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50 lines
2.0 KiB
C++
50 lines
2.0 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include "./UseTextureFunctor.h"
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#include <Atom/RPI.Edit/Material/MaterialFunctorSourceData.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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class UseTextureFunctor;
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//! Builds a UseTextureFunctor.
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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 UseTextureFunctorSourceData final
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: public RPI::MaterialFunctorSourceData
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{
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public:
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AZ_RTTI(UseTextureFunctorSourceData, "{2CBB80CF-5EEB-4C0F-B628-1FE0729E2D18}", RPI::MaterialFunctorSourceData);
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static void Reflect(ReflectContext* context);
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FunctorResult CreateFunctor(const RuntimeContext& context) const override;
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FunctorResult CreateFunctor(const EditorContext& context) const override;
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AZStd::vector<AZ::Name> GetShaderOptionDependencies() const override;
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private:
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// Material property inputs...
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Name m_texturePropertyName; //!< Name of a material property for a texture
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Name m_useTexturePropertyName; //!< Name of a 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<Name> m_dependentProperties;
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// Shader option output...
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AZStd::vector<AZ::Name> m_shaderTags; //!< Identifier tags associated to shaders that a material uses
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Name m_useTextureOptionName; //!< Name of the shader option that controls whether the texture should be sampled
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};
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} // namespace Render
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} // namespace AZ
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