Ejemplo n.º 1
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        public void ModifyCompilationEnvironment(H1MaterialResource material, H1ShaderCompileHelper.H1ShaderCompilerEnvironment outEnvironment)
        {
            String vertexfactoryIncludeString = String.Format("#include \"{0}\"", m_ShaderFileName);

            outEnvironment.SetIncludeFileContent("VertexFactory.hlsl", vertexfactoryIncludeString);

            // call delegate ModifyCompilationEnvironmentRef
            m_ModifyCompilationEnvironmentRef(material, outEnvironment);
        }
Ejemplo n.º 2
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        public void Compile(H1MaterialResource material, H1ShaderCompileHelper.H1ShaderCompilerEnvironment materialEnvironment)
        {
            // iterate over all vertex factory types
            var vertexFactoryTypes = H1VertexFactoryType.GetTypeList();

            foreach (var vertexFactoryType in vertexFactoryTypes)
            {
                H1MeshMaterialShaderMap meshMaterialMap = null;

                // look for existing map for this vertex factory map
                foreach (var shaderMap in m_MeshMaterialMaps)
                {
                    if (shaderMap.VertexFactoryType == vertexFactoryType)
                    {
                        meshMaterialMap = shaderMap;
                        break;
                    }
                }

                if (meshMaterialMap == null)
                {
                    // create a new mesh material shader map
                    meshMaterialMap = new H1MeshMaterialShaderMap(vertexFactoryType);
                    m_MeshMaterialMaps.Add(meshMaterialMap);
                }

                // compile mesh material map
                meshMaterialMap.BeginCompile(0, // @TODO - I need to change this appropriately!
                                             material, materialEnvironment);
            }

            // iterate over all material shader types
            var shaderTypes = H1ShaderType.GetTypeList();

            foreach (var shaderType in shaderTypes)
            {
                H1MaterialShaderType materialShaderType = shaderType.GetMaterialShaderType();
                if (materialShaderType != null &&
                    materialShaderType.ShouldCache(material) &&
                    material.ShouldCache(materialShaderType, null))
                {
                    materialShaderType.BeginCompileShader(0, // @TODO - I need to change this appropriately!
                                                          material, materialEnvironment);
                }
            }
        }
Ejemplo n.º 3
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        public void BeginCompileShader()
        {
            // process shared/single environment
            H1ShaderCompileHelper.H1ShaderCompilerEnvironment environment       = new H1ShaderCompileHelper.H1ShaderCompilerEnvironment();
            H1ShaderCompileHelper.H1ShaderCompilerEnvironment sharedEnvironment = new H1ShaderCompileHelper.H1ShaderCompilerEnvironment();
            SetupEnvironment(sharedEnvironment);

            // create shader compile input
            H1ShaderCompileHelper.H1ShaderCompileInput input = new H1ShaderCompileHelper.H1ShaderCompileInput();
            input.SourceFileName    = SourceFileName;
            input.EntryPointName    = FunctionName;
            input.Environment       = environment;
            input.SharedEnvironment = sharedEnvironment;
            input.Target            = ShaderTarget;

            // compile
            H1Global <H1ManagedRenderer> .Instance.ShaderManager.CompileShader(m_GlobalName, null, this, input);
        }
Ejemplo n.º 4
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        public H1Shader BeginCompileShader(int shaderMapId, H1MaterialResource material, H1ShaderCompileHelper.H1ShaderCompilerEnvironment materialEnvironment)
        {
            H1ShaderCompileHelper.H1ShaderCompilerEnvironment environment       = new H1ShaderCompileHelper.H1ShaderCompilerEnvironment();
            H1ShaderCompileHelper.H1ShaderCompilerEnvironment sharedEnvironment = materialEnvironment;

            // set input environment
            SetupEnvironment(material, sharedEnvironment);

            // create shader compile input
            H1ShaderCompileHelper.H1ShaderCompileInput input = new H1ShaderCompileHelper.H1ShaderCompileInput();
            input.SourceFileName    = SourceFileName;
            input.EntryPointName    = FunctionName;
            input.Environment       = environment;
            input.SharedEnvironment = sharedEnvironment;
            input.Target            = ShaderTarget;

            // begin compile shader without vertex factory type
            return(H1Global <H1ManagedRenderer> .Instance.ShaderManager.CompileShader(material.FriendlyName, null, this, input));
        }
Ejemplo n.º 5
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        public H1Shader BeginCompileShader(uint shaderMapId, H1MaterialResource material, H1ShaderCompileHelper.H1ShaderCompilerEnvironment materialEnvironment, H1VertexFactoryType vertexFactoryType)
        {
            H1ShaderCompileHelper.H1ShaderCompilerEnvironment environment       = new H1ShaderCompileHelper.H1ShaderCompilerEnvironment();
            H1ShaderCompileHelper.H1ShaderCompilerEnvironment sharedEnvironment = H1ObjectCopier.Clone(materialEnvironment);

