// Copyright (c) 2012-2023 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; #if USE_EDITOR PipelineStateCache QuadOverdraw; #endif FORCE_INLINE PipelineStateCache* GetPS(const DrawPass pass, const bool useLightmap) { switch (pass) { case DrawPass::Depth: return &Depth; case DrawPass::GBuffer: case DrawPass::GBuffer | DrawPass::GlobalSurfaceAtlas: case DrawPass::GlobalSurfaceAtlas: return useLightmap ? &DefaultLightmap : &Default; #if USE_EDITOR case DrawPass::QuadOverdraw: return &QuadOverdraw; #endif default: return nullptr; } } FORCE_INLINE void Release() { Default.Release(); DefaultLightmap.Release(); Depth.Release(); #if USE_EDITOR QuadOverdraw.Release(); #endif } }; private: Cache _cache; public: /// /// Init /// /// Material resource name TerrainMaterialShader(const StringView& 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; };