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forked from 0ad/0ad
0ad/source/graphics/Material.cpp

60 lines
1.5 KiB
C++

/* Copyright (C) 2023 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "Material.h"
#include "ps/CStrInternStatic.h"
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);
}
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);
}