mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-16 19:55:36 +01:00
732 lines
27 KiB
C++
732 lines
27 KiB
C++
|
//--------------------------------------------------------------------------------------
|
||
|
// File: BasicEffect.cpp
|
||
|
//
|
||
|
// Copyright (c) Microsoft Corporation. All rights reserved.
|
||
|
// Licensed under the MIT License.
|
||
|
//
|
||
|
// http://go.microsoft.com/fwlink/?LinkId=248929
|
||
|
//--------------------------------------------------------------------------------------
|
||
|
|
||
|
#include "pch.h"
|
||
|
#include "EffectCommon.h"
|
||
|
|
||
|
using namespace DirectX;
|
||
|
|
||
|
namespace
|
||
|
{
|
||
|
// Constant buffer layout. Must match the shader!
|
||
|
struct BasicEffectConstants
|
||
|
{
|
||
|
XMVECTOR diffuseColor;
|
||
|
XMVECTOR emissiveColor;
|
||
|
XMVECTOR specularColorAndPower;
|
||
|
|
||
|
XMVECTOR lightDirection[IEffectLights::MaxDirectionalLights];
|
||
|
XMVECTOR lightDiffuseColor[IEffectLights::MaxDirectionalLights];
|
||
|
XMVECTOR lightSpecularColor[IEffectLights::MaxDirectionalLights];
|
||
|
|
||
|
XMVECTOR eyePosition;
|
||
|
|
||
|
XMVECTOR fogColor;
|
||
|
XMVECTOR fogVector;
|
||
|
|
||
|
XMMATRIX world;
|
||
|
XMVECTOR worldInverseTranspose[3];
|
||
|
XMMATRIX worldViewProj;
|
||
|
};
|
||
|
|
||
|
static_assert((sizeof(BasicEffectConstants) % 16) == 0, "CB size not padded correctly");
|
||
|
|
||
|
|
||
|
// Traits type describes our characteristics to the EffectBase template.
|
||
|
struct BasicEffectTraits
|
||
|
{
|
||
|
using ConstantBufferType = BasicEffectConstants;
|
||
|
|
||
|
static constexpr int VertexShaderCount = 32;
|
||
|
static constexpr int PixelShaderCount = 10;
|
||
|
static constexpr int ShaderPermutationCount = 56;
|
||
|
};
|
||
|
}
|
||
|
|
||
|
// Internal BasicEffect implementation class.
|
||
|
class BasicEffect::Impl : public EffectBase<BasicEffectTraits>
|
||
|
{
|
||
|
public:
|
||
|
Impl(_In_ ID3D11Device* device);
|
||
|
|
||
|
bool lightingEnabled;
|
||
|
bool preferPerPixelLighting;
|
||
|
bool vertexColorEnabled;
|
||
|
bool textureEnabled;
|
||
|
bool biasedVertexNormals;
|
||
|
|
||
|
EffectLights lights;
|
||
|
|
||
|
int GetCurrentShaderPermutation() const noexcept;
|
||
|
|
||
|
void Apply(_In_ ID3D11DeviceContext* deviceContext);
|
||
|
};
|
||
|
|
||
|
|
||
|
// Include the precompiled shader code.
