mirror of
https://github.com/ncblakely/GiantsTools
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939 lines
36 KiB
C
939 lines
36 KiB
C
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//--------------------------------------------------------------------------------------
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// File: Effects.h
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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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() = default;
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IEffect(const IEffect&) = delete;
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IEffect& operator=(const IEffect&) = delete;
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IEffect(IEffect&&) = delete;
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IEffect& operator=(IEffect&&) = delete;
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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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protected:
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IEffect() = default;
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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() = default;
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IEffectMatrices(const IEffectMatrices&) = delete;
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IEffectMatrices& operator=(const IEffectMatrices&) = delete;
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IEffectMatrices(IEffectMatrices&&) = delete;
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IEffectMatrices& operator=(IEffectMatrices&&) = delete;
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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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protected:
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IEffectMatrices() = default;
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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() = default;
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IEffectLights(const IEffectLights&) = delete;
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IEffectLights& operator=(const IEffectLights&) = delete;
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IEffectLights(IEffectLights&&) = delete;
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IEffectLights& operator=(IEffectLights&&) = delete;
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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 constexpr int MaxDirectionalLights = 3;
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protected:
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IEffectLights() = default;
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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() = default;
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IEffectFog(const IEffectFog&) = delete;
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IEffectFog& operator=(const IEffectFog&) = delete;
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IEffectFog(IEffectFog&&) = delete;
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IEffectFog& operator=(IEffectFog&&) = delete;
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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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protected:
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IEffectFog() = default;
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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() = default;
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IEffectSkinning(const IEffectSkinning&) = delete;
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IEffectSkinning& operator=(const IEffectSkinning&) = delete;
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IEffectSkinning(IEffectSkinning&&) = delete;
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IEffectSkinning& operator=(IEffectSkinning&&) = delete;
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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 constexpr int MaxBones = 72;
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protected:
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IEffectSkinning() = default;
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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) noexcept;
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BasicEffect& operator= (BasicEffect&& moveFrom) noexcept;
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BasicEffect(BasicEffect const&) = delete;
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BasicEffect& operator= (BasicEffect const&) = delete;
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~BasicEffect() override;
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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) noexcept;
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AlphaTestEffect& operator= (AlphaTestEffect&& moveFrom) noexcept;
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AlphaTestEffect(AlphaTestEffect const&) = delete;
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AlphaTestEffect& operator= (AlphaTestEffect const&) = delete;
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~AlphaTestEffect() override;
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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) noexcept;
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DualTextureEffect& operator= (DualTextureEffect&& moveFrom) noexcept;
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DualTextureEffect(DualTextureEffect const&) = delete;
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DualTextureEffect& operator= (DualTextureEffect const&) = delete;
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~DualTextureEffect() override;
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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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enum Mapping
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{
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Mapping_Cube = 0, // Cubic environment map
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Mapping_Sphere, // Spherical environment map
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Mapping_DualParabola, // Dual-parabola environment map (requires Feature Level 10.0)
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};
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explicit EnvironmentMapEffect(_In_ ID3D11Device* device);
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EnvironmentMapEffect(EnvironmentMapEffect&& moveFrom) noexcept;
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EnvironmentMapEffect& operator= (EnvironmentMapEffect&& moveFrom) noexcept;
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EnvironmentMapEffect(EnvironmentMapEffect const&) = delete;
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EnvironmentMapEffect& operator= (EnvironmentMapEffect const&) = delete;
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~EnvironmentMapEffect() override;
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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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void __cdecl SetEnvironmentMap(_In_opt_ ID3D11ShaderResourceView* value);
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// Environment map settings.
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void __cdecl SetMode(Mapping mapping);
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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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||
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class SkinnedEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectFog, public IEffectSkinning
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||
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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) noexcept;
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||
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SkinnedEffect& operator= (SkinnedEffect&& moveFrom) noexcept;
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SkinnedEffect(SkinnedEffect const&) = delete;
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SkinnedEffect& operator= (SkinnedEffect const&) = delete;
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~SkinnedEffect() override;
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// IEffect methods.
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void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
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||
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void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
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||
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// Camera settings.
