forked from 0ad/0ad
wraitii
618fe81814
Also add a shortcut for some defines to clean-up material files slightly and make the link between sampler and shader more explicit. This was SVN commit r16427.
96 lines
2.7 KiB
C++
96 lines
2.7 KiB
C++
/* 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 <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
#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<float> &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);
|
|
}
|
|
}
|