mirror of
https://github.com/ncblakely/GiantsTools
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335 lines
8.9 KiB
C++
335 lines
8.9 KiB
C++
//--------------------------------------------------------------------------------------
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// File: DualTextureEffect.cpp
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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//--------------------------------------------------------------------------------------
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#include "pch.h"
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#include "EffectCommon.h"
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using namespace DirectX;
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using Microsoft::WRL::ComPtr;
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// Constant buffer layout. Must match the shader!
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struct DualTextureEffectConstants
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{
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XMVECTOR diffuseColor;
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XMVECTOR fogColor;
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XMVECTOR fogVector;
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XMMATRIX worldViewProj;
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};
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static_assert((sizeof(DualTextureEffectConstants) % 16) == 0, "CB size not padded correctly");
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// Traits type describes our characteristics to the EffectBase template.
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struct DualTextureEffectTraits
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{
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using ConstantBufferType = DualTextureEffectConstants;
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static constexpr int VertexShaderCount = 4;
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static constexpr int PixelShaderCount = 2;
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static constexpr int ShaderPermutationCount = 4;
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};
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// Internal DualTextureEffect implementation class.
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class DualTextureEffect::Impl : public EffectBase<DualTextureEffectTraits>
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{
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public:
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Impl(_In_ ID3D11Device* device);
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bool vertexColorEnabled;
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EffectColor color;
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ComPtr<ID3D11ShaderResourceView> texture2;
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int GetCurrentShaderPermutation() const noexcept;
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void Apply(_In_ ID3D11DeviceContext* deviceContext);
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};
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// Include the precompiled shader code.
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namespace
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{
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#if defined(_XBOX_ONE) && defined(_TITLE)
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#include "Shaders/Compiled/XboxOneDualTextureEffect_VSDualTexture.inc"
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#include "Shaders/Compiled/XboxOneDualTextureEffect_VSDualTextureNoFog.inc"
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#include "Shaders/Compiled/XboxOneDualTextureEffect_VSDualTextureVc.inc"
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#include "Shaders/Compiled/XboxOneDualTextureEffect_VSDualTextureVcNoFog.inc"
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#include "Shaders/Compiled/XboxOneDualTextureEffect_PSDualTexture.inc"
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#include "Shaders/Compiled/XboxOneDualTextureEffect_PSDualTextureNoFog.inc"
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#else
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#include "Shaders/Compiled/DualTextureEffect_VSDualTexture.inc"
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#include "Shaders/Compiled/DualTextureEffect_VSDualTextureNoFog.inc"
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#include "Shaders/Compiled/DualTextureEffect_VSDualTextureVc.inc"
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#include "Shaders/Compiled/DualTextureEffect_VSDualTextureVcNoFog.inc"
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#include "Shaders/Compiled/DualTextureEffect_PSDualTexture.inc"
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#include "Shaders/Compiled/DualTextureEffect_PSDualTextureNoFog.inc"
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#endif
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}
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template<>
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const ShaderBytecode EffectBase<DualTextureEffectTraits>::VertexShaderBytecode[] =
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{
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{ DualTextureEffect_VSDualTexture, sizeof(DualTextureEffect_VSDualTexture) },
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{ DualTextureEffect_VSDualTextureNoFog, sizeof(DualTextureEffect_VSDualTextureNoFog) },
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{ DualTextureEffect_VSDualTextureVc, sizeof(DualTextureEffect_VSDualTextureVc) },
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{ DualTextureEffect_VSDualTextureVcNoFog, sizeof(DualTextureEffect_VSDualTextureVcNoFog) },
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};
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template<>
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const int EffectBase<DualTextureEffectTraits>::VertexShaderIndices[] =
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{
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0, // basic
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1, // no fog
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2, // vertex color
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3, // vertex color, no fog
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};
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template<>
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const ShaderBytecode EffectBase<DualTextureEffectTraits>::PixelShaderBytecode[] =
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{
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{ DualTextureEffect_PSDualTexture, sizeof(DualTextureEffect_PSDualTexture) },
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{ DualTextureEffect_PSDualTextureNoFog, sizeof(DualTextureEffect_PSDualTextureNoFog) },
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};
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template<>
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const int EffectBase<DualTextureEffectTraits>::PixelShaderIndices[] =
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{
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0, // basic
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1, // no fog
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0, // vertex color
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1, // vertex color, no fog
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};
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// Global pool of per-device DualTextureEffect resources.
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template<>
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SharedResourcePool<ID3D11Device*, EffectBase<DualTextureEffectTraits>::DeviceResources> EffectBase<DualTextureEffectTraits>::deviceResourcesPool = {};
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// Constructor.
