// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef MATERIAL_LIST_H #define MATERIAL_LIST_H #include #include #include namespace Samples { class MaterialList { public: MaterialList(); ~MaterialList(); void clear(); void addPath(const char* path); struct MaterialInfo { MaterialInfo(); bool isLit; bool vshaderStatic; bool vshader1bone; bool vshader4bones; unsigned int fromPath; std::string diffuseTexture; std::string normalTexture; }; struct TextureInfo { TextureInfo(); unsigned int fromPath; }; const MaterialInfo* containsMaterial(const char* materialName) const; const char* findClosest(const char* materialName) const; const TextureInfo* containsTexture(const char* textureName) const; void getFirstMaterial(std::string& name, MaterialInfo& info); bool getNextMaterial(std::string& name, MaterialInfo& info); private: unsigned int addMaterial(const char* directory, const char* prefix, const char* materialName); unsigned int addTexture(const char* directory, const char* prefix, const char* textureName); std::vector mPaths; typedef std::map tMaterialNames; tMaterialNames mMaterialNames; tMaterialNames::const_iterator mMaterialIterator; typedef std::map tTextureNames; tTextureNames mTextureNames; }; } // namespace Samples #endif // MATERIAL_LIST_H