            // set the environment by 'vertex factory type'
            vertexFactoryType.ModifyCompilationEnvironment(material, sharedEnvironment);

            // modify the shader type by the current compile environment
            SetupEnvironment(material, sharedEnvironment);

            // create shader compile input
            H1ShaderCompileHelper.H1ShaderCompileInput input = new H1ShaderCompileHelper.H1ShaderCompileInput();
            input.SourceFileName    = SourceFileName;
            input.EntryPointName    = FunctionName;
            input.Environment       = environment;
            input.SharedEnvironment = sharedEnvironment;
            input.Target            = ShaderTarget;

            // compile shader
            return(H1Global <H1ManagedRenderer> .Instance.ShaderManager.CompileShader(material.FriendlyName, null, this, input));
        }
Ejemplo n.º 6
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        // note that - for this 'BeginCompile' call is called by H1MaterialMap usually!
        public void BeginCompile(uint shaderMapId, H1MaterialResource material, H1ShaderCompileHelper.H1ShaderCompilerEnvironment materialEnvironment)
        {
            // iterating shader type
            var shaderTypes = H1ShaderType.GetTypeList();

            foreach (var shaderType in shaderTypes)
            {
                H1MeshMaterialShaderType meshMaterialShaderType = shaderType.GetMeshMaterialShaderType();
                if (meshMaterialShaderType != null &&
                    m_VertexFactoryTypeRef != null &&
                    meshMaterialShaderType.ShouldCache(material, m_VertexFactoryTypeRef) &&
                    material.ShouldCache(meshMaterialShaderType, m_VertexFactoryTypeRef) &&
                    m_VertexFactoryTypeRef.ShouldCache(material, meshMaterialShaderType))
                {
                    // compile mesh material shader type (ex. vertex shader)
                    H1Shader shader = meshMaterialShaderType.BeginCompileShader(shaderMapId, material, materialEnvironment, m_VertexFactoryTypeRef);

                    // add shader to shader map
                    AddShader(meshMaterialShaderType, shader);
                }
            }
        }
Ejemplo n.º 7
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        public bool BeginCompileShaderMap()
        {
            H1MaterialShaderMap newMaterialShaderMap = new H1MaterialShaderMap();

            // generate the material shader code
            // @TODO - H1HLSLMaterialTranslator

            // create a shader compiler environment for the material
            H1ShaderCompileHelper.H1ShaderCompilerEnvironment materialEnvironment = new H1ShaderCompileHelper.H1ShaderCompilerEnvironment();

            // H1HLSLMaterialTranslator get environment and shader code
            String materialShaderCode = ""; // @TODO - material shader code

            materialEnvironment.SetIncludeFileContent("Material.hlsl", materialShaderCode);

            // compile shader map
            newMaterialShaderMap.Compile(this, materialEnvironment);

            m_MaterialShaderMap = newMaterialShaderMap;

            return(m_MaterialShaderMap != null ? true : false);
        }
        public static new void ModifyCompilationEnvironment(H1MaterialResource material, H1ShaderCompileHelper.H1ShaderCompilerEnvironment outEnvironment)
        {
            // mark gpu skin vertex factory
            outEnvironment.SetDefine("H1_GPUVERTEXFACTORY", 1);

            // set number of texture coordinate space
            outEnvironment.SetDefine("H1_NUM_TEXCOORD2D", 1);

            if (material.DrawWithColor)
            {
                outEnvironment.SetDefine("H1_COLOR", 1);
            }
            else
            {
                outEnvironment.SetDefine("H1_COLOR", 0);
            }
        }
Ejemplo n.º 9
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 public static void ModifyCompilationEnvironment(H1MaterialResource material, H1ShaderCompileHelper.H1ShaderCompilerEnvironment outEnvironment)
 {
 }
Ejemplo n.º 10
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 public void SetupEnvironment(H1ShaderCompileHelper.H1ShaderCompilerEnvironment outEnvironment)
 {
     m_ModifyCompilationEnvironmentRef(outEnvironment);
 }
Ejemplo n.º 11
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 public void SetupEnvironment(H1MaterialResource material, H1ShaderCompileHelper.H1ShaderCompilerEnvironment outEnvironment)
 {
     m_ModifyCompilationEnvironmentRef(material, outEnvironment);
 }
        public static new void ModifyCompilationEnvironment(H1MaterialResource material, H1ShaderCompileHelper.H1ShaderCompilerEnvironment outEnvironment)
        {
            // set number of texture coordinate space
            outEnvironment.SetDefine("H1_NUM_TEXCOORD2D", 1);
            outEnvironment.SetDefine("H1_NUM_TEXCOORD3D", 0); // currently disable TEXCOORD3D

            if (material.DrawWithColor)                       // depending on material type enabling drawing with color
            {
                outEnvironment.SetDefine("H1_COLOR", 1);
            }
            else
            {
                outEnvironment.SetDefine("H1_COLOR", 0);
            }
        }