matStateHint.cpp 2.3 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "materials/matStateHint.h"
  24. #include "materials/processedMaterial.h"
  25. const MatStateHint MatStateHint::Default( "Default" );
  26. void MatStateHint::init( const ProcessedMaterial *mat )
  27. {
  28. PROFILE_SCOPE( MatStateHint_init );
  29. mState.clear();
  30. // Write the material identifier so that we batch by material
  31. // specific data like diffuse color and parallax scale.
  32. //
  33. // NOTE: This doesn't actually cause more draw calls, but it
  34. // can cause some extra unnessasary material setup when materials
  35. // are different by their properties are the same.
  36. //
  37. const Material *material = mat->getMaterial();
  38. mState += String::ToString( "Material: '%s', %d\n", material->getName(), material->getId() );
  39. // Go thru each pass and write its state into
  40. // the string in the most compact but uniquely
  41. // identifiable way.
  42. U32 passes = mat->getNumPasses();
  43. for ( U32 i=0; i < passes; i++ )
  44. mState += mat->getPass( i )->describeSelf();
  45. // Finally intern the state string for
  46. // fast pointer comparisions.
  47. mState = mState.intern();
  48. }