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53 lines
2.3 KiB
C++
53 lines
2.3 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <Atom/RPI.Reflect/Material/MaterialFunctor.h>
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#include <Atom/RPI.Reflect/Material/MaterialPropertyDescriptor.h>
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#include <Atom/RHI.Reflect/Limits.h>
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namespace AZ
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{
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namespace Render
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{
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//! Materials can use this functor to control whether a specific texture property will be sampled.
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//! Sampling will be disabled if no texture is bound or if the useTexture flag is disabled.
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class UseTextureFunctor final
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: public RPI::MaterialFunctor
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{
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friend class UseTextureFunctorSourceData;
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public:
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AZ_RTTI(UseTextureFunctor, "{CFAC6159-840A-4696-8699-D3850D8A3930}", RPI::MaterialFunctor);
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static void Reflect(ReflectContext* context);
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void Process(RuntimeContext& context) override;
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void Process(EditorContext& context) override;
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private:
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// Material property inputs...
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RPI::MaterialPropertyIndex m_texturePropertyIndex; //!< material property for a texture
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RPI::MaterialPropertyIndex m_useTexturePropertyIndex; //!< material property for a bool that indicates whether to use the texture
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//! material properties that relate to the texture, which will be enabled only when the texture map is enabled.
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AZStd::vector<RPI::MaterialPropertyIndex> m_dependentPropertyIndexes;
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// Shader option output...
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AZStd::vector<AZ::Name> m_shaderTags; //!< Shaders identified by tags belonging to materials that this functor will affect
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AZStd::unordered_map<AZ::Name, RPI::ShaderOptionIndex> m_useTextureOptionIndices; //!< the shader option that controls whether the texture should be sampled on a shader
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};
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} // namespace Render
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} // namespace AZ
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