Refactor material system (#382)

This commit is contained in:
Jérôme Leclercq
2022-10-31 19:53:41 +01:00
committed by GitHub
parent 0a8048809c
commit dc6ce8427c
156 changed files with 3633 additions and 4569 deletions

View File

@@ -52,7 +52,7 @@ int main()
Nz::Vector2ui windowSize = window.GetSize();
physSytem.GetPhysWorld().SetGravity({ 0.f, -9.81f });
physSytem.GetPhysWorld().SetGravity({ 0.f, -98.1f });
entt::entity viewer = registry.create();
{
@@ -62,11 +62,6 @@ int main()
cameraComponent.UpdateClearColor(Nz::Color(0.5f, 0.5f, 0.5f));
}
std::shared_ptr<Nz::Material> material = std::make_shared<Nz::Material>();
std::shared_ptr<Nz::MaterialPass> materialPass = std::make_shared<Nz::MaterialPass>(Nz::BasicMaterial::GetSettings());
material->AddPass("ForwardPass", materialPass);
Nz::TextureSamplerInfo samplerInfo;
samplerInfo.anisotropyLevel = 8;
@@ -74,9 +69,8 @@ int main()
texParams.renderDevice = device;
texParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB;
Nz::BasicMaterial basicMat(*materialPass);
basicMat.SetBaseColorMap(Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png", texParams));
basicMat.SetBaseColorSampler(samplerInfo);
std::shared_ptr<Nz::MaterialInstance> material = Nz::Graphics::Instance()->GetDefaultMaterials().phongMaterial->CreateInstance();
material->SetTextureProperty("BaseColorMap", Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png", texParams));
for (std::size_t y = 0; y < 10; ++y)
{
@@ -99,12 +93,7 @@ int main()
entt::entity groundEntity = registry.create();
{
std::shared_ptr<Nz::Material> whiteMaterial = std::make_shared<Nz::Material>();
std::shared_ptr<Nz::MaterialPass> materialPass = std::make_shared<Nz::MaterialPass>(Nz::BasicMaterial::GetSettings());
whiteMaterial->AddPass("ForwardPass", materialPass);
std::shared_ptr<Nz::Sprite> sprite = std::make_shared<Nz::Sprite>(whiteMaterial);
std::shared_ptr<Nz::Sprite> sprite = std::make_shared<Nz::Sprite>(Nz::Graphics::Instance()->GetDefaultMaterials().basicDefault);
sprite->SetSize({ 800.f, 20.f });
sprite->SetOrigin({ 400.f, 10.f, 0.f });
@@ -158,13 +147,6 @@ int main()
}
}
if (updateClock.GetMilliseconds() > 1000 / 60)
{
float updateTime = updateClock.Restart() / 1'000'000.f;
physSytem.Update(1000.f / 60.f);
}
systemGraph.Update();
fps++;