FBX Importing toolchain now detects need for vertex tangent vectors based on presence of Normal maps, and only imports them when needed. If tangent vectors are needed, but not present in the FBX file, they are calculated during the import process. Importing tangents increases the size of the vertex data and reduces the ability to share vertexes for multiple faces when using indexed triangle rendering; therefore, they are imported sparingly.
70 lines
2.5 KiB
C++
70 lines
2.5 KiB
C++
//
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// KRMaterialManager.h
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// KREngine
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//
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// Copyright 2012 Kearwood Gilbert. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without modification, are
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// permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice, this list of
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// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
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// of conditions and the following disclaimer in the documentation and/or other materials
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// provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are those of the
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of Kearwood Gilbert.
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//
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#ifndef KRMATERIALMANAGER_H
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#define KRMATERIALMANAGER_H
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#include "KREngine-common.h"
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#include "KRMaterial.h"
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#include "KRTextureManager.h"
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#include "KRMaterialManager.h"
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using std::map;
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class KRMaterialManager : public KRContextObject {
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public:
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KRMaterialManager(KRContext &context, KRTextureManager *pTextureManager, KRShaderManager *pShaderManager);
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virtual ~KRMaterialManager();
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bool load(const char *szName, KRDataBlock *data);
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void add(KRMaterial *new_material);
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KRMaterial *getMaterial(const std::string &name);
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void configure(bool blend_enable, GLenum blend_src, GLenum blend_dest, bool depth_test_enable, GLenum depth_func, bool depth_write_enable);
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unordered_map<std::string, KRMaterial *> &getMaterials();
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private:
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unordered_map<std::string, KRMaterial *> m_materials;
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KRTextureManager *m_pTextureManager;
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KRShaderManager *m_pShaderManager;
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};
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#endif
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