template project, first version
This commit is contained in:
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DirectXTK/Inc/Effects.h
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691
DirectXTK/Inc/Effects.h
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//--------------------------------------------------------------------------------------
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// File: Effects.h
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//
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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//--------------------------------------------------------------------------------------
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#pragma once
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#if defined(_XBOX_ONE) && defined(_TITLE)
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#include <d3d11_x.h>
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#else
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#include <d3d11_1.h>
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#endif
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#include <DirectXMath.h>
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#include <memory>
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namespace DirectX
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{
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//----------------------------------------------------------------------------------
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// Abstract interface representing any effect which can be applied onto a D3D device context.
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class IEffect
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{
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public:
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virtual ~IEffect() { }
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virtual void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) = 0;
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virtual void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) = 0;
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};
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// Abstract interface for effects with world, view, and projection matrices.
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class IEffectMatrices
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{
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public:
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virtual ~IEffectMatrices() { }
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virtual void XM_CALLCONV SetWorld(FXMMATRIX value) = 0;
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virtual void XM_CALLCONV SetView(FXMMATRIX value) = 0;
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virtual void XM_CALLCONV SetProjection(FXMMATRIX value) = 0;
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virtual void XM_CALLCONV SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection);
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};
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// Abstract interface for effects which support directional lighting.
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class IEffectLights
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{
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public:
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virtual ~IEffectLights() { }
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virtual void __cdecl SetLightingEnabled(bool value) = 0;
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virtual void __cdecl SetPerPixelLighting(bool value) = 0;
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virtual void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) = 0;
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virtual void __cdecl SetLightEnabled(int whichLight, bool value) = 0;
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virtual void XM_CALLCONV SetLightDirection(int whichLight, FXMVECTOR value) = 0;
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virtual void XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value) = 0;
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virtual void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) = 0;
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virtual void __cdecl EnableDefaultLighting() = 0;
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static const int MaxDirectionalLights = 3;
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};
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// Abstract interface for effects which support fog.
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class IEffectFog
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{
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public:
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virtual ~IEffectFog() { }
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virtual void __cdecl SetFogEnabled(bool value) = 0;
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virtual void __cdecl SetFogStart(float value) = 0;
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virtual void __cdecl SetFogEnd(float value) = 0;
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virtual void XM_CALLCONV SetFogColor(FXMVECTOR value) = 0;
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};
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// Abstract interface for effects which support skinning
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class IEffectSkinning
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{
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public:
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virtual ~IEffectSkinning() { }
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virtual void __cdecl SetWeightsPerVertex(int value) = 0;
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virtual void __cdecl SetBoneTransforms(_In_reads_(count) XMMATRIX const* value, size_t count) = 0;
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virtual void __cdecl ResetBoneTransforms() = 0;
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static const int MaxBones = 72;
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};
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//----------------------------------------------------------------------------------
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// Built-in shader supports optional texture mapping, vertex coloring, directional lighting, and fog.
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class BasicEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectFog
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{
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public:
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explicit BasicEffect(_In_ ID3D11Device* device);
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BasicEffect(BasicEffect&& moveFrom);
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BasicEffect& operator= (BasicEffect&& moveFrom);
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BasicEffect(BasicEffect const&) = delete;
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BasicEffect& operator= (BasicEffect const&) = delete;
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virtual ~BasicEffect();
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// IEffect methods.
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void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
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void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
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// Camera settings.
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void XM_CALLCONV SetWorld(FXMMATRIX value) override;
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void XM_CALLCONV SetView(FXMMATRIX value) override;
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void XM_CALLCONV SetProjection(FXMMATRIX value) override;
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void XM_CALLCONV SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection) override;
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// Material settings.
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void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
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void XM_CALLCONV SetEmissiveColor(FXMVECTOR value);
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void XM_CALLCONV SetSpecularColor(FXMVECTOR value);
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void __cdecl SetSpecularPower(float value);
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void __cdecl DisableSpecular();
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void __cdecl SetAlpha(float value);
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void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
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// Light settings.
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void __cdecl SetLightingEnabled(bool value) override;
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void __cdecl SetPerPixelLighting(bool value) override;
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void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) override;
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void __cdecl SetLightEnabled(int whichLight, bool value) override;
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void XM_CALLCONV SetLightDirection(int whichLight, FXMVECTOR value) override;
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void XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value) override;
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void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) override;
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void __cdecl EnableDefaultLighting() override;
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// Fog settings.