|
||
|
namespace
|
||
|
{
|
||
|
#if defined(_XBOX_ONE) && defined(_TITLE)
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasic.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicNoFog.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicVc.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicVcNoFog.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicTx.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicTxNoFog.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicTxVc.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicTxVcNoFog.inc"
|
||
|
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicVertexLighting.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicVertexLightingVc.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicVertexLightingTx.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicVertexLightingTxVc.inc"
|
||
|
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicOneLight.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicOneLightVc.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicOneLightTx.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicOneLightTxVc.inc"
|
||
|
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicPixelLighting.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicPixelLightingVc.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicPixelLightingTx.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicPixelLightingTxVc.inc"
|
||
|
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicVertexLightingBn.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicVertexLightingVcBn.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicVertexLightingTxBn.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicVertexLightingTxVcBn.inc"
|
||
|
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicOneLightBn.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicOneLightVcBn.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicOneLightTxBn.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicOneLightTxVcBn.inc"
|
||
|
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicPixelLightingBn.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicPixelLightingVcBn.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicPixelLightingTxBn.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicPixelLightingTxVcBn.inc"
|
||
|
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasic.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasicNoFog.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasicTx.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasicTxNoFog.inc"
|
||
|
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasicVertexLighting.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasicVertexLightingNoFog.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasicVertexLightingTx.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasicVertexLightingTxNoFog.inc"
|
||
|
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasicPixelLighting.inc"
|
||
|
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasicPixelLightingTx.inc"
|
||
|
#else
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasic.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicNoFog.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicVc.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicVcNoFog.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicTx.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicTxNoFog.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicTxVc.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicTxVcNoFog.inc"
|
||
|
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicVertexLighting.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicVertexLightingVc.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicVertexLightingTx.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicVertexLightingTxVc.inc"
|
||
|
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicOneLight.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicOneLightVc.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicOneLightTx.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicOneLightTxVc.inc"
