lowpoly-walking-simulator/directx11_hellovr/DirectXTK/Src/DualTextureEffect.cpp

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//--------------------------------------------------------------------------------------
// File: DualTextureEffect.cpp
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "EffectCommon.h"
using namespace DirectX;
using Microsoft::WRL::ComPtr;
// Constant buffer layout. Must match the shader!
struct DualTextureEffectConstants
{
XMVECTOR diffuseColor;
XMVECTOR fogColor;
XMVECTOR fogVector;
XMMATRIX worldViewProj;
};
static_assert( ( sizeof(DualTextureEffectConstants) % 16 ) == 0, "CB size not padded correctly" );
// Traits type describes our characteristics to the EffectBase template.
struct DualTextureEffectTraits
{
typedef DualTextureEffectConstants ConstantBufferType;
static const int VertexShaderCount = 4;
static const int PixelShaderCount = 2;
static const int ShaderPermutationCount = 4;
};
// Internal DualTextureEffect implementation class.
class DualTextureEffect::Impl : public EffectBase<DualTextureEffectTraits>
{
public:
Impl(_In_ ID3D11Device* device);
bool vertexColorEnabled;
EffectColor color;
ComPtr<ID3D11ShaderResourceView> texture2;
int GetCurrentShaderPermutation() const;
void Apply(_In_ ID3D11DeviceContext* deviceContext);
};
// Include the precompiled shader code.
namespace
{
#if defined(_XBOX_ONE) && defined(_TITLE)
#include "Shaders/Compiled/XboxOneDualTextureEffect_VSDualTexture.inc"
#include "Shaders/Compiled/XboxOneDualTextureEffect_VSDualTextureNoFog.inc"
#include "Shaders/Compiled/XboxOneDualTextureEffect_VSDualTextureVc.inc"
#include "Shaders/Compiled/XboxOneDualTextureEffect_VSDualTextureVcNoFog.inc"
#include "Shaders/Compiled/XboxOneDualTextureEffect_PSDualTexture.inc"
#include "Shaders/Compiled/XboxOneDualTextureEffect_PSDualTextureNoFog.inc"
#else
#include "Shaders/Compiled/DualTextureEffect_VSDualTexture.inc"
#include "Shaders/Compiled/DualTextureEffect_VSDualTextureNoFog.inc"
#include "Shaders/Compiled/DualTextureEffect_VSDualTextureVc.inc"
#include "Shaders/Compiled/DualTextureEffect_VSDualTextureVcNoFog.inc"
#include "Shaders/Compiled/DualTextureEffect_PSDualTexture.inc"
#include "Shaders/Compiled/DualTextureEffect_PSDualTextureNoFog.inc"
#endif
}
const ShaderBytecode EffectBase<DualTextureEffectTraits>::VertexShaderBytecode[] =
{
{ DualTextureEffect_VSDualTexture, sizeof(DualTextureEffect_VSDualTexture) },
{ DualTextureEffect_VSDualTextureNoFog, sizeof(DualTextureEffect_VSDualTextureNoFog) },
{ DualTextureEffect_VSDualTextureVc, sizeof(DualTextureEffect_VSDualTextureVc) },
{ DualTextureEffect_VSDualTextureVcNoFog, sizeof(DualTextureEffect_VSDualTextureVcNoFog) },
};
const int EffectBase<DualTextureEffectTraits>::VertexShaderIndices[] =
{
0, // basic
1, // no fog
2, // vertex color
3, // vertex color, no fog
};
const ShaderBytecode EffectBase<DualTextureEffectTraits>::PixelShaderBytecode[] =
{
{ DualTextureEffect_PSDualTexture, sizeof(DualTextureEffect_PSDualTexture) },
{ DualTextureEffect_PSDualTextureNoFog, sizeof(DualTextureEffect_PSDualTextureNoFog) },
};
const int EffectBase<DualTextureEffectTraits>::PixelShaderIndices[] =
{
0, // basic
1, // no fog
0, // vertex color
1, // vertex color, no fog
};
// Global pool of per-device DualTextureEffect resources.
SharedResourcePool<ID3D11Device*, EffectBase<DualTextureEffectTraits>::DeviceResources> EffectBase<DualTextureEffectTraits>::deviceResourcesPool;
// Constructor.
