mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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78 lines
2.7 KiB
C++
78 lines
2.7 KiB
C++
//-----------------------------------------------------------------------------
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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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#ifndef _MATSTATEHINT_H_
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#define _MATSTATEHINT_H_
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#ifndef _TORQUE_STRING_H_
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#include "core/util/str.h"
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#endif
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class ProcessedMaterial;
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/// A simple object for generating and comparing string based
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/// hints used for sorting and identifying materials uniquely
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/// by its shaders and states.
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class MatStateHint
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{
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public:
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/// Constructor.
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MatStateHint() {}
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/// Constructor for building special hints.
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MatStateHint( const String &state )
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: mState( state.intern() )
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{
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}
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/// Initialize the state hint from a ProcessMaterial. This
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/// assumes that the ProcessedMaterial has properly initialized
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/// its passes to describe the material uniquely.
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void init( const ProcessedMaterial *mat );
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/// Clears the hint.
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void clear() { mState.clear(); }
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/// Returns a 32bit hash key used for sorting by material state.
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operator U32() const { return mState.getHashCaseSensitive(); }
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/// Fast comparision of state for equality.
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bool operator ==( const MatStateHint& hint ) const { return mState == hint.mState; }
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/// Fast comparision of state for inequality.
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bool operator !=( const MatStateHint& hint ) const { return mState != hint.mState; }
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/// A default state hint.
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static const MatStateHint Default;
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protected:
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/// An interned string of the combined material shader and state info
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/// for evert pass of the processed material.
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String mState;
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};
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#endif // _MATSTATEHINT_H_
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