Graphics: Add new functions to get default material types/presets
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@@ -60,7 +60,7 @@ int main(int argc, char* argv[])
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texParams.renderDevice = device;
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texParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB;
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std::shared_ptr<Nz::MaterialInstance> material = Nz::Graphics::Instance()->GetDefaultMaterials().phongMaterial->Instantiate();
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std::shared_ptr<Nz::MaterialInstance> material = Nz::MaterialInstance::Instantiate(Nz::MaterialType::Phong);
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for (std::string_view passName : { "DepthPass", "ForwardPass" })
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{
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material->UpdatePassStates(passName, [](Nz::RenderStates& states)
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@@ -77,7 +77,7 @@ int main(int argc, char* argv[])
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for (std::size_t i = 0; i < model->GetSubMeshCount(); ++i)
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model->SetMaterial(i, material);
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std::shared_ptr<Nz::MaterialInstance> textMaterial = Nz::Graphics::Instance()->GetDefaultMaterials().basicTransparent->Clone();
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std::shared_ptr<Nz::MaterialInstance> textMaterial = Nz::MaterialInstance::Instantiate(Nz::MaterialType::Basic, Nz::MaterialInstancePreset::Transparent);
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textMaterial->UpdatePassFlags("ForwardPass", Nz::MaterialPassFlag::SortByDistance);
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textMaterial->UpdatePassStates("ForwardPass", [](Nz::RenderStates& states)
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{
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@@ -103,7 +103,7 @@ int main(int argc, char* argv[])
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auto shipCollider = std::make_shared<Nz::BulletConvexCollider3D>(vertices, vertexMapper.GetVertexCount());
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std::shared_ptr<Nz::MaterialInstance> colliderMat = Nz::Graphics::Instance()->GetDefaultMaterials().basicMaterial->Instantiate();
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std::shared_ptr<Nz::MaterialInstance> colliderMat = Nz::MaterialInstance::Instantiate(Nz::MaterialType::Basic);
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colliderMat->SetValueProperty("BaseColor", Nz::Color::Green());
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colliderMat->UpdatePassesStates([](Nz::RenderStates& states)
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{
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