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void __cdecl SetFogEnabled(bool value) override;
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void __cdecl SetFogStart(float value) override;
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void __cdecl SetFogEnd(float value) override;
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void XM_CALLCONV SetFogColor(FXMVECTOR value) override;
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// Vertex color setting.
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void __cdecl SetVertexColorEnabled(bool value);
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// Texture setting.
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void __cdecl SetTextureEnabled(bool value);
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void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
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// Normal compression settings.
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void __cdecl SetBiasedVertexNormals(bool value);
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private:
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// Private implementation.
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class Impl;
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std::unique_ptr<Impl> pImpl;
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};
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// Built-in shader supports per-pixel alpha testing.
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class AlphaTestEffect : public IEffect, public IEffectMatrices, public IEffectFog
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{
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public:
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explicit AlphaTestEffect(_In_ ID3D11Device* device);
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AlphaTestEffect(AlphaTestEffect&& moveFrom);
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AlphaTestEffect& operator= (AlphaTestEffect&& moveFrom);
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AlphaTestEffect(AlphaTestEffect const&) = delete;
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AlphaTestEffect& operator= (AlphaTestEffect const&) = delete;
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virtual ~AlphaTestEffect();
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// IEffect methods.
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void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
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void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
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// Camera settings.
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void XM_CALLCONV SetWorld(FXMMATRIX value) override;
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void XM_CALLCONV SetView(FXMMATRIX value) override;
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void XM_CALLCONV SetProjection(FXMMATRIX value) override;
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void XM_CALLCONV SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection) override;
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// Material settings.
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void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
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void __cdecl SetAlpha(float value);
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void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
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// Fog settings.
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void __cdecl SetFogEnabled(bool value) override;
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void __cdecl SetFogStart(float value) override;
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void __cdecl SetFogEnd(float value) override;
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void XM_CALLCONV SetFogColor(FXMVECTOR value) override;
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// Vertex color setting.
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void __cdecl SetVertexColorEnabled(bool value);
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// Texture setting.
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void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
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// Alpha test settings.
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void __cdecl SetAlphaFunction(D3D11_COMPARISON_FUNC value);
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void __cdecl SetReferenceAlpha(int value);
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private:
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// Private implementation.
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class Impl;
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std::unique_ptr<Impl> pImpl;
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};
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// Built-in shader supports two layer multitexturing (eg. for lightmaps or detail textures).
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class DualTextureEffect : public IEffect, public IEffectMatrices, public IEffectFog
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{
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public:
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explicit DualTextureEffect(_In_ ID3D11Device* device);
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DualTextureEffect(DualTextureEffect&& moveFrom);
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DualTextureEffect& operator= (DualTextureEffect&& moveFrom);
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DualTextureEffect(DualTextureEffect const&) = delete;
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DualTextureEffect& operator= (DualTextureEffect const&) = delete;
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~DualTextureEffect();
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// IEffect methods.
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void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
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void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
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// Camera settings.
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void XM_CALLCONV SetWorld(FXMMATRIX value) override;
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void XM_CALLCONV SetView(FXMMATRIX value) override;
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void XM_CALLCONV SetProjection(FXMMATRIX value) override;
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void XM_CALLCONV SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection) override;
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// Material settings.
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void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
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void __cdecl SetAlpha(float value);
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void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
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// Fog settings.
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void __cdecl SetFogEnabled(bool value) override;
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void __cdecl SetFogStart(float value) override;
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void __cdecl SetFogEnd(float value) override;
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void XM_CALLCONV SetFogColor(FXMVECTOR value) override;
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// Vertex color setting.
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void __cdecl SetVertexColorEnabled(bool value);
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// Texture settings.
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void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
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void __cdecl SetTexture2(_In_opt_ ID3D11ShaderResourceView* value);
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private:
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// Private implementation.
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class Impl;
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std::unique_ptr<Impl> pImpl;
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};
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// Built-in shader supports cubic environment mapping.
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class EnvironmentMapEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectFog
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{
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public:
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explicit EnvironmentMapEffect(_In_ ID3D11Device* device);
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EnvironmentMapEffect(EnvironmentMapEffect&& moveFrom);
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EnvironmentMapEffect& operator= (EnvironmentMapEffect&& moveFrom);
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EnvironmentMapEffect(EnvironmentMapEffect const&) = delete;
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EnvironmentMapEffect& operator= (EnvironmentMapEffect const&) = delete;
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virtual ~EnvironmentMapEffect();
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// IEffect methods.
