87 lines
2.5 KiB
C++
87 lines
2.5 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "MaterialShader.h"
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/// <summary>
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/// Represents material that can be used to render objects to GBuffer.
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/// </summary>
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class DeferredMaterialShader : public MaterialShader
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{
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private:
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struct Cache
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{
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PipelineStateCache Default;
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PipelineStateCache DefaultSkinned;
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PipelineStateCache DefaultLightmap;
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PipelineStateCache Depth;
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PipelineStateCache DepthSkinned;
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PipelineStateCache MotionVectors;
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PipelineStateCache MotionVectorsSkinned;
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PipelineStateCache MotionVectorsSkinnedPerBone;
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#if USE_EDITOR
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PipelineStateCache QuadOverdraw;
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PipelineStateCache QuadOverdrawSkinned;
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#endif
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FORCE_INLINE PipelineStateCache* GetPS(const DrawPass pass, const bool useLightmap, const bool useSkinning, const bool perBoneMotionBlur)
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{
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switch (pass)
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{
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case DrawPass::Depth:
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return useSkinning ? &DepthSkinned : &Depth;
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case DrawPass::GBuffer:
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case DrawPass::GBuffer | DrawPass::GlobalSurfaceAtlas:
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case DrawPass::GlobalSurfaceAtlas:
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return useLightmap ? &DefaultLightmap : (useSkinning ? &DefaultSkinned : &Default);
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case DrawPass::MotionVectors:
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return useSkinning ? (perBoneMotionBlur ? &MotionVectorsSkinnedPerBone : &MotionVectorsSkinned) : &MotionVectors;
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#if USE_EDITOR
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case DrawPass::QuadOverdraw:
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return useSkinning ? &QuadOverdrawSkinned : &QuadOverdraw;
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#endif
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default:
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return nullptr;
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}
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}
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FORCE_INLINE void Release()
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{
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Default.Release();
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DefaultSkinned.Release();
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DefaultLightmap.Release();
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Depth.Release();
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DepthSkinned.Release();
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MotionVectors.Release();
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MotionVectorsSkinned.Release();
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#if USE_EDITOR
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QuadOverdraw.Release();
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QuadOverdrawSkinned.Release();
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#endif
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}
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};
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private:
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Cache _cache;
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Cache _cacheInstanced;
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public:
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DeferredMaterialShader(const StringView& name)
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: MaterialShader(name)
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{
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}
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public:
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// [MaterialShader]
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DrawPass GetDrawModes() const override;
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bool CanUseLightmap() const override;
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bool CanUseInstancing(InstancingHandler& handler) const override;
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void Bind(BindParameters& params) override;
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void Unload() override;
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protected:
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// [MaterialShader]
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bool Load() override;
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};
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