// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. #include 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; }