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void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
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void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
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// Camera settings.
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void XM_CALLCONV SetWorld(FXMMATRIX value) override;
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void XM_CALLCONV SetView(FXMMATRIX value) override;
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void XM_CALLCONV SetProjection(FXMMATRIX value) override;
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void XM_CALLCONV SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection) override;
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// Material settings.
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void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
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void XM_CALLCONV SetEmissiveColor(FXMVECTOR value);
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void __cdecl SetAlpha(float value);
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void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
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// Light settings.
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void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) override;
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void __cdecl SetPerPixelLighting(bool value) override;
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void __cdecl SetLightEnabled(int whichLight, bool value) override;
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void XM_CALLCONV SetLightDirection(int whichLight, FXMVECTOR value) override;
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void XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value) override;
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void __cdecl EnableDefaultLighting() override;
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// Fog settings.
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void __cdecl SetFogEnabled(bool value) override;
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void __cdecl SetFogStart(float value) override;
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void __cdecl SetFogEnd(float value) override;
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void XM_CALLCONV SetFogColor(FXMVECTOR value) override;
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// Texture setting.
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void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
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// Environment map settings.
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void __cdecl SetEnvironmentMap(_In_opt_ ID3D11ShaderResourceView* value);
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void __cdecl SetEnvironmentMapAmount(float value);
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void XM_CALLCONV SetEnvironmentMapSpecular(FXMVECTOR value);
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void __cdecl SetFresnelFactor(float value);
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// Normal compression settings.
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void __cdecl SetBiasedVertexNormals(bool value);
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private:
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// Private implementation.
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class Impl;
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std::unique_ptr<Impl> pImpl;
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// Unsupported interface methods.
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void __cdecl SetLightingEnabled(bool value) override;
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void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) override;
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};
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// Built-in shader supports skinned animation.
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class SkinnedEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectFog, public IEffectSkinning
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{
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public:
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explicit SkinnedEffect(_In_ ID3D11Device* device);
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SkinnedEffect(SkinnedEffect&& moveFrom);
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SkinnedEffect& operator= (SkinnedEffect&& moveFrom);
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SkinnedEffect(SkinnedEffect const&) = delete;
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SkinnedEffect& operator= (SkinnedEffect const&) = delete;
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virtual ~SkinnedEffect();
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// IEffect methods.
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void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
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void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
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// Camera settings.
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void XM_CALLCONV SetWorld(FXMMATRIX value) override;
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void XM_CALLCONV SetView(FXMMATRIX value) override;
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void XM_CALLCONV SetProjection(FXMMATRIX value) override;
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void XM_CALLCONV SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection) override;
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// Material settings.
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void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
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void XM_CALLCONV SetEmissiveColor(FXMVECTOR value);
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void XM_CALLCONV SetSpecularColor(FXMVECTOR value);
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void __cdecl SetSpecularPower(float value);
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void __cdecl DisableSpecular();
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void __cdecl SetAlpha(float value);
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void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
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// Light settings.
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void __cdecl SetPerPixelLighting(bool value) override;
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void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) override;
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void __cdecl SetLightEnabled(int whichLight, bool value) override;
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void XM_CALLCONV SetLightDirection(int whichLight, FXMVECTOR value) override;
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||||
void XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value) override;
|
||||
void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) override;
|
||||
|
||||
void __cdecl EnableDefaultLighting() override;
|
||||
|
||||
// Fog settings.
|
||||
void __cdecl SetFogEnabled(bool value) override;
|
||||
void __cdecl SetFogStart(float value) override;
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||||
void __cdecl SetFogEnd(float value) override;
|
||||
void XM_CALLCONV SetFogColor(FXMVECTOR value) override;
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||||
|
||||
// Texture setting.
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void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
|
||||
|
||||
// Animation settings.
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||||
void __cdecl SetWeightsPerVertex(int value) override;
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||||
void __cdecl SetBoneTransforms(_In_reads_(count) XMMATRIX const* value, size_t count) override;
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||||
void __cdecl ResetBoneTransforms() override;
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||||
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||||
// Normal compression settings.
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||||
void __cdecl SetBiasedVertexNormals(bool value);
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||||
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||||
private:
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||||
// Private implementation.
