Torque3D Documentation / _generateds / matStateHint.cpp

matStateHint.cpp

Engine/source/materials/matStateHint.cpp

More...

Detailed Description

 1
 2//-----------------------------------------------------------------------------
 3// Copyright (c) 2012 GarageGames, LLC
 4//
 5// Permission is hereby granted, free of charge, to any person obtaining a copy
 6// of this software and associated documentation files (the "Software"), to
 7// deal in the Software without restriction, including without limitation the
 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 9// sell copies of the Software, and to permit persons to whom the Software is
10// furnished to do so, subject to the following conditions:
11//
12// The above copyright notice and this permission notice shall be included in
13// all copies or substantial portions of the Software.
14//
15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21// IN THE SOFTWARE.
22//-----------------------------------------------------------------------------
23
24#include "platform/platform.h"
25#include "materials/matStateHint.h"
26
27#include "materials/processedMaterial.h"
28
29
30const MatStateHint MatStateHint::Default( "Default" );
31
32void MatStateHint::init( const ProcessedMaterial *mat )
33{
34   PROFILE_SCOPE( MatStateHint_init );
35
36   mState.clear();
37   
38   // Write the material identifier so that we batch by material
39   // specific data like diffuse color and parallax scale.
40   //
41   // NOTE: This doesn't actually cause more draw calls, but it 
42   // can cause some extra unnessasary material setup when materials
43   // are different by their properties are the same.
44   //
45   const Material *material = mat->getMaterial();
46   mState += String::ToString( "Material: '%s', %d\n", material->getName(), material->getId() );
47   
48   // Go thru each pass and write its state into
49   // the string in the most compact but uniquely
50   // identifiable way.
51   U32 passes = mat->getNumPasses();
52   for ( U32 i=0; i < passes; i++ )
53      mState += mat->getPass( i )->describeSelf();
54
55   // Finally intern the state string for
56   // fast pointer comparisions.
57   mState = mState.intern();
58}
59
60
61
62
63