#include "Core.h" #include #include #include "../FileLoader/GeneralLoader.h" #include "Resource\OysterResource.h" const char* ShaderFunction = "main"; namespace Oyster { namespace Graphics { namespace { std::vector PS; std::map PSMap; std::vector GS; std::map GSMap; std::vector CS; std::map CSMap; std::vector DS; std::map DSMap; std::vector HS; std::map HSMap; std::vector VS; std::vector VData; std::map VSMap; } #pragma region Init bool Core::ShaderManager::Init(std::wstring filename, ShaderType type, std::wstring name) { void* data; bool ForceReload; #if defined (_DEBUG) | defined (DEBUG) ForceReload = true; #else ForceReload = false; #endif switch (type) { case Oyster::Graphics::Core::ShaderManager::Vertex: if(!VSMap.count(name) || ForceReload) { data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderV, -1, ForceReload); if(data) { VSMap[name] = VS.size(); VS.push_back((ID3D11VertexShader*)data); } } break; case Oyster::Graphics::Core::ShaderManager::Hull: data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderH, -1, ForceReload); if(!HSMap.count(name) || ForceReload) { if(data!=0) { HSMap[name] = HS.size(); HS.push_back((ID3D11HullShader*)data); } } break; case Oyster::Graphics::Core::ShaderManager::Domain: data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderD, -1, ForceReload); if(!DSMap.count(name) || ForceReload) { if(data!=0) { DSMap[name] = DS.size(); DS.push_back((ID3D11DomainShader*)data); } } break; case Oyster::Graphics::Core::ShaderManager::Geometry: data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderG, -1, ForceReload); if(!GSMap.count(name) || ForceReload) { if(data!=0) { GSMap[name] = GS.size(); GS.push_back((ID3D11GeometryShader*)data); } } break; case Oyster::Graphics::Core::ShaderManager::Pixel: data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderP, -1, ForceReload); if(!PSMap.count(name) || ForceReload) { if(data!=0) { PSMap[name] = PS.size(); PS.push_back((ID3D11PixelShader*)data); } } break; case Oyster::Graphics::Core::ShaderManager::Compute: data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderC, -1, ForceReload); if(!CSMap.count(name) || ForceReload) { if(data!=0) { CSMap[name] = CS.size(); CS.push_back((ID3D11ComputeShader*)data); } } break; default: break; } return true; } void* Core::ShaderManager::CreateShader(Core::ShaderManager::ShaderData data, Core::ShaderManager::ShaderType type) { HRESULT hr; switch (type) { case Oyster::Graphics::Core::ShaderManager::Vertex: ID3D11VertexShader* vs; hr = Core::device->CreateVertexShader(data.data,data.size,NULL,&vs); if(hr == S_OK) VData.push_back(data); return vs; break; case Oyster::Graphics::Core::ShaderManager::Hull: ID3D11HullShader* hs; Core::device->CreateHullShader(data.data,data.size,NULL,&hs); delete[] data.data; return hs; break; case Oyster::Graphics::Core::ShaderManager::Domain: ID3D11DomainShader* ds; Core::device->CreateDomainShader(data.data,data.size,NULL,&ds); delete[] data.data; return ds; break; case Oyster::Graphics::Core::ShaderManager::Geometry: ID3D11GeometryShader* gs; Core::device->CreateGeometryShader(data.data,data.size,NULL,&gs); delete[] data.data; return gs; break; case Oyster::Graphics::Core::ShaderManager::Pixel: ID3D11PixelShader* ps; Core::device->CreatePixelShader(data.data,data.size,NULL,&ps); delete[] data.data; return ps; break; case Oyster::Graphics::Core::ShaderManager::Compute: ID3D11ComputeShader* cs; Core::device->CreateComputeShader(data.data,data.size,NULL,&cs); delete[] data.data; return cs; break; } return NULL; } #pragma endregion void Core::ShaderManager::CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout) { if(VertexIndex==-1) { Layout=0; return; } Core::device->CreateInputLayout(desc,ElementCount,VData[VertexIndex].data,VData[VertexIndex].size,&Layout); } #pragma region Get int Core::ShaderManager::Get::Pixel(std::wstring Name) { if(PSMap.count(Name)) return PSMap[Name]; return -1; } int Core::ShaderManager::Get::Vertex(std::wstring Name) { if(VSMap.count(Name)) return VSMap[Name]; return -1; } int Core::ShaderManager::Get::Geometry(std::wstring Name) { if(GSMap.count(Name)) return GSMap[Name]; return -1; } int Core::ShaderManager::Get::Compute(std::wstring Name) { if(CSMap.count(Name)) return CSMap[Name]; return -1; } int Core::ShaderManager::Get::Hull(std::wstring Name) { return -1; } int Core::ShaderManager::Get::Domain(std::wstring Name) { return -1; } #pragma endregion #pragma region Set /// \todo smart set void Core::ShaderManager::Set::Pixel(int Index) { if(Index==-1) Core::deviceContext->PSSetShader( NULL,NULL,0); else Core::deviceContext->PSSetShader( PS[Index],NULL,0); } void Core::ShaderManager::Set::Vertex(int Index) { if(Index==-1) Core::deviceContext->VSSetShader( NULL,NULL,0); else Core::deviceContext->VSSetShader( VS[Index],NULL,0); } void Core::ShaderManager::Set::Geometry(int Index) { if(Index==-1) Core::deviceContext->GSSetShader( NULL,NULL,0); else Core::deviceContext->GSSetShader( GS[Index],NULL,0); } void Core::ShaderManager::Set::Compute(int Index) { if(Index==-1) Core::deviceContext->CSSetShader( NULL,NULL,0); else Core::deviceContext->CSSetShader( CS[Index],NULL,0); } /// \todo set Hull void Core::ShaderManager::Set::Hull(int Index) { return; } /// \todo set Domain void Core::ShaderManager::Set::Domain(int Index) { return; } #pragma endregion /// \todo smart Set ie. not resetting the shader /// \todo research states /// \todo smart buffer set void Core::ShaderManager::SetShaderEffect(ShaderEffect se) { Set::Pixel(se.Shaders.Pixel); Set::Vertex(se.Shaders.Vertex); Set::Geometry(se.Shaders.Geometry); Set::Compute(se.Shaders.Compute); Core::deviceContext->IASetInputLayout(se.IAStage.Layout); Core::deviceContext->IASetPrimitiveTopology(se.IAStage.Topology); for(unsigned int i=0;iApply(i); for(unsigned int i=0;iApply(i); for(unsigned int i=0;iApply(i); Core::deviceContext->RSSetState(se.RenderStates.Rasterizer); Core::deviceContext->PSSetSamplers(0,se.RenderStates.SampleCount,se.RenderStates.SampleState); Core::deviceContext->OMSetDepthStencilState(se.RenderStates.DepthStencil,0); float test[4] = {0}; Core::deviceContext->OMSetBlendState(se.RenderStates.BlendState,test,-1); } void Core::ShaderManager::Clean() { for(int i = 0; i < (int)VData.size(); ++i) { delete[] VData[i].data; } } } }