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Updated Wiki: EffectFactory

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This is a helper object primarily used by the Model loader implementations to provide sharing of material instances of Effects and textures. This can be used standalone as well, and allows access to any existing ‘materials’ definitions already created.

It uses a simple case-sensitive string-based (wide-character) map for finding effect and texture instances that have already been created by the factory, which avoid duplication of texture and effect resources in complex models and scenes.

Note: The EffectFactory is declared in the Effects.h header.

Initialization

The EffectFactory constructor requires a Direct3D 11 device.

std::unique_ptr<EffectFactory> fxFactory( new EffectFactory( device ) )
For exception safety, it is recommended you make use of the C++ RAII pattern and use a std::uniqueptr or std::sharedptr

Creating effects

Fill out the EffectInfo structure, then call CreateEffect to obtain an Effects instance. If the EffectIfo.name string is provided then any already created effect from the factory that has the same name will be returned as a shared instance rather than a new instance created. If there is a name match, then all the other parameters in the EffectInfo are ignored. Otherwise a new effect is created from the provided EffectInfo parameters, and CreateTexture is called automatically if the EffectInfo.texture string is provided. Remember that the use of a texture or perVertexColor will result in a varying the input layout requirements for the resulting Effect.

EffectFactory::EffectInfo info;
info.name = L”default”;
info.alpha = 1.f;
info.ambientColor = XMFLOAT3( 0.2f, 0.2f, 0.2f);
info.diffuseColor = XMFLOAT3( 0.8f, 0.8f, 0.8f );

auto effect = fxFactory->CreateEffect( info, deviceContext );

Creating textures

CreateTexture assumes the name given is the filename of the texture to load. If the name string provided matches an already returned texture from the factory, then the existing shader resource view is returned rather than a new texture instance being created. If the name contains the extension “.dds”, then DDSTextureLoader is used to create the texture and return the shader resource view, otherwise it will attempt to use WICTextureLoader. The device context is not used by the DDSTextureLoader, only by the WICTextureLoader or can be null to skip auto-gen of mipmaps.

Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> srv;
fxFactory->CreateTexture( L”stone.dds”, nullptr, &srv );
Note: On the Windows phone 8 platform, WIC is not supported or used. Only DDS textures are supported on this platform.

Interfaces

The EffectFactory is a concrete implementation of the IEffectFactory interface, and provides a default implementation and caching policy. This allows the developer to create their own custom version of the Effect Factory by deriving from IEffectFactory, which can be used with Model loaders. This could be used for alternative caching policies, locating textures in packed archives, substituting special Effects triggered material name, etc.

Threading model

Creation of resources is fully asynchronous, so you can create many effects and textures at the same time. CreateEffect and CreateTexture take an optional immediate device context for use when loading WIC-based textures to make use of auto-generated mipmaps. Since use of a device context is not ‘free threaded’, an internal lock is used to keep multiple instances of the WIC loader from being used at the same time, but the user must still take precautions to ensure other users of the immediate context or Present do not occur while loading WIC textures and setting up auto-gen mipmaps. This is yet another reason we recommend using DDS-based textures for all your assets.

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