|
||
|
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicPixelLighting.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicPixelLightingVc.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicPixelLightingTx.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicPixelLightingTxVc.inc"
|
||
|
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicVertexLightingBn.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicVertexLightingVcBn.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicVertexLightingTxBn.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicVertexLightingTxVcBn.inc"
|
||
|
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicOneLightBn.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicOneLightVcBn.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicOneLightTxBn.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicOneLightTxVcBn.inc"
|
||
|
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicPixelLightingBn.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicPixelLightingVcBn.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicPixelLightingTxBn.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_VSBasicPixelLightingTxVcBn.inc"
|
||
|
|
||
|
#include "Shaders/Compiled/BasicEffect_PSBasic.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_PSBasicNoFog.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_PSBasicTx.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_PSBasicTxNoFog.inc"
|
||
|
|
||
|
#include "Shaders/Compiled/BasicEffect_PSBasicVertexLighting.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_PSBasicVertexLightingNoFog.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_PSBasicVertexLightingTx.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_PSBasicVertexLightingTxNoFog.inc"
|
||
|
|
||
|
#include "Shaders/Compiled/BasicEffect_PSBasicPixelLighting.inc"
|
||
|
#include "Shaders/Compiled/BasicEffect_PSBasicPixelLightingTx.inc"
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
template<>
|
||
|
const ShaderBytecode EffectBase<BasicEffectTraits>::VertexShaderBytecode[] =
|
||
|
{
|
||
|
{ BasicEffect_VSBasic, sizeof(BasicEffect_VSBasic) },
|
||
|
{ BasicEffect_VSBasicNoFog, sizeof(BasicEffect_VSBasicNoFog) },
|
||
|
{ BasicEffect_VSBasicVc, sizeof(BasicEffect_VSBasicVc) },
|
||
|
{ BasicEffect_VSBasicVcNoFog, sizeof(BasicEffect_VSBasicVcNoFog) },
|
||
|
{ BasicEffect_VSBasicTx, sizeof(BasicEffect_VSBasicTx) },
|
||
|
{ BasicEffect_VSBasicTxNoFog, sizeof(BasicEffect_VSBasicTxNoFog) },
|
||
|
{ BasicEffect_VSBasicTxVc, sizeof(BasicEffect_VSBasicTxVc) },
|
||
|
{ BasicEffect_VSBasicTxVcNoFog, sizeof(BasicEffect_VSBasicTxVcNoFog) },
|
||
|
|
||
|
{ BasicEffect_VSBasicVertexLighting, sizeof(BasicEffect_VSBasicVertexLighting) },
|
||
|
{ BasicEffect_VSBasicVertexLightingVc, sizeof(BasicEffect_VSBasicVertexLightingVc) },
|
||
|
{ BasicEffect_VSBasicVertexLightingTx, sizeof(BasicEffect_VSBasicVertexLightingTx) },
|
||
|
{ BasicEffect_VSBasicVertexLightingTxVc, sizeof(BasicEffect_VSBasicVertexLightingTxVc) },
|
||
|
|
||
|
{ BasicEffect_VSBasicOneLight, sizeof(BasicEffect_VSBasicOneLight) },
|
||
|
{ BasicEffect_VSBasicOneLightVc, sizeof(BasicEffect_VSBasicOneLightVc) },
|
||
|
{ BasicEffect_VSBasicOneLightTx, sizeof(BasicEffect_VSBasicOneLightTx) },
|
||
|
{ BasicEffect_VSBasicOneLightTxVc, sizeof(BasicEffect_VSBasicOneLightTxVc) },
|
||
|
|
||
|
{ BasicEffect_VSBasicPixelLighting, sizeof(BasicEffect_VSBasicPixelLighting) },
|
||
|
{ BasicEffect_VSBasicPixelLightingVc, sizeof(BasicEffect_VSBasicPixelLightingVc) },
|
||
|
{ BasicEffect_VSBasicPixelLightingTx, sizeof(BasicEffect_VSBasicPixelLightingTx) },
|
||
|
{ BasicEffect_VSBasicPixelLightingTxVc, sizeof(BasicEffect_VSBasicPixelLightingTxVc) },
|
||
|
|
||
|
{ BasicEffect_VSBasicVertexLightingBn, sizeof(BasicEffect_VSBasicVertexLightingBn) },
|
||
|
{ BasicEffect_VSBasicVertexLightingVcBn, sizeof(BasicEffect_VSBasicVertexLightingVcBn) },
|
||
|
{ BasicEffect_VSBasicVertexLightingTxBn, sizeof(BasicEffect_VSBasicVertexLightingTxBn) },
|
||
|
