// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "MaterialShader.h"
///
/// Represents material that can be used to render particles.
///
class ParticleMaterialShader : public MaterialShader
{
private:
struct Cache
{
PipelineStateCache Default;
PipelineStateCache Depth;
PipelineStateCache Distortion;
#if USE_EDITOR
PipelineStateCache QuadOverdraw;
#endif
FORCE_INLINE PipelineStateCache* GetPS(const DrawPass pass)
{
switch (pass)
{
case DrawPass::Depth:
return &Depth;
case DrawPass::Distortion:
return &Distortion;
case DrawPass::Forward:
return &Default;
#if USE_EDITOR
case DrawPass::QuadOverdraw:
return &QuadOverdraw;
#endif
default:
return nullptr;
}
}
FORCE_INLINE void Release()
{
Default.Release();
Depth.Release();
Distortion.Release();
#if USE_EDITOR
QuadOverdraw.Release();
#endif
}
};
private:
Cache _cacheSprite;
Cache _cacheModel;
Cache _cacheRibbon;
PipelineStateCache _cacheVolumetricFog;
DrawPass _drawModes = DrawPass::None;
public:
///
/// Init
///
/// Material resource name
ParticleMaterialShader(const StringView& name)
: MaterialShader(name)
{
}
public:
// [MaterialShader]
DrawPass GetDrawModes() const override;
void Bind(BindParameters& params) override;
void Unload() override;
protected:
// [MaterialShader]
bool Load() override;
};