/* * Copyright (c) 2008-2017, 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. */ #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