in Src/DGSLEffectFactory.cpp [171:368]
std::shared_ptr<IEffect> DGSLEffectFactory::Impl::CreateDGSLEffect(DGSLEffectFactory* factory, const DGSLEffectFactory::DGSLEffectInfo& info, ID3D11DeviceContext* deviceContext)
{
if (mSharing && info.name && *info.name)
{
if (info.enableSkinning)
{
auto it = mEffectCacheSkinning.find(info.name);
if (it != mEffectCacheSkinning.end())
{
return it->second;
}
}
else
{
auto it = mEffectCache.find(info.name);
if (it != mEffectCache.end())
{
return it->second;
}
}
}
std::shared_ptr<DGSLEffect> effect;
bool lighting = true;
bool allowSpecular = true;
if (!info.pixelShader || !*info.pixelShader)
{
if (info.enableSkinning)
{
effect = std::make_shared<SkinnedDGSLEffect>(mDevice.Get(), nullptr);
}
else
{
effect = std::make_shared<DGSLEffect>(mDevice.Get(), nullptr);
}
}
else
{
wchar_t root[MAX_PATH] = {};
auto last = wcsrchr(info.pixelShader, '_');
if (last)
{
wcscpy_s(root, last + 1);
}
else
{
wcscpy_s(root, info.pixelShader);
}
auto first = wcschr(root, '.');
if (first)
*first = 0;
ComPtr<ID3D11PixelShader> ps;
if (!_wcsicmp(root, L"lambert"))
{
allowSpecular = false;
}
else if (!_wcsicmp(root, L"phong"))
{
// lighting, allowSpecular = true
}
else if (!_wcsicmp(root, L"unlit"))
{
lighting = false;
}
else if (mDevice->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0)
{
// DGSL shaders are not compatible with Feature Level 9.x, use fallback shader
wcscat_s(root, L".cso");
factory->CreatePixelShader(root, ps.GetAddressOf());
}
else
{
// Create DGSL shader and use it for the effect
factory->CreatePixelShader(info.pixelShader, ps.GetAddressOf());
}
if (info.enableSkinning)
{
effect = std::make_shared<SkinnedDGSLEffect>(mDevice.Get(), ps.Get());
}
else
{
effect = std::make_shared<DGSLEffect>(mDevice.Get(), ps.Get());
}
}
if (lighting)
{
effect->EnableDefaultLighting();
effect->SetLightingEnabled(true);
}
XMVECTOR color = XMLoadFloat3(&info.ambientColor);
effect->SetAmbientColor(color);
color = XMLoadFloat3(&info.diffuseColor);
effect->SetDiffuseColor(color);
effect->SetAlpha(info.alpha);
if (info.perVertexColor)
{
effect->SetVertexColorEnabled(true);
}
effect->SetAlphaDiscardEnable(true);
if (allowSpecular
&& (info.specularColor.x != 0 || info.specularColor.y != 0 || info.specularColor.z != 0))
{
color = XMLoadFloat3(&info.specularColor);
effect->SetSpecularColor(color);
effect->SetSpecularPower(info.specularPower);
}
else
{
effect->DisableSpecular();
}
if (info.emissiveColor.x != 0 || info.emissiveColor.y != 0 || info.emissiveColor.z != 0)
{
color = XMLoadFloat3(&info.emissiveColor);
effect->SetEmissiveColor(color);
}
if (info.diffuseTexture && *info.diffuseTexture)
{
ComPtr<ID3D11ShaderResourceView> srv;
factory->CreateTexture(info.diffuseTexture, deviceContext, srv.GetAddressOf());
effect->SetTexture(srv.Get());
effect->SetTextureEnabled(true);
}
if (info.specularTexture && *info.specularTexture)
{
ComPtr<ID3D11ShaderResourceView> srv;
factory->CreateTexture(info.specularTexture, deviceContext, srv.GetAddressOf());
effect->SetTexture(1, srv.Get());
effect->SetTextureEnabled(true);
}
if (info.normalTexture && *info.normalTexture)
{
ComPtr<ID3D11ShaderResourceView> srv;
factory->CreateTexture(info.normalTexture, deviceContext, srv.GetAddressOf());
effect->SetTexture(2, srv.Get());
effect->SetTextureEnabled(true);
}
if (info.emissiveTexture && *info.emissiveTexture)
{
ComPtr<ID3D11ShaderResourceView> srv;
factory->CreateTexture(info.emissiveTexture, deviceContext, srv.GetAddressOf());
effect->SetTexture(3, srv.Get());
effect->SetTextureEnabled(true);
}
for (size_t j = 0; j < std::size(info.textures); ++j)
{
if (info.textures[j] && *info.textures[j])
{
ComPtr<ID3D11ShaderResourceView> srv;
factory->CreateTexture(info.textures[j], deviceContext, srv.GetAddressOf());
effect->SetTexture(static_cast<int>(j) + DGSLEffectInfo::BaseTextureOffset, srv.Get());
effect->SetTextureEnabled(true);
}
}
if (mSharing && info.name && *info.name)
{
std::lock_guard<std::mutex> lock(mutex);
EffectCache::value_type v(info.name, effect);
if (info.enableSkinning)
{
mEffectCacheSkinning.insert(v);
}
else
{
mEffectCache.insert(v);
}
}
return std::move(effect);
}