41 lines
892 B
C++
41 lines
892 B
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#pragma once
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#if USE_EDITOR
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#include "Engine/Content/AssetReference.h"
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#include "Engine/Content/Assets/Material.h"
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#include "Engine/Graphics/Materials/IMaterial.h"
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class GPUPipelineState;
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/// <summary>
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/// Rendering Level Of Detail number as colors to debug LOD switches in editor.
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/// </summary>
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class LODPreviewMaterialShader : public IMaterial
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{
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private:
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AssetReference<Material> _material;
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public:
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LODPreviewMaterialShader();
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virtual ~LODPreviewMaterialShader()
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{
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}
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public:
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// [IMaterial]
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const MaterialInfo& GetInfo() const override;
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GPUShader* GetShader() const override;
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bool IsReady() const override;
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bool CanUseInstancing(InstancingHandler& handler) const override;
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DrawPass GetDrawModes() const override;
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void Bind(BindParameters& params) override;
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};
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#endif
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