mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-12-23 15:57:22 +01:00
296 lines
12 KiB
C
296 lines
12 KiB
C
|
//--------------------------------------------------------------------------------------
|
||
|
// File: EffectCommon.h
|
||
|
//
|
||
|
// Copyright (c) Microsoft Corporation. All rights reserved.
|
||
|
// Licensed under the MIT License.
|
||
|
//
|
||
|
// http://go.microsoft.com/fwlink/?LinkId=248929
|
||
|
//--------------------------------------------------------------------------------------
|
||
|
|
||
|
#pragma once
|
||
|
|
||
|
#include <memory>
|
||
|
|
||
|
#include "Effects.h"
|
||
|
#include "AlignedNew.h"
|
||
|
#include "BufferHelpers.h"
|
||
|
#include "DirectXHelpers.h"
|
||
|
#include "PlatformHelpers.h"
|
||
|
#include "SharedResourcePool.h"
|
||
|
|
||
|
|
||
|
// BasicEffect, SkinnedEffect, et al, have many things in common, but also significant
|
||
|
// differences (for instance, not all the effects support lighting). This header breaks
|
||
|
// out common functionality into a set of helpers which can be assembled in different
|
||
|
// combinations to build up whatever subset is needed by each effect.
|
||
|
|
||
|
|
||
|
namespace DirectX
|
||
|
{
|
||
|
// Bitfield tracks which derived parameter values need to be recomputed.
|
||
|
namespace EffectDirtyFlags
|
||
|
{
|
||
|
constexpr int ConstantBuffer = 0x01;
|
||
|
constexpr int WorldViewProj = 0x02;
|
||
|
constexpr int WorldInverseTranspose = 0x04;
|
||
|
constexpr int EyePosition = 0x08;
|
||
|
constexpr int MaterialColor = 0x10;
|
||
|
constexpr int FogVector = 0x20;
|
||
|
constexpr int FogEnable = 0x40;
|
||
|
constexpr int AlphaTest = 0x80;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Helper stores matrix parameter values, and computes derived matrices.
|
||
|
struct EffectMatrices
|
||
|
{
|
||
|
EffectMatrices() noexcept;
|
||
|
|
||
|
XMMATRIX world;
|
||
|
XMMATRIX view;
|
||
|
XMMATRIX projection;
|
||
|
XMMATRIX worldView;
|
||
|
|
||
|
void SetConstants(_Inout_ int& dirtyFlags, _Inout_ XMMATRIX& worldViewProjConstant);
|
||
|
};
|
||
|
|
||
|
|
||
|
// Helper stores the current fog settings, and computes derived shader parameters.
|
||
|
struct EffectFog
|
||
|
{
|
||
|
EffectFog() noexcept;
|
||
|
|
||
|
bool enabled;
|
||
|
float start;
|
||
|
float end;
|
||
|
|
||
|
void XM_CALLCONV SetConstants(_Inout_ int& dirtyFlags, _In_ FXMMATRIX worldView, _Inout_ XMVECTOR& fogVectorConstant);
|
||
|
};
|
||
|
|
||
|
|
||
|
// Helper stores material color settings, and computes derived parameters for shaders that do not support realtime lighting.
|
||
|
struct EffectColor
|
||
|
{
|
||
|
EffectColor() noexcept;
|
||
|
|
||
|
XMVECTOR diffuseColor;
|
||
|
float alpha;
|
||
|
|
||
|
void SetConstants(_Inout_ int& dirtyFlags, _Inout_ XMVECTOR& diffuseColorConstant);
|
||
|
};
|
||
|
|
||
|
|
||
|
// Helper stores the current light settings, and computes derived shader parameters.
|
||
|
struct EffectLights : public EffectColor
|
||
|
{
|
||
|
EffectLights() noexcept;
|
||
|
|
||
|
static constexpr int MaxDirectionalLights = IEffectLights::MaxDirectionalLights;
|
||
|
|
||
|
|
||
|
// Fields.
