Files
OpenRA/BluntDx/Effect.h

165 lines
4.0 KiB
C++

#pragma once
using namespace System::Collections::Generic;
using namespace IjwFramework::Collections;
using namespace IjwFramework::Delegates;
namespace BluntDirectX { namespace Direct3D
{
public enum class ShaderQuality
{
Low,
Medium,
High,
};
public ref class Shader
{
private:
static ID3DXEffectPool* effectPool;
static Shader()
{
ID3DXEffectPool* e;
D3DXCreateEffectPool( &e );
effectPool = e;
}
ShaderQuality shaderQuality;
IntPtr GetHandle( String^ symbol )
{
array<unsigned char>^ chars = System::Text::Encoding::ASCII->GetBytes(symbol);
pin_ptr<const unsigned char> p = &chars[0];
IntPtr result = IntPtr((void*)effect->GetParameterByName(NULL, (char*)p));
return result;
}
internal:
ID3DXEffect* effect;
Cache<String^,IntPtr>^ parameters;
public:
Shader(GraphicsDevice^ device, Stream^ data)
{
parameters = gcnew Cache<String^,IntPtr>( gcnew Provider<IntPtr,String^>(this, &Shader::GetHandle));
ID3DXEffect* e;
ID3DXBuffer* compilationErrors;
HRESULT hr;
data->Position = 0;
array<unsigned char>^ bytes = gcnew array<unsigned char>((int)data->Length);
data->Read( bytes, 0, (int)data->Length );
pin_ptr<unsigned char> pdata = &bytes[0];
if (FAILED( hr = D3DXCreateEffect( device->device, pdata, (UINT)data->Length, NULL, NULL,
D3DXSHADER_PACKMATRIX_COLUMNMAJOR | D3DXSHADER_USE_LEGACY_D3DX9_31_DLL, effectPool, &e, &compilationErrors ) ))
{
String^ errors = gcnew String((char*)compilationErrors->GetBufferPointer());
compilationErrors->Release();
throw gcnew InvalidOperationException( String::Format(
"Failed compiling shader; HRESULT={0}, Errors:\n{1}",
hr, errors ));
}
effect = e;
Quality = ShaderQuality::High;
}
~Shader()
{
safe_release( effect );
}
property ShaderQuality Quality
{
ShaderQuality get() { return shaderQuality; }
void set( ShaderQuality s )
{
if (shaderQuality == s)
return;
shaderQuality = s;
switch(s)
{
case ShaderQuality::High:
if (SUCCEEDED(effect->SetTechnique( "high_quality" )))
break;
case ShaderQuality::Medium:
if (SUCCEEDED(effect->SetTechnique( "med_quality" )))
break;
case ShaderQuality::Low:
if (SUCCEEDED(effect->SetTechnique( "low_quality" )))
break;
default:
throw gcnew Exception( "Invalid shader quality" );
}
}
};
void Commit()
{
effect->CommitChanges();
}
void Render( IjwFramework::Delegates::Action^ action )
{
unsigned int passes;
effect->Begin( &passes, D3DXFX_DONOTSAVESTATE | D3DXFX_DONOTSAVESHADERSTATE );
for( unsigned int i = 0; i < passes; i++ )
{
effect->BeginPass( i );
action();
effect->EndPass();
}
effect->End();
}
generic< typename T> where T : value class
void SetValue( String^ name, T value )
{
IntPtr handle = parameters[name];
pin_ptr<T> pvalue = &value;
effect->SetValue( (D3DXHANDLE)handle.ToPointer(), pvalue, sizeof(T) );
}
void SetValue( String^ name, Texture^ texture )
{
IntPtr handle = parameters[name];
effect->SetTexture( (D3DXHANDLE)handle.ToPointer(), texture->texture );
}
property array<KeyValuePair<IntPtr, String^>>^ ShaderResources
{
array<KeyValuePair<IntPtr, String^>>^ get()
{
List<KeyValuePair<IntPtr, String^>>^ resources = gcnew List<KeyValuePair<IntPtr, String^>>();
int id = 0;
D3DXHANDLE parameter;
while( parameter = effect->GetParameter( NULL, id++ ) )
{
D3DXHANDLE annotation;
if (!(annotation = effect->GetAnnotationByName( parameter, "src" )))
continue;
char* value;
HRESULT hr;
if (FAILED(hr = effect->GetString( annotation, (LPCSTR*)&value )))
ThrowHelper::Hr(hr);
resources->Add( KeyValuePair<IntPtr, String^>( IntPtr( (void*)parameter ), gcnew String(value) ) );
}
return resources->ToArray();
}
}
};
}}