::GetAssetLibrary()->AddMaterial( absolutePathAndFilename, pMaterial );

    return pMaterial;
}
//--------------------------------------------------------------------------------------
CPUTMaterial *CPUTMaterial::CreateMaterial(
    const cString   &absolutePathAndFilename,
    const CPUTModel *pModel,
    int        meshIndex,
    const char     **pShaderMacros, // Note: this is honored only on first load.  Subsequent GetMaterial calls will return the material with shaders as compiled with original macros.
    int        numSystemMaterials,
    cString   *pSystemMaterialNames,
    int        externalCount,
    cString   *pExternalName,
    float4    *pExternals,
    int       *pExternalOffset,
    int       *pExternalSize
    ){
        // Create the material and load it from file.
        //#ifdef CPUT_FOR_DX11
        //    CPUTMaterial *pMaterial = new CPUTMaterialDX11();
        //#elif (defined(CPUT_FOR_OGL) || defined(CPUT_FOR_OGLES))
        //    CPUTMaterial *pMaterial = new CPUTMaterialOGL();
        //#else    
        //    #error You must supply a target graphics API (ex: #define CPUT_FOR_DX11), or implement the target API for this file.
        //#endif

        //    pMaterial->mpSubMaterials = NULL;
        CPUTMaterial* pMaterial = new CPUTMaterial();

        CPUTResult result = pMaterial->LoadMaterial( absolutePathAndFilename, pModel, meshIndex, pShaderMacros, numSystemMaterials, pSystemMaterialNames, externalCount, pExternalName, pExternals, pExternalOffset, pExternalSize );
        ASSERT( CPUTSUCCESS(result), _L("\nError - CPUTAssetLibrary::GetMaterial() - Error in material file: '")+absolutePathAndFilename+_L("'") );
        UNREFERENCED_PARAMETER(result);

        // Add the material to the asset library.
        CPUTAssetLibrary::GetAssetLibrary()->AddMaterial( absolutePathAndFilename, _L(""), _L(""), pMaterial, pShaderMacros );

        return pMaterial;
}
예제 #3
0
CPUTMaterial *CPUTMaterial::CreateMaterial( const cString &absolutePathAndFilename, const CPUTModel *pModel, int meshIndex )
{
    // material was not in the library, so load it
#ifdef CPUT_FOR_DX11
    CPUTMaterial *pMaterial = new CPUTMaterialDX11();
#else    
    #error You must supply a target graphics API (ex: #define CPUT_FOR_DX11), or implement the target API for this file.
#endif
    CPUTResult result = pMaterial->LoadMaterial(absolutePathAndFilename, pModel, meshIndex);
    ASSERT( CPUTSUCCESS(result), _L("\nError - CPUTAssetLibrary::GetMaterial() - Error in material file: '")+absolutePathAndFilename+_L("'") );

    // add material to material library list
    if( pModel && pMaterial->MaterialRequiresPerModelPayload() )
    {
        CPUTAssetLibrary::GetAssetLibrary()->AddMaterial( absolutePathAndFilename, pMaterial, pModel, meshIndex );
    } else
    {
        CPUTAssetLibrary::GetAssetLibrary()->AddMaterial( absolutePathAndFilename, pMaterial );
    }

    return pMaterial;
}