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

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//--------------------------------------------------------------------------------------
// File: SkinnedEffect.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 SkinnedEffectConstants
{
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;
XMVECTOR bones[SkinnedEffect::MaxBones][3];
};
static_assert((sizeof(SkinnedEffectConstants) % 16) == 0, "CB size not padded correctly");
// Traits type describes our characteristics to the EffectBase template.
struct SkinnedEffectTraits
{
using ConstantBufferType = SkinnedEffectConstants;
static constexpr int VertexShaderCount = 18;
static constexpr int PixelShaderCount = 3;
static constexpr int ShaderPermutationCount = 36;
};
// Internal SkinnedEffect implementation class.
class SkinnedEffect::Impl : public EffectBase<SkinnedEffectTraits>
{
public:
Impl(_In_ ID3D11Device* device);
bool preferPerPixelLighting;
bool biasedVertexNormals;
int weightsPerVertex;
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/XboxOneSkinnedEffect_VSSkinnedVertexLightingOneBone.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_VSSkinnedVertexLightingTwoBones.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_VSSkinnedVertexLightingFourBones.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_VSSkinnedOneLightOneBone.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_VSSkinnedOneLightTwoBones.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_VSSkinnedOneLightFourBones.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_VSSkinnedPixelLightingOneBone.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_VSSkinnedPixelLightingTwoBones.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_VSSkinnedPixelLightingFourBones.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_VSSkinnedVertexLightingOneBoneBn.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_VSSkinnedVertexLightingTwoBonesBn.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_VSSkinnedVertexLightingFourBonesBn.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_VSSkinnedOneLightOneBoneBn.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_VSSkinnedOneLightTwoBonesBn.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_VSSkinnedOneLightFourBonesBn.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_VSSkinnedPixelLightingOneBoneBn.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_VSSkinnedPixelLightingTwoBonesBn.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_VSSkinnedPixelLightingFourBonesBn.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_PSSkinnedVertexLighting.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_PSSkinnedVertexLightingNoFog.inc"
#include "Shaders/Compiled/XboxOneSkinnedEffect_PSSkinnedPixelLighting.inc"
#else
#include "Shaders/Compiled/SkinnedEffect_VSSkinnedVertexLightingOneBone.inc"
#include "Shaders/Compiled/SkinnedEffect_VSSkinnedVertexLightingTwoBones.inc"
#include "Shaders/Compiled/SkinnedEffect_VSSkinnedVertexLightingFourBones.inc"
#include "Shaders/Compiled/SkinnedEffect_VSSkinnedOneLightOneBone.inc"
#include "Shaders/Compiled/SkinnedEffect_VSSkinnedOneLightTwoBones.inc"
#include "Shaders/Compiled/SkinnedEffect_VSSkinnedOneLightFourBones.inc"
#include "Shaders/Compiled/SkinnedEffect_VSSkinnedPixelLightingOneBone.inc"
#include "Shaders/Compiled/SkinnedEffect_VSSkinnedPixelLightingTwoBones.inc"
#include "Shaders/Compiled/SkinnedEffect_VSSkinnedPixelLightingFourBones.inc"
#include "Shaders/Compiled/SkinnedEffect_VSSkinnedVertexLightingOneBoneBn.inc"
#include "Shaders/Compiled/SkinnedEffect_VSSkinnedVertexLightingTwoBonesBn.inc"
