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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.
*/
#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 <string>
#include <vector>
#include <list>
#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<string> 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<Instance*> mInstances;
TextureResource* mTexture;
ID3D11ShaderResourceView* mTextureSRV;
ID3D11BlendState* mBlendState;
vector<string> mShaderFilePathes;
vector<ShaderGroup*> mShaderGroups;
};
#endif
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