DualTextureEffect::Impl::Impl(_In_ ID3D11Device* device)
: EffectBase(device),
vertexColorEnabled(false)
{
static_assert( _countof(EffectBase<DualTextureEffectTraits>::VertexShaderIndices) == DualTextureEffectTraits::ShaderPermutationCount, "array/max mismatch" );
static_assert( _countof(EffectBase<DualTextureEffectTraits>::VertexShaderBytecode) == DualTextureEffectTraits::VertexShaderCount, "array/max mismatch" );
static_assert( _countof(EffectBase<DualTextureEffectTraits>::PixelShaderBytecode) == DualTextureEffectTraits::PixelShaderCount, "array/max mismatch" );
static_assert( _countof(EffectBase<DualTextureEffectTraits>::PixelShaderIndices) == DualTextureEffectTraits::ShaderPermutationCount, "array/max mismatch" );
}
int DualTextureEffect::Impl::GetCurrentShaderPermutation() const
{
int permutation = 0;
// Use optimized shaders if fog is disabled.
if (!fog.enabled)
{
permutation += 1;
}
// Support vertex coloring?
if (vertexColorEnabled)
{
permutation += 2;
}
return permutation;
}
// Sets our state onto the D3D device.
void DualTextureEffect::Impl::Apply(_In_ ID3D11DeviceContext* deviceContext)
{
// Compute derived parameter values.
matrices.SetConstants(dirtyFlags, constants.worldViewProj);
fog.SetConstants(dirtyFlags, matrices.worldView, constants.fogVector);
color.SetConstants(dirtyFlags, constants.diffuseColor);
// Set the textures.
ID3D11ShaderResourceView* textures[2] =
{
texture.Get(),
texture2.Get(),
};
deviceContext->PSSetShaderResources(0, 2, textures);
// Set shaders and constant buffers.
ApplyShaders(deviceContext, GetCurrentShaderPermutation());
}
// Public constructor.
DualTextureEffect::DualTextureEffect(_In_ ID3D11Device* device)
: pImpl(new Impl(device))
{
}
// Move constructor.
DualTextureEffect::DualTextureEffect(DualTextureEffect&& moveFrom)
: pImpl(std::move(moveFrom.pImpl))
{
}
// Move assignment.
DualTextureEffect& DualTextureEffect::operator= (DualTextureEffect&& moveFrom)
{
pImpl = std::move(moveFrom.pImpl);
return *this;
}
// Public destructor.
DualTextureEffect::~DualTextureEffect()
{
}
void DualTextureEffect::Apply(_In_ ID3D11DeviceContext* deviceContext)
{
pImpl->Apply(deviceContext);
}
void DualTextureEffect::GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength)
{
pImpl->GetVertexShaderBytecode(pImpl->GetCurrentShaderPermutation(), pShaderByteCode, pByteCodeLength);
}
void XM_CALLCONV DualTextureEffect::SetWorld(FXMMATRIX value)
{
pImpl->matrices.world = value;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::WorldInverseTranspose | EffectDirtyFlags::FogVector;
}
void XM_CALLCONV DualTextureEffect::SetView(FXMMATRIX value)
{
pImpl->matrices.view = value;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::EyePosition | EffectDirtyFlags::FogVector;
}
void XM_CALLCONV DualTextureEffect::SetProjection(FXMMATRIX value)
{
pImpl->matrices.projection = value;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj;
}
void XM_CALLCONV DualTextureEffect::SetDiffuseColor(FXMVECTOR value)
{
pImpl->color.diffuseColor = value;
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
void DualTextureEffect::SetAlpha(float value)
{
pImpl->color.alpha = value;
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
void DualTextureEffect::SetFogEnabled(bool value)
{
pImpl->fog.enabled = value;
pImpl->dirtyFlags |= EffectDirtyFlags::FogEnable;
}
void DualTextureEffect::SetFogStart(float value)
{
pImpl->fog.start = value;
pImpl->dirtyFlags |= EffectDirtyFlags::FogVector;
}
void DualTextureEffect::SetFogEnd(float value)
{
pImpl->fog.end = value;
pImpl->dirtyFlags |= EffectDirtyFlags::FogVector;
}
void XM_CALLCONV DualTextureEffect::SetFogColor(FXMVECTOR value)
{
pImpl->constants.fogColor = value;
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
}
void DualTextureEffect::SetVertexColorEnabled(bool value)
{
pImpl->vertexColorEnabled = value;
}
void DualTextureEffect::SetTexture(_In_opt_ ID3D11ShaderResourceView* value)
{
pImpl->texture = value;
}
void DualTextureEffect::SetTexture2(_In_opt_ ID3D11ShaderResourceView* value)
{
pImpl->texture2 = value;
}