Graphics/Material: Rename CreateInstance to Instantiate
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@@ -35,11 +35,11 @@ namespace Nz
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switch (parameters.lightingType)
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{
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case MaterialLightingType::Phong:
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materialInstance = Graphics::Instance()->GetDefaultMaterials().phongMaterial->CreateInstance();
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materialInstance = Graphics::Instance()->GetDefaultMaterials().phongMaterial->Instantiate();
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break;
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case MaterialLightingType::PhysicallyBased:
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materialInstance = Graphics::Instance()->GetDefaultMaterials().pbrMaterial->CreateInstance();
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materialInstance = Graphics::Instance()->GetDefaultMaterials().pbrMaterial->Instantiate();
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break;
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case MaterialLightingType::None:
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@@ -47,7 +47,7 @@ namespace Nz
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}
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if (!materialInstance)
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materialInstance = Graphics::Instance()->GetDefaultMaterials().basicMaterial->CreateInstance();
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materialInstance = Graphics::Instance()->GetDefaultMaterials().basicMaterial->Instantiate();
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if (hasAlphaTest && PixelFormatInfo::HasAlpha(texture->GetFormat()))
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materialInstance->SetValueProperty("AlphaTest", true);
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@@ -262,14 +262,14 @@ namespace Nz
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m_defaultMaterials.basicDefault = m_defaultMaterials.basicMaterial->GetDefaultInstance();
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m_defaultMaterials.basicNoDepth = m_defaultMaterials.basicMaterial->CreateInstance();
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m_defaultMaterials.basicNoDepth = m_defaultMaterials.basicMaterial->Instantiate();
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m_defaultMaterials.basicNoDepth->DisablePass(depthPassIndex);
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m_defaultMaterials.basicNoDepth->UpdatePassStates(forwardPassIndex, [](RenderStates& states)
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{
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states.depthBuffer = false;
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});
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m_defaultMaterials.basicTransparent = m_defaultMaterials.basicMaterial->CreateInstance();
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m_defaultMaterials.basicTransparent = m_defaultMaterials.basicMaterial->Instantiate();
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m_defaultMaterials.basicTransparent->DisablePass(depthPassIndex);
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m_defaultMaterials.basicTransparent->UpdatePassStates(forwardPassIndex, [](RenderStates& renderStates)
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{
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@@ -164,23 +164,23 @@ namespace Nz
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}
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}
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std::shared_ptr<MaterialInstance> Material::CreateInstance() const
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{
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return std::make_shared<MaterialInstance>(shared_from_this());
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}
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std::shared_ptr<MaterialInstance> Material::GetDefaultInstance() const
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{
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std::shared_ptr<MaterialInstance> instance = m_defaultInstance.lock();
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if (!instance)
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{
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instance = CreateInstance();
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instance = Instantiate();
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m_defaultInstance = std::weak_ptr<MaterialInstance>(instance);
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}
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return instance;
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}
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std::shared_ptr<MaterialInstance> Material::Instantiate() const
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{
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return std::make_shared<MaterialInstance>(shared_from_this());
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}
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std::shared_ptr<Material> Material::Build(const ParameterList& materialData)
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{
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return std::shared_ptr<Material>();
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@@ -132,7 +132,7 @@ namespace Nz
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auto CreateMaterialFromTexture = [&](std::shared_ptr<Texture> texture)
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{
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std::shared_ptr<MaterialInstance> material = defaultBasicMaterial.basicMaterial->CreateInstance();
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std::shared_ptr<MaterialInstance> material = defaultBasicMaterial.basicMaterial->Instantiate();
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material->DisablePass(depthPassIndex);
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material->UpdatePassStates(forwardPassIndex, [](RenderStates& renderStates)
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{
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@@ -28,7 +28,7 @@ namespace Nz
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std::size_t depthPassIndex = materialPassRegistry.GetPassIndex("DepthPass");
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std::size_t forwardPassIndex = materialPassRegistry.GetPassIndex("ForwardPass");
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m_opaqueMaterial = defaultMaterials.basicMaterial->CreateInstance();
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m_opaqueMaterial = defaultMaterials.basicMaterial->Instantiate();
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for (std::size_t passIndex : { depthPassIndex, forwardPassIndex })
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{
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m_opaqueMaterial->UpdatePassStates(passIndex, [](RenderStates& renderStates)
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@@ -37,7 +37,7 @@ namespace Nz
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});
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}
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m_transparentMaterial = defaultMaterials.basicMaterial->CreateInstance();
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m_transparentMaterial = defaultMaterials.basicMaterial->Instantiate();
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m_transparentMaterial->DisablePass(depthPassIndex);
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m_transparentMaterial->UpdatePassStates(forwardPassIndex, [](RenderStates& renderStates)
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