|
||
|
XMVECTOR emissiveColor;
|
||
|
XMVECTOR ambientLightColor;
|
||
|
|
||
|
bool lightEnabled[MaxDirectionalLights];
|
||
|
XMVECTOR lightDiffuseColor[MaxDirectionalLights];
|
||
|
XMVECTOR lightSpecularColor[MaxDirectionalLights];
|
||
|
|
||
|
|
||
|
// Methods.
|
||
|
void InitializeConstants(_Out_ XMVECTOR& specularColorAndPowerConstant, _Out_writes_all_(MaxDirectionalLights) XMVECTOR* lightDirectionConstant, _Out_writes_all_(MaxDirectionalLights) XMVECTOR* lightDiffuseConstant, _Out_writes_all_(MaxDirectionalLights) XMVECTOR* lightSpecularConstant) const;
|
||
|
void SetConstants(_Inout_ int& dirtyFlags, _In_ EffectMatrices const& matrices, _Inout_ XMMATRIX& worldConstant, _Inout_updates_(3) XMVECTOR worldInverseTransposeConstant[3], _Inout_ XMVECTOR& eyePositionConstant, _Inout_ XMVECTOR& diffuseColorConstant, _Inout_ XMVECTOR& emissiveColorConstant, bool lightingEnabled);
|
||
|
|
||
|
int SetLightEnabled(int whichLight, bool value, _Inout_updates_(MaxDirectionalLights) XMVECTOR* lightDiffuseConstant, _Inout_updates_(MaxDirectionalLights) XMVECTOR* lightSpecularConstant);
|
||
|
int XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value, _Inout_updates_(MaxDirectionalLights) XMVECTOR* lightDiffuseConstant);
|
||
|
int XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value, _Inout_updates_(MaxDirectionalLights) XMVECTOR* lightSpecularConstant);
|
||
|
|
||
|
static void ValidateLightIndex(int whichLight);
|
||
|
static void EnableDefaultLighting(_In_ IEffectLights* effect);
|
||
|
};
|
||
|
|
||
|
|
||
|
// Points to a precompiled vertex or pixel shader program.
|
||
|
struct ShaderBytecode
|
||
|
{
|
||
|
void const* code;
|
||
|
size_t length;
|
||
|
};
|
||
|
|
||
|
|
||
|
// Factory for lazily instantiating shaders. BasicEffect supports many different
|
||
|
// shader permutations, so we only bother creating the ones that are actually used.
|
||
|
class EffectDeviceResources
|
||
|
{
|
||
|
public:
|
||
|
EffectDeviceResources(_In_ ID3D11Device* device) noexcept
|
||
|
: mDevice(device)
|
||
|
{ }
|
||
|
|
||
|
ID3D11VertexShader* DemandCreateVertexShader(_Inout_ Microsoft::WRL::ComPtr<ID3D11VertexShader>& vertexShader, ShaderBytecode const& bytecode);
|
||
|
ID3D11PixelShader * DemandCreatePixelShader (_Inout_ Microsoft::WRL::ComPtr<ID3D11PixelShader> & pixelShader, ShaderBytecode const& bytecode);
|
||
|
ID3D11ShaderResourceView* GetDefaultTexture();
|
||
|
D3D_FEATURE_LEVEL GetDeviceFeatureLevel() const;
|
||
|
|
||
|
protected:
|
||
|
Microsoft::WRL::ComPtr<ID3D11Device> mDevice;
|
||
|
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mDefaultTexture;
|
||
|
|
||
|
std::mutex mMutex;
|
||
|
};
|
||
|
|
||
|
|
||
|
// Templated base class provides functionality common to all the built-in effects.
|
||
|
template<typename Traits>
|
||
|
class EffectBase : public AlignedNew<typename Traits::ConstantBufferType>
|
||
|
{
|
||
|
public:
|
||
|
// Constructor.