#include "Shaders/Compiled/SkinnedEffect_VSSkinnedVertexLightingFourBonesBn.inc"
#include "Shaders/Compiled/SkinnedEffect_VSSkinnedOneLightOneBoneBn.inc"
#include "Shaders/Compiled/SkinnedEffect_VSSkinnedOneLightTwoBonesBn.inc"
#include "Shaders/Compiled/SkinnedEffect_VSSkinnedOneLightFourBonesBn.inc"
#include "Shaders/Compiled/SkinnedEffect_VSSkinnedPixelLightingOneBoneBn.inc"
#include "Shaders/Compiled/SkinnedEffect_VSSkinnedPixelLightingTwoBonesBn.inc"
#include "Shaders/Compiled/SkinnedEffect_VSSkinnedPixelLightingFourBonesBn.inc"
#include "Shaders/Compiled/SkinnedEffect_PSSkinnedVertexLighting.inc"
#include "Shaders/Compiled/SkinnedEffect_PSSkinnedVertexLightingNoFog.inc"
#include "Shaders/Compiled/SkinnedEffect_PSSkinnedPixelLighting.inc"
#endif
}
template<>
const ShaderBytecode EffectBase<SkinnedEffectTraits>::VertexShaderBytecode[] =
{
{ SkinnedEffect_VSSkinnedVertexLightingOneBone, sizeof(SkinnedEffect_VSSkinnedVertexLightingOneBone) },
{ SkinnedEffect_VSSkinnedVertexLightingTwoBones, sizeof(SkinnedEffect_VSSkinnedVertexLightingTwoBones) },
{ SkinnedEffect_VSSkinnedVertexLightingFourBones, sizeof(SkinnedEffect_VSSkinnedVertexLightingFourBones) },
{ SkinnedEffect_VSSkinnedOneLightOneBone, sizeof(SkinnedEffect_VSSkinnedOneLightOneBone) },
{ SkinnedEffect_VSSkinnedOneLightTwoBones, sizeof(SkinnedEffect_VSSkinnedOneLightTwoBones) },
{ SkinnedEffect_VSSkinnedOneLightFourBones, sizeof(SkinnedEffect_VSSkinnedOneLightFourBones) },
{ SkinnedEffect_VSSkinnedPixelLightingOneBone, sizeof(SkinnedEffect_VSSkinnedPixelLightingOneBone) },
{ SkinnedEffect_VSSkinnedPixelLightingTwoBones, sizeof(SkinnedEffect_VSSkinnedPixelLightingTwoBones) },
{ SkinnedEffect_VSSkinnedPixelLightingFourBones, sizeof(SkinnedEffect_VSSkinnedPixelLightingFourBones) },
{ SkinnedEffect_VSSkinnedVertexLightingOneBoneBn, sizeof(SkinnedEffect_VSSkinnedVertexLightingOneBoneBn) },
{ SkinnedEffect_VSSkinnedVertexLightingTwoBonesBn, sizeof(SkinnedEffect_VSSkinnedVertexLightingTwoBonesBn) },
{ SkinnedEffect_VSSkinnedVertexLightingFourBonesBn, sizeof(SkinnedEffect_VSSkinnedVertexLightingFourBonesBn) },
{ SkinnedEffect_VSSkinnedOneLightOneBoneBn, sizeof(SkinnedEffect_VSSkinnedOneLightOneBoneBn) },
{ SkinnedEffect_VSSkinnedOneLightTwoBonesBn, sizeof(SkinnedEffect_VSSkinnedOneLightTwoBonesBn) },
{ SkinnedEffect_VSSkinnedOneLightFourBonesBn, sizeof(SkinnedEffect_VSSkinnedOneLightFourBonesBn) },
{ SkinnedEffect_VSSkinnedPixelLightingOneBoneBn, sizeof(SkinnedEffect_VSSkinnedPixelLightingOneBoneBn) },
{ SkinnedEffect_VSSkinnedPixelLightingTwoBonesBn, sizeof(SkinnedEffect_VSSkinnedPixelLightingTwoBonesBn) },
{ SkinnedEffect_VSSkinnedPixelLightingFourBonesBn, sizeof(SkinnedEffect_VSSkinnedPixelLightingFourBonesBn) },
};
template<>
const int EffectBase<SkinnedEffectTraits>::VertexShaderIndices[] =
{
0, // vertex lighting, one bone
0, // vertex lighting, one bone, no fog
1, // vertex lighting, two bones
1, // vertex lighting, two bones, no fog
2, // vertex lighting, four bones
2, // vertex lighting, four bones, no fog
3, // one light, one bone
3, // one light, one bone, no fog
4, // one light, two bones
4, // one light, two bones, no fog
5, // one light, four bones
5, // one light, four bones, no fog
6, // pixel lighting, one bone
6, // pixel lighting, one bone, no fog
7, // pixel lighting, two bones
7, // pixel lighting, two bones, no fog
8, // pixel lighting, four bones
8, // pixel lighting, four bones, no fog
9, // vertex lighting (biased vertex normals), one bone
9, // vertex lighting (biased vertex normals), one bone, no fog
10, // vertex lighting (biased vertex normals), two bones
