1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
|
//
// 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 D3D11_RENDERER_MATERIAL_H
#define D3D11_RENDERER_MATERIAL_H
#include <RendererConfig.h>
#if defined(RENDERER_ENABLE_DIRECT3D11)
#include <RendererMaterial.h>
#include "D3D11Renderer.h"
#include "D3D11RendererTraits.h"
#include "D3Dcompiler.h"
namespace SampleRenderer
{
class D3D11Renderer;
class D3D11RendererMaterial : public RendererMaterial
{
friend class D3D11Renderer;
friend class D3D11RendererMesh;
friend class D3D11RendererVariableManager;
typedef RendererMaterial::Variable Variable;
public:
D3D11RendererMaterial(D3D11Renderer& renderer, const RendererMaterialDesc& desc);
virtual ~D3D11RendererMaterial(void);
virtual void setModelMatrix(const float* matrix);
bool tessellationEnabled() const;
bool tessellationInitialized() const;
bool tessellationSupported() const;
bool geometryEnabled() const;
bool geometryInitialized() const;
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;
private:
typedef RendererMaterial::Variable D3D11BaseVariable;
class D3D11Variable : public D3D11BaseVariable
{
public:
D3D11Variable(const char* name, RendererMaterial::VariableType type, PxU32 offset)
: Variable(name, type, offset) { }
virtual void bind(RendererMaterial::Pass pass, const void* data) = 0;
};
private:
D3D11RendererMaterial& operator=(const D3D11RendererMaterial&) { return *this;}
ID3D11VertexShader* getVS(bool bInstanced) const { return bInstanced ? m_instancedVertexShader : m_vertexShader; }
ID3D11PixelShader* getPS(RendererMaterial::Pass pass) const { return m_fragmentPrograms[pass]; }
ID3D11GeometryShader* getGS() const { return geometryEnabled() ? m_geometryShader : NULL; }
ID3D11HullShader* getHS() const { return tessellationEnabled() ? m_hullShader : NULL; }
ID3D11DomainShader* getDS() const { return tessellationEnabled() ? m_domainShader : NULL; }
ID3DBlob* getVSBlob(const std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, PxU64 inputDescHash, bool bInstanced) const;
ID3DBlob* getVSBlob(const D3D11_INPUT_ELEMENT_DESC* inputDesc, PxU32 numInputDescs, PxU64 inputDescHash, bool bInstanced) const;
const char* getPath(const D3DType type) const { return m_shaderPaths[type].c_str(); }
void cacheVS(const D3D11_INPUT_ELEMENT_DESC* inputDesc, PxU32 numInputDescs, PxU64 inputDescHash, bool bInstanced, ID3D11VertexShader** ppShader = NULL, ID3DBlob** ppBlob = NULL) const;
std::string getShaderNameFromInputLayout(const D3D11_INPUT_ELEMENT_DESC* inputDesc, PxU32 numInputDescs,const std::string& shaderName) const;
void setVariables(RendererMaterial::Pass pass) const;
void setBlending(RendererMaterial::Pass pass) const;
void setShaders(bool bInstanced, RendererMaterial::Pass pass) const;
void loadBlending(const RendererMaterialDesc& desc);
void loadShaders(const RendererMaterialDesc& desc);
private:
D3D11Renderer& m_renderer;
ID3D11BlendState* m_blendState;
mutable ID3D11VertexShader* m_vertexShader;
mutable ID3D11VertexShader* m_instancedVertexShader;
ID3D11GeometryShader* m_geometryShader;
ID3D11HullShader* m_hullShader;
ID3D11DomainShader* m_domainShader;
ID3D11PixelShader* m_fragmentPrograms[NUM_PASSES];
std::string m_shaderNames[D3DTypes::NUM_SHADER_TYPES];
std::string m_shaderPaths[D3DTypes::NUM_SHADER_TYPES];
};
} // namespace SampleRenderer
#endif // #if defined(RENDERER_ENABLE_DIRECT3D11)
#endif
|