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||||
class Impl;
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||||
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||||
std::unique_ptr<Impl> pImpl;
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||||
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||||
// Unsupported interface method.
|
||||
void __cdecl SetLightingEnabled(bool value) override;
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||||
};
|
||||
|
||||
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||||
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||||
//----------------------------------------------------------------------------------
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||||
// Built-in effect for Visual Studio Shader Designer (DGSL) shaders
|
||||
class DGSLEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectSkinning
|
||||
{
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||||
public:
|
||||
explicit DGSLEffect( _In_ ID3D11Device* device, _In_opt_ ID3D11PixelShader* pixelShader = nullptr,
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||||
_In_ bool enableSkinning = false );
|
||||
DGSLEffect(DGSLEffect&& moveFrom);
|
||||
DGSLEffect& operator= (DGSLEffect&& moveFrom);
|
||||
|
||||
DGSLEffect(DGSLEffect const&) = delete;
|
||||
DGSLEffect& operator= (DGSLEffect const&) = delete;
|
||||
|
||||
virtual ~DGSLEffect();
|
||||
|
||||
// IEffect methods.
|
||||
void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
|
||||
|
||||
void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
|
||||
|
||||
// Camera settings.
|
||||
void XM_CALLCONV SetWorld(FXMMATRIX value) override;
|
||||
void XM_CALLCONV SetView(FXMMATRIX value) override;
|
||||
void XM_CALLCONV SetProjection(FXMMATRIX value) override;
|
||||
void XM_CALLCONV SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection) override;
|
||||
|
||||
// Material settings.
|
||||
void XM_CALLCONV SetAmbientColor(FXMVECTOR value);
|
||||
void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
|
||||
void XM_CALLCONV SetEmissiveColor(FXMVECTOR value);
|
||||
void XM_CALLCONV SetSpecularColor(FXMVECTOR value);
|
||||
void __cdecl SetSpecularPower(float value);
|
||||
void __cdecl DisableSpecular();
|
||||
void __cdecl SetAlpha(float value);
|
||||
void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
|
||||
|
||||
// Additional settings.
|
||||
void XM_CALLCONV SetUVTransform(FXMMATRIX value);
|
||||
void __cdecl SetViewport( float width, float height );
|
||||
void __cdecl SetTime( float time );
|
||||
void __cdecl SetAlphaDiscardEnable(bool value);
|
||||
|
||||
// Light settings.
|
||||
void __cdecl SetLightingEnabled(bool value) override;
|
||||
void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) override;
|
||||
|
||||
void __cdecl SetLightEnabled(int whichLight, bool value) override;
|
||||
void XM_CALLCONV SetLightDirection(int whichLight, FXMVECTOR value) override;
|
||||
void XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value) override;
|
||||
void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) override;
|
||||
|
||||
void __cdecl EnableDefaultLighting() override;
|
||||
|
||||
static const int MaxDirectionalLights = 4;
|
||||
|
||||
// Vertex color setting.
|
||||
void __cdecl SetVertexColorEnabled(bool value);
|
||||
|
||||
// Texture settings.
|
||||
void __cdecl SetTextureEnabled(bool value);
|
||||
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
|
||||
void __cdecl SetTexture(int whichTexture, _In_opt_ ID3D11ShaderResourceView* value);
|
||||
|
||||
static const int MaxTextures = 8;
|
||||
|
||||
// Animation setting.
|
||||
void __cdecl SetWeightsPerVertex(int value) override;
|
||||
void __cdecl SetBoneTransforms(_In_reads_(count) XMMATRIX const* value, size_t count) override;
|
||||
void __cdecl ResetBoneTransforms() override;
|
||||
|
||||
private:
|
||||
// Private implementation.
|
||||
class Impl;
|
||||
|
||||
std::unique_ptr<Impl> pImpl;
|
||||
|
||||
// Unsupported interface methods.
|
||||
void __cdecl SetPerPixelLighting(bool value) override;
|
||||
};
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Built-in shader extends BasicEffect with normal maps and optional specular maps
|
||||
class NormalMapEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectFog
|
||||
{
|
||||
public:
|
||||
explicit NormalMapEffect(_In_ ID3D11Device* device);
|
||||
NormalMapEffect(NormalMapEffect&& moveFrom);
|
||||
NormalMapEffect& operator= (NormalMapEffect&& moveFrom);
|
||||
|
||||
NormalMapEffect(NormalMapEffect const&) = delete;
|
||||
NormalMapEffect& operator= (NormalMapEffect const&) = delete;
|
||||
|
||||
virtual ~NormalMapEffect();
|
||||
|
||||
// IEffect methods.
