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// 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.
#include "RenderMaterial.h"
#include <DirectXMath.h>
#include "PxAssert.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();
}
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