Torque3D/Engine/source/materials/matStateHint.h
2012-09-19 11:15:01 -04:00

78 lines
2.7 KiB
C++

//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifndef _MATSTATEHINT_H_
#define _MATSTATEHINT_H_
#ifndef _TORQUE_STRING_H_
#include "core/util/str.h"
#endif
class ProcessedMaterial;
/// A simple object for generating and comparing string based
/// hints used for sorting and identifying materials uniquely
/// by its shaders and states.
class MatStateHint
{
public:
/// Constructor.
MatStateHint() {}
/// Constructor for building special hints.
MatStateHint( const String &state )
: mState( state.intern() )
{
}
/// Initialize the state hint from a ProcessMaterial. This
/// assumes that the ProcessedMaterial has properly initialized
/// its passes to describe the material uniquely.
void init( const ProcessedMaterial *mat );
/// Clears the hint.
void clear() { mState.clear(); }
/// Returns a 32bit hash key used for sorting by material state.
operator U32() const { return mState.getHashCaseSensitive(); }
/// Fast comparision of state for equality.
bool operator ==( const MatStateHint& hint ) const { return mState == hint.mState; }
/// Fast comparision of state for inequality.
bool operator !=( const MatStateHint& hint ) const { return mState != hint.mState; }
/// A default state hint.
static const MatStateHint Default;
protected:
/// An interned string of the combined material shader and state info
/// for evert pass of the processed material.
String mState;
};
#endif // _MATSTATEHINT_H_