| 23 | } |
| 24 | |
| 25 | void Material::bind(u8 view, u32 depth) const |
| 26 | { |
| 27 | using namespace material_resource; |
| 28 | |
| 29 | // Set samplers. |
| 30 | const TextureData *td = texture_data_array(_resource); |
| 31 | for (u32 i = 0; i < _resource->num_textures; ++i) { |
| 32 | const TextureHandle *th = texture_handle(td, i, _data); |
| 33 | |
| 34 | bgfx::UniformHandle sampler; |
| 35 | bgfx::TextureHandle texture; |
| 36 | sampler.idx = th->sampler_handle; |
| 37 | texture.idx = th->texture_handle; |
| 38 | |
| 39 | for (u32 si = 0; si < _shader.num_samplers; ++si) { |
| 40 | if (_shader.samplers[si].name == td[i].name._id) { |
| 41 | bgfx::setTexture(_shader.samplers[si].stage |
| 42 | , sampler |
| 43 | , texture |
| 44 | , _shader.samplers[si].state |
| 45 | ); |
| 46 | break; |
| 47 | } |
| 48 | } |
| 49 | } |
| 50 | |
| 51 | // Set uniforms. |
| 52 | const UniformData *ud = uniform_data_array(_resource); |
| 53 | for (u32 i = 0; i < _resource->num_uniforms; ++i) { |
| 54 | const UniformHandle *uh = uniform_handle(ud, i, _data); |
| 55 | |
| 56 | bgfx::UniformHandle buh; |
| 57 | buh.idx = uh->uniform_handle; |
| 58 | bgfx::setUniform(buh, (char *)uh + sizeof(uh->uniform_handle)); |
| 59 | } |
| 60 | |
| 61 | bgfx::setState(_shader.state | BGFX_STATE_MSAA); |
| 62 | bgfx::setStencil(_shader.stencil_front, _shader.stencil_back); |
| 63 | bgfx::submit(view, _shader.program, depth); |
| 64 | } |
| 65 | |
| 66 | template<typename T> |
| 67 | static void set_uniform_value(StringId32 name, const T &value, const MaterialResource *mr, char *dynamic_data) |
no test coverage detected