|
||||
void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
|
||||
|
||||
void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
|
||||
|
||||
// Camera settings.
|
||||
void XM_CALLCONV SetWorld(FXMMATRIX value) override;
|
||||
void XM_CALLCONV SetView(FXMMATRIX value) override;
|
||||
void XM_CALLCONV SetProjection(FXMMATRIX value) override;
|
||||
void XM_CALLCONV SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection) override;
|
||||
|
||||
// Material settings.
|
||||
void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
|
||||
void XM_CALLCONV SetEmissiveColor(FXMVECTOR value);
|
||||
void XM_CALLCONV SetSpecularColor(FXMVECTOR value);
|
||||
void __cdecl SetSpecularPower(float value);
|
||||
void __cdecl DisableSpecular();
|
||||
void __cdecl SetAlpha(float value);
|
||||
void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
|
||||
|
||||
// Light settings.
|
||||
void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) override;
|
||||
|
||||
void __cdecl SetLightEnabled(int whichLight, bool value) override;
|
||||
void XM_CALLCONV SetLightDirection(int whichLight, FXMVECTOR value) override;
|
||||
void XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value) override;
|
||||
void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) override;
|
||||
|
||||
void __cdecl EnableDefaultLighting() override;
|
||||
|
||||
// Fog settings.
|
||||
void __cdecl SetFogEnabled(bool value) override;
|
||||
void __cdecl SetFogStart(float value) override;
|
||||
void __cdecl SetFogEnd(float value) override;
|
||||
void XM_CALLCONV SetFogColor(FXMVECTOR value) override;
|
||||
|
||||
// Vertex color setting.
|
||||
void __cdecl SetVertexColorEnabled(bool value);
|
||||
|
||||
// Texture setting - albedo, normal and specular intensity
|
||||
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
|
||||
void __cdecl SetNormalTexture(_In_opt_ ID3D11ShaderResourceView* value);
|
||||
void __cdecl SetSpecularTexture(_In_opt_ ID3D11ShaderResourceView* value);
|
||||
|
||||
// Normal compression settings.
|
||||
void __cdecl SetBiasedVertexNormalsAndTangents(bool value);
|
||||
|
||||
private:
|
||||
// Private implementation.
|
||||
class Impl;
|
||||
|
||||
std::unique_ptr<Impl> pImpl;
|
||||
|
||||
// Unsupported interface methods.
|
||||
void __cdecl SetLightingEnabled(bool value) override;
|
||||
void __cdecl SetPerPixelLighting(bool value) override;
|
||||
};
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Abstract interface to factory for sharing effects and texture resources
|
||||
class IEffectFactory
|
||||
{
|
||||
public:
|
||||
virtual ~IEffectFactory() {}
|
||||
|
||||
struct EffectInfo
|
||||
{
|
||||
const wchar_t* name;
|
||||
bool perVertexColor;
|
||||
bool enableSkinning;
|
||||
bool enableDualTexture;
|
||||
bool enableNormalMaps;
|
||||
bool biasedVertexNormals;
|
||||
float specularPower;
|
||||
float alpha;
|
||||
DirectX::XMFLOAT3 ambientColor;
|
||||
DirectX::XMFLOAT3 diffuseColor;
|
||||
DirectX::XMFLOAT3 specularColor;
|
||||
DirectX::XMFLOAT3 emissiveColor;
|
||||
const wchar_t* diffuseTexture;
|
||||
const wchar_t* specularTexture;
|
||||
const wchar_t* normalTexture;
|
||||
|
||||
EffectInfo() { memset( this, 0, sizeof(EffectInfo) ); };
|
||||
};
|
||||
|
||||
virtual std::shared_ptr<IEffect> __cdecl CreateEffect( _In_ const EffectInfo& info, _In_opt_ ID3D11DeviceContext* deviceContext ) = 0;
|
||||
|
||||
virtual void __cdecl CreateTexture( _In_z_ const wchar_t* name, _In_opt_ ID3D11DeviceContext* deviceContext, _Outptr_ ID3D11ShaderResourceView** textureView ) = 0;
|
||||
};
|
||||
|
||||
|
||||
// Factory for sharing effects and texture resources
|
||||
class EffectFactory : public IEffectFactory
|
||||
{
|
||||
public:
|
||||
explicit EffectFactory(_In_ ID3D11Device* device);
|
||||
EffectFactory(EffectFactory&& moveFrom);
|
||||
EffectFactory& operator= (EffectFactory&& moveFrom);
|
||||
|
||||
EffectFactory(EffectFactory const&) = delete;
|
||||
EffectFactory& operator= (EffectFactory const&) = delete;
|
||||
|
||||
virtual ~EffectFactory();
|
||||
|
||||
// IEffectFactory methods.
