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path: root/NvBlast/samples/SampleBase/renderer/RenderMaterial.cpp
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-rw-r--r--NvBlast/samples/SampleBase/renderer/RenderMaterial.cpp206
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diff --git a/NvBlast/samples/SampleBase/renderer/RenderMaterial.cpp b/NvBlast/samples/SampleBase/renderer/RenderMaterial.cpp
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+++ b/NvBlast/samples/SampleBase/renderer/RenderMaterial.cpp
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+/*
+* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#include "RenderMaterial.h"
+#include <DirectXMath.h>
+#include "ShaderUtils.h"
+#include "Renderer.h"
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// RenderMaterial
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+RenderMaterial::RenderMaterial(ResourceManager& resourceCallback, const char* shaderFileName,
+ const char* textureFileName, BlendMode blendMode)
+{
+ this->initialize(resourceCallback, shaderFileName, textureFileName, blendMode);
+}
+
+void RenderMaterial::initialize(ResourceManager& resourceCallback, const char* shaderFileName, const char* textureFileName, BlendMode blendMode)
+{
+ std::vector<std::string> v;
+ v.push_back(shaderFileName);
+ initialize(resourceCallback, v, textureFileName, blendMode);
+}
+
+void RenderMaterial::initialize(ResourceManager& resourceCallback, std::vector<std::string> shaderFileNames, const char* textureFileName, BlendMode blendMode)
+{
+ mTextureSRV = nullptr;
+ mTexture = nullptr;
+ mBlendState = nullptr;
+ mTextureFileName = textureFileName;
+
+ for (uint32_t i = 0; i < shaderFileNames.size(); i++)
+ {
+ const ShaderFileResource* resource = resourceCallback.requestShaderFile(shaderFileNames[i].c_str());
+ if (resource)
+ {
+ std::string shaderFilePath = resource->path;
+ mShaderFilePathes.push_back(shaderFilePath);
+ }
+ }
+ mShaderGroups.reserve(mShaderFilePathes.size());
+
+ if (!mTextureFileName.empty())
+ {
+ mTexture = resourceCallback.requestTexture(mTextureFileName.c_str());
+ }
+
+ setBlending(blendMode);
+
+ reload();
+}
+
+void RenderMaterial::releaseReloadableResources()
+{
+ for (std::vector<ShaderGroup*>::iterator it = mShaderGroups.begin(); it != mShaderGroups.end(); it++)
+ {
+ delete *it;
+ }
+ mShaderGroups.clear();
+
+ SAFE_RELEASE(mTextureSRV);
+}
+
+RenderMaterial::~RenderMaterial()
+{
+ releaseReloadableResources();
+ SAFE_RELEASE(mBlendState);
+}
+
+void RenderMaterial::setBlending(BlendMode blendMode)
+{
+ mBlendMode = blendMode;
+
+ SAFE_RELEASE(mBlendState);
+
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+
+ switch (blendMode)
+ {
+ case BLEND_NONE:
+ desc.RenderTarget[0].BlendEnable = FALSE;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ break;
+ case BLEND_ALPHA_BLENDING:
+ desc.AlphaToCoverageEnable = FALSE;
+ desc.IndependentBlendEnable = TRUE;
+ desc.RenderTarget[0].BlendEnable = TRUE;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ break;
+ case BLEND_ADDITIVE: // actually, is's additive by alpha
+ desc.AlphaToCoverageEnable = FALSE;
+ desc.IndependentBlendEnable = TRUE;
+ desc.RenderTarget[0].BlendEnable = TRUE;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ break;
+ default:
+ PX_ALWAYS_ASSERT_MESSAGE("Unknown blend mode");
+ }
+
+ ID3D11Device* device = GetDeviceManager()->GetDevice();
+ V(device->CreateBlendState(&desc, &mBlendState));
+}
+
+void RenderMaterial::reload()
+{
+ releaseReloadableResources();
+
+ // load shaders
+ ID3D11Device* device = GetDeviceManager()->GetDevice();
+
+ for (std::vector<std::string>::iterator it = mShaderFilePathes.begin(); it != mShaderFilePathes.end(); it++)
+ {
+ const char* shaderFilePath = (*it).c_str();
+ ShaderGroup* shaderGroup = new ShaderGroup();
+ V(createShaderFromFile(device, shaderFilePath, "VS", &(shaderGroup->vs), shaderGroup->buffer));
+ createShaderFromFile(device, shaderFilePath, "PS", &shaderGroup->ps);
+ createShaderFromFile(device, shaderFilePath, "GS", &shaderGroup->gs);
+ mShaderGroups.push_back(shaderGroup);
+ }
+
+ // load texture
+ if (mTexture)
+ {
+ V(DirectX::CreateShaderResourceView(device, mTexture->image.GetImages(), mTexture->image.GetImageCount(),
+ mTexture->metaData, &mTextureSRV));
+ }
+}
+
+
+
+RenderMaterial::InstancePtr RenderMaterial::getMaterialInstance(const IRenderMesh* mesh)
+{
+ // look in cache
+ auto it = mRenderMeshToInstanceMap.find(mesh);
+ if (it != mRenderMeshToInstanceMap.end())
+ {
+ if (!(*it).second.expired())
+ {
+ return (*it).second.lock();
+ }
+ }
+
+ // create new
+ const std::vector<D3D11_INPUT_ELEMENT_DESC>& descs = mesh->getInputElementDesc();
+ RenderMaterial::InstancePtr instance = getMaterialInstance(&descs[0], (uint32_t)descs.size());
+ mRenderMeshToInstanceMap[mesh] = instance;
+ return instance;
+}
+
+RenderMaterial::InstancePtr RenderMaterial::getMaterialInstance(const D3D11_INPUT_ELEMENT_DESC* elementDescs, uint32_t numElements)
+{
+ ID3D11Device* device = GetDeviceManager()->GetDevice();
+
+ for (uint32_t i = 0; i < mShaderGroups.size(); i++)
+ {
+ if (mShaderGroups[i]->buffer == NULL)
+ continue;
+
+ ID3D11InputLayout* inputLayout = NULL;
+ device->CreateInputLayout(elementDescs, numElements, mShaderGroups[i]->buffer->GetBufferPointer(), mShaderGroups[i]->buffer->GetBufferSize(), &inputLayout);
+
+ if (inputLayout)
+ {
+ RenderMaterial::InstancePtr materialInstance(new Instance(*this, inputLayout, i));
+ return materialInstance;
+ }
+ }
+ PX_ALWAYS_ASSERT();
+ return NULL;
+}
+
+void RenderMaterial::Instance::bind(ID3D11DeviceContext& context, uint32_t slot, bool depthStencilOnly)
+{
+ mMaterial.mShaderGroups[mShaderNum]->Set(&context, !depthStencilOnly);
+
+ context.OMSetBlendState(mMaterial.mBlendState, nullptr, 0xFFFFFFFF);
+ context.PSSetShaderResources(slot, 1, &(mMaterial.mTextureSRV));
+ context.IASetInputLayout(mInputLayout);
+}
+
+bool RenderMaterial::Instance::isValid()
+{
+ return mMaterial.mShaderGroups.size() > 0 && mMaterial.mShaderGroups[mShaderNum]->IsValid();
+}