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|
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 __cdecl SetPerPixelLighting(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;
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
// Texture setting.
|
||
|
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
|
||
|
|
||
|
// Animation settings.
|
||
|
void __cdecl SetWeightsPerVertex(int value) override;
|
||
|
void __cdecl SetBoneTransforms(_In_reads_(count) XMMATRIX const* value, size_t count) override;
|
||
|
void __cdecl ResetBoneTransforms() override;
|
||
|
|
||
|
// Normal compression settings.
|
||
|
void __cdecl SetBiasedVertexNormals(bool value);
|
||
|
|
||
|
private:
|
||
|
// Private implementation.
|
||
|
class Impl;
|
||
|
|
||
|
std::unique_ptr<Impl> pImpl;
|
||
|
|
||
|
// Unsupported interface method.
|
||
|
void __cdecl SetLightingEnabled(bool value) override;
|
||
|
};
|
||
|
|
||
|
//----------------------------------------------------------------------------------
|
||
|
// Built-in effect for Visual Studio Shader Designer (DGSL) shaders
|
||
|
class DGSLEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectSkinning
|
||
|
{
|
||
|
public:
|
||
|
explicit DGSLEffect(_In_ ID3D11Device* device, _In_opt_ ID3D11PixelShader* pixelShader = nullptr,
|
||
|
_In_ bool enableSkinning = false);
|
||
|
DGSLEffect(DGSLEffect&& moveFrom) noexcept;
|
||
|
DGSLEffect& operator= (DGSLEffect&& moveFrom) noexcept;
|
||
|
|
||
|
DGSLEffect(DGSLEffect const&) = delete;
|
||
|
DGSLEffect& operator= (DGSLEffect const&) = delete;
|
||
|
|
||
|
~DGSLEffect() override;
|
||
|
|
||
|
// 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 constexpr 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 constexpr 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) noexcept;
|
||
|
NormalMapEffect& operator= (NormalMapEffect&& moveFrom) noexcept;
|
||
|
|
||
|
NormalMapEffect(NormalMapEffect const&) = delete;
|
||
|
NormalMapEffect& operator= (NormalMapEffect const&) = delete;
|
||
|
|
||
|
~NormalMapEffect() override;
|
||
|
|
||
|
// 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 SetBiasedVertexNormals(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;
|
||
|
};
|
||
|
|
||
|
//----------------------------------------------------------------------------------
|
||
|
// Built-in shader for Physically-Based Rendering (Roughness/Metalness) with Image-based lighting
|
||
|
class PBREffect : public IEffect, public IEffectMatrices, public IEffectLights
|
||
|
{
|
||
|
public:
|
||
|
explicit PBREffect(_In_ ID3D11Device* device);
|
||
|
PBREffect(PBREffect&& moveFrom) noexcept;
|
||
|
PBREffect& operator= (PBREffect&& moveFrom) noexcept;
|
||
|
|
||
|
PBREffect(PBREffect const&) = delete;
|
||
|
PBREffect& operator= (PBREffect const&) = delete;
|
||
|
|
||
|
~PBREffect() override;
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
// Light settings.
|
||
|
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 __cdecl EnableDefaultLighting() override;
|
||
|
|
||
|
// PBR Settings.
|
||
|
void __cdecl SetAlpha(float value);
|
||
|
void XM_CALLCONV SetConstantAlbedo(FXMVECTOR value);
|
||
|
void __cdecl SetConstantMetallic(float value);
|
||
|
void __cdecl SetConstantRoughness(float value);
|
||
|
|
||
|
// Texture settings.
|
||
|
void __cdecl SetAlbedoTexture(_In_opt_ ID3D11ShaderResourceView* value);
|
||
|
void __cdecl SetNormalTexture(_In_opt_ ID3D11ShaderResourceView* value);
|
||
|
void __cdecl SetRMATexture(_In_opt_ ID3D11ShaderResourceView* value);
|
||
|
|
||
|
void __cdecl SetEmissiveTexture(_In_opt_ ID3D11ShaderResourceView* value);
|
||
|
|
||
|
void __cdecl SetSurfaceTextures(
|
||
|
_In_opt_ ID3D11ShaderResourceView* albedo,
|
||
|
_In_opt_ ID3D11ShaderResourceView* normal,
|
||
|
_In_opt_ ID3D11ShaderResourceView* roughnessMetallicAmbientOcclusion);
|
||
|
|
||
|
void __cdecl SetIBLTextures(
|
||
|
_In_opt_ ID3D11ShaderResourceView* radiance,
|
||
|
int numRadianceMips,
|
||
|
_In_opt_ ID3D11ShaderResourceView* irradiance);
|
||
|
|
||
|
// Normal compression settings.
|
||
|
void __cdecl SetBiasedVertexNormals(bool value);
|
||
|
|
||
|
// Velocity buffer settings.
|
||
|
void __cdecl SetVelocityGeneration(bool value);
|
||
|
|
||
|
// Render target size, required for velocity buffer output.
|
||
|
void __cdecl SetRenderTargetSizeInPixels(int width, int height);
|
||
|
|
||
|
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;
|
||
|
void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) override;
|
||
|
void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) override;
|
||
|
};
|
||
|
|
||
|
//----------------------------------------------------------------------------------
|
||
|
// Built-in shader for debug visualization of normals, tangents, etc.
