232 строки
8.6 KiB
C++
232 строки
8.6 KiB
C++
//--------------------------------------------------------------------------------------
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// File: EffectCommon.h
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//
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// http://go.microsoft.com/fwlink/?LinkID=615561
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//--------------------------------------------------------------------------------------
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#pragma once
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#include <memory>
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#include "Effects.h"
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#include "PlatformHelpers.h"
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#include "SharedResourcePool.h"
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#include "AlignedNew.h"
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#include "DescriptorHeap.h"
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#include "GraphicsMemory.h"
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#include "DirectXHelpers.h"
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#include "RenderTargetState.h"
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// BasicEffect, SkinnedEffect, et al, have many things in common, but also significant
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// differences (for instance, not all the effects support lighting). This header breaks
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// out common functionality into a set of helpers which can be assembled in different
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// combinations to build up whatever subset is needed by each effect.
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namespace DirectX
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{
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// Internal effect flags
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namespace EffectFlags
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{
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const int PerPixelLightingBit = 0x04;
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}
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static_assert(((EffectFlags::PerPixelLighting) & EffectFlags::PerPixelLightingBit) != 0, "PerPixelLighting enum flags mismatch");
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// Bitfield tracks which derived parameter values need to be recomputed.
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namespace EffectDirtyFlags
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{
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const int ConstantBuffer = 0x01;
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const int WorldViewProj = 0x02;
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const int WorldInverseTranspose = 0x04;
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const int EyePosition = 0x08;
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const int MaterialColor = 0x10;
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const int FogVector = 0x20;
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const int FogEnable = 0x40;
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const int AlphaTest = 0x80;
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}
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// Helper stores matrix parameter values, and computes derived matrices.
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struct EffectMatrices
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{
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EffectMatrices();
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XMMATRIX world;
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XMMATRIX view;
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XMMATRIX projection;
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XMMATRIX worldView;
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void SetConstants(_Inout_ int& dirtyFlags, _Inout_ XMMATRIX& worldViewProjConstant);
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};
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// Helper stores the current fog settings, and computes derived shader parameters.
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struct EffectFog
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{
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EffectFog();
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bool enabled;
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float start;
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float end;
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void XM_CALLCONV SetConstants(_Inout_ int& dirtyFlags, _In_ FXMMATRIX worldView, _Inout_ XMVECTOR& fogVectorConstant);
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};
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// Helper stores material color settings, and computes derived parameters for shaders that do not support realtime lighting.
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struct EffectColor
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{
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EffectColor();
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XMVECTOR diffuseColor;
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float alpha;
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void SetConstants(_Inout_ int& dirtyFlags, _Inout_ XMVECTOR& diffuseColorConstant);
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};
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// Helper stores the current light settings, and computes derived shader parameters.
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struct EffectLights : public EffectColor
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{
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EffectLights();
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static const int MaxDirectionalLights = IEffectLights::MaxDirectionalLights;
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// Fields.
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XMVECTOR emissiveColor;
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XMVECTOR ambientLightColor;
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bool lightEnabled[MaxDirectionalLights];
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XMVECTOR lightDiffuseColor[MaxDirectionalLights];
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XMVECTOR lightSpecularColor[MaxDirectionalLights];
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// Methods.
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void InitializeConstants(_Out_ XMVECTOR& specularColorAndPowerConstant, _Out_writes_all_(MaxDirectionalLights) XMVECTOR* lightDirectionConstant, _Out_writes_all_(MaxDirectionalLights) XMVECTOR* lightDiffuseConstant, _Out_writes_all_(MaxDirectionalLights) XMVECTOR* lightSpecularConstant);
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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);
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int SetLightEnabled(int whichLight, bool value, _Inout_updates_(MaxDirectionalLights) XMVECTOR* lightDiffuseConstant, _Inout_updates_(MaxDirectionalLights) XMVECTOR* lightSpecularConstant);
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int XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value, _Inout_updates_(MaxDirectionalLights) XMVECTOR* lightDiffuseConstant);
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int XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value, _Inout_updates_(MaxDirectionalLights) XMVECTOR* lightSpecularConstant);
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static void ValidateLightIndex(int whichLight);
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static void EnableDefaultLighting(_In_ IEffectLights* effect);
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};
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// Factory for lazily instantiating shaders. BasicEffect supports many different
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// shader permutations, so we only bother creating the ones that are actually used.
