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GiantsTools/Sdk/External/DirectXTK/Src/NormalMapEffect.cpp

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//--------------------------------------------------------------------------------------
// File: NormalMapEffect.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;
// Constant buffer layout. Must match the shader!
struct NormalMapEffectConstants
{
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(NormalMapEffectConstants) % 16) == 0, "CB size not padded correctly");
// Traits type describes our characteristics to the EffectBase template.
struct NormalMapEffectTraits
{
using ConstantBufferType = NormalMapEffectConstants;
static constexpr int VertexShaderCount = 4;
static constexpr int PixelShaderCount = 4;
static constexpr int ShaderPermutationCount = 16;
};
// Internal NormalMapEffect implementation class.
class NormalMapEffect::Impl : public EffectBase<NormalMapEffectTraits>
{
public:
Impl(_In_ ID3D11Device* device);
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> specularTexture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> normalTexture;
bool vertexColorEnabled;
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/XboxOneNormalMapEffect_VSNormalPixelLightingTx.inc"
#include "Shaders/Compiled/XboxOneNormalMapEffect_VSNormalPixelLightingTxVc.inc"
#include "Shaders/Compiled/XboxOneNormalMapEffect_VSNormalPixelLightingTxBn.inc"
#include "Shaders/Compiled/XboxOneNormalMapEffect_VSNormalPixelLightingTxVcBn.inc"
#include "Shaders/Compiled/XboxOneNormalMapEffect_PSNormalPixelLightingTx.inc"
#include "Shaders/Compiled/XboxOneNormalMapEffect_PSNormalPixelLightingTxNoFog.inc"
#include "Shaders/Compiled/XboxOneNormalMapEffect_PSNormalPixelLightingTxNoSpec.inc"
#include "Shaders/Compiled/XboxOneNormalMapEffect_PSNormalPixelLightingTxNoFogSpec.inc"
#else
#include "Shaders/Compiled/NormalMapEffect_VSNormalPixelLightingTx.inc"
#include "Shaders/Compiled/NormalMapEffect_VSNormalPixelLightingTxVc.inc"
#include "Shaders/Compiled/NormalMapEffect_VSNormalPixelLightingTxBn.inc"
#include "Shaders/Compiled/NormalMapEffect_VSNormalPixelLightingTxVcBn.inc"
#include "Shaders/Compiled/NormalMapEffect_PSNormalPixelLightingTx.inc"
#include "Shaders/Compiled/NormalMapEffect_PSNormalPixelLightingTxNoFog.inc"
#include "Shaders/Compiled/NormalMapEffect_PSNormalPixelLightingTxNoSpec.inc"
#include "Shaders/Compiled/NormalMapEffect_PSNormalPixelLightingTxNoFogSpec.inc"
#endif
}
template<>
const ShaderBytecode EffectBase<NormalMapEffectTraits>::VertexShaderBytecode[] =
{
{ NormalMapEffect_VSNormalPixelLightingTx, sizeof(NormalMapEffect_VSNormalPixelLightingTx) },
{ NormalMapEffect_VSNormalPixelLightingTxVc, sizeof(NormalMapEffect_VSNormalPixelLightingTxVc) },
{ NormalMapEffect_VSNormalPixelLightingTxBn, sizeof(NormalMapEffect_VSNormalPixelLightingTxBn) },
{ NormalMapEffect_VSNormalPixelLightingTxVcBn, sizeof(NormalMapEffect_VSNormalPixelLightingTxVcBn) },
};
template<>
const int EffectBase<NormalMapEffectTraits>::VertexShaderIndices[] =
{
0, // pixel lighting + texture
0, // pixel lighting + texture, no fog
1, // pixel lighting + texture + vertex color
1, // pixel lighting + texture + vertex color, no fog
0, // pixel lighting + texture, no specular
0, // pixel lighting + texture, no fog or specular
1, // pixel lighting + texture + vertex color, no specular
1, // pixel lighting + texture + vertex color, no fog or specular
2, // pixel lighting (biased vertex normal) + texture
2, // pixel lighting (biased vertex normal) + texture, no fog
3, // pixel lighting (biased vertex normal) + texture + vertex color
3, // pixel lighting (biased vertex normal) + texture + vertex color, no fog
2, // pixel lighting (biased vertex normal) + texture, no specular
2, // pixel lighting (biased vertex normal) + texture, no fog or specular
3, // pixel lighting (biased vertex normal) + texture + vertex color, no specular
3, // pixel lighting (biased vertex normal) + texture + vertex color, no fog or specular
