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类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.........