|
||
|
EffectBase(_In_ ID3D11Device* device)
|
||
|
: constants{},
|
||
|
dirtyFlags(INT_MAX),
|
||
|
mConstantBuffer(device),
|
||
|
mDeviceResources(deviceResourcesPool.DemandCreate(device))
|
||
|
{
|
||
|
SetDebugObjectName(mConstantBuffer.GetBuffer(), "Effect");
|
||
|
}
|
||
|
|
||
|
|
||
|
// Fields.
|
||
|
typename Traits::ConstantBufferType constants;
|
||
|
|
||
|
EffectMatrices matrices;
|
||
|
EffectFog fog;
|
||
|
|
||
|
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> texture;
|
||
|
|
||
|
int dirtyFlags;
|
||
|
|
||
|
|
||
|
// Helper looks up the bytecode for the specified vertex shader permutation.
|
||
|
// Client code needs this in order to create matching input layouts.
|
||
|
void GetVertexShaderBytecode(int permutation, _Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) noexcept
|
||
|
{
|
||
|
assert(permutation >= 0 && permutation < Traits::ShaderPermutationCount);
|
||
|
_Analysis_assume_(permutation >= 0 && permutation < Traits::ShaderPermutationCount);
|
||
|
int shaderIndex = VertexShaderIndices[permutation];
|
||
|
assert(shaderIndex >= 0 && shaderIndex < Traits::VertexShaderCount);
|
||
|
_Analysis_assume_(shaderIndex >= 0 && shaderIndex < Traits::VertexShaderCount);
|
||
|
|
||
|
ShaderBytecode const& bytecode = VertexShaderBytecode[shaderIndex];
|
||
|
|
||
|
*pShaderByteCode = bytecode.code;
|
||
|
*pByteCodeLength = bytecode.length;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Helper sets our shaders and constant buffers onto the D3D device.
|
||
|
void ApplyShaders(_In_ ID3D11DeviceContext* deviceContext, int permutation)
|
||
|
{
|
||
|
// Set shaders.
|
||
|
auto vertexShader = mDeviceResources->GetVertexShader(permutation);
|
||
|
auto pixelShader = mDeviceResources->GetPixelShader(permutation);
|
||
|
|
||
|
deviceContext->VSSetShader(vertexShader, nullptr, 0);
|
||
|
deviceContext->PSSetShader(pixelShader, nullptr, 0);
|
||
|
|
||
|
#if defined(_XBOX_ONE) && defined(_TITLE)
|
||
|
void *grfxMemory;
|
||
|
mConstantBuffer.SetData(deviceContext, constants, &grfxMemory);
|
||
|
|
||
|
Microsoft::WRL::ComPtr<ID3D11DeviceContextX> deviceContextX;
|
||
|
ThrowIfFailed(deviceContext->QueryInterface(IID_GRAPHICS_PPV_ARGS(deviceContextX.GetAddressOf())));
|
||
|
|
||
|
auto buffer = mConstantBuffer.GetBuffer();
|
||
|
|
||
|
deviceContextX->VSSetPlacementConstantBuffer(0, buffer, grfxMemory);
|
||
|
deviceContextX->PSSetPlacementConstantBuffer(0, buffer, grfxMemory);
|
||
|
#else
|
||
|
// Make sure the constant buffer is up to date.
|
||
|
if (dirtyFlags & EffectDirtyFlags::ConstantBuffer)
|
||
|
{
|
||
|
mConstantBuffer.SetData(deviceContext, constants);
|
||
|
|
||
|
dirtyFlags &= ~EffectDirtyFlags::ConstantBuffer;
|
||
|
}
|
||
|
|
||
|
// Set the constant buffer.
|
||
|
ID3D11Buffer* buffer = mConstantBuffer.GetBuffer();
|
||
|
|
||
|
deviceContext->VSSetConstantBuffers(0, 1, &buffer);
|
||
|
deviceContext->PSSetConstantBuffers(0, 1, &buffer);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
// Helpers
|
||
|
ID3D11ShaderResourceView* GetDefaultTexture() { return mDeviceResources->GetDefaultTexture(); }
|
||
|
D3D_FEATURE_LEVEL GetDeviceFeatureLevel() const { return mDeviceResources->GetDeviceFeatureLevel(); }
|
||
|
|
||
|
|
||
|
protected:
|
||
|
// Static arrays hold all the precompiled shader permutations.
