# 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
46 lines
1.0 KiB
C++
46 lines
1.0 KiB
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/Shader.h"
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#include "Engine/Content/Assets/Texture.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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/// Lightmap UVs Density rendering for profiling and debugging in editor.
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/// </summary>
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class LightmapUVsDensityMaterialShader : public IMaterial
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{
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private:
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AssetReference<Shader> _shader;
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AssetReference<Texture> _gridTexture;
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GPUPipelineState* _ps = nullptr;
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MaterialInfo _info;
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public:
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LightmapUVsDensityMaterialShader();
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virtual ~LightmapUVsDensityMaterialShader()
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{
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}
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private:
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#if COMPILE_WITH_DEV_ENV
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void OnShaderReloading(Asset* obj);
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#endif
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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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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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