79 lines
1.7 KiB
C++
79 lines
1.7 KiB
C++
// Copyright (c) 2012-2023 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 particles.
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/// </summary>
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class ParticleMaterialShader : 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 Depth;
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PipelineStateCache Distortion;
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#if USE_EDITOR
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PipelineStateCache QuadOverdraw;
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#endif
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FORCE_INLINE PipelineStateCache* GetPS(const DrawPass pass)
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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 &Depth;
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case DrawPass::Distortion:
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return &Distortion;
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case DrawPass::Forward:
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return &Default;
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#if USE_EDITOR
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case DrawPass::QuadOverdraw:
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return &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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Depth.Release();
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Distortion.Release();
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#if USE_EDITOR
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QuadOverdraw.Release();
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#endif
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}
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};
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private:
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Cache _cacheSprite;
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Cache _cacheModel;
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Cache _cacheRibbon;
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PipelineStateCache _cacheVolumetricFog;
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DrawPass _drawModes = DrawPass::None;
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public:
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/// <summary>
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/// Init
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/// </summary>
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/// <param name="name">Material resource name</param>
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ParticleMaterialShader(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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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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