{ BasicEffect_VSBasicVertexLightingTxVcBn, sizeof(BasicEffect_VSBasicVertexLightingTxVcBn) },
|
||
|
|
||
|
{ BasicEffect_VSBasicOneLightBn, sizeof(BasicEffect_VSBasicOneLightBn) },
|
||
|
{ BasicEffect_VSBasicOneLightVcBn, sizeof(BasicEffect_VSBasicOneLightVcBn) },
|
||
|
{ BasicEffect_VSBasicOneLightTxBn, sizeof(BasicEffect_VSBasicOneLightTxBn) },
|
||
|
{ BasicEffect_VSBasicOneLightTxVcBn, sizeof(BasicEffect_VSBasicOneLightTxVcBn) },
|
||
|
|
||
|
{ BasicEffect_VSBasicPixelLightingBn, sizeof(BasicEffect_VSBasicPixelLightingBn) },
|
||
|
{ BasicEffect_VSBasicPixelLightingVcBn, sizeof(BasicEffect_VSBasicPixelLightingVcBn) },
|
||
|
{ BasicEffect_VSBasicPixelLightingTxBn, sizeof(BasicEffect_VSBasicPixelLightingTxBn) },
|
||
|
{ BasicEffect_VSBasicPixelLightingTxVcBn, sizeof(BasicEffect_VSBasicPixelLightingTxVcBn) },
|
||
|
};
|
||
|
|
||
|
|
||
|
template<>
|
||
|
const int EffectBase<BasicEffectTraits>::VertexShaderIndices[] =
|
||
|
{
|
||
|
0, // basic
|
||
|
1, // no fog
|
||
|
2, // vertex color
|
||
|
3, // vertex color, no fog
|
||
|
4, // texture
|
||
|
5, // texture, no fog
|
||
|
6, // texture + vertex color
|
||
|
7, // texture + vertex color, no fog
|
||
|
|
||
|
8, // vertex lighting
|
||
|
8, // vertex lighting, no fog
|
||
|
9, // vertex lighting + vertex color
|
||
|
9, // vertex lighting + vertex color, no fog
|
||
|
10, // vertex lighting + texture
|
||
|
10, // vertex lighting + texture, no fog
|
||
|
11, // vertex lighting + texture + vertex color
|
||
|
11, // vertex lighting + texture + vertex color, no fog
|
||
|
|
||
|
12, // one light
|
||
|
12, // one light, no fog
|
||
|
13, // one light + vertex color
|
||
|
13, // one light + vertex color, no fog
|
||
|
14, // one light + texture
|
||
|
14, // one light + texture, no fog
|
||
|
15, // one light + texture + vertex color
|
||
|
15, // one light + texture + vertex color, no fog
|
||
|
|
||
|
16, // pixel lighting
|
||
|
16, // pixel lighting, no fog
|
||
|
17, // pixel lighting + vertex color
|
||
|
17, // pixel lighting + vertex color, no fog
|
||
|
18, // pixel lighting + texture
|
||
|
18, // pixel lighting + texture, no fog
|
||
|
19, // pixel lighting + texture + vertex color
|
||
|
19, // pixel lighting + texture + vertex color, no fog
|
||
|
|
||
|
20, // vertex lighting (biased vertex normals)
|
||
|
20, // vertex lighting (biased vertex normals), no fog
|
||
|
21, // vertex lighting (biased vertex normals) + vertex color
|
||
|
21, // vertex lighting (biased vertex normals) + vertex color, no fog
|
||
|
22, // vertex lighting (biased vertex normals) + texture
|
||
|
22, // vertex lighting (biased vertex normals) + texture, no fog
|
||
|
23, // vertex lighting (biased vertex normals) + texture + vertex color
|
||
|
23, // vertex lighting (biased vertex normals) + texture + vertex color, no fog
|
||
|
|
||
|
24, // one light (biased vertex normals)
|
||
|
24, // one light (biased vertex normals), no fog
|
||
|
25, // one light (biased vertex normals) + vertex color
|
||
|
25, // one light (biased vertex normals) + vertex color, no fog
|
||
|
26, // one light (biased vertex normals) + texture
|
||
|
26, // one light (biased vertex normals) + texture, no fog
|
||
|
27, // one light (biased vertex normals) + texture + vertex color
|
||
|
27, // one light (biased vertex normals) + texture + vertex color, no fog
|
||
|
|
||
|
28, // pixel lighting (biased vertex normals)
|
||
|
28, // pixel lighting (biased vertex normals), no fog
|
||
|
29, // pixel lighting (biased vertex normals) + vertex color
|
||
|
29, // pixel lighting (biased vertex normals) + vertex color, no fog
|
||
|
30, // pixel lighting (biased vertex normals) + texture
|
||
|
30, // pixel lighting (biased vertex normals) + texture, no fog
|
||
|
31, // pixel lighting (biased vertex normals) + texture + vertex color
|
||
|
31, // pixel lighting (biased vertex normals) + texture + vertex color, no fog
|
||
|
};
|
||
|
|
||
|
|
||
|
template<>
|
||
|
const ShaderBytecode EffectBase<BasicEffectTraits>::PixelShaderBytecode[] =
|
||
|
{
|
||
|
{ BasicEffect_PSBasic, sizeof(BasicEffect_PSBasic) },
|
||
|