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class EffectDeviceResources
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{
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public:
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EffectDeviceResources(_In_ ID3D12Device* device)
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: mDevice(device)
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{ }
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ID3D12RootSignature* DemandCreateRootSig(_Inout_ Microsoft::WRL::ComPtr<ID3D12RootSignature>& rootSig, D3D12_ROOT_SIGNATURE_DESC const& desc);
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protected:
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Microsoft::WRL::ComPtr<ID3D12Device> mDevice;
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std::mutex mMutex;
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};
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// Templated base class provides functionality common to all the built-in effects.
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template<typename Traits>
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class EffectBase : public AlignedNew<typename Traits::ConstantBufferType>
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{
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public:
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typename Traits::ConstantBufferType constants;
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// Constructor.
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EffectBase(_In_ ID3D12Device* device)
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: dirtyFlags(INT_MAX),
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mDeviceResources(deviceResourcesPool.DemandCreate(device)),
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constants{},
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mRootSignature(nullptr)
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{
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// Initialize the constant buffer data
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mConstantBuffer = GraphicsMemory::Get().AllocateConstant(constants);
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}
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// Commits constants to the constant buffer memory
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void UpdateConstants()
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{
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// Make sure the constant buffer is up to date.
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if (dirtyFlags & EffectDirtyFlags::ConstantBuffer)
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{
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mConstantBuffer = GraphicsMemory::Get().AllocateConstant(constants);
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dirtyFlags &= ~EffectDirtyFlags::ConstantBuffer;
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}
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}
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D3D12_GPU_VIRTUAL_ADDRESS GetConstantBufferGpuAddress()
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{
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return mConstantBuffer.GpuAddress();
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}
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ID3D12RootSignature* GetRootSignature(int slot, CD3DX12_ROOT_SIGNATURE_DESC const& rootSig)
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{
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return mDeviceResources->GetRootSignature(slot, rootSig);
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}
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// Fields.
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EffectMatrices matrices;
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EffectFog fog;
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int dirtyFlags;
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protected:
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// Static arrays hold all the precompiled shader permutations.
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static const D3D12_SHADER_BYTECODE VertexShaderBytecode[Traits::VertexShaderCount];
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static const D3D12_SHADER_BYTECODE PixelShaderBytecode[Traits::PixelShaderCount];
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// .. and shader entry points
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static const int VertexShaderIndices[Traits::ShaderPermutationCount];
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static const int PixelShaderIndices[Traits::ShaderPermutationCount];
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// ... and vertex layout tables
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static const D3D12_INPUT_LAYOUT_DESC VertexShaderInputLayouts[Traits::ShaderPermutationCount];
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// Per instance cache of PSOs, populated with variants for each shader & layout
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Microsoft::WRL::ComPtr<ID3D12PipelineState> mPipelineState;
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// Per instance root signature
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ID3D12RootSignature* mRootSignature;
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private:
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// D3D constant buffer holds a copy of the same data as the public 'constants' field.
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GraphicsResource mConstantBuffer;
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// Only one of these helpers is allocated per D3D device, even if there are multiple effect instances.
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class DeviceResources : public EffectDeviceResources
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{
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public:
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DeviceResources(_In_ ID3D12Device* device)
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: EffectDeviceResources(device)
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{ }
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// Gets or lazily creates the specified root signature
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ID3D12RootSignature* GetRootSignature(int slot, D3D12_ROOT_SIGNATURE_DESC const& desc)
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{
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assert(slot >= 0 && slot< Traits::RootSignatureCount);
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return DemandCreateRootSig(mRootSignature[slot], desc);
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}
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private:
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Microsoft::WRL::ComPtr<ID3D12RootSignature> mRootSignature[Traits::RootSignatureCount];
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};
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// Per-device resources.
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std::shared_ptr<DeviceResources> mDeviceResources;
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static SharedResourcePool<ID3D12Device*, DeviceResources> deviceResourcesPool;
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};
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}
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