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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleFramework/renderer/src/RendererMaterialDesc.cpp | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Samples/SampleFramework/renderer/src/RendererMaterialDesc.cpp')
| -rw-r--r-- | PhysX_3.4/Samples/SampleFramework/renderer/src/RendererMaterialDesc.cpp | 64 |
1 files changed, 64 insertions, 0 deletions
diff --git a/PhysX_3.4/Samples/SampleFramework/renderer/src/RendererMaterialDesc.cpp b/PhysX_3.4/Samples/SampleFramework/renderer/src/RendererMaterialDesc.cpp new file mode 100644 index 00000000..ab726676 --- /dev/null +++ b/PhysX_3.4/Samples/SampleFramework/renderer/src/RendererMaterialDesc.cpp @@ -0,0 +1,64 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved. +#include <RendererMaterialDesc.h> + +using namespace SampleRenderer; + +RendererMaterialDesc::RendererMaterialDesc(void) +{ + type = RendererMaterial::TYPE_UNLIT; + alphaTestFunc = RendererMaterial::ALPHA_TEST_ALWAYS; + alphaTestRef = 0; + blending = false; + instanced = false; + srcBlendFunc = RendererMaterial::BLEND_ZERO; + dstBlendFunc = RendererMaterial::BLEND_ZERO; + geometryShaderPath = 0; + hullShaderPath = 0; + domainShaderPath = 0; + vertexShaderPath = 0; + fragmentShaderPath = 0; +} + +bool RendererMaterialDesc::isValid(void) const +{ + bool ok = true; + if(type >= RendererMaterial::NUM_TYPES) ok = false; + if(alphaTestRef < 0 || alphaTestRef > 1) ok = false; + // Note: Lighting and blending may not be properly supported, but that + // shouldn't crash the system, so this check is disabled for now + // if(blending && type != RendererMaterial::TYPE_UNLIT) ok = false; + if(geometryShaderPath || domainShaderPath || fragmentShaderPath) + { + // Note: These should be completely optional! Disabling for now. + //RENDERER_ASSERT(0, "Not implemented!"); + //ok = false; + } + if(!vertexShaderPath) ok = false; + if(!fragmentShaderPath) ok = false; + return ok; +} |