// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "MaterialShader.h"
///
/// Represents material that can be used to render terrain.
///
class TerrainMaterialShader : public MaterialShader
{
private:
struct Cache
{
PipelineStateCache Default;
PipelineStateCache DefaultLightmap;
PipelineStateCache Depth;
FORCE_INLINE PipelineStateCache* GetPS(const DrawPass pass, const bool useLightmap)
{
switch (pass)
{
case DrawPass::Depth:
return &Depth;
case DrawPass::GBuffer:
return useLightmap ? &DefaultLightmap : &Default;
default:
return nullptr;
}
}
FORCE_INLINE void Release()
{
Default.Release();
DefaultLightmap.Release();
Depth.Release();
}
};
private:
Cache _cache;
public:
///
/// Init
///
/// Material resource name
TerrainMaterialShader(const String& name)
: MaterialShader(name)
{
}
public:
// [MaterialShader]
DrawPass GetDrawModes() const override;
bool CanUseLightmap() const override;
void Bind(BindParameters& params) override;
void Unload() override;
protected:
// [MaterialShader]
bool Load() override;
};