private void Generate(MaterialShaderStage stage, MaterialGeneratorContext context) { if (!context.HasSurfaceShaders(stage)) { return; } // Blend setup for this layer context.SetStream(stage, BlendStream, BlendMap, MaterialKeys.BlendMap, MaterialKeys.BlendValue); // Generate a dynamic shader name // Create a mixin var shaderMixinSource = new ShaderMixinSource(); shaderMixinSource.Mixins.Add(new ShaderClassSource("MaterialSurfaceStreamsBlend")); // Add all streams foreach (var stream in context.Streams[stage]) { shaderMixinSource.AddCompositionToArray("blends", context.GetStreamBlendShaderSource(stream)); } var materialBlendLayerMixin = context.GenerateSurfaceShader(stage); // Add the shader to the mixin shaderMixinSource.AddComposition("layer", materialBlendLayerMixin); context.ResetSurfaceShaders(stage); context.AddSurfaceShader(stage, shaderMixinSource); }
public static MaterialShaderResult Generate(MaterialDescriptor materialDescriptor, MaterialGeneratorContext context, string rootMaterialFriendlyName) { if (materialDescriptor == null) { throw new ArgumentNullException("materialDescriptor"); } if (context == null) { throw new ArgumentNullException("context"); } var result = new MaterialShaderResult(); context.Log = result; var material = context.Material; result.Material = context.Material; context.Parameters = material.Parameters; context.PushMaterial(materialDescriptor, rootMaterialFriendlyName); context.PushLayer(); materialDescriptor.Visit(context); context.PopLayer(); context.PopMaterial(); if (!material.Parameters.ContainsKey(MaterialKeys.TessellationShader)) { material.Parameters.Set(MaterialKeys.TessellationShader, null); } material.Parameters.Set(MaterialKeys.VertexStageSurfaceShaders, context.GenerateSurfaceShader(MaterialShaderStage.Vertex)); material.Parameters.Set(MaterialKeys.DomainStageSurfaceShaders, context.GenerateSurfaceShader(MaterialShaderStage.Domain)); material.Parameters.Set(MaterialKeys.PixelStageSurfaceShaders, context.GenerateSurfaceShader(MaterialShaderStage.Pixel)); material.Parameters.Set(MaterialKeys.VertexStageStreamInitializer, context.GenerateStreamInitializer(MaterialShaderStage.Vertex)); material.Parameters.Set(MaterialKeys.DomainStageStreamInitializer, context.GenerateStreamInitializer(MaterialShaderStage.Domain)); material.Parameters.Set(MaterialKeys.PixelStageStreamInitializer, context.GenerateStreamInitializer(MaterialShaderStage.Pixel)); return(result); }