// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and 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. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2020 NVIDIA Corporation. All rights reserved. #ifndef RENDER_MATERIAL_H #define RENDER_MATERIAL_H #include "Utils.h" #include "DirectXTex.h" #include #include #include #include #include class IRenderMesh; class ResourceManager; struct TextureResource; class RenderMaterial { public: enum BlendMode { BLEND_NONE, BLEND_ALPHA_BLENDING, BLEND_ADDITIVE }; RenderMaterial(ResourceManager& resourceProvider, const char* shaderFileName, const char* textureFileName = "", BlendMode blendMode = BLEND_NONE); ~RenderMaterial(); void setBlending(BlendMode blendMode); BlendMode getBlending() const { return mBlendMode; } void reload(); class Instance { public: Instance(RenderMaterial& material, ID3D11InputLayout* inputLayout, uint32_t shaderNum = 0) : mMaterial(material), mInputLayout(inputLayout), mShaderNum(shaderNum) {} ~Instance() { SAFE_RELEASE(mInputLayout); } bool isValid(); void bind(ID3D11DeviceContext& context, uint32_t slot, bool depthStencilOnly = false); RenderMaterial& getMaterial() const { return mMaterial; } private: RenderMaterial& mMaterial; ID3D11InputLayout* mInputLayout; uint32_t mShaderNum; }; typedef std::shared_ptr InstancePtr; InstancePtr getMaterialInstance(const IRenderMesh* mesh); InstancePtr getMaterialInstance(const D3D11_INPUT_ELEMENT_DESC* elementDescs, uint32_t numElements); private: void initialize(ResourceManager& resourceCallback, const char* shaderFileName, const char* textureFileName, BlendMode blendMode); void initialize(ResourceManager&resourceProvider, std::vector shaderFileNames, const char* textureFileName, BlendMode blendMode); void releaseReloadableResources(); std::string mShaderFileName; std::string mTextureFileName; struct ShaderGroup { ShaderGroup() : vs(nullptr), gs(nullptr), ps(nullptr), buffer(nullptr) { } ~ShaderGroup() { Release(); } void Release() { SAFE_RELEASE(vs); SAFE_RELEASE(gs); SAFE_RELEASE(ps); SAFE_RELEASE(buffer); } void Set(ID3D11DeviceContext* c, bool setPixelShader = true) { c->VSSetShader(vs, nullptr, 0); c->GSSetShader(gs, nullptr, 0); c->PSSetShader(setPixelShader ? ps : nullptr, nullptr, 0); } bool IsValid() { return vs != nullptr; } ID3D11VertexShader* vs; ID3D11GeometryShader* gs; ID3D11PixelShader* ps; ID3DBlob* buffer; }; std::map> mRenderMeshToInstanceMap; const TextureResource* mTexture; ID3D11ShaderResourceView* mTextureSRV; std::vector mShaderFilePathes; std::vector mShaderGroups; ID3D11BlendState* mBlendState; BlendMode mBlendMode; }; #endif