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named target material reload clean

clean up the previous requirements for namedTarget to display on a material
marauder2k7 9 ヶ月 前
コミット
a8d7664fc2

+ 0 - 36
Engine/source/materials/materialManager.cpp

@@ -61,8 +61,6 @@ MaterialManager::MaterialManager()
    mLastTime = 0;
    mDampness = 0.0f;
    mWarningInst = NULL;
-   mMatDefToFlush = NULL;
-   mMatDefToReload = NULL;
    
    GFXDevice::getDeviceEventSignal().notify( this, &MaterialManager::_handleGFXEvent );
 
@@ -75,8 +73,6 @@ MaterialManager::MaterialManager()
    mUsingDeferred = false;
 
    mFlushAndReInit = false;
-   mMatDefShouldFlush = false;
-   mMatDefShouldReload = false;
 
    mDefaultAnisotropy = 1;
    Con::addVariable( "$pref::Video::defaultAnisotropy", TypeS32, &mDefaultAnisotropy, 
@@ -328,12 +324,6 @@ String MaterialManager::getMapEntry(const String & textureName) const
 }
 
 void MaterialManager::flushAndReInitInstances()
-{
-   // delay flushes and reinits until the start of the next frame.
-   mFlushAndReInit = true;
-}
-
-void MaterialManager::_flushAndReInitInstances()
 {
    // Clear the flag if its set.
    mFlushAndReInit = false;   
@@ -368,16 +358,8 @@ void MaterialManager::_flushAndReInitInstances()
       (*iter)->reInit();
 }
 
-// Used in the materialEditor. This flushes the material preview object so it can be reloaded easily.
-void MaterialManager::flushInstance(BaseMaterialDefinition* target)
-{
-   mMatDefToFlush = target;
-   mMatDefShouldFlush = true;
-}
-
 void MaterialManager::_flushInstance( BaseMaterialDefinition *target )
 {
-   mMatDefShouldFlush = false;
    Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
    while ( iter != mMatInstanceList.end() )
    {
@@ -388,26 +370,16 @@ void MaterialManager::_flushInstance( BaseMaterialDefinition *target )
       }
 	  iter++;
    }
-
-   mMatDefToFlush = NULL;
-}
-
-void MaterialManager::reInitInstance(BaseMaterialDefinition* target)
-{
-   mMatDefToReload = target;
-   mMatDefShouldReload = true;
 }
 
 void MaterialManager::_reInitInstance( BaseMaterialDefinition *target )
 {
-   mMatDefShouldReload = false;
    Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
    for ( ; iter != mMatInstanceList.end(); iter++ )
    {
       if ( (*iter)->getMaterial() == target )
          (*iter)->reInit();
    }
-   mMatDefToReload = NULL;
 }
 
 void MaterialManager::updateTime()
@@ -527,14 +499,6 @@ bool MaterialManager::_handleGFXEvent( GFXDevice::GFXDeviceEventType event_ )
       case GFXDevice::deStartOfFrame:
          if ( mFlushAndReInit )
             _flushAndReInitInstances();
-         if (mMatDefShouldFlush)
-         {
-            _flushInstance(mMatDefToFlush);
-         }
-         if (mMatDefShouldReload)
-         {
-            _reInitInstance(mMatDefToReload);
-         }
          break;
 
       default:

+ 2 - 12
Engine/source/materials/materialManager.h

@@ -113,15 +113,9 @@ public:
    /// procedural shaders have been flushed.
    typedef Signal<void()> FlushSignal;
 
-   /// Returns the signal used to notify systems that the 
-   /// procedural shaders have been flushed.
-   FlushSignal& getFlushSignal() { return mFlushSignal; }
+   /// Flushes all the procedural shaders and re-initializes all
+   /// the active materials instances immediately.
    void flushAndReInitInstances();
-   // Flush the instance
-   void flushInstance( BaseMaterialDefinition *target );
-
-   /// Re-initializes the material instances for a specific target material.   
-   void reInitInstance( BaseMaterialDefinition *target );
 
 protected:
 
@@ -158,8 +152,6 @@ protected:
    /// If set we flush and reinitialize all materials at the
    /// start of the next rendered frame.
    bool mFlushAndReInit;
-   bool mMatDefShouldReload;
-   bool mMatDefShouldFlush;
 
    // material map
    typedef Map<String, String> MaterialMap;
@@ -174,8 +166,6 @@ protected:
    F32 mDampness;
 
    BaseMatInstance* mWarningInst;
-   BaseMaterialDefinition* mMatDefToFlush;
-   BaseMaterialDefinition* mMatDefToReload;
 
    /// The default max anisotropy used in texture filtering.
    S32 mDefaultAnisotropy;