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- //-----------------------------------------------------------------------------
- // 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();
- }
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