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o3de/Code/CryEngine/Cry3DEngine/Material_Jobs.cpp

148 lines
4.6 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
// Description : Material Manager Implementation
#include "Cry3DEngine_precompiled.h"
#include "MatMan.h"
#include "3dEngine.h"
#include "ObjMan.h"
#include "IRenderer.h"
#include "SurfaceTypeManager.h"
#include "CGFContent.h"
#include <IResourceManager.h>
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
_smart_ptr<IMaterial> CMatMan::GetDefaultMaterial()
{
return m_pDefaultMtl;
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
_smart_ptr<IMaterial> CMatInfo::GetSafeSubMtl(int nSubMtlSlot)
{
if (m_subMtls.empty() || !(m_Flags & MTL_FLAG_MULTI_SUBMTL))
{
return this; // Not Multi material.
}
if (nSubMtlSlot >= 0 && nSubMtlSlot < (int)m_subMtls.size() && m_subMtls[nSubMtlSlot] != NULL)
{
return m_subMtls[nSubMtlSlot];
}
else
{
return GetMatMan()->GetDefaultMaterial();
}
}
///////////////////////////////////////////////////////////////////////////////
SShaderItem& CMatInfo::GetShaderItem()
{
return m_shaderItem;
}
///////////////////////////////////////////////////////////////////////////////
const SShaderItem& CMatInfo::GetShaderItem() const
{
return m_shaderItem;
}
//////////////////////////////////////////////////////////////////////////
SShaderItem& CMatInfo::GetShaderItem(int nSubMtlSlot)
{
SShaderItem* pShaderItem = NULL;
if (m_subMtls.empty() || !(m_Flags & MTL_FLAG_MULTI_SUBMTL))
{
pShaderItem = &m_shaderItem; // Not Multi material.
}
else if (nSubMtlSlot >= 0 && nSubMtlSlot < (int)m_subMtls.size() && m_subMtls[nSubMtlSlot] != NULL)
{
pShaderItem = &(m_subMtls[nSubMtlSlot]->m_shaderItem);
}
else
{
_smart_ptr<IMaterial> pDefaultMaterial = GetMatMan()->GetDefaultMaterial();
pShaderItem = &(static_cast<CMatInfo*>(pDefaultMaterial.get())->m_shaderItem);
}
return *pShaderItem;
}
///////////////////////////////////////////////////////////////////////////////
const SShaderItem& CMatInfo::GetShaderItem(int nSubMtlSlot) const
{
const SShaderItem* pShaderItem = NULL;
if (m_subMtls.empty() || !(m_Flags & MTL_FLAG_MULTI_SUBMTL))
{
pShaderItem = &m_shaderItem; // Not Multi material.
}
else if (nSubMtlSlot >= 0 && nSubMtlSlot < (int)m_subMtls.size() && m_subMtls[nSubMtlSlot] != NULL)
{
pShaderItem = &(m_subMtls[nSubMtlSlot]->m_shaderItem);
}
else
{
_smart_ptr<IMaterial> pDefaultMaterial = GetMatMan()->GetDefaultMaterial();
pShaderItem = &(static_cast<CMatInfo*>(pDefaultMaterial.get())->m_shaderItem);
}
return *pShaderItem;
}
///////////////////////////////////////////////////////////////////////////////
bool CMatInfo::IsForwardRenderingRequired()
{
bool bRequireForwardRendering = (m_Flags & MTL_FLAG_REQUIRE_FORWARD_RENDERING) != 0;
if (!bRequireForwardRendering)
{
for (int i = 0; i < (int)m_subMtls.size(); ++i)
{
if (m_subMtls[i] != 0 && m_subMtls[i]->m_Flags & MTL_FLAG_REQUIRE_FORWARD_RENDERING)
{
bRequireForwardRendering = true;
break;
}
}
}
return bRequireForwardRendering;
}
///////////////////////////////////////////////////////////////////////////////
bool CMatInfo::IsNearestCubemapRequired()
{
bool bRequireNearestCubemap = (m_Flags & MTL_FLAG_REQUIRE_NEAREST_CUBEMAP) != 0;
if (!bRequireNearestCubemap)
{
for (int i = 0; i < (int)m_subMtls.size(); ++i)
{
if (m_subMtls[i] != 0 && m_subMtls[i]->m_Flags & MTL_FLAG_REQUIRE_NEAREST_CUBEMAP)
{
bRequireNearestCubemap = true;
break;
}
}
}
return bRequireNearestCubemap;
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////