Files
FlaxEngine/Source/Engine/Graphics/Materials/DeferredMaterialShader.h
2024-02-26 19:00:48 +01:00

87 lines
2.5 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "MaterialShader.h"
/// <summary>
/// Represents material that can be used to render objects to GBuffer.
/// </summary>
class DeferredMaterialShader : public MaterialShader
{
private:
struct Cache
{
PipelineStateCache Default;
PipelineStateCache DefaultSkinned;
PipelineStateCache DefaultLightmap;
PipelineStateCache Depth;
PipelineStateCache DepthSkinned;
PipelineStateCache MotionVectors;
PipelineStateCache MotionVectorsSkinned;
PipelineStateCache MotionVectorsSkinnedPerBone;
#if USE_EDITOR
PipelineStateCache QuadOverdraw;
PipelineStateCache QuadOverdrawSkinned;
#endif
FORCE_INLINE PipelineStateCache* GetPS(const DrawPass pass, const bool useLightmap, const bool useSkinning, const bool perBoneMotionBlur)
{
switch (pass)
{
case DrawPass::Depth:
return useSkinning ? &DepthSkinned : &Depth;
case DrawPass::GBuffer:
case DrawPass::GBuffer | DrawPass::GlobalSurfaceAtlas:
case DrawPass::GlobalSurfaceAtlas:
return useLightmap ? &DefaultLightmap : (useSkinning ? &DefaultSkinned : &Default);
case DrawPass::MotionVectors:
return useSkinning ? (perBoneMotionBlur ? &MotionVectorsSkinnedPerBone : &MotionVectorsSkinned) : &MotionVectors;
#if USE_EDITOR
case DrawPass::QuadOverdraw:
return useSkinning ? &QuadOverdrawSkinned : &QuadOverdraw;
#endif
default:
return nullptr;
}
}
FORCE_INLINE void Release()
{
Default.Release();
DefaultSkinned.Release();
DefaultLightmap.Release();
Depth.Release();
DepthSkinned.Release();
MotionVectors.Release();
MotionVectorsSkinned.Release();
#if USE_EDITOR
QuadOverdraw.Release();
QuadOverdrawSkinned.Release();
#endif
}
};
private:
Cache _cache;
Cache _cacheInstanced;
public:
DeferredMaterialShader(const StringView& name)
: MaterialShader(name)
{
}
public:
// [MaterialShader]
DrawPass GetDrawModes() const override;
bool CanUseLightmap() const override;
bool CanUseInstancing(InstancingHandler& handler) const override;
void Bind(BindParameters& params) override;
void Unload() override;
protected:
// [MaterialShader]
bool Load() override;
};