};
template<>
const ShaderBytecode EffectBase<NormalMapEffectTraits>::PixelShaderBytecode[] =
{
{ NormalMapEffect_PSNormalPixelLightingTx, sizeof(NormalMapEffect_PSNormalPixelLightingTx) },
{ NormalMapEffect_PSNormalPixelLightingTxNoFog, sizeof(NormalMapEffect_PSNormalPixelLightingTxNoFog) },
{ NormalMapEffect_PSNormalPixelLightingTxNoSpec, sizeof(NormalMapEffect_PSNormalPixelLightingTxNoSpec) },
{ NormalMapEffect_PSNormalPixelLightingTxNoFogSpec, sizeof(NormalMapEffect_PSNormalPixelLightingTxNoFogSpec) },
};
template<>
const int EffectBase<NormalMapEffectTraits>::PixelShaderIndices[] =
{
0, // pixel lighting + texture
1, // pixel lighting + texture, no fog
0, // pixel lighting + texture + vertex color
1, // pixel lighting + texture + vertex color, no fog
2, // pixel lighting + texture, no specular
3, // pixel lighting + texture, no fog or specular
2, // pixel lighting + texture + vertex color, no specular
3, // pixel lighting + texture + vertex color, no fog or specular
0, // pixel lighting (biased vertex normal) + texture
1, // pixel lighting (biased vertex normal) + texture, no fog
0, // pixel lighting (biased vertex normal) + texture + vertex color
1, // pixel lighting (biased vertex normal) + texture + vertex color, no fog
2, // pixel lighting (biased vertex normal) + texture, no specular
3, // pixel lighting (biased vertex normal) + texture, no fog or specular
2, // pixel lighting (biased vertex normal) + texture + vertex color, no specular
3, // pixel lighting (biased vertex normal) + texture + vertex color, no fog or specular
};
// Global pool of per-device NormalMapEffect resources.
template<>
SharedResourcePool<ID3D11Device*, EffectBase<NormalMapEffectTraits>::DeviceResources> EffectBase<NormalMapEffectTraits>::deviceResourcesPool = {};
// Constructor.
NormalMapEffect::Impl::Impl(_In_ ID3D11Device* device)
: EffectBase(device),
vertexColorEnabled(false),
biasedVertexNormals(false)
{
if (device->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0)
{
throw std::exception("NormalMapEffect requires Feature Level 10.0 or later");
}
static_assert(_countof(EffectBase<NormalMapEffectTraits>::VertexShaderIndices) == NormalMapEffectTraits::ShaderPermutationCount, "array/max mismatch");
static_assert(_countof(EffectBase<NormalMapEffectTraits>::VertexShaderBytecode) == NormalMapEffectTraits::VertexShaderCount, "array/max mismatch");
static_assert(_countof(EffectBase<NormalMapEffectTraits>::PixelShaderBytecode) == NormalMapEffectTraits::PixelShaderCount, "array/max mismatch");
static_assert(_countof(EffectBase<NormalMapEffectTraits>::PixelShaderIndices) == NormalMapEffectTraits::ShaderPermutationCount, "array/max mismatch");
lights.InitializeConstants(constants.specularColorAndPower, constants.lightDirection, constants.lightDiffuseColor, constants.lightSpecularColor);
}
int NormalMapEffect::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;
}
// Specular map?
if (!specularTexture)
{
permutation += 4;
}
if (biasedVertexNormals)
{
// Compressed normals need to be scaled and biased in the vertex shader.
permutation += 8;
}
return permutation;
}
// Sets our state onto the D3D device.
void NormalMapEffect::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, true);
// Set the textures
ID3D11ShaderResourceView* textures[] = { texture.Get(), specularTexture.Get(), normalTexture.Get()};
deviceContext->PSSetShaderResources(0, _countof(textures), textures);
// Set shaders and constant buffers.
ApplyShaders(deviceContext, GetCurrentShaderPermutation());
}
// Public constructor.
NormalMapEffect::NormalMapEffect(_In_ ID3D11Device* device)
: pImpl(std::make_unique<Impl>(device))
{
}
// Move constructor.
NormalMapEffect::NormalMapEffect(NormalMapEffect&& moveFrom) noexcept
: pImpl(std::move(moveFrom.pImpl))
{
}
// Move assignment.
NormalMapEffect& NormalMapEffect::operator= (NormalMapEffect&& moveFrom) noexcept
{
pImpl = std::move(moveFrom.pImpl);
return *this;
}
// Public destructor.
