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// 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 <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;
}
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