vladislavbelov
ffc4a56b9f
Fixes #6846 Differential Revision: https://code.wildfiregames.com/D5185 This was SVN commit r27965.
60 lines
1.5 KiB
C++
60 lines
1.5 KiB
C++
/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "Material.h"
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#include "ps/CStrInternStatic.h"
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CMaterial::CMaterial() :
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m_AlphaBlending(false)
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{
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}
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void CMaterial::SetShaderEffect(const CStr& effect)
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{
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m_ShaderEffect = CStrIntern(effect);
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}
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void CMaterial::AddShaderDefine(CStrIntern key, CStrIntern value)
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{
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m_ShaderDefines.Add(key, value);
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}
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void CMaterial::AddStaticUniform(const char* key, const CVector4D& value)
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{
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m_StaticUniforms.Add(key, value);
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}
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void CMaterial::AddSampler(const TextureSampler& texture)
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{
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m_Samplers.push_back(texture);
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if (texture.Name == str_baseTex)
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m_DiffuseTexture = texture.Sampler;
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}
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void CMaterial::AddRenderQuery(const char* key)
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{
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m_RenderQueries.Add(key);
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}
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void CMaterial::AddRequiredSampler(const CStr& samplerName)
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{
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CStrIntern string(samplerName);
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m_RequiredSamplers.push_back(string);
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}
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