Torque3D/Engine/source/materials/matStateHint.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "materials/matStateHint.h"
#include "materials/processedMaterial.h"
const MatStateHint MatStateHint::Default( "Default" );
void MatStateHint::init( const ProcessedMaterial *mat )
{
PROFILE_SCOPE( MatStateHint_init );
mState.clear();
// Write the material identifier so that we batch by material
// specific data like diffuse color and parallax scale.
//
// NOTE: This doesn't actually cause more draw calls, but it
// can cause some extra unnessasary material setup when materials
// are different by their properties are the same.
//
const Material *material = mat->getMaterial();
mState += String::ToString( "Material: '%s', %d\n", material->getName(), material->getId() );
// Go thru each pass and write its state into
// the string in the most compact but uniquely
// identifiable way.
U32 passes = mat->getNumPasses();
for ( U32 i=0; i < passes; i++ )
mState += mat->getPass( i )->describeSelf();
// Finally intern the state string for
// fast pointer comparisions.
mState = mState.intern();
}