2012-04-03 11:44:46 -07:00
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/* Copyright (C) 2012 Wildfire Games.
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2009-04-18 10:00:33 -07:00
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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2004-11-30 22:52:39 -08:00
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#include "precompiled.h"
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2004-09-22 21:00:56 -07:00
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#include "Material.h"
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2010-06-30 14:41:04 -07:00
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2012-04-03 11:44:46 -07:00
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static CColor BrokenColor(0.3f, 0.3f, 0.3f, 1.0f);
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2005-04-06 21:29:07 -07:00
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2012-02-13 06:02:14 -08:00
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CMaterial::CMaterial() :
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2012-04-03 11:44:46 -07:00
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m_AlphaBlending(false),
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2012-04-08 08:55:06 -07:00
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m_PlayerID(INVALID_PLAYER)
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2011-03-18 09:57:54 -07:00
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{
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2005-04-06 21:29:07 -07:00
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}
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2012-04-03 11:44:46 -07:00
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void CMaterial::SetShaderEffect(const CStr& effect)
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2004-09-23 20:52:03 -07:00
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{
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2012-04-03 11:44:46 -07:00
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m_ShaderEffect = CStrIntern(effect);
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2004-09-23 20:52:03 -07:00
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}
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2004-09-22 21:00:56 -07:00
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2013-09-29 06:19:52 -07:00
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void CMaterial::AddShaderDefine(CStrIntern key, CStrIntern value)
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2004-09-23 20:52:03 -07:00
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{
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2012-04-03 11:44:46 -07:00
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m_ShaderDefines.Add(key, value);
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2013-09-28 17:30:58 -07:00
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m_CombinedShaderDefines.clear();
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2004-09-23 20:52:03 -07:00
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}
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2012-04-08 08:55:06 -07:00
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2012-08-06 12:10:47 -07:00
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void CMaterial::AddConditionalDefine(const char* defname, const char* defvalue, int type, std::vector<float> &args)
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{
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m_ConditionalDefines.Add(defname, defvalue, type, args);
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2013-09-28 17:30:58 -07:00
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m_CombinedShaderDefines.clear();
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2012-08-06 12:10:47 -07:00
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}
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2012-04-08 08:55:06 -07:00
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void CMaterial::AddStaticUniform(const char* key, const CVector4D& value)
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{
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m_StaticUniforms.Add(key, value);
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}
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2012-07-23 15:49:46 -07:00
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void CMaterial::AddSampler(const TextureSampler& texture)
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{
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m_Samplers.push_back(texture);
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2013-09-29 06:19:52 -07:00
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if (texture.Name == str_baseTex)
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2012-07-23 15:49:46 -07:00
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m_DiffuseTexture = texture.Sampler;
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2012-08-06 12:10:47 -07:00
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}
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void CMaterial::AddRenderQuery(const char* key)
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{
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m_RenderQueries.Add(key);
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2013-09-28 17:30:58 -07:00
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}
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// Set up m_CombinedShaderDefines so that index i contains m_ShaderDefines, plus
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// the extra defines from m_ConditionalDefines[j] for all j where bit j is set in i.
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// This lets GetShaderDefines() cheaply return the defines for any combination of conditions.
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//
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// (This might scale badly if we had a large number of conditional defines per material,
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// but currently we don't expect to have many.)
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void CMaterial::RecomputeCombinedShaderDefines()
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{
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m_CombinedShaderDefines.clear();
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int size = m_ConditionalDefines.GetSize();
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// Loop over all 2^n combinations of flags
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for (int i = 0; i < (1 << size); i++)
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{
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CShaderDefines defs = m_ShaderDefines;
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for (int j = 0; j < size; j++)
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{
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if (i & (1 << j))
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{
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2013-09-28 19:05:02 -07:00
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const CShaderConditionalDefines::CondDefine& def = m_ConditionalDefines.GetItem(j);
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defs.Add(def.m_DefName, def.m_DefValue);
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2013-09-28 17:30:58 -07:00
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}
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}
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m_CombinedShaderDefines.push_back(defs);
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}
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}
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