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forked from 0ad/0ad
0ad/source/graphics/Material.cpp
Ykkrosh 555deea136 Fix conditional defines to not construct new CShaderDefines frequently
CShaderDefines is designed to be efficient to copy and compare, but not
to construct. Conditional defines were constructing new CShaderDefines
for many models every frame.

Precompute all the possible conditional combinations of CShaderDefines
when a material is first loaded, so they can be looked up at no cost
when rendering.

This was SVN commit r13902.
2013-09-29 00:30:58 +00:00

90 lines
2.6 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),
m_PlayerID(INVALID_PLAYER)
{
}
void CMaterial::SetShaderEffect(const CStr& effect)
{
m_ShaderEffect = CStrIntern(effect);
}
void CMaterial::AddShaderDefine(const char* key, const char* 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 == CStrIntern("baseTex"))
m_DiffuseTexture = texture.Sampler;
}
void CMaterial::AddRenderQuery(const char* key)
{
m_RenderQueries.Add(key);
}
// 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))
{
CShaderConditionalDefines::CondDefine& def = m_ConditionalDefines.GetItem(j);
defs.Add(def.m_DefName.c_str(), def.m_DefValue.c_str());
}
}
m_CombinedShaderDefines.push_back(defs);
}
}