Add default Deformable material for splines
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@@ -18,6 +18,7 @@
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#include "Engine/Profiler/Profiler.h"
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#include "Engine/Renderer/RenderList.h"
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#include "Engine/Core/Utilities.h"
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#include "Engine/Scripting/SoftObjectReference.h"
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GPUPipelineState* GPUPipelineState::Spawn(const SpawnParams& params)
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{
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@@ -127,6 +128,7 @@ struct GPUDevice::PrivateData
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GPUPipelineState* PS_Clear = nullptr;
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GPUBuffer* FullscreenTriangleVB = nullptr;
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AssetReference<Material> DefaultMaterial;
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SoftObjectReference<Material> DefaultDeformableMaterial;
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AssetReference<Texture> DefaultNormalMap;
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AssetReference<Texture> DefaultWhiteTexture;
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AssetReference<Texture> DefaultBlackTexture;
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@@ -206,6 +208,7 @@ bool GPUDevice::LoadContent()
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_res->DefaultMaterial = Content::LoadAsyncInternal<Material>(TEXT("Engine/DefaultMaterial"));
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if (_res->DefaultMaterial == nullptr)
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return true;
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_res->DefaultDeformableMaterial = Guid(0x639e12c0, 0x42d34bae, 0x89dd8b81, 0x7e1efc2d);
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// Load default normal map
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_res->DefaultNormalMap = Content::LoadAsyncInternal<Texture>(TEXT("Engine/Textures/NormalTexture"));
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@@ -231,6 +234,7 @@ void GPUDevice::preDispose()
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// Release resources
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_res->DefaultMaterial = nullptr;
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_res->DefaultDeformableMaterial = nullptr;
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_res->DefaultNormalMap = nullptr;
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_res->DefaultWhiteTexture = nullptr;
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_res->DefaultBlackTexture = nullptr;
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@@ -380,6 +384,11 @@ MaterialBase* GPUDevice::GetDefaultMaterial() const
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return _res->DefaultMaterial;
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}
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MaterialBase* GPUDevice::GetDefaultDeformableMaterial() const
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{
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return _res->DefaultDeformableMaterial.Get();
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}
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GPUTexture* GPUDevice::GetDefaultNormalMap() const
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{
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return _res->DefaultNormalMap ? _res->DefaultNormalMap->GetTexture() : nullptr;
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