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GiantsTools/Sdk/External/DirectXTK/Inc/Effects.h

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//--------------------------------------------------------------------------------------
// File: Effects.h
//
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#include <DirectXMath.h>
#include <memory>
namespace DirectX
{
//----------------------------------------------------------------------------------
// Abstract interface representing any effect which can be applied onto a D3D device context.
class IEffect
{
public:
virtual ~IEffect() = default;
IEffect(const IEffect&) = delete;
IEffect& operator=(const IEffect&) = delete;
IEffect(IEffect&&) = delete;
IEffect& operator=(IEffect&&) = delete;
virtual void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) = 0;
virtual void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) = 0;
protected:
IEffect() = default;
};
// Abstract interface for effects with world, view, and projection matrices.
class IEffectMatrices
{
public:
virtual ~IEffectMatrices() = default;
IEffectMatrices(const IEffectMatrices&) = delete;
IEffectMatrices& operator=(const IEffectMatrices&) = delete;
IEffectMatrices(IEffectMatrices&&) = delete;
IEffectMatrices& operator=(IEffectMatrices&&) = delete;
virtual void XM_CALLCONV SetWorld(FXMMATRIX value) = 0;
virtual void XM_CALLCONV SetView(FXMMATRIX value) = 0;
virtual void XM_CALLCONV SetProjection(FXMMATRIX value) = 0;
virtual void XM_CALLCONV SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection);
protected:
IEffectMatrices() = default;
};
// Abstract interface for effects which support directional lighting.
class IEffectLights
{
public:
virtual ~IEffectLights() = default;
IEffectLights(const IEffectLights&) = delete;
IEffectLights& operator=(const IEffectLights&) = delete;
IEffectLights(IEffectLights&&) = delete;
IEffectLights& operator=(IEffectLights&&) = delete;
virtual void __cdecl SetLightingEnabled(bool value) = 0;
virtual void __cdecl SetPerPixelLighting(bool value) = 0;
virtual void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) = 0;
virtual void __cdecl SetLightEnabled(int whichLight, bool value) = 0;
virtual void XM_CALLCONV SetLightDirection(int whichLight, FXMVECTOR value) = 0;
virtual void XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value) = 0;
virtual void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) = 0;
virtual void __cdecl EnableDefaultLighting() = 0;
static constexpr int MaxDirectionalLights = 3;
protected:
IEffectLights() = default;
};
// Abstract interface for effects which support fog.
class IEffectFog
{
public:
virtual ~IEffectFog() = default;
IEffectFog(const IEffectFog&) = delete;
IEffectFog& operator=(const IEffectFog&) = delete;
IEffectFog(IEffectFog&&) = delete;
IEffectFog& operator=(IEffectFog&&) = delete;
virtual void __cdecl SetFogEnabled(bool value) = 0;
virtual void __cdecl SetFogStart(float value) = 0;
virtual void __cdecl SetFogEnd(float value) = 0;
virtual void XM_CALLCONV SetFogColor(FXMVECTOR value) = 0;
protected:
IEffectFog() = default;
};
// Abstract interface for effects which support skinning
class IEffectSkinning
{
public:
virtual ~IEffectSkinning() = default;
IEffectSkinning(const IEffectSkinning&) = delete;
IEffectSkinning& operator=(const IEffectSkinning&) = delete;
IEffectSkinning(IEffectSkinning&&) = delete;
IEffectSkinning& operator=(IEffectSkinning&&) = delete;
virtual void __cdecl SetWeightsPerVertex(int value) = 0;
virtual void __cdecl SetBoneTransforms(_In_reads_(count) XMMATRIX const* value, size_t count) = 0;
virtual void __cdecl ResetBoneTransforms() = 0;
static constexpr int MaxBones = 72;
protected:
IEffectSkinning() = default;
};
//----------------------------------------------------------------------------------
// Built-in shader supports optional texture mapping, vertex coloring, directional lighting, and fog.
class BasicEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectFog
{
public:
explicit BasicEffect(_In_ ID3D11Device* device);
BasicEffect(BasicEffect&& moveFrom) noexcept;
BasicEffect& operator= (BasicEffect&& moveFrom) noexcept;
BasicEffect(BasicEffect const&) = delete;
BasicEffect& operator= (BasicEffect const&) = delete;
~BasicEffect() 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 __cdecl SetLightingEnabled(bool value) override;
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;
// Vertex color setting.
void __cdecl SetVertexColorEnabled(bool value);
// Texture setting.
void __cdecl SetTextureEnabled(bool value);
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
// Normal compression settings.
void __cdecl SetBiasedVertexNormals(bool value);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
// Built-in shader supports per-pixel alpha testing.
class AlphaTestEffect : public IEffect, public IEffectMatrices, public IEffectFog
{
public:
explicit AlphaTestEffect(_In_ ID3D11Device* device);
AlphaTestEffect(AlphaTestEffect&& moveFrom) noexcept;
AlphaTestEffect& operator= (AlphaTestEffect&& moveFrom) noexcept;
AlphaTestEffect(AlphaTestEffect const&) = delete;
AlphaTestEffect& operator= (AlphaTestEffect const&) = delete;
~AlphaTestEffect() 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 __cdecl SetAlpha(float value);
void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
// 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.
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
// Alpha test settings.
void __cdecl SetAlphaFunction(D3D11_COMPARISON_FUNC value);
void __cdecl SetReferenceAlpha(int value);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
// Built-in shader supports two layer multitexturing (eg. for lightmaps or detail textures).
class DualTextureEffect : public IEffect, public IEffectMatrices, public IEffectFog
{
public:
explicit DualTextureEffect(_In_ ID3D11Device* device);
DualTextureEffect(DualTextureEffect&& moveFrom) noexcept;
DualTextureEffect& operator= (DualTextureEffect&& moveFrom) noexcept;
DualTextureEffect(DualTextureEffect const&) = delete;
DualTextureEffect& operator= (DualTextureEffect const&) = delete;
~DualTextureEffect() 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 __cdecl SetAlpha(float value);
void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
// 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 settings.
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
void __cdecl SetTexture2(_In_opt_ ID3D11ShaderResourceView* value);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
};
// Built-in shader supports cubic environment mapping.
class EnvironmentMapEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectFog
{
public:
enum Mapping
{
Mapping_Cube = 0, // Cubic environment map
Mapping_Sphere, // Spherical environment map
Mapping_DualParabola, // Dual-parabola environment map (requires Feature Level 10.0)
};
explicit EnvironmentMapEffect(_In_ ID3D11Device* device);
EnvironmentMapEffect(EnvironmentMapEffect&& moveFrom) noexcept;
EnvironmentMapEffect& operator= (EnvironmentMapEffect&& moveFrom) noexcept;
EnvironmentMapEffect(EnvironmentMapEffect const&) = delete;
EnvironmentMapEffect& operator= (EnvironmentMapEffect const&) = delete;
~EnvironmentMapEffect() 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 __cdecl SetAlpha(float value);
void XM_CALLCONV SetColorAndAlpha(FXMVECTOR value);
// Light settings.
void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) override;
void __cdecl SetPerPixelLighting(bool 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 __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);
void __cdecl SetEnvironmentMap(_In_opt_ ID3D11ShaderResourceView* value);
// Environment map settings.
void __cdecl SetMode(Mapping mapping);
void __cdecl SetEnvironmentMapAmount(float value);
void XM_CALLCONV SetEnvironmentMapSpecular(FXMVECTOR value);
void __cdecl SetFresnelFactor(float 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 XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) override;
};
// Built-in shader supports skinned animation.
class SkinnedEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectFog, public IEffectSkinning
{
public:
explicit SkinnedEffect(_In_ ID3D11Device* device);
SkinnedEffect(SkinnedEffect&& moveFrom) noexcept;
SkinnedEffect& operator= (SkinnedEffect&& moveFrom) noexcept;
SkinnedEffect(SkinnedEffect const&) = delete;
SkinnedEffect& operator= (SkinnedEffect const&) = delete;
~SkinnedEffect() 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 __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;
};
}