matStateHint.cpp
Engine/source/materials/matStateHint.cpp
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