/* Copyright (C) 2012 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "Material.h" static CColor BrokenColor(0.3f, 0.3f, 0.3f, 1.0f); CMaterial::CMaterial() : m_AlphaBlending(false) { } void CMaterial::SetShaderEffect(const CStr& effect) { m_ShaderEffect = CStrIntern(effect); } void CMaterial::AddShaderDefine(CStrIntern key, CStrIntern value) { m_ShaderDefines.Add(key, value); m_CombinedShaderDefines.clear(); } void CMaterial::AddConditionalDefine(const char* defname, const char* defvalue, int type, std::vector &args) { m_ConditionalDefines.Add(defname, defvalue, type, args); m_CombinedShaderDefines.clear(); } void CMaterial::AddStaticUniform(const char* key, const CVector4D& value) { m_StaticUniforms.Add(key, value); } void CMaterial::AddSampler(const TextureSampler& texture) { m_Samplers.push_back(texture); if (texture.Name == str_baseTex) m_DiffuseTexture = texture.Sampler; } void CMaterial::AddRenderQuery(const char* key) { m_RenderQueries.Add(key); } void CMaterial::AddRequiredSampler(const CStr& samplerName) { CStrIntern string(samplerName); m_RequiredSamplers.push_back(string); } // Set up m_CombinedShaderDefines so that index i contains m_ShaderDefines, plus // the extra defines from m_ConditionalDefines[j] for all j where bit j is set in i. // This lets GetShaderDefines() cheaply return the defines for any combination of conditions. // // (This might scale badly if we had a large number of conditional defines per material, // but currently we don't expect to have many.) void CMaterial::RecomputeCombinedShaderDefines() { m_CombinedShaderDefines.clear(); int size = m_ConditionalDefines.GetSize(); // Loop over all 2^n combinations of flags for (int i = 0; i < (1 << size); i++) { CShaderDefines defs = m_ShaderDefines; for (int j = 0; j < size; j++) { if (i & (1 << j)) { const CShaderConditionalDefines::CondDefine& def = m_ConditionalDefines.GetItem(j); defs.Add(def.m_DefName, def.m_DefValue); } } m_CombinedShaderDefines.push_back(defs); } }