NormalMapEffect::~NormalMapEffect()
{
}
// IEffect methods.
void NormalMapEffect::Apply(_In_ ID3D11DeviceContext* deviceContext)
{
pImpl->Apply(deviceContext);
}
void NormalMapEffect::GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength)
{
pImpl->GetVertexShaderBytecode(pImpl->GetCurrentShaderPermutation(), pShaderByteCode, pByteCodeLength);
}
// Camera settings.
void XM_CALLCONV NormalMapEffect::SetWorld(FXMMATRIX value)
{
pImpl->matrices.world = value;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::WorldInverseTranspose | EffectDirtyFlags::FogVector;
}
void XM_CALLCONV NormalMapEffect::SetView(FXMMATRIX value)
{
pImpl->matrices.view = value;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::EyePosition | EffectDirtyFlags::FogVector;
}
void XM_CALLCONV NormalMapEffect::SetProjection(FXMMATRIX value)
{
pImpl->matrices.projection = value;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj;
}
void XM_CALLCONV NormalMapEffect::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 NormalMapEffect::SetDiffuseColor(FXMVECTOR value)
{
pImpl->lights.diffuseColor = value;
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
void XM_CALLCONV NormalMapEffect::SetEmissiveColor(FXMVECTOR value)
{
pImpl->lights.emissiveColor = value;
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
void XM_CALLCONV NormalMapEffect::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 NormalMapEffect::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 NormalMapEffect::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 NormalMapEffect::SetAlpha(float value)
{
pImpl->lights.alpha = value;
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
void XM_CALLCONV NormalMapEffect::SetColorAndAlpha(FXMVECTOR value)
{
pImpl->lights.diffuseColor = value;
pImpl->lights.alpha = XMVectorGetW(value);
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
// Light settings.
void NormalMapEffect::SetLightingEnabled(bool value)
{
if (!value)
{
throw std::exception("NormalMapEffect does not support turning off lighting");
}
}
void NormalMapEffect::SetPerPixelLighting(bool)
{
// Unsupported interface method.
}
void XM_CALLCONV NormalMapEffect::SetAmbientLightColor(FXMVECTOR value)
{
pImpl->lights.ambientLightColor = value;
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
void NormalMapEffect::SetLightEnabled(int whichLight, bool value)
{
pImpl->dirtyFlags |= pImpl->lights.SetLightEnabled(whichLight, value, pImpl->constants.lightDiffuseColor, pImpl->constants.lightSpecularColor);
}
void XM_CALLCONV NormalMapEffect::SetLightDirection(int whichLight, FXMVECTOR value)
{
EffectLights::ValidateLightIndex(whichLight);
pImpl->constants.lightDirection[whichLight] = value;
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
}
void XM_CALLCONV NormalMapEffect::SetLightDiffuseColor(int whichLight, FXMVECTOR value)
{
pImpl->dirtyFlags |= pImpl->lights.SetLightDiffuseColor(whichLight, value, pImpl->constants.lightDiffuseColor);
}
void XM_CALLCONV NormalMapEffect::SetLightSpecularColor(int whichLight, FXMVECTOR value)
{
pImpl->dirtyFlags |= pImpl->lights.SetLightSpecularColor(whichLight, value, pImpl->constants.lightSpecularColor);
}
void NormalMapEffect::EnableDefaultLighting()
{
EffectLights::EnableDefaultLighting(this);
}
// Fog settings.
void NormalMapEffect::SetFogEnabled(bool value)
{
pImpl->fog.enabled = value;
pImpl->dirtyFlags |= EffectDirtyFlags::FogEnable;
}
void NormalMapEffect::SetFogStart(float value)
{
pImpl->fog.start = value;
pImpl->dirtyFlags |= EffectDirtyFlags::FogVector;
}
void NormalMapEffect::SetFogEnd(float value)
{
pImpl->fog.end = value;
pImpl->dirtyFlags |= EffectDirtyFlags::FogVector;
}
void XM_CALLCONV NormalMapEffect::SetFogColor(FXMVECTOR value)
{
pImpl->constants.fogColor = value;
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
}
// Vertex color setting.
void NormalMapEffect::SetVertexColorEnabled(bool value)
{
pImpl->vertexColorEnabled = value;
}
// Texture settings.
void NormalMapEffect::SetTexture(_In_opt_ ID3D11ShaderResourceView* value)
{
pImpl->texture = value;
}
void NormalMapEffect::SetNormalTexture(_In_opt_ ID3D11ShaderResourceView* value)
{
pImpl->normalTexture = value;
}
void NormalMapEffect::SetSpecularTexture(_In_opt_ ID3D11ShaderResourceView* value)
{
pImpl->specularTexture = value;
}
// Normal compression settings.
void NormalMapEffect::SetBiasedVertexNormals(bool value)
{
pImpl->biasedVertexNormals = value;
}