//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _MATSTATEHINT_H_ #define _MATSTATEHINT_H_ #ifndef _TORQUE_STRING_H_ #include "core/util/str.h" #endif class ProcessedMaterial; /// A simple object for generating and comparing string based /// hints used for sorting and identifying materials uniquely /// by its shaders and states. class MatStateHint { public: /// Constructor. MatStateHint() {} /// Constructor for building special hints. MatStateHint( const String &state ) : mState( state.intern() ) { } /// Initialize the state hint from a ProcessMaterial. This /// assumes that the ProcessedMaterial has properly initialized /// its passes to describe the material uniquely. void init( const ProcessedMaterial *mat ); /// Clears the hint. void clear() { mState.clear(); } /// Returns a 32bit hash key used for sorting by material state. operator U32() const { return mState.getHashCaseSensitive(); } /// Fast comparision of state for equality. bool operator ==( const MatStateHint& hint ) const { return mState == hint.mState; } /// Fast comparision of state for inequality. bool operator !=( const MatStateHint& hint ) const { return mState != hint.mState; } /// A default state hint. static const MatStateHint Default; protected: /// An interned string of the combined material shader and state info /// for evert pass of the processed material. String mState; }; #endif // _MATSTATEHINT_H_