LCOV - code coverage report
Current view: top level - source/graphics - Material.cpp (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 1 24 4.2 %
Date: 2023-01-19 00:18:29 Functions: 2 9 22.2 %

          Line data    Source code
       1             : /* Copyright (C) 2023 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : #include "precompiled.h"
      19             : 
      20             : #include "Material.h"
      21             : #include "ps/CStrInternStatic.h"
      22             : 
      23           0 : CMaterial::CMaterial() :
      24           0 :     m_AlphaBlending(false)
      25             : {
      26           0 : }
      27             : 
      28           0 : void CMaterial::SetShaderEffect(const CStr& effect)
      29             : {
      30           0 :     m_ShaderEffect = CStrIntern(effect);
      31           0 : }
      32             : 
      33           0 : void CMaterial::AddShaderDefine(CStrIntern key, CStrIntern value)
      34             : {
      35           0 :     m_ShaderDefines.Add(key, value);
      36           0 : }
      37             : 
      38           0 : void CMaterial::AddStaticUniform(const char* key, const CVector4D& value)
      39             : {
      40           0 :     m_StaticUniforms.Add(key, value);
      41           0 : }
      42             : 
      43           0 : void CMaterial::AddSampler(const TextureSampler& texture)
      44             : {
      45           0 :     m_Samplers.push_back(texture);
      46           0 :     if (texture.Name == str_baseTex)
      47           0 :         m_DiffuseTexture = texture.Sampler;
      48           0 : }
      49             : 
      50           0 : void CMaterial::AddRenderQuery(const char* key)
      51             : {
      52           0 :     m_RenderQueries.Add(key);
      53           0 : }
      54             : 
      55           0 : void CMaterial::AddRequiredSampler(const CStr& samplerName)
      56             : {
      57           0 :     CStrIntern string(samplerName);
      58           0 :     m_RequiredSamplers.push_back(string);
      59           3 : }

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