// // 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) 2008-2018 NVIDIA Corporation. All rights reserved. #ifndef D3D9_RENDERER_MATERIAL_H #define D3D9_RENDERER_MATERIAL_H #include #if defined(RENDERER_ENABLE_DIRECT3D9) #include #include "D3D9Renderer.h" namespace SampleRenderer { class D3D9Renderer; class D3D9RendererMaterial : public RendererMaterial { public: D3D9RendererMaterial(D3D9Renderer &renderer, const RendererMaterialDesc &desc); virtual ~D3D9RendererMaterial(void); virtual void setModelMatrix(const float *matrix); private: virtual const Renderer& getRenderer() const { return m_renderer; } virtual void bind(RendererMaterial::Pass pass, RendererMaterialInstance *materialInstance, bool instanced) const; virtual void bindMeshState(bool instanced) const; virtual void unbind(void) const; virtual void bindVariable(Pass pass, const Variable &variable, const void *data) const; void loadCustomConstants(ID3DXConstantTable &table, Pass pass); HRESULT loadCacheShader(LPCSTR shaderFilePath, const char* suffix, CONST D3DXMACRO *defines, LPD3DXINCLUDE shaderIncluder, LPCSTR functionName, LPCSTR profile, DWORD flags, LPD3DXBUFFER &shader, LPD3DXCONSTANTTABLE *constantTable); private: class ShaderConstants { public: LPD3DXCONSTANTTABLE table; D3DXHANDLE modelMatrix; D3DXHANDLE viewMatrix; D3DXHANDLE projMatrix; D3DXHANDLE modelViewMatrix; D3DXHANDLE modelViewProjMatrix; D3DXHANDLE boneMatrices; D3DXHANDLE fogColorAndDistance; D3DXHANDLE eyePosition; D3DXHANDLE eyeDirection; D3DXHANDLE ambientColor; D3DXHANDLE lightColor; D3DXHANDLE lightIntensity; D3DXHANDLE lightDirection; D3DXHANDLE lightPosition; D3DXHANDLE lightInnerRadius; D3DXHANDLE lightOuterRadius; D3DXHANDLE lightInnerCone; D3DXHANDLE lightOuterCone; D3DXHANDLE lightShadowMap; D3DXHANDLE lightShadowMatrix; D3DXHANDLE vfaceScale; public: ShaderConstants(void); ~ShaderConstants(void); void loadConstants(void); void bindEnvironment(IDirect3DDevice9 &d3dDevice, const D3D9Renderer::ShaderEnvironment &shaderEnv) const; }; class D3D9Variable : public Variable { friend class D3D9RendererMaterial; public: D3D9Variable(const char *name, VariableType type, PxU32 offset); virtual ~D3D9Variable(void); void addVertexHandle(ID3DXConstantTable &table, D3DXHANDLE handle); void addFragmentHandle(ID3DXConstantTable &table, D3DXHANDLE handle, Pass pass); private: D3D9Variable &operator=(const D3D9Variable&) { return *this; } private: D3DXHANDLE m_vertexHandle; UINT m_vertexRegister; D3DXHANDLE m_fragmentHandles[NUM_PASSES]; UINT m_fragmentRegisters[NUM_PASSES]; }; private: D3D9RendererMaterial &operator=(const D3D9RendererMaterial&) { return *this; } private: D3D9Renderer &m_renderer; D3DCMPFUNC m_d3dAlphaTestFunc; D3DBLEND m_d3dSrcBlendFunc; D3DBLEND m_d3dDstBlendFunc; IDirect3DVertexShader9 *m_vertexShader; IDirect3DVertexShader9 *m_instancedVertexShader; IDirect3DPixelShader9 *m_fragmentPrograms[NUM_PASSES]; ShaderConstants m_vertexConstants; ShaderConstants m_instancedVertexConstants; ShaderConstants m_fragmentConstants[NUM_PASSES]; }; } // namespace SampleRenderer #endif // #if defined(RENDERER_ENABLE_DIRECT3D9) #endif