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/*
* 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.
*/
#include "ApexRenderMaterial.h"
#include <DirectXMath.h>
#include "ApexResourceCallback.h"
#include "Utils.h"
#include "PsFastXml.h"
#include "PsFileBuffer.h"
#include "PxInputDataFromPxFileBuf.h"
#include "nvparameterized/NvParamUtils.h"
const char* DEFAULT_SPRITE_PARTICLE_SHADER = "pointsprite.hlsl";
const char* DEFAULT_MESH_PARTICLE_SHADER = "pointsprite.hlsl";
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Material .xml files parser
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class MaterialXmlParser : public nvidia::shdfnd::FastXml::Callback
{
public:
MaterialXmlParser() :
blendMode(ApexRenderMaterial::BLEND_NONE)
{
}
virtual ~MaterialXmlParser()
{
}
string textureFile;
vector<string> shaderFiles;
ApexRenderMaterial::BlendMode blendMode;
protected:
// encountered a comment in the XML
virtual bool processComment(const char* /*comment*/)
{
return true;
}
virtual bool processClose(const char* /*element*/, unsigned int /*depth*/, bool& /*isError*/)
{
return true;
}
// return true to continue processing the XML document, false to skip.
virtual bool processElement(const char* elementName, // name of the element
const char* elementData, // element data, null if none
const nvidia::shdfnd::FastXml::AttributePairs& attr,
int /*lineno*/) // line number in the source XML file
{
PX_UNUSED(attr);
if (::strcmp(elementName, "texture") == 0)
{
textureFile = elementData;
}
else if (::strcmp(elementName, "shader") == 0)
{
shaderFiles.push_back(elementData);
}
else if (::strcmp(elementName, "blending") == 0)
{
blendMode = (::stricmp(elementData, "additive") == 0) ? ApexRenderMaterial::BLEND_ADDITIVE :
ApexRenderMaterial::BLEND_ALPHA_BLENDING;
}
return true;
}
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// ApexRenderMaterial
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
ApexRenderMaterial::ApexRenderMaterial(ApexResourceCallback* resourceProvider, const char* xmlFilePath)
{
PsFileBuffer theBuffer(xmlFilePath, nvidia::general_PxIOStream2::PxFileBuf::OPEN_READ_ONLY);
PxInputDataFromPxFileBuf id(theBuffer);
MaterialXmlParser parser;
nvidia::shdfnd::FastXml* xml = nvidia::shdfnd::createFastXml(&parser);
xml->processXml(id, false);
this->initialize(resourceProvider, parser.shaderFiles, parser.textureFile.c_str(), parser.blendMode);
xml->release();
}
ApexRenderMaterial::ApexRenderMaterial(ApexResourceCallback* resourceCallback, const NvParameterized::Interface *graphicMaterialData)
{
const char* textureFileName = NULL;
NvParameterized::getParamString(*graphicMaterialData, "DiffuseTexture", textureFileName);
BlendMode blendMode = BLEND_NONE;
const char *technique = "SPRITE_ONE";
NvParameterized::getParamEnum(*graphicMaterialData, "RenderTechnique", technique);
if (technique)
{
if (::strcmp(technique, "SPRITE_ONE") == 0)
{
blendMode = BLEND_ADDITIVE;
}
else if (::strcmp(technique, "SPRITE_ALPHA") == 0)
{
blendMode = BLEND_ALPHA_BLENDING;
}
}
this->initialize(resourceCallback, blendMode == BLEND_NONE ? DEFAULT_MESH_PARTICLE_SHADER : DEFAULT_SPRITE_PARTICLE_SHADER, textureFileName, blendMode);
}
ApexRenderMaterial::ApexRenderMaterial(ApexResourceCallback* resourceCallback, const char* shaderFileName,
const char* textureFileName, BlendMode blendMode)
{
this->initialize(resourceCallback, shaderFileName, textureFileName, blendMode);
}
void ApexRenderMaterial::initialize(ApexResourceCallback* resourceCallback, const char* shaderFileName, const char* textureFileName, BlendMode blendMode)
{
vector<string> v;
v.push_back(shaderFileName);
initialize(resourceCallback, v, textureFileName, blendMode);
}
void ApexRenderMaterial::initialize(ApexResourceCallback* resourceCallback, vector<string> shaderFileNames, const char* textureFileName, BlendMode blendMode)
{
mTextureSRV = nullptr;
mTexture = nullptr;
mBlendState = nullptr;
mTextureFileName = textureFileName;
for (uint32_t i = 0; i < shaderFileNames.size(); i++)
{
string shaderFilePath = ((char*)resourceCallback->requestResourceCustom(ApexResourceCallback::eSHADER_FILE_PATH, shaderFileNames[i].c_str()));
mShaderFilePathes.push_back(shaderFilePath);
}
mShaderGroups.reserve(mShaderFilePathes.size());
if (!mTextureFileName.empty())
{
mTexture =
(TextureResource*)resourceCallback->requestResourceCustom(ApexResourceCallback::eTEXTURE_RESOURCE, mTextureFileName.c_str());
}
setBlending(blendMode);
reload();
}
void ApexRenderMaterial::releaseReloadableResources()
{
for (vector<ShaderGroup*>::iterator it = mShaderGroups.begin(); it != mShaderGroups.end(); it++)
{
delete *it;
}
mShaderGroups.clear();
SAFE_RELEASE(mTextureSRV);
}
ApexRenderMaterial::~ApexRenderMaterial()
{
releaseReloadableResources();
SAFE_RELEASE(mBlendState);
for (list<Instance*>::iterator it = mInstances.begin(); it != mInstances.end(); it++)
{
delete *it;
}
mInstances.clear();
}
void ApexRenderMaterial::setBlending(BlendMode 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 ApexRenderMaterial::reload()
{
releaseReloadableResources();
// load shaders
ID3D11Device* device = GetDeviceManager()->GetDevice();
for (vector<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));
V(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));
}
}
ApexRenderMaterial::Instance* ApexRenderMaterial::getMaterialInstance(const D3D11_INPUT_ELEMENT_DESC* elementDescs, uint32_t numElements)
{
ID3D11InputLayout* inputLayout = NULL;
ID3D11Device* device = GetDeviceManager()->GetDevice();
for (uint32_t i = 0; i < mShaderGroups.size(); i++)
{
if (mShaderGroups[i]->buffer == NULL)
continue;
device->CreateInputLayout(elementDescs, numElements, mShaderGroups[i]->buffer->GetBufferPointer(), mShaderGroups[i]->buffer->GetBufferSize(), &inputLayout);
if (inputLayout)
{
Instance* materialInstance = new Instance(*this, inputLayout, i);
mInstances.push_back(materialInstance);
return materialInstance;
}
}
PX_ALWAYS_ASSERT();
return NULL;
}
void ApexRenderMaterial::Instance::bind(ID3D11DeviceContext& context, uint32_t slot)
{
mMaterial.mShaderGroups[mShaderNum]->Set(&context);
context.OMSetBlendState(mMaterial.mBlendState, nullptr, 0xFFFFFFFF);
context.PSSetShaderResources(slot, 1, &(mMaterial.mTextureSRV));
context.IASetInputLayout(mInputLayout);
}
bool ApexRenderMaterial::Instance::isValid()
{
return mMaterial.mShaderGroups.size() > 0 && mMaterial.mShaderGroups[mShaderNum]->IsValid();
}
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