{ BasicEffect_PSBasicNoFog, sizeof(BasicEffect_PSBasicNoFog) },
|
||
|
{ BasicEffect_PSBasicTx, sizeof(BasicEffect_PSBasicTx) },
|
||
|
{ BasicEffect_PSBasicTxNoFog, sizeof(BasicEffect_PSBasicTxNoFog) },
|
||
|
|
||
|
{ BasicEffect_PSBasicVertexLighting, sizeof(BasicEffect_PSBasicVertexLighting) },
|
||
|
{ BasicEffect_PSBasicVertexLightingNoFog, sizeof(BasicEffect_PSBasicVertexLightingNoFog) },
|
||
|
{ BasicEffect_PSBasicVertexLightingTx, sizeof(BasicEffect_PSBasicVertexLightingTx) },
|
||
|
{ BasicEffect_PSBasicVertexLightingTxNoFog, sizeof(BasicEffect_PSBasicVertexLightingTxNoFog) },
|
||
|
|
||
|
{ BasicEffect_PSBasicPixelLighting, sizeof(BasicEffect_PSBasicPixelLighting) },
|
||
|
{ BasicEffect_PSBasicPixelLightingTx, sizeof(BasicEffect_PSBasicPixelLightingTx) },
|
||
|
};
|
||
|
|
||
|
|
||
|
template<>
|
||
|
const int EffectBase<BasicEffectTraits>::PixelShaderIndices[] =
|
||
|
{
|
||
|
0, // basic
|
||
|
1, // no fog
|
||
|
0, // vertex color
|
||
|
1, // vertex color, no fog
|
||
|
2, // texture
|
||
|
3, // texture, no fog
|
||
|
2, // texture + vertex color
|
||
|
3, // texture + vertex color, no fog
|
||
|
|
||
|
4, // vertex lighting
|
||
|
5, // vertex lighting, no fog
|
||
|
4, // vertex lighting + vertex color
|
||
|
5, // vertex lighting + vertex color, no fog
|
||
|
6, // vertex lighting + texture
|
||
|
7, // vertex lighting + texture, no fog
|
||
|
6, // vertex lighting + texture + vertex color
|
||
|
7, // vertex lighting + texture + vertex color, no fog
|
||
|
|
||
|
4, // one light
|
||
|
5, // one light, no fog
|
||
|
4, // one light + vertex color
|
||
|
5, // one light + vertex color, no fog
|
||
|
6, // one light + texture
|
||
|
7, // one light + texture, no fog
|
||
|
6, // one light + texture + vertex color
|
||
|
7, // one light + texture + vertex color, no fog
|
||
|
|
||
|
8, // pixel lighting
|
||
|
8, // pixel lighting, no fog
|
||
|
8, // pixel lighting + vertex color
|
||
|
8, // pixel lighting + vertex color, no fog
|
||
|
9, // pixel lighting + texture
|
||
|
9, // pixel lighting + texture, no fog
|
||
|
9, // pixel lighting + texture + vertex color
|
||
|
9, // pixel lighting + texture + vertex color, no fog
|
||
|
|
||
|
4, // vertex lighting (biased vertex normals)
|
||
|
5, // vertex lighting (biased vertex normals), no fog
|
||
|
4, // vertex lighting (biased vertex normals) + vertex color
|
||
|
5, // vertex lighting (biased vertex normals) + vertex color, no fog
|
||
|
6, // vertex lighting (biased vertex normals) + texture
|
||
|
7, // vertex lighting (biased vertex normals) + texture, no fog
|
||
|
6, // vertex lighting (biased vertex normals) + texture + vertex color
|
||
|
7, // vertex lighting (biased vertex normals) + texture + vertex color, no fog
|
||
|
|
||
|
4, // one light (biased vertex normals)
|
||
|
5, // one light (biased vertex normals), no fog
|
||
|
4, // one light (biased vertex normals) + vertex color
|
||
|
5, // one light (biased vertex normals) + vertex color, no fog
|
||
|
6, // one light (biased vertex normals) + texture
|
||
|
7, // one light (biased vertex normals) + texture, no fog
|
||
|
6, // one light (biased vertex normals) + texture + vertex color
|
||
|
7, // one light (biased vertex normals) + texture + vertex color, no fog
|
||
|
|
||
|
8, // pixel lighting (biased vertex normals)
|
||
|
8, // pixel lighting (biased vertex normals), no fog
|
||
|
8, // pixel lighting (biased vertex normals) + vertex color
|
||
|
8, // pixel lighting (biased vertex normals) + vertex color, no fog
|
||
|
9, // pixel lighting (biased vertex normals) + texture
|
||
|
9, // pixel lighting (biased vertex normals) + texture, no fog
|
||
|
9, // pixel lighting (biased vertex normals) + texture + vertex color
|
||
|
9, // pixel lighting (biased vertex normals) + texture + vertex color, no fog
|
||
|
};
|
||
|
|
||
|
|
||
|
// Global pool of per-device BasicEffect resources.
|
||
|
template<>
|
||
|
SharedResourcePool<ID3D11Device*, EffectBase<BasicEffectTraits>::DeviceResources> EffectBase<BasicEffectTraits>::deviceResourcesPool = {};
|
||
|
|
||
|
|
||
|
// Constructor.
