// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "MaterialShader.h"
///
/// Represents material that can be used to render decals.
///
class DecalMaterialShader : public MaterialShader
{
private:
struct Cache
{
GPUPipelineState* Inside = nullptr;
GPUPipelineState* Outside = nullptr;
FORCE_INLINE void Release()
{
SAFE_DELETE_GPU_RESOURCE(Inside);
SAFE_DELETE_GPU_RESOURCE(Outside);
}
};
private:
Cache _cache;
public:
///
/// Init
///
/// Material resource name
DecalMaterialShader(const StringView& name)
: MaterialShader(name)
{
}
public:
// [MaterialShader]
DrawPass GetDrawModes() const override;
void Bind(BindParameters& params) override;
void Unload() override;
protected:
// [MaterialShader]
bool Load() override;
};