|
||
|
static const ShaderBytecode VertexShaderBytecode[Traits::VertexShaderCount];
|
||
|
static const ShaderBytecode PixelShaderBytecode[Traits::PixelShaderCount];
|
||
|
|
||
|
static const int VertexShaderIndices[Traits::ShaderPermutationCount];
|
||
|
static const int PixelShaderIndices[Traits::ShaderPermutationCount];
|
||
|
|
||
|
private:
|
||
|
// D3D constant buffer holds a copy of the same data as the public 'constants' field.
|
||
|
ConstantBuffer<typename Traits::ConstantBufferType> mConstantBuffer;
|
||
|
|
||
|
// Only one of these helpers is allocated per D3D device, even if there are multiple effect instances.
|
||
|
class DeviceResources : protected EffectDeviceResources
|
||
|
{
|
||
|
public:
|
||
|
DeviceResources(_In_ ID3D11Device* device) noexcept
|
||
|
: EffectDeviceResources(device),
|
||
|
mVertexShaders{},
|
||
|
mPixelShaders{}
|
||
|
{ }
|
||
|
|
||
|
|
||
|
// Gets or lazily creates the specified vertex shader permutation.
|
||
|
ID3D11VertexShader* GetVertexShader(int permutation)
|
||
|
{
|
||
|
assert(permutation >= 0 && permutation < Traits::ShaderPermutationCount);
|
||
|
_Analysis_assume_(permutation >= 0 && permutation < Traits::ShaderPermutationCount);
|
||
|
int shaderIndex = VertexShaderIndices[permutation];
|
||
|
assert(shaderIndex >= 0 && shaderIndex < Traits::VertexShaderCount);
|
||
|
_Analysis_assume_(shaderIndex >= 0 && shaderIndex < Traits::VertexShaderCount);
|
||
|
|
||
|
return DemandCreateVertexShader(mVertexShaders[shaderIndex], VertexShaderBytecode[shaderIndex]);
|
||
|
}
|
||
|
|
||
|
|
||
|
// Gets or lazily creates the specified pixel shader permutation.
|
||
|
ID3D11PixelShader* GetPixelShader(int permutation)
|
||
|
{
|
||
|
assert(permutation >= 0 && permutation < Traits::ShaderPermutationCount);
|
||
|
_Analysis_assume_(permutation >= 0 && permutation < Traits::ShaderPermutationCount);
|
||
|
int shaderIndex = PixelShaderIndices[permutation];
|
||
|
assert(shaderIndex >= 0 && shaderIndex < Traits::PixelShaderCount);
|
||
|
_Analysis_assume_(shaderIndex >= 0 && shaderIndex < Traits::PixelShaderCount);
|
||
|
|
||
|
return DemandCreatePixelShader(mPixelShaders[shaderIndex], PixelShaderBytecode[shaderIndex]);
|
||
|
}
|
||
|
|
||
|
|
||
|
// Helpers
|
||
|
ID3D11ShaderResourceView* GetDefaultTexture() { return EffectDeviceResources::GetDefaultTexture(); }
|
||
|
D3D_FEATURE_LEVEL GetDeviceFeatureLevel() const { return EffectDeviceResources::GetDeviceFeatureLevel(); }
|
||
|
|
||
|
private:
|
||
|
Microsoft::WRL::ComPtr<ID3D11VertexShader> mVertexShaders[Traits::VertexShaderCount];
|
||
|
Microsoft::WRL::ComPtr<ID3D11PixelShader> mPixelShaders[Traits::PixelShaderCount];
|
||
|
};
|
||
|
|
||
|
|
||
|
// Per-device resources.
|
||
|
std::shared_ptr<DeviceResources> mDeviceResources;
|
||
|
|
||
|
static SharedResourcePool<ID3D11Device*, DeviceResources> deviceResourcesPool;
|
||
|
};
|
||
|
}
|