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o3de/Gems/Atom/Feature/Common/Code/Source/Material/UseTextureFunctorSourceData.h

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C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include "./UseTextureFunctor.h"
#include <Atom/RPI.Edit/Material/MaterialFunctorSourceData.h>
namespace AZ
{
namespace Render
{
class UseTextureFunctor;
//! Builds a UseTextureFunctor.
//! Materials can use this functor to control whether a specific texture property will be sampled.
//! Sampling will be disabled if no texture is bound or if the useTexture flag is disabled.
class UseTextureFunctorSourceData final
: public RPI::MaterialFunctorSourceData
{
public:
AZ_RTTI(UseTextureFunctorSourceData, "{2CBB80CF-5EEB-4C0F-B628-1FE0729E2D18}", RPI::MaterialFunctorSourceData);
static void Reflect(ReflectContext* context);
FunctorResult CreateFunctor(const RuntimeContext& context) const override;
FunctorResult CreateFunctor(const EditorContext& context) const override;
AZStd::vector<AZ::Name> GetShaderOptionDependencies() const override;
private:
// Material property inputs...
Name m_texturePropertyName; //!< Name of a material property for a texture
Name m_useTexturePropertyName; //!< Name of a material property for a bool that indicates whether to use the texture
//! material properties that relate to the texture, which will be enabled only when the texture map is enabled.
AZStd::vector<Name> m_dependentProperties;
// Shader option output...
AZStd::vector<AZ::Name> m_shaderTags; //!< Identifier tags associated to shaders that a material uses
Name m_useTextureOptionName; //!< Name of the shader option that controls whether the texture should be sampled
};
} // namespace Render
} // namespace AZ