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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) 2008-2017 NVIDIA Corporation. All rights reserved.
#ifndef RENDER_MATERIAL_H
#define RENDER_MATERIAL_H
#include "Utils.h"
#include "DirectXTex.h"
#include <string>
#include <vector>
#include <list>
#include <map>
#include <memory>
class IRenderMesh;
class ResourceManager;
struct TextureResource;
class Renderable;
class RenderMaterial
{
public:
enum BlendMode
{
BLEND_NONE,
BLEND_ALPHA_BLENDING,
BLEND_ADDITIVE
};
enum TextureType
{
TT_Diffuse,
TT_Specular,
TT_Normal,
TT_Num
};
RenderMaterial(const char* materialName, ResourceManager& resourceProvider, const char* shaderFileName, const char* textureFileName = "", BlendMode blendMode = BLEND_NONE);
RenderMaterial(const char* materialName, ResourceManager& resourceProvider, const char* shaderFileName, float r, float g, float b, float a = 1.0, 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;
};
// Add By Lixu Begin
typedef Instance* InstancePtr;
std::string getMaterialName(){ return mMaterialName; }
void setMaterialName(std::string materialName){ mMaterialName = materialName; }
std::string getTextureFileName(TextureType tt = TT_Diffuse){ return mTextureFileNames[tt]; }
void setTextureFileName(std::string textureFileName, TextureType tt = TT_Diffuse);
void getDiffuseColor(float& r, float& g, float& b, float& a);
void setDiffuseColor(float r, float g, float b, float a = 1.0);
void getSpecularColor(float& r, float& g, float& b, float& a);
void setSpecularColor(float r, float g, float b, float a = 1.0);
float getSpecularShininess() { return mSpecularShininess; }
void setSpecularShininess(float specularShininess) { mSpecularShininess = specularShininess; }
void addRelatedRenderable(Renderable* pRenderable){ mRelatedRenderables.push_back(pRenderable); }
std::vector<Renderable*>& getRelatedRenderables(){ return mRelatedRenderables; }
void clearRelatedRenderables(){ mRelatedRenderables.clear(); }
bool isBadTexture(TextureType tt = TT_Diffuse);
static RenderMaterial* getDefaultRenderMaterial();
// Add By Lixu End
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<std::string> shaderFileNames, const char* textureFileName, BlendMode blendMode);
void releaseReloadableResources();
std::string mMaterialName;
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;
};
// Add By Lixu Begin
std::map<const IRenderMesh*, Instance*> mRenderMeshToInstanceMap;
std::vector<Renderable*> mRelatedRenderables;
// float mr;
// float mg;
// float mb;
// float ma;
// Add By Lixu End
// const TextureResource* mTexture;
// ID3D11ShaderResourceView* mTextureSRV;
std::vector<std::string> mShaderFilePathes;
std::vector<ShaderGroup*> mShaderGroups;
ID3D11BlendState* mBlendState;
BlendMode mBlendMode;
std::string mTextureFileNames[TT_Num];
const TextureResource* mTextureResources[TT_Num];
ID3D11ShaderResourceView* m_TextureSRVs[TT_Num];
float mDiffuseColor[4];
float mSpecularColor[4];
float mSpecularShininess;
};
#endif
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