|
||
|
BasicEffect::Impl::Impl(_In_ ID3D11Device* device)
|
||
|
: EffectBase(device),
|
||
|
lightingEnabled(false),
|
||
|
preferPerPixelLighting(false),
|
||
|
vertexColorEnabled(false),
|
||
|
textureEnabled(false),
|
||
|
biasedVertexNormals(false)
|
||
|
{
|
||
|
static_assert(_countof(EffectBase<BasicEffectTraits>::VertexShaderIndices) == BasicEffectTraits::ShaderPermutationCount, "array/max mismatch");
|
||
|
static_assert(_countof(EffectBase<BasicEffectTraits>::VertexShaderBytecode) == BasicEffectTraits::VertexShaderCount, "array/max mismatch");
|
||
|
static_assert(_countof(EffectBase<BasicEffectTraits>::PixelShaderBytecode) == BasicEffectTraits::PixelShaderCount, "array/max mismatch");
|
||
|
static_assert(_countof(EffectBase<BasicEffectTraits>::PixelShaderIndices) == BasicEffectTraits::ShaderPermutationCount, "array/max mismatch");
|
||
|
|
||
|
lights.InitializeConstants(constants.specularColorAndPower, constants.lightDirection, constants.lightDiffuseColor, constants.lightSpecularColor);
|
||
|
}
|
||
|
|
||
|
|
||
|
int BasicEffect::Impl::GetCurrentShaderPermutation() const noexcept
|
||
|
{
|
||
|
int permutation = 0;
|
||
|
|
||
|
// Use optimized shaders if fog is disabled.
|
||
|
if (!fog.enabled)
|
||
|
{
|
||
|
permutation += 1;
|
||
|
}
|
||
|
|
||
|
// Support vertex coloring?
|
||
|
if (vertexColorEnabled)
|
||
|
{
|
||
|
permutation += 2;
|
||
|
}
|
||
|
|
||
|
// Support texturing?
|
||
|
if (textureEnabled)
|
||
|
{
|
||
|
permutation += 4;
|
||
|
}
|
||
|
|
||
|
if (lightingEnabled)
|
||
|
{
|
||
|
if (preferPerPixelLighting)
|
||
|
{
|
||
|
// Do lighting in the pixel shader.
|
||
|
permutation += 24;
|
||
|
}
|
||
|
else if (!lights.lightEnabled[1] && !lights.lightEnabled[2])
|
||
|
{
|
||
|
// Use the only-bother-with-the-first-light shader optimization.
|
||
|
permutation += 16;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Compute all three lights in the vertex shader.
|
||
|
permutation += 8;
|
||
|
}
|
||
|
|
||
|
if (biasedVertexNormals)
|
||
|
{
|
||
|
// Compressed normals need to be scaled and biased in the vertex shader.
|
||
|
permutation += 24;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return permutation;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Sets our state onto the D3D device.
|
||
|
void BasicEffect::Impl::Apply(_In_ ID3D11DeviceContext* deviceContext)
|
||
|
{
|
||
|
// Compute derived parameter values.
|
||
|
matrices.SetConstants(dirtyFlags, constants.worldViewProj);
|
||
|
|
||
|
fog.SetConstants(dirtyFlags, matrices.worldView, constants.fogVector);
|
||
|
|
||
|
lights.SetConstants(dirtyFlags, matrices, constants.world, constants.worldInverseTranspose, constants.eyePosition, constants.diffuseColor, constants.emissiveColor, lightingEnabled);
|
||
|
|
||
|
// Set the texture.
|
||
|
if (textureEnabled)
|
||
|
{
|
||
|
ID3D11ShaderResourceView* textures[1] = { texture.Get() };
|
||
|
|
||
|
deviceContext->PSSetShaderResources(0, 1, textures);
|
||
|
}
|
||
|
|
||
|
// Set shaders and constant buffers.
|
||
|
ApplyShaders(deviceContext, GetCurrentShaderPermutation());
|
||
|
}
|
||
|
|
||
|
|
||
|
// Public constructor.
|
||
|
BasicEffect::BasicEffect(_In_ ID3D11Device* device)
|
||
|
: pImpl(std::make_unique<Impl>(device))
|
||
|
{
|
||
|
}
|
||
|
|
||
|
|
||
|
// Move constructor.
|
||
|
BasicEffect::BasicEffect(BasicEffect&& moveFrom) noexcept
|
||
|
: pImpl(std::move(moveFrom.pImpl))
|
||
|
{
|
||
|
}
|
||
|
|
||
|
|
||
|
// Move assignment.
|
||
|
BasicEffect& BasicEffect::operator= (BasicEffect&& moveFrom) noexcept
|
||
|
{
|
||
|
pImpl = std::move(moveFrom.pImpl);
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Public destructor.
|
||
|
BasicEffect::~BasicEffect()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
|
||
|
// IEffect methods.
