// 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) 2008-2017 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; }