Unigine::Materials Class
Header: | #include <UnigineMaterials.h> |
Interface for managing loaded materials via the code. All materials existing in the project are loaded depending on the current mode and saved on world's saving or on calling the materials_save console command.
See Also#
- C++ API sample located in the folder <UnigineSDK>/source/samples/Api/Systems/Materials
Materials Class
Enums
LOADING_MODE#
Materials loading mode to be used by the Engine at startup. Enables you to choose between low memory consumption with faster loading time and smooth spikes-free run-time operation.Members
void setLoadingMode ( Materials::LOADING_MODE mode ) #
Sets loading mode for materials to be used by the Engine at startup. By default materials loading in UNIGINE is optimized to reduce spikes during run time as much as possible, as they are totally unacceptable for simulators, as well as for a lot of other applications. However, this approach may significantly increase memory consumption and loading time at Engine’s and Editor startup. This may be a problem in case of insufficient memory capacity or when it is necessary to perform a lot of iterations quickly (e.g. development stage). This option enables you to choose between low memory consumption with faster loading time and smooth spikes-free run-time operation.Arguments
- Materials::LOADING_MODE mode - Materials loading mode to be used by the Engine. One of the LOADING_MODE_* values.
Materials::LOADING_MODE getLoadingMode ( ) const#
Returns the current loading mode for materials used by the Engine at startup. By default materials loading in UNIGINE is optimized to reduce spikes during run time as much as possible, as they are totally unacceptable for simulators, as well as for a lot of other applications. However, this approach may significantly increase memory consumption and loading time at Engine’s and Editor startup. This may be a problem in case of insufficient memory capacity or when it is necessary to perform a lot of iterations quickly (e.g. development stage). This option enables you to choose between low memory consumption with faster loading time and smooth spikes-free run-time operation.Return value
Materials loading mode currently used by the Engine. One of the LOADING_MODE_* values.Ptr<Material> loadMaterial ( const char * path ) #
Loads a material stored by the given path. The function can be used to load materials created during application execution or stored outside the data directory.Arguments
- const char * path - A path to the material (including its name).
Return value
A loaded material.bool isMaterialGUID ( const UGUID& guid ) const#
Returns a value indicating if a material with the specified GUID exists.Arguments
- const UGUID& guid - A material GUID.
Return value
true if the material with the specified GUID exists; otherwise, false.int getNumMaterials ( ) const#
Returns the number of materials loaded for the current project.Return value
The number of materials.Ptr<Material> getMaterial ( int num ) const#
Returns the material by its number.Arguments
- int num - Material number.
Return value
A material.Ptr<Material> findManualMaterial ( const char * name ) const#
Searches for a manual material by the given name.Arguments
- const char * name - A manual material name.
Return value
A manual material smart pointer.Ptr<Material> findMaterialByGUID ( const UGUID & guid ) const#
Searches for a material with the given GUID.Arguments
Return value
A material smart pointer.Ptr<Material> findMaterialByFileGUID ( const UGUID & guid ) const#
Searches for a material with the given GUID of a material file.Arguments
Return value
A material smart pointer.Ptr<Material> findMaterialByPath ( const char * path ) const#
Searches for a material stored by the specified path.Arguments
- const char * path - A loading path of the material (including a material's name).
Return value
A material smart pointer.void setCachedMaterial ( const Ptr<Material> & mat ) #
Arguments
Ptr<Material> getCachedMaterial ( ) #
void setCachedState ( const char * name, int value ) #
Arguments
- const char * name
- int value
bool removeMaterial ( const UGUID & guid, bool remove_file = 0, bool remove_children = 1 ) #
Deletes a material. If the remove_file flag is enabled, the material file will be deleted as well. If the flag is disabled, the deleted material will be loaded again on the next application start-up. If the remove_children flag is enabled, all the children of the material will be deleted as well.Arguments
- const UGUID & guid - GUID of the material to be removed.
- bool remove_file - Flag indicating if the material file will be deleted.
- bool remove_children - Flag indicating if all the children of the material will be also deleted.
Return value
1 if the material is deleted successfully; otherwise, 0.bool replaceMaterial ( const Ptr<Material> & material, const Ptr<Material> & new_material ) #
Replaces the material with the given one.Arguments
- const Ptr<Material> & material - A material to be replaced.
- const Ptr<Material> & new_material - A replacing material.
Return value
1 if the material is replaced successfully; otherwise, 0.bool saveMaterials ( ) const#
Saves changes made for all loaded materials.Return value
true if materials are saved successfully; otherwise, false.void compileShaders ( const Vector< Ptr<Material> > & materials ) #
Compiles shaders for all specified materials.Arguments
- const Vector< Ptr<Material> > & materials - Vector containing the list of materials for which shaders are to be compiled.
void compileShaders ( ) #
Compiles shaders for all loaded materials.void setPrecompileAllShaders ( bool shaders ) #
Enables or disables shader precompilation.Arguments
- bool shaders - 1 to enable shader precompilation, 0 - to disable it.
bool isPrecompileAllShaders ( ) const#
Returns a value indicating if shader precompilation is enabled.Return value
1 if shader precompilation is enabled; otherwise, 0.void reloadMaterials ( ) #
Reloads all loaded materials.void destroyShaders ( ) #
Deletes all shaders used for the loaded materials.void destroyTextures ( ) #
Deletes all textures used by the loaded materials.void createShaders ( ) #
Creates all shaders for all loaded materials.Last update:
2023-06-23
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