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C++ Ptr::AddTexture方法代码示例

本文整理汇总了C++中Ptr::AddTexture方法的典型用法代码示例。如果您正苦于以下问题:C++ Ptr::AddTexture方法的具体用法?C++ Ptr::AddTexture怎么用?C++ Ptr::AddTexture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Ptr的用法示例。


在下文中一共展示了Ptr::AddTexture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: AssimpLoadMesh

	bool AssimpLoadMesh(const Ptr<MeshAsset> & asset, bool bFlipUV, bool bLeftHanded)
	{
		if (!Global::GetPlatform()->FileExists(asset->GetLoadPath()))
		{
			ToyGE_LOG(LT_WARNING, "Cannot open mesh file when reading! %s", asset->GetLoadPath().c_str());
			return false;
		}

		auto meshFullPath = asset->GetLoadFullPath();
		auto meshDirFullPath = ParentPath(meshFullPath);
		auto assetsFullBasePath = Global::GetPlatform()->GetPathFullName(Asset::GetAssetsBasePath());
		String meshDirRelativePath;
		if (!Global::GetPlatform()->GetRelativePath(assetsFullBasePath, true, meshDirFullPath, true, meshDirRelativePath))
		{
			ToyGE_LOG(LT_WARNING, "Cannot find relative path for mesh from %s to %s!", assetsFullBasePath.c_str(), meshDirFullPath.c_str());
			return false;
		}

		// Base path for mesh's resources
		String basePath = meshDirRelativePath;

		uint32_t processFlag = aiProcessPreset_TargetRealtime_Quality;// | aiProcess_MakeLeftHanded;
		if (bFlipUV)
			processFlag |= aiProcess_FlipUVs;
		if (bLeftHanded)
			processFlag |= aiProcess_MakeLeftHanded;

		Assimp::Importer importer;
		const aiScene *pAiScene = importer.ReadFile(asset->GetLoadPath(), processFlag);
		if (nullptr == pAiScene)
		{
			ToyGE_LOG(LT_WARNING, "Cannot load mesh! %s", asset->GetLoadPath().c_str());
			return false;
		}


		// Material
		std::vector<Ptr<MaterialAsset>> materials;

		for (uint32_t matIndex = 0; matIndex != pAiScene->mNumMaterials; ++matIndex)
		{
			Ptr<MaterialAsset> mat = std::make_shared<MaterialAsset>();
			const aiMaterial *pAiMat = pAiScene->mMaterials[matIndex];

			// Diffuse
			for (uint32_t texIndex = 0; texIndex != pAiMat->GetTextureCount(aiTextureType_DIFFUSE); ++texIndex)
			{
				aiString path;
				uint32_t uvIndex;
				pAiMat->GetTexture(aiTextureType_DIFFUSE, texIndex, &path, 0, &uvIndex);
				if (uvIndex >= MaxNumTexCoord::NUM)
					uvIndex = 0;

				if(basePath.size() > 0)
					mat->AddTexture(MaterialTextureType::MAT_TEX_BASECOLOR, Asset::Find<TextureAsset>(basePath + "/" + path.C_Str()), static_cast<uint8_t>(uvIndex));
				else
					mat->AddTexture(MaterialTextureType::MAT_TEX_BASECOLOR, Asset::Find<TextureAsset>(path.C_Str()), static_cast<uint8_t>(uvIndex));
			}

			// Specular
			for (uint32_t texIndex = 0; texIndex != pAiMat->GetTextureCount(aiTextureType_SPECULAR); ++texIndex)
			{
				aiString path;
				uint32_t uvIndex;
				pAiMat->GetTexture(aiTextureType_SPECULAR, texIndex, &path, 0, &uvIndex);
				if (uvIndex >= MaxNumTexCoord::NUM)
					uvIndex = 0;
				//mat->AddTexture(MaterialTextureType::MAT_TEX_METALLIC, Asset::Find<TextureAsset>(basePath + "/" + path.C_Str()), uvIndex);
				if (basePath.size() > 0)
					mat->AddTexture(MaterialTextureType::MAT_TEX_METALLIC, Asset::Find<TextureAsset>(basePath + "/" + path.C_Str()), static_cast<uint8_t>(uvIndex));
				else
					mat->AddTexture(MaterialTextureType::MAT_TEX_METALLIC, Asset::Find<TextureAsset>(path.C_Str()), static_cast<uint8_t>(uvIndex));
			}

			// Normal
			for (uint32_t texIndex = 0; texIndex != pAiMat->GetTextureCount(aiTextureType_NORMALS); ++texIndex)
			{
				aiString path;
				uint32_t uvIndex;
				pAiMat->GetTexture(aiTextureType_NORMALS, texIndex, &path, 0, &uvIndex);
				if (uvIndex >= MaxNumTexCoord::NUM)
					uvIndex = 0;
				//mat->AddTexture(MaterialTextureType::MAT_TEX_BUMP, Asset::Find<TextureAsset>(basePath + "/" + path.C_Str()), uvIndex);
				if (basePath.size() > 0)
					mat->AddTexture(MaterialTextureType::MAT_TEX_BUMP, Asset::Find<TextureAsset>(basePath + "/" + path.C_Str()), static_cast<uint8_t>(uvIndex));
				else
					mat->AddTexture(MaterialTextureType::MAT_TEX_BUMP, Asset::Find<TextureAsset>(path.C_Str()), static_cast<uint8_t>(uvIndex));
			}

			// Height
			for (uint32_t texIndex = 0; texIndex != pAiMat->GetTextureCount(aiTextureType_HEIGHT); ++texIndex)
			{
				aiString path;
				uint32_t uvIndex;
				pAiMat->GetTexture(aiTextureType_HEIGHT, texIndex, &path, 0, &uvIndex);
				if (uvIndex >= MaxNumTexCoord::NUM)
					uvIndex = 0;
				//mat->AddTexture(MaterialTextureType::MAT_TEX_BUMP, Asset::Find<TextureAsset>(basePath + "/" + path.C_Str()), uvIndex);
				if (basePath.size() > 0)
					mat->AddTexture(MaterialTextureType::MAT_TEX_BUMP, Asset::Find<TextureAsset>(basePath + "/" + path.C_Str()), static_cast<uint8_t>(uvIndex));
//.........这里部分代码省略.........
开发者ID:BenKZSSS,项目名称:ToyGE,代码行数:101,代码来源:MeshAsset.cpp


注:本文中的Ptr::AddTexture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。