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C++ CPUTAssetLibraryDX11::GetModelDirectory方法代码示例

本文整理汇总了C++中CPUTAssetLibraryDX11::GetModelDirectory方法的典型用法代码示例。如果您正苦于以下问题:C++ CPUTAssetLibraryDX11::GetModelDirectory方法的具体用法?C++ CPUTAssetLibraryDX11::GetModelDirectory怎么用?C++ CPUTAssetLibraryDX11::GetModelDirectory使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CPUTAssetLibraryDX11的用法示例。


在下文中一共展示了CPUTAssetLibraryDX11::GetModelDirectory方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: center

//-----------------------------------------------------------------------------
CPUTResult CPUTModelDX11::LoadModel(CPUTConfigBlock *pBlock, int *pParentID, CPUTModel *pMasterModel)
{
    CPUTResult result = CPUT_SUCCESS;
    CPUTAssetLibraryDX11 *pAssetLibrary = (CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary();

    cString modelSuffix = ptoc(this);

    // set the model's name
    mName = pBlock->GetValueByName(_L("name"))->ValueAsString();
    mName = mName + _L(".mdl");

    // resolve the full path name
    cString modelLocation;
    cString resolvedPathAndFile;
    modelLocation = ((CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary())->GetModelDirectory();
    modelLocation = modelLocation+mName;
    CPUTOSServices::GetOSServices()->ResolveAbsolutePathAndFilename(modelLocation, &resolvedPathAndFile);    

    // Get the parent ID.  Note: the caller will use this to set the parent.
    *pParentID = pBlock->GetValueByName(_L("parent"))->ValueAsInt();

    LoadParentMatrixFromParameterBlock( pBlock );

    // Get the bounding box information
    float3 center(0.0f), half(0.0f);
    pBlock->GetValueByName(_L("BoundingBoxCenter"))->ValueAsFloatArray(center.f, 3);
    pBlock->GetValueByName(_L("BoundingBoxHalf"))->ValueAsFloatArray(half.f, 3);
    mBoundingBoxCenterObjectSpace = center;
    mBoundingBoxHalfObjectSpace   = half;

    mMeshCount = pBlock->GetValueByName(_L("meshcount"))->ValueAsInt();
    mpMesh     = new CPUTMesh*[mMeshCount];
    mpMaterial = new CPUTMaterial*[mMeshCount];
    memset( mpMaterial, 0, mMeshCount * sizeof(CPUTMaterial*) );
    
    cString materialName;
    char pNumber[4];
    cString materialValueName;

    CPUTModelDX11 *pMasterModelDX = (CPUTModelDX11*)pMasterModel;

    for(UINT ii=0; ii<mMeshCount; ii++)
    {
        if(pMasterModelDX)
        {
            // Reference the master model's mesh.  Don't create a new one.
            mpMesh[ii] = pMasterModelDX->mpMesh[ii];
            mpMesh[ii]->AddRef();
        }
        else
        {
            mpMesh[ii] = new CPUTMeshDX11();
        }
    }
    if( !pMasterModelDX )
    {
        // Not a clone/instance.  So, load the model's binary payload (i.e., vertex and index buffers)
        // TODO: Change to use GetModel()
        result = LoadModelPayload(resolvedPathAndFile);
        ASSERT( CPUTSUCCESS(result), _L("Failed loading model") );
    }
    
#if 0
    cString assetSetDirectoryName = pAssetLibrary->GetAssetSetDirectoryName();
    cString modelDirectory        = pAssetLibrary->GetModelDirectory();
    cString materialDirectory     = pAssetLibrary->GetMaterialDirectory();
    cString textureDirectory      = pAssetLibrary->GetTextureDirectory();
    cString shaderDirectory       = pAssetLibrary->GetShaderDirectory();
    cString fontDirectory         = pAssetLibrary->GetFontDirectory();
    cString up2MediaDirName       = assetSetDirectoryName + _L("..\\..\\");
    pAssetLibrary->SetMediaDirectoryName( up2MediaDirName );
    mpShadowCastMaterial = pAssetLibrary->GetMaterial( _L("shadowCast"), false, this, -2 ); // -2 signifies shadow material.  TODO: find a clearer way (e.g., enum?)
    pAssetLibrary->SetAssetSetDirectoryName( assetSetDirectoryName );
    pAssetLibrary->SetModelDirectoryName( modelDirectory ); 
    pAssetLibrary->SetMaterialDirectoryName( materialDirectory );
    pAssetLibrary->SetTextureDirectoryName( textureDirectory );
    pAssetLibrary->SetShaderDirectoryName( shaderDirectory );
    pAssetLibrary->SetFontDirectoryName( fontDirectory );
#endif
    for(UINT ii=0; ii<mMeshCount; ii++)
    {
        // get the right material number ('material0', 'material1', 'material2', etc)
        materialValueName = _L("material");
        _itoa_s(ii, pNumber, 4, 10);
        materialValueName.append(s2ws(pNumber));
        materialName = pBlock->GetValueByName(materialValueName)->ValueAsString();

        // Get/load material for this mesh
        CPUTMaterialDX11 *pMaterial = (CPUTMaterialDX11*)pAssetLibrary->GetMaterial(materialName, false, this, ii);
        ASSERT( pMaterial, _L("Couldn't find material.") );

        // set the material on this mesh
        // TODO: Model owns the materials.  That allows different models to share meshes (aka instancing) that have different materials
        SetMaterial(ii, pMaterial);

        // Release the extra refcount we're holding from the GetMaterial operation earlier
        // now the asset library, and this model have the only refcounts on that material
        pMaterial->Release();

//.........这里部分代码省略.........
开发者ID:galek,项目名称:SoftOcclude,代码行数:101,代码来源:CPUTModelDX11.cpp


注:本文中的CPUTAssetLibraryDX11::GetModelDirectory方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。