1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
|
//
// 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 <map>
#include <string>
#include <vector>
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<std::string> mPaths;
typedef std::map<std::string, MaterialInfo> tMaterialNames;
tMaterialNames mMaterialNames;
tMaterialNames::const_iterator mMaterialIterator;
typedef std::map<std::string, TextureInfo> tTextureNames;
tTextureNames mTextureNames;
};
} // namespace Samples
#endif // MATERIAL_LIST_H
|