|
||
|
class DebugEffect : public IEffect, public IEffectMatrices
|
||
|
{
|
||
|
public:
|
||
|
enum Mode
|
||
|
{
|
||
|
Mode_Default = 0, // Hemispherical ambient lighting
|
||
|
Mode_Normals, // RGB normals
|
||
|
Mode_Tangents, // RGB tangents
|
||
|
Mode_BiTangents, // RGB bi-tangents
|
||
|
};
|
||
|
|
||
|
explicit DebugEffect(_In_ ID3D11Device* device);
|
||
|
DebugEffect(DebugEffect&& moveFrom) noexcept;
|
||
|
DebugEffect& operator= (DebugEffect&& moveFrom) noexcept;
|
||
|
|
||
|
DebugEffect(DebugEffect const&) = delete;
|
||
|
DebugEffect& operator= (DebugEffect const&) = delete;
|
||
|
|
||
|
~DebugEffect() override;
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
// Debug Settings.
|
||
|
void __cdecl SetMode(Mode debugMode);
|
||
|
void XM_CALLCONV SetHemisphericalAmbientColor(FXMVECTOR upper, FXMVECTOR lower);
|
||
|
void __cdecl SetAlpha(float value);
|
||
|
|
||
|
// Vertex color setting.
|
||
|
void __cdecl SetVertexColorEnabled(bool value);
|
||
|
|
||
|
// Normal compression settings.
|
||
|
void __cdecl SetBiasedVertexNormals(bool value);
|
||
|
|
||
|
private:
|
||
|
// Private implementation.
|
||
|
class Impl;
|
||
|
|
||
|
std::unique_ptr<Impl> pImpl;
|
||
|
};
|
||
|
|
||
|
//----------------------------------------------------------------------------------
|
||
|
// Abstract interface to factory for sharing effects and texture resources
|
||
|
class IEffectFactory
|
||
|
{
|
||
|
public:
|
||
|
virtual ~IEffectFactory() = default;
|
||
|
|
||
|
IEffectFactory(const IEffectFactory&) = delete;
|
||
|
IEffectFactory& operator=(const IEffectFactory&) = delete;
|
||
|
|
||
|
IEffectFactory(IEffectFactory&&) = delete;
|
||
|
IEffectFactory& operator=(IEffectFactory&&) = delete;
|
||
|
|
||
|
struct EffectInfo
|
||
|
{
|
||
|
const wchar_t* name;
|
||
|
bool perVertexColor;
|
||
|
bool enableSkinning;
|
||
|
bool enableDualTexture;
|
||
|
bool enableNormalMaps;
|
||
|
bool biasedVertexNormals;
|
||
|
float specularPower;
|
||
|
float alpha;
|
||
|
XMFLOAT3 ambientColor;
|
||
|
XMFLOAT3 diffuseColor;
|
||
|
XMFLOAT3 specularColor;
|
||
|
XMFLOAT3 emissiveColor;
|
||
|
const wchar_t* diffuseTexture;
|
||
|
const wchar_t* specularTexture;
|
||
|
const wchar_t* normalTexture;
|
||
|
const wchar_t* emissiveTexture;
|
||
|
|
||
|
EffectInfo() noexcept :
|
||
|
name(nullptr),
|
||
|
perVertexColor(false),
|
||
|
enableSkinning(false),
|
||
|
enableDualTexture(false),
|
||
|
enableNormalMaps(false),
|
||
|
biasedVertexNormals(false),
|
||
|
specularPower(0),
|
||
|
alpha(0),
|
||
|
ambientColor(0, 0, 0),
|
||
|
diffuseColor(0, 0, 0),
|
||
|
specularColor(0, 0, 0),
|
||
|
emissiveColor(0, 0, 0),
|
||
|
diffuseTexture(nullptr),
|
||
|
specularTexture(nullptr),
|
||
|
normalTexture(nullptr),
|
||
|
emissiveTexture(nullptr)
|
||
|
{}
|
||
|
};
|
||
|
|
||
|
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;
|
||
|
|
||
|
protected:
|
||
|
IEffectFactory() = default;
|
||
|
};
|
||
|
|
||
|
|
||
|
// Factory for sharing effects and texture resources
|
||
|
class EffectFactory : public IEffectFactory
|
||
|
{
|
||
|
public:
|
||
|
explicit EffectFactory(_In_ ID3D11Device* device);
|
||
|
EffectFactory(EffectFactory&& moveFrom) noexcept;
|
||
|
EffectFactory& operator= (EffectFactory&& moveFrom) noexcept;
|
||
|
|
||
|
EffectFactory(EffectFactory const&) = delete;
|
||
|
EffectFactory& operator= (EffectFactory const&) = delete;
|
||
|
|
||
|
~EffectFactory() override;
|
||
|
|
||
|
// IEffectFactory methods.