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DualTextureEffect::Impl::Impl(_In_ ID3D11Device* device)
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: EffectBase(device),
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vertexColorEnabled(false)
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{
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static_assert(_countof(EffectBase<DualTextureEffectTraits>::VertexShaderIndices) == DualTextureEffectTraits::ShaderPermutationCount, "array/max mismatch");
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static_assert(_countof(EffectBase<DualTextureEffectTraits>::VertexShaderBytecode) == DualTextureEffectTraits::VertexShaderCount, "array/max mismatch");
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static_assert(_countof(EffectBase<DualTextureEffectTraits>::PixelShaderBytecode) == DualTextureEffectTraits::PixelShaderCount, "array/max mismatch");
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static_assert(_countof(EffectBase<DualTextureEffectTraits>::PixelShaderIndices) == DualTextureEffectTraits::ShaderPermutationCount, "array/max mismatch");
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}
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int DualTextureEffect::Impl::GetCurrentShaderPermutation() const noexcept
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{
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int permutation = 0;
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// Use optimized shaders if fog is disabled.
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if (!fog.enabled)
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{
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permutation += 1;
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}
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// Support vertex coloring?
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if (vertexColorEnabled)
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{
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permutation += 2;
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}
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return permutation;
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}
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// Sets our state onto the D3D device.
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void DualTextureEffect::Impl::Apply(_In_ ID3D11DeviceContext* deviceContext)
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{
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// Compute derived parameter values.
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matrices.SetConstants(dirtyFlags, constants.worldViewProj);
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fog.SetConstants(dirtyFlags, matrices.worldView, constants.fogVector);
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color.SetConstants(dirtyFlags, constants.diffuseColor);
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// Set the textures.
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ID3D11ShaderResourceView* textures[2] =
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{
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texture.Get(),
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texture2.Get(),
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};
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deviceContext->PSSetShaderResources(0, 2, textures);
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// Set shaders and constant buffers.
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ApplyShaders(deviceContext, GetCurrentShaderPermutation());
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}
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// Public constructor.
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DualTextureEffect::DualTextureEffect(_In_ ID3D11Device* device)
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: pImpl(std::make_unique<Impl>(device))
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{
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}
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// Move constructor.
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DualTextureEffect::DualTextureEffect(DualTextureEffect&& moveFrom) noexcept
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: pImpl(std::move(moveFrom.pImpl))
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{
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}
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// Move assignment.
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DualTextureEffect& DualTextureEffect::operator= (DualTextureEffect&& moveFrom) noexcept
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{
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pImpl = std::move(moveFrom.pImpl);
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return *this;
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}
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// Public destructor.
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DualTextureEffect::~DualTextureEffect()
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{
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}
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// IEffect methods.
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void DualTextureEffect::Apply(_In_ ID3D11DeviceContext* deviceContext)
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{
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pImpl->Apply(deviceContext);
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}
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void DualTextureEffect::GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength)
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{
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pImpl->GetVertexShaderBytecode(pImpl->GetCurrentShaderPermutation(), pShaderByteCode, pByteCodeLength);
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}
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// Camera settings.
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void XM_CALLCONV DualTextureEffect::SetWorld(FXMMATRIX value)
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{
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pImpl->matrices.world = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::WorldInverseTranspose | EffectDirtyFlags::FogVector;
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}
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void XM_CALLCONV DualTextureEffect::SetView(FXMMATRIX value)
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{
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pImpl->matrices.view = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::EyePosition | EffectDirtyFlags::FogVector;
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}
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void XM_CALLCONV DualTextureEffect::SetProjection(FXMMATRIX value)
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{
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pImpl->matrices.projection = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj;
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}
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void XM_CALLCONV DualTextureEffect::SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection)
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{
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pImpl->matrices.world = world;
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pImpl->matrices.view = view;
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pImpl->matrices.projection = projection;
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pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::WorldInverseTranspose | EffectDirtyFlags::EyePosition | EffectDirtyFlags::FogVector;
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}
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// Material settings.
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void XM_CALLCONV DualTextureEffect::SetDiffuseColor(FXMVECTOR value)
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{
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pImpl->color.diffuseColor = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
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}
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void DualTextureEffect::SetAlpha(float value)
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{
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pImpl->color.alpha = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
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}
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void XM_CALLCONV DualTextureEffect::SetColorAndAlpha(FXMVECTOR value)
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{
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pImpl->color.diffuseColor = value;
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pImpl->color.alpha = XMVectorGetW(value);
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pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
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}
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// Fog settings.
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void DualTextureEffect::SetFogEnabled(bool value)
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{
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pImpl->fog.enabled = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::FogEnable;
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}
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void DualTextureEffect::SetFogStart(float value)
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{
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pImpl->fog.start = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::FogVector;
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}
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void DualTextureEffect::SetFogEnd(float value)
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{
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pImpl->fog.end = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::FogVector;
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}
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void XM_CALLCONV DualTextureEffect::SetFogColor(FXMVECTOR value)
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{
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pImpl->constants.fogColor = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
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}
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// Vertex color setting.
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void DualTextureEffect::SetVertexColorEnabled(bool value)
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{
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pImpl->vertexColorEnabled = value;
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}
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// Texture settings.
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void DualTextureEffect::SetTexture(_In_opt_ ID3D11ShaderResourceView* value)
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{
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pImpl->texture = value;
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}
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void DualTextureEffect::SetTexture2(_In_opt_ ID3D11ShaderResourceView* value)
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{
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pImpl->texture2 = value;
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}
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