//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "materials/matStateHint.h" #include "materials/processedMaterial.h" const MatStateHint MatStateHint::Default( "Default" ); void MatStateHint::init( const ProcessedMaterial *mat ) { PROFILE_SCOPE( MatStateHint_init ); mState.clear(); // Write the material identifier so that we batch by material // specific data like diffuse color and parallax scale. // // NOTE: This doesn't actually cause more draw calls, but it // can cause some extra unnessasary material setup when materials // are different by their properties are the same. // const Material *material = mat->getMaterial(); mState += String::ToString( "Material: '%s', %d\n", material->getName(), material->getId() ); // Go thru each pass and write its state into // the string in the most compact but uniquely // identifiable way. U32 passes = mat->getNumPasses(); for ( U32 i=0; i < passes; i++ ) mState += mat->getPass( i )->describeSelf(); // Finally intern the state string for // fast pointer comparisions. mState = mState.intern(); }