/****************************************************************************** Copyright (c) W.J. van der Laan Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ******************************************************************************/ #include "MaterialGenerator.h" #include "OgreStringConverter.h" #include "OgreException.h" #include "OgrePass.h" #include "OgreTechnique.h" #include "OgreHighLevelGpuProgram.h" #include "OgreHighLevelGpuProgramManager.h" using namespace Ogre; MaterialGenerator::MaterialGenerator(): vsMask(0), fsMask(0), matMask(0), mImpl(0) { } MaterialGenerator::~MaterialGenerator() { delete mImpl; } const Ogre::MaterialPtr &MaterialGenerator::getMaterial(Perm permutation) { /// Check input validity size_t totalBits = bitNames.size(); size_t totalPerms = 1<second; } else { /// Create it Ogre::MaterialPtr templ = getTemplateMaterial(permutation & matMask); Ogre::GpuProgramPtr vs = getVertexShader(permutation & vsMask); Ogre::GpuProgramPtr fs = getFragmentShader(permutation & fsMask); /// Create material name String name=materialBaseName; for(size_t bit=0; bitgetName() << " " << fs->getName() << std::endl; /// Create material from template, and set shaders MaterialPtr mat = templ->clone(name); Technique *tech = mat->getTechnique(0); Pass *pass = tech->getPass(0); pass->setFragmentProgram(fs->getName()); pass->setVertexProgram(vs->getName()); /// And store it mMaterials[permutation] = mat; return mMaterials[permutation]; } } const Ogre::GpuProgramPtr &MaterialGenerator::getVertexShader(Perm permutation) { ProgramMap::iterator i = mVs.find(permutation); if(i != mVs.end()) { return i->second; } else { /// Create it mVs[permutation] = mImpl->generateVertexShader(permutation); return mVs[permutation]; } } const Ogre::GpuProgramPtr &MaterialGenerator::getFragmentShader(Perm permutation) { ProgramMap::iterator i = mFs.find(permutation); if(i != mFs.end()) { return i->second; } else { /// Create it mFs[permutation] = mImpl->generateFragmentShader(permutation); return mFs[permutation]; } } const Ogre::MaterialPtr &MaterialGenerator::getTemplateMaterial(Perm permutation) { MaterialMap::iterator i = mTemplateMat.find(permutation); if(i != mTemplateMat.end()) { return i->second; } else { /// Create it mTemplateMat[permutation] = mImpl->generateTemplateMaterial(permutation); return mTemplateMat[permutation]; } } MaterialGenerator::Impl::~Impl() { }