Files
FlaxEngine/Source/Engine/Renderer/Editor/LightmapUVsDensity.h
Wojciech Figat a7e428a21c Merge branch 'master' into 1.5
# Conflicts:
#	Content/Shaders/GI/DDGI.flax
#	Content/Shaders/GI/GlobalSurfaceAtlas.flax
#	Content/Shaders/TAA.flax
#	Content/Shaders/VolumetricFog.flax
#	Source/Editor/CustomEditors/Editors/ActorTagEditor.cs
#	Source/Engine/Core/Config/GraphicsSettings.cpp
#	Source/Engine/Engine/PostProcessEffect.cs
#	Source/Engine/Graphics/GPUResourcesCollection.cpp
#	Source/Engine/Graphics/GPUResourcesCollection.h
#	Source/Engine/Graphics/PostProcessBase.h
#	Source/FlaxEngine.Gen.cs
2023-01-10 15:37:55 +01:00

46 lines
1.0 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#if USE_EDITOR
#include "Engine/Content/AssetReference.h"
#include "Engine/Content/Assets/Shader.h"
#include "Engine/Content/Assets/Texture.h"
#include "Engine/Graphics/Materials/IMaterial.h"
class GPUPipelineState;
/// <summary>
/// Lightmap UVs Density rendering for profiling and debugging in editor.
/// </summary>
class LightmapUVsDensityMaterialShader : public IMaterial
{
private:
AssetReference<Shader> _shader;
AssetReference<Texture> _gridTexture;
GPUPipelineState* _ps = nullptr;
MaterialInfo _info;
public:
LightmapUVsDensityMaterialShader();
virtual ~LightmapUVsDensityMaterialShader()
{
}
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj);
#endif
public:
// [IMaterial]
const MaterialInfo& GetInfo() const override;
GPUShader* GetShader() const override;
bool IsReady() const override;
DrawPass GetDrawModes() const override;
void Bind(BindParameters& params) override;
};
#endif