6e8fbca745
match the genesis editor version 1.3.0.653.
66 lines
2.3 KiB
C++
66 lines
2.3 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "GenesisMaterial.h"
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namespace GenesisMaterialMaker
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{
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static uint sID_Index = 1;// 0 is remains which means null
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GenesisMaterial::GenesisMaterial()
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{
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//empty
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}
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GenesisMaterial::~GenesisMaterial()
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{
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//empty
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}
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void GenesisMaterial::Setup(const char* str)
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{
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m_GPUProgrampath = Util::String(str);
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}
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GPtr<Graphic::Material> GenesisMaterial::CreateRealMaterial()
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{
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GPtr<Graphic::Material> mat;
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m_material.AssignDefaultMatParamBindings();
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m_material.MakeMaterial(mat);
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mat->SetName(m_name);
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// the shader would only be created once at the first time. materials with the same shader later
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// would use the clone of the first material. So that we can guarantee the copys have the same shader id
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mat->SetShaderInstanceID(sID_Index);
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++sID_Index;
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n_assert(0 != sID_Index); // assert the shaderInstance ID wouldn't overflow
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mat->_BuildBindingMap();
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// gles can catch the register's id at this time,so that we can set the state of texture.
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m_material._SetTextureSamplers();
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return mat;
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}
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}
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