// Copyright (c) Wojciech Figat. All rights reserved. #pragma once #include "MaterialShader.h" /// /// Represents material that can be used to render objects to GBuffer. /// class DeferredMaterialShader : public MaterialShader { private: struct Cache { PipelineStateCache Default; PipelineStateCache DefaultSkinned; PipelineStateCache DefaultLightmap; PipelineStateCache Depth; PipelineStateCache DepthSkinned; PipelineStateCache MotionVectors; PipelineStateCache MotionVectorsSkinned; PipelineStateCache MotionVectorsSkinnedPerBone; #if USE_EDITOR PipelineStateCache QuadOverdraw; PipelineStateCache QuadOverdrawSkinned; #endif FORCE_INLINE PipelineStateCache* GetPS(const DrawPass pass, const bool useLightmap, const bool useSkinning, const bool perBoneMotionBlur) { switch (pass) { case DrawPass::Depth: return useSkinning ? &DepthSkinned : &Depth; case DrawPass::GBuffer: case DrawPass::GBuffer | DrawPass::GlobalSurfaceAtlas: case DrawPass::GlobalSurfaceAtlas: return useLightmap ? &DefaultLightmap : (useSkinning ? &DefaultSkinned : &Default); case DrawPass::MotionVectors: return useSkinning ? (perBoneMotionBlur ? &MotionVectorsSkinnedPerBone : &MotionVectorsSkinned) : &MotionVectors; #if USE_EDITOR case DrawPass::QuadOverdraw: return useSkinning ? &QuadOverdrawSkinned : &QuadOverdraw; #endif default: return nullptr; } } FORCE_INLINE void Release() { Default.Release(); DefaultSkinned.Release(); DefaultLightmap.Release(); Depth.Release(); DepthSkinned.Release(); MotionVectors.Release(); MotionVectorsSkinned.Release(); #if USE_EDITOR QuadOverdraw.Release(); QuadOverdrawSkinned.Release(); #endif } }; private: Cache _cache; Cache _cacheInstanced; public: DeferredMaterialShader(const StringView& name) : MaterialShader(name) { } public: // [MaterialShader] DrawPass GetDrawModes() const override; bool CanUseLightmap() const override; bool CanUseInstancing(InstancingHandler& handler) const override; void Bind(BindParameters& params) override; void Unload() override; protected: // [MaterialShader] bool Load() override; };