1.4 KiB
1.4 KiB
CreateMaterialInstance
1st
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
mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2D",PrimitiveType::Triangles);
cfg.coordinate_system=CoordinateSystem2D::NDC;
cfg.local_to_world=false;
AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreateVertexColor2D(&cfg);
material_instance=CreateMaterialInstance(mci);
2nd
注册材质系统引入后的方法,通过名称"VertexColor2D"来创建MaterialCreateInfo
mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2D",PrimitiveType::Triangles);
cfg.coordinate_system=CoordinateSystem2D::NDC;
cfg.local_to_world=false;
AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreateMaterialCreateInfo("VertexColor2D",&cfg);
material_instance=CreateMaterialInstance(mci);
3rd
其实是第二种方法在WorkObject层面的封装
mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2D",PrimitiveType::Triangles);
cfg.coordinate_system=CoordinateSystem2D::NDC;
cfg.local_to_world=false;
material_instance=CreateMaterialInstance("VertexColor2D",&cfg);
4th
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。
AssetPath path(":/asset/test_material.mtl");
material_instance=CreateMaterialInstance(path);