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GiantsTools/Sdk/External/DirectXTK/Src/EffectCommon.h

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//--------------------------------------------------------------------------------------
// 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;
};
}