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68
Source/Engine/Graphics/Materials/TerrainMaterialShader.h
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68
Source/Engine/Graphics/Materials/TerrainMaterialShader.h
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#pragma once
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#include "MaterialShader.h"
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/// <summary>
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/// Represents material that can be used to render terrain.
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/// </summary>
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class TerrainMaterialShader : public MaterialShader
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{
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private:
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struct Cache
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{
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PipelineStateCache Default;
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PipelineStateCache DefaultLightmap;
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PipelineStateCache Depth;
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FORCE_INLINE PipelineStateCache* GetPS(const DrawPass pass, const bool useLightmap)
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{
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switch (pass)
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{
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case DrawPass::Depth:
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return &Depth;
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case DrawPass::GBuffer:
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return useLightmap ? &DefaultLightmap : &Default;
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default:
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return nullptr;
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}
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}
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FORCE_INLINE void Release()
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{
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Default.Release();
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DefaultLightmap.Release();
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Depth.Release();
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}
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};
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private:
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Cache _cache;
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public:
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/// <summary>
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/// Init
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/// </summary>
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/// <param name="name">Material resource name</param>
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TerrainMaterialShader(const String& name)
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: MaterialShader(name)
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{
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}
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public:
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// [MaterialShader]
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DrawPass GetDrawModes() const override;
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bool CanUseLightmap() const override;
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void Bind(BindParameters& params) override;
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void Unload() override;
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protected:
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// [MaterialShader]
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bool Load() override;
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};
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