47 lines
1.4 KiB
Markdown
47 lines
1.4 KiB
Markdown
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# CreateMaterialInstance
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## 1st
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最早最根本的方法,直接在C++代码层面通过mtl::CreateVertexColor2D()函数来创建MaterialCreateInfo
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```C++
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mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2D",PrimitiveType::Triangles);
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cfg.coordinate_system=CoordinateSystem2D::NDC;
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cfg.local_to_world=false;
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AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreateVertexColor2D(&cfg);
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material_instance=CreateMaterialInstance(mci);
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```
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## 2nd
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注册材质系统引入后的方法,通过名称"VertexColor2D"来创建MaterialCreateInfo
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```C++
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mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2D",PrimitiveType::Triangles);
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cfg.coordinate_system=CoordinateSystem2D::NDC;
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cfg.local_to_world=false;
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AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreateMaterialCreateInfo("VertexColor2D",&cfg);
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material_instance=CreateMaterialInstance(mci);
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```
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## 3rd
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其实是第二种方法在WorkObject层面的封装
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```C++
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mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2D",PrimitiveType::Triangles);
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cfg.coordinate_system=CoordinateSystem2D::NDC;
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cfg.local_to_world=false;
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material_instance=CreateMaterialInstance("VertexColor2D",&cfg);
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```
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## 4th
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是更进一步的封装,通过材质配置文件连带Material2DCreateConfig的具体配置都进行了封闭。
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```C++
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AssetPath path(":/asset/test_material.mtl");
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material_instance=CreateMaterialInstance(path);
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```
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