Refactor material shaders generator to use modular features as extensions

This commit is contained in:
Wojtek Figat
2021-02-04 15:27:38 +01:00
parent 9e6243adcc
commit b5847eb0d6
10 changed files with 86 additions and 100 deletions

View File

@@ -186,6 +186,8 @@ bool MaterialGenerator::Generate(WriteStream& source, MaterialInfo& materialInfo
ADD_FEATURE(TessellationFeature);
if (materialInfo.BlendMode == MaterialBlendMode::Opaque)
ADD_FEATURE(LightmapFeature);
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && (materialInfo.FeaturesFlags & MaterialFeaturesFlags::DisableDistortion) == 0)
ADD_FEATURE(DistortionFeature);
break;
case MaterialDomain::Terrain:
if (materialInfo.TessellationMode != TessellationMethod::None)
@@ -193,6 +195,10 @@ bool MaterialGenerator::Generate(WriteStream& source, MaterialInfo& materialInfo
ADD_FEATURE(LightmapFeature);
break;
default:
case MaterialDomain::Particle:
if (materialInfo.BlendMode != MaterialBlendMode::Opaque && (materialInfo.FeaturesFlags & MaterialFeaturesFlags::DisableDistortion) == 0)
ADD_FEATURE(DistortionFeature);
break;
break;
}
#undef ADD_FEATURE