|
||
|
std::shared_ptr<IEffect> __cdecl CreateEffect(_In_ const EffectInfo& info, _In_opt_ ID3D11DeviceContext* deviceContext) override;
|
||
|
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) noexcept;
|
||
|
|
||
|
void __cdecl EnableNormalMapEffect(bool enabled) noexcept;
|
||
|
void __cdecl EnableForceSRGB(bool forceSRGB) noexcept;
|
||
|
|
||
|
void __cdecl SetDirectory(_In_opt_z_ const wchar_t* path) noexcept;
|
||
|
|
||
|
// Properties.
|
||
|
ID3D11Device* GetDevice() const noexcept;
|
||
|
|
||
|
private:
|
||
|
// Private implementation.
|
||
|
class Impl;
|
||
|
|
||
|
std::shared_ptr<Impl> pImpl;
|
||
|
};
|
||
|
|
||
|
|
||
|
// Factory for Physically Based Rendering (PBR)
|
||
|
class PBREffectFactory : public IEffectFactory
|
||
|
{
|
||
|
public:
|
||
|
explicit PBREffectFactory(_In_ ID3D11Device* device);
|
||
|
PBREffectFactory(PBREffectFactory&& moveFrom) noexcept;
|
||
|
PBREffectFactory& operator= (PBREffectFactory&& moveFrom) noexcept;
|
||
|
|
||
|
PBREffectFactory(PBREffectFactory const&) = delete;
|
||
|
PBREffectFactory& operator= (PBREffectFactory const&) = delete;
|
||
|
|
||
|
~PBREffectFactory() override;
|
||
|
|
||
|
// IEffectFactory methods.
|
||
|
std::shared_ptr<IEffect> __cdecl CreateEffect(_In_ const EffectInfo& info, _In_opt_ ID3D11DeviceContext* deviceContext) override;
|
||
|
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) noexcept;
|
||
|
|
||
|
void __cdecl EnableForceSRGB(bool forceSRGB) noexcept;
|
||
|
|
||
|
void __cdecl SetDirectory(_In_opt_z_ const wchar_t* path) noexcept;
|
||
|
|
||
|
// Properties.
|
||
|
ID3D11Device* GetDevice() const noexcept;
|
||
|
|
||
|
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) noexcept;
|
||
|
DGSLEffectFactory& operator= (DGSLEffectFactory&& moveFrom) noexcept;
|
||
|
|
||
|
DGSLEffectFactory(DGSLEffectFactory const&) = delete;
|
||
|
DGSLEffectFactory& operator= (DGSLEffectFactory const&) = delete;
|
||
|
|
||
|
~DGSLEffectFactory() override;
|
||
|
|
||
|
// IEffectFactory methods.
|
||
|
std::shared_ptr<IEffect> __cdecl CreateEffect(_In_ const EffectInfo& info, _In_opt_ ID3D11DeviceContext* deviceContext) override;
|
||
|
void __cdecl CreateTexture(_In_z_ const wchar_t* name, _In_opt_ ID3D11DeviceContext* deviceContext, _Outptr_ ID3D11ShaderResourceView** textureView) override;
|
||
|
|
||
|
// DGSL methods.
|
||
|
struct DGSLEffectInfo : public EffectInfo
|
||
|
{
|
||
|
static constexpr int BaseTextureOffset = 4;
|
||
|
|
||
|
const wchar_t* textures[DGSLEffect::MaxTextures - BaseTextureOffset];
|
||
|
const wchar_t* pixelShader;
|
||
|
|
||
|
DGSLEffectInfo() noexcept :
|
||
|
EffectInfo(),
|
||
|
textures{},
|
||
|
pixelShader(nullptr)
|
||
|
{}
|
||
|
};
|
||
|
|
||
|
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) noexcept;
|
||
|
|
||
|
void __cdecl EnableForceSRGB(bool forceSRGB) noexcept;
|
||
|
|
||
|
void __cdecl SetDirectory(_In_opt_z_ const wchar_t* path) noexcept;
|
||
|
|
||
|
// Properties.
|
||
|
ID3D11Device* GetDevice() const noexcept;
|
||
|
|
||
|
private:
|
||
|
// Private implementation.
|
||
|
class Impl;
|
||
|
|
||
|
std::shared_ptr<Impl> pImpl;
|
||
|
};
|
||
|
}
|