/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "Material.h"
static CColor BrokenColor(0.3f, 0.3f, 0.3f, 1.0f);
CMaterial::CMaterial() :
m_AlphaBlending(false)
{
}
void CMaterial::SetShaderEffect(const CStr& effect)
{
m_ShaderEffect = CStrIntern(effect);
}
void CMaterial::AddShaderDefine(CStrIntern key, CStrIntern value)
{
m_ShaderDefines.Add(key, value);
m_CombinedShaderDefines.clear();
}
void CMaterial::AddConditionalDefine(const char* defname, const char* defvalue, int type, std::vector &args)
{
m_ConditionalDefines.Add(defname, defvalue, type, args);
m_CombinedShaderDefines.clear();
}
void CMaterial::AddStaticUniform(const char* key, const CVector4D& value)
{
m_StaticUniforms.Add(key, value);
}
void CMaterial::AddSampler(const TextureSampler& texture)
{
m_Samplers.push_back(texture);
if (texture.Name == str_baseTex)
m_DiffuseTexture = texture.Sampler;
}
void CMaterial::AddRenderQuery(const char* key)
{
m_RenderQueries.Add(key);
}
void CMaterial::AddRequiredSampler(const CStr& samplerName)
{
CStrIntern string(samplerName);
m_RequiredSamplers.push_back(string);
}
// Set up m_CombinedShaderDefines so that index i contains m_ShaderDefines, plus
// the extra defines from m_ConditionalDefines[j] for all j where bit j is set in i.
// This lets GetShaderDefines() cheaply return the defines for any combination of conditions.
//
// (This might scale badly if we had a large number of conditional defines per material,
// but currently we don't expect to have many.)
void CMaterial::RecomputeCombinedShaderDefines()
{
m_CombinedShaderDefines.clear();
int size = m_ConditionalDefines.GetSize();
// Loop over all 2^n combinations of flags
for (int i = 0; i < (1 << size); i++)
{
CShaderDefines defs = m_ShaderDefines;
for (int j = 0; j < size; j++)
{
if (i & (1 << j))
{
const CShaderConditionalDefines::CondDefine& def = m_ConditionalDefines.GetItem(j);
defs.Add(def.m_DefName, def.m_DefValue);
}
}
m_CombinedShaderDefines.push_back(defs);
}
}