|
||
|
void BasicEffect::Apply(_In_ ID3D11DeviceContext* deviceContext)
|
||
|
{
|
||
|
pImpl->Apply(deviceContext);
|
||
|
}
|
||
|
|
||
|
|
||
|
void BasicEffect::GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength)
|
||
|
{
|
||
|
pImpl->GetVertexShaderBytecode(pImpl->GetCurrentShaderPermutation(), pShaderByteCode, pByteCodeLength);
|
||
|
}
|
||
|
|
||
|
|
||
|
// Camera settings.
|
||
|
void XM_CALLCONV BasicEffect::SetWorld(FXMMATRIX value)
|
||
|
{
|
||
|
pImpl->matrices.world = value;
|
||
|
|
||
|
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::WorldInverseTranspose | EffectDirtyFlags::FogVector;
|
||
|
}
|
||
|
|
||
|
|
||
|
void XM_CALLCONV BasicEffect::SetView(FXMMATRIX value)
|
||
|
{
|
||
|
pImpl->matrices.view = value;
|
||
|
|
||
|
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::EyePosition | EffectDirtyFlags::FogVector;
|
||
|
}
|
||
|
|
||
|
|
||
|
void XM_CALLCONV BasicEffect::SetProjection(FXMMATRIX value)
|
||
|
{
|
||
|
pImpl->matrices.projection = value;
|
||
|
|
||
|
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj;
|
||
|
}
|
||
|
|
||
|
|
||
|
void XM_CALLCONV BasicEffect::SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection)
|
||
|
{
|
||
|
pImpl->matrices.world = world;
|
||
|
pImpl->matrices.view = view;
|
||
|
pImpl->matrices.projection = projection;
|
||
|
|
||
|
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::WorldInverseTranspose | EffectDirtyFlags::EyePosition | EffectDirtyFlags::FogVector;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Material settings.
|
||
|
void XM_CALLCONV BasicEffect::SetDiffuseColor(FXMVECTOR value)
|
||
|
{
|
||
|
pImpl->lights.diffuseColor = value;
|
||
|
|
||
|
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
|
||
|
}
|
||
|
|
||
|
|
||
|
void XM_CALLCONV BasicEffect::SetEmissiveColor(FXMVECTOR value)
|
||
|
{
|
||
|
pImpl->lights.emissiveColor = value;
|
||
|
|
||
|
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
|
||
|
}
|
||
|
|
||
|
|
||
|
void XM_CALLCONV BasicEffect::SetSpecularColor(FXMVECTOR value)
|
||
|
{
|
||
|
// Set xyz to new value, but preserve existing w (specular power).
|
||
|
pImpl->constants.specularColorAndPower = XMVectorSelect(pImpl->constants.specularColorAndPower, value, g_XMSelect1110);
|
||
|
|
||
|
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
|
||
|
}
|
||
|
|
||
|
|
||
|
void BasicEffect::SetSpecularPower(float value)
|
||
|
{
|
||
|
// Set w to new value, but preserve existing xyz (specular color).
|
||
|
pImpl->constants.specularColorAndPower = XMVectorSetW(pImpl->constants.specularColorAndPower, value);
|
||
|
|
||
|
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
|
||
|
}
|
||
|
|
||
|
|
||
|
void BasicEffect::DisableSpecular()
|
||
|
{
|
||
|
// Set specular color to black, power to 1
|
||
|
// Note: Don't use a power of 0 or the shader will generate strange highlights on non-specular materials
|
||
|
|
||
|
pImpl->constants.specularColorAndPower = g_XMIdentityR3;
|
||
|
|
||
|
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
|
||
|
}
|
||
|
|
||
|
|
||
|
void BasicEffect::SetAlpha(float value)
|
||
|
{
|
||
|
pImpl->lights.alpha = value;
|
||
|
|
||
|
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
|
||
|
}
|
||
|
|
||
|
|
||
|
void XM_CALLCONV BasicEffect::SetColorAndAlpha(FXMVECTOR value)
|
||
|
{
|
||
|
pImpl->lights.diffuseColor = value;
|
||
|
pImpl->lights.alpha = XMVectorGetW(value);
|
||
|
|
||
|
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Light settings.