|
||||
virtual std::shared_ptr<IEffect> __cdecl CreateEffect( _In_ const EffectInfo& info, _In_opt_ ID3D11DeviceContext* deviceContext ) override;
|
||||
virtual void __cdecl CreateTexture( _In_z_ const wchar_t* name, _In_opt_ ID3D11DeviceContext* deviceContext, _Outptr_ ID3D11ShaderResourceView** textureView ) override;
|
||||
|
||||
// Settings.
|
||||
void __cdecl ReleaseCache();
|
||||
|
||||
void __cdecl SetSharing( bool enabled );
|
||||
|
||||
void __cdecl EnableNormalMapEffect( bool enabled );
|
||||
void __cdecl EnableForceSRGB( bool forceSRGB );
|
||||
|
||||
void __cdecl SetDirectory( _In_opt_z_ const wchar_t* path );
|
||||
|
||||
private:
|
||||
// Private implementation.
|
||||
class Impl;
|
||||
|
||||
std::shared_ptr<Impl> pImpl;
|
||||
};
|
||||
|
||||
|
||||
// Factory for sharing Visual Studio Shader Designer (DGSL) shaders and texture resources
|
||||
class DGSLEffectFactory : public IEffectFactory
|
||||
{
|
||||
public:
|
||||
explicit DGSLEffectFactory(_In_ ID3D11Device* device);
|
||||
DGSLEffectFactory(DGSLEffectFactory&& moveFrom);
|
||||
DGSLEffectFactory& operator= (DGSLEffectFactory&& moveFrom);
|
||||
|
||||
DGSLEffectFactory(DGSLEffectFactory const&) = delete;
|
||||
DGSLEffectFactory& operator= (DGSLEffectFactory const&) = delete;
|
||||
|
||||
virtual ~DGSLEffectFactory();
|
||||
|
||||
// IEffectFactory methods.
|
||||
virtual std::shared_ptr<IEffect> __cdecl CreateEffect( _In_ const EffectInfo& info, _In_opt_ ID3D11DeviceContext* deviceContext ) override;
|
||||
virtual void __cdecl CreateTexture( _In_z_ const wchar_t* name, _In_opt_ ID3D11DeviceContext* deviceContext, _Outptr_ ID3D11ShaderResourceView** textureView ) override;
|
||||
|
||||
// DGSL methods.
|
||||
struct DGSLEffectInfo : public EffectInfo
|
||||
{
|
||||
static const int BaseTextureOffset = 3;
|
||||
|
||||
const wchar_t* textures[DGSLEffect::MaxTextures - BaseTextureOffset];
|
||||
const wchar_t* pixelShader;
|
||||
|
||||
DGSLEffectInfo() { memset( this, 0, sizeof(DGSLEffectInfo) ); };
|
||||
};
|
||||
|
||||
virtual std::shared_ptr<IEffect> __cdecl CreateDGSLEffect( _In_ const DGSLEffectInfo& info, _In_opt_ ID3D11DeviceContext* deviceContext );
|
||||
|
||||
virtual void __cdecl CreatePixelShader( _In_z_ const wchar_t* shader, _Outptr_ ID3D11PixelShader** pixelShader );
|
||||
|
||||
// Settings.
|
||||
void __cdecl ReleaseCache();
|
||||
|
||||
void __cdecl SetSharing( bool enabled );
|
||||
|
||||
void __cdecl EnableForceSRGB( bool forceSRGB );
|
||||
|
||||
void __cdecl SetDirectory( _In_opt_z_ const wchar_t* path );
|
||||
|
||||
private:
|
||||
// Private implementation.
|
||||
class Impl;
|
||||
|
||||
std::shared_ptr<Impl> pImpl;
|
||||
};
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user