51 lines
1.4 KiB
C++
51 lines
1.4 KiB
C++
// Copyright (c) 2012-2022 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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#include "Engine/Content/Assets/Shader.h"
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class GPUPipelineState;
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/// <summary>
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/// Rendering material shaders complexity to visualize performance of pixels rendering in editor.
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/// </summary>
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class MaterialComplexityMaterialShader
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{
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private:
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class WrapperShader : public IMaterial
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{
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public:
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MaterialInfo Info;
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MaterialDomain Domain;
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AssetReference<Material> MaterialAsset;
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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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WrapperShader _wrappers[5];
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AssetReference<Shader> _shader;
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GPUPipelineState* _ps = nullptr;
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public:
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MaterialComplexityMaterialShader();
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void DebugOverrideDrawCallsMaterial(RenderContext& renderContext, GPUContext* context, GPUTextureView* lightBuffer);
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void Draw(RenderContext& renderContext, GPUContext* context, GPUTextureView* lightBuffer);
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private:
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void DebugOverrideDrawCallsMaterial(struct DrawCall& drawCall, const bool isReady[ARRAY_COUNT(_wrappers) + 1]);
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};
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#endif
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