|
||
|
void BasicEffect::SetLightingEnabled(bool value)
|
||
|
{
|
||
|
pImpl->lightingEnabled = value;
|
||
|
|
||
|
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
|
||
|
}
|
||
|
|
||
|
|
||
|
void BasicEffect::SetPerPixelLighting(bool value)
|
||
|
{
|
||
|
pImpl->preferPerPixelLighting = value;
|
||
|
}
|
||
|
|
||
|
|
||
|
void XM_CALLCONV BasicEffect::SetAmbientLightColor(FXMVECTOR value)
|
||
|
{
|
||
|
pImpl->lights.ambientLightColor = value;
|
||
|
|
||
|
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
|
||
|
}
|
||
|
|
||
|
|
||
|
void BasicEffect::SetLightEnabled(int whichLight, bool value)
|
||
|
{
|
||
|
pImpl->dirtyFlags |= pImpl->lights.SetLightEnabled(whichLight, value, pImpl->constants.lightDiffuseColor, pImpl->constants.lightSpecularColor);
|
||
|
}
|
||
|
|
||
|
|
||
|
void XM_CALLCONV BasicEffect::SetLightDirection(int whichLight, FXMVECTOR value)
|
||
|
{
|
||
|
EffectLights::ValidateLightIndex(whichLight);
|
||
|
|
||
|
pImpl->constants.lightDirection[whichLight] = value;
|
||
|
|
||
|
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
|
||
|
}
|
||
|
|
||
|
|
||
|
void XM_CALLCONV BasicEffect::SetLightDiffuseColor(int whichLight, FXMVECTOR value)
|
||
|
{
|
||
|
pImpl->dirtyFlags |= pImpl->lights.SetLightDiffuseColor(whichLight, value, pImpl->constants.lightDiffuseColor);
|
||
|
}
|
||
|
|
||
|
|
||
|
void XM_CALLCONV BasicEffect::SetLightSpecularColor(int whichLight, FXMVECTOR value)
|
||
|
{
|
||
|
pImpl->dirtyFlags |= pImpl->lights.SetLightSpecularColor(whichLight, value, pImpl->constants.lightSpecularColor);
|
||
|
}
|
||
|
|
||
|
|
||
|
void BasicEffect::EnableDefaultLighting()
|
||
|
{
|
||
|
EffectLights::EnableDefaultLighting(this);
|
||
|
}
|
||
|
|
||
|
|
||
|
// Fog settings.
|
||
|
void BasicEffect::SetFogEnabled(bool value)
|
||
|
{
|
||
|
pImpl->fog.enabled = value;
|
||
|
|
||
|
pImpl->dirtyFlags |= EffectDirtyFlags::FogEnable;
|
||
|
}
|
||
|
|
||
|
|
||
|
void BasicEffect::SetFogStart(float value)
|
||
|
{
|
||
|
pImpl->fog.start = value;
|
||
|
|
||
|
pImpl->dirtyFlags |= EffectDirtyFlags::FogVector;
|
||
|
}
|
||
|
|
||
|
|
||
|
void BasicEffect::SetFogEnd(float value)
|
||
|
{
|
||
|
pImpl->fog.end = value;
|
||
|
|
||
|
pImpl->dirtyFlags |= EffectDirtyFlags::FogVector;
|
||
|
}
|
||
|
|
||
|
|
||
|
void XM_CALLCONV BasicEffect::SetFogColor(FXMVECTOR value)
|
||
|
{
|
||
|
pImpl->constants.fogColor = value;
|
||
|
|
||
|
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex color setting.
|
||
|
void BasicEffect::SetVertexColorEnabled(bool value)
|
||
|
{
|
||
|
pImpl->vertexColorEnabled = value;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Texture settings.
|
||
|
void BasicEffect::SetTextureEnabled(bool value)
|
||
|
{
|
||
|
pImpl->textureEnabled = value;
|
||
|
}
|
||
|
|
||
|
|
||
|
void BasicEffect::SetTexture(_In_opt_ ID3D11ShaderResourceView* value)
|
||
|
{
|
||
|
pImpl->texture = value;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Normal compression settings.
|
||
|
void BasicEffect::SetBiasedVertexNormals(bool value)
|
||
|
{
|
||
|
pImpl->biasedVertexNormals = value;
|
||
|
}
|