mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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62 lines
2.3 KiB
C++
62 lines
2.3 KiB
C++
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "materials/matStateHint.h"
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#include "materials/processedMaterial.h"
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const MatStateHint MatStateHint::Default( "Default" );
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void MatStateHint::init( const ProcessedMaterial *mat )
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{
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PROFILE_SCOPE( MatStateHint_init );
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mState.clear();
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// Write the material identifier so that we batch by material
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// specific data like diffuse color and parallax scale.
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//
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// NOTE: This doesn't actually cause more draw calls, but it
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// can cause some extra unnessasary material setup when materials
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// are different by their properties are the same.
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//
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const Material *material = mat->getMaterial();
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mState += String::ToString( "Material: '%s', %d\n", material->getName(), material->getId() );
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// Go thru each pass and write its state into
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// the string in the most compact but uniquely
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// identifiable way.
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U32 passes = mat->getNumPasses();
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for ( U32 i=0; i < passes; i++ )
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mState += mat->getPass( i )->describeSelf();
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// Finally intern the state string for
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// fast pointer comparisions.
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mState = mState.intern();
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}
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