// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef APEX_RENDER_MATERIAL_H #define APEX_RENDER_MATERIAL_H #include "Apex.h" #include "Utils.h" #include "DirectXTex.h" #pragma warning(push) #pragma warning(disable : 4350) #include #include #include #pragma warning(pop) #pragma warning(disable : 4512) using namespace nvidia; using namespace nvidia::apex; using namespace std; class ApexResourceCallback; struct TextureResource { DirectX::TexMetadata metaData; DirectX::ScratchImage image; }; class ApexRenderMaterial { public: enum BlendMode { BLEND_NONE, BLEND_ALPHA_BLENDING, BLEND_ADDITIVE }; ApexRenderMaterial(ApexResourceCallback* resourceProvider, const char* xmlFilePath); ApexRenderMaterial(ApexResourceCallback* resourceProvider, const NvParameterized::Interface *graphicMaterialData); ApexRenderMaterial(ApexResourceCallback* resourceProvider, const char* shaderFileName, const char* textureFileName, BlendMode blendMode = BLEND_NONE); ~ApexRenderMaterial(); void setBlending(BlendMode blendMode); void reload(); class Instance { public: Instance(ApexRenderMaterial& 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); private: ApexRenderMaterial& mMaterial; ID3D11InputLayout* mInputLayout; uint32_t mShaderNum; }; Instance* getMaterialInstance(const D3D11_INPUT_ELEMENT_DESC* elementDescs, uint32_t numElements); private: void initialize(ApexResourceCallback* resourceCallback, const char* shaderFileName, const char* textureFileName, BlendMode blendMode); void initialize(ApexResourceCallback* resourceProvider, vector shaderFileNames, const char* textureFileName, BlendMode blendMode); void releaseReloadableResources(); string mShaderFileName; string mTextureFileName; struct ShaderGroup { ShaderGroup() : vs(NULL), gs(NULL), ps(NULL) { } ~ShaderGroup() { Release(); } void Release() { SAFE_RELEASE(vs); SAFE_RELEASE(gs); SAFE_RELEASE(ps); SAFE_RELEASE(buffer); } void Set(ID3D11DeviceContext* c) { c->VSSetShader(vs, nullptr, 0); c->GSSetShader(gs, nullptr, 0); c->PSSetShader(ps, nullptr, 0); } bool IsValid() { return vs != NULL && ps != NULL; } ID3D11VertexShader* vs; ID3D11GeometryShader* gs; ID3D11PixelShader* ps; ID3DBlob* buffer; }; list mInstances; TextureResource* mTexture; ID3D11ShaderResourceView* mTextureSRV; ID3D11BlendState* mBlendState; vector mShaderFilePathes; vector mShaderGroups; }; #endif