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; result.Material = context.Material; context.PushMaterial(materialDescriptor, rootMaterialFriendlyName); context.Step = MaterialGeneratorStep.PassesEvaluation; materialDescriptor.Visit(context); context.Step = MaterialGeneratorStep.GenerateShader; for (int pass = 0; pass < context.PassCount; ++pass) { // TODO: It would be better if the passes would get executed like this: // [object0 pass0][object0 pass1] [object1 pass0][object1 pass1] // Instead of like this: // [object0 pass0][object1 pass0] [object0 pass1][object1 pass1] // // Caveat: While the first method improves the depth sorting (for transparents), it also causes more state changes. var materialPass = context.PushPass(); context.PushLayer(null); materialDescriptor.Visit(context); context.PopLayer(); materialPass.Parameters.Set(MaterialKeys.VertexStageSurfaceShaders, context.ComputeShaderSource(MaterialShaderStage.Vertex)); materialPass.Parameters.Set(MaterialKeys.DomainStageSurfaceShaders, context.ComputeShaderSource(MaterialShaderStage.Domain)); materialPass.Parameters.Set(MaterialKeys.PixelStageSurfaceShaders, context.ComputeShaderSource(MaterialShaderStage.Pixel)); materialPass.Parameters.Set(MaterialKeys.VertexStageStreamInitializer, context.GenerateStreamInitializers(MaterialShaderStage.Vertex)); materialPass.Parameters.Set(MaterialKeys.DomainStageStreamInitializer, context.GenerateStreamInitializers(MaterialShaderStage.Domain)); materialPass.Parameters.Set(MaterialKeys.PixelStageStreamInitializer, context.GenerateStreamInitializers(MaterialShaderStage.Pixel)); context.PopPass(); } context.PopMaterial(); return(result); }