10, // vertex lighting (biased vertex normals), two bones, no fog
11, // vertex lighting (biased vertex normals), four bones
11, // vertex lighting (biased vertex normals), four bones, no fog
12, // one light (biased vertex normals), one bone
12, // one light (biased vertex normals), one bone, no fog
13, // one light (biased vertex normals), two bones
13, // one light (biased vertex normals), two bones, no fog
14, // one light (biased vertex normals), four bones
14, // one light (biased vertex normals), four bones, no fog
15, // pixel lighting (biased vertex normals), one bone
15, // pixel lighting (biased vertex normals), one bone, no fog
16, // pixel lighting (biased vertex normals), two bones
16, // pixel lighting (biased vertex normals), two bones, no fog
17, // pixel lighting (biased vertex normals), four bones
17, // pixel lighting (biased vertex normals), four bones, no fog
};
template<>
const ShaderBytecode EffectBase<SkinnedEffectTraits>::PixelShaderBytecode[] =
{
{ SkinnedEffect_PSSkinnedVertexLighting, sizeof(SkinnedEffect_PSSkinnedVertexLighting) },
{ SkinnedEffect_PSSkinnedVertexLightingNoFog, sizeof(SkinnedEffect_PSSkinnedVertexLightingNoFog) },
{ SkinnedEffect_PSSkinnedPixelLighting, sizeof(SkinnedEffect_PSSkinnedPixelLighting) },
};
template<>
const int EffectBase<SkinnedEffectTraits>::PixelShaderIndices[] =
{
0, // vertex lighting, one bone
1, // vertex lighting, one bone, no fog
0, // vertex lighting, two bones
1, // vertex lighting, two bones, no fog
0, // vertex lighting, four bones
1, // vertex lighting, four bones, no fog
0, // one light, one bone
1, // one light, one bone, no fog
0, // one light, two bones
1, // one light, two bones, no fog
0, // one light, four bones
1, // one light, four bones, no fog
2, // pixel lighting, one bone
2, // pixel lighting, one bone, no fog
2, // pixel lighting, two bones
2, // pixel lighting, two bones, no fog
2, // pixel lighting, four bones
2, // pixel lighting, four bones, no fog
0, // vertex lighting (biased vertex normals), one bone
1, // vertex lighting (biased vertex normals), one bone, no fog
0, // vertex lighting (biased vertex normals), two bones
1, // vertex lighting (biased vertex normals), two bones, no fog
0, // vertex lighting (biased vertex normals), four bones
1, // vertex lighting (biased vertex normals), four bones, no fog
0, // one light (biased vertex normals), one bone
1, // one light (biased vertex normals), one bone, no fog
0, // one light (biased vertex normals), two bones
1, // one light (biased vertex normals), two bones, no fog
0, // one light (biased vertex normals), four bones
1, // one light (biased vertex normals), four bones, no fog
2, // pixel lighting (biased vertex normals), one bone
2, // pixel lighting (biased vertex normals), one bone, no fog
2, // pixel lighting (biased vertex normals), two bones
2, // pixel lighting (biased vertex normals), two bones, no fog
2, // pixel lighting (biased vertex normals), four bones
2, // pixel lighting (biased vertex normals), four bones, no fog
};
// Global pool of per-device SkinnedEffect resources.
template<>
SharedResourcePool<ID3D11Device*, EffectBase<SkinnedEffectTraits>::DeviceResources> EffectBase<SkinnedEffectTraits>::deviceResourcesPool = {};
// Constructor.
SkinnedEffect::Impl::Impl(_In_ ID3D11Device* device)
: EffectBase(device),
preferPerPixelLighting(false),
biasedVertexNormals(false),
weightsPerVertex(4)
{
static_assert(_countof(EffectBase<SkinnedEffectTraits>::VertexShaderIndices) == SkinnedEffectTraits::ShaderPermutationCount, "array/max mismatch");
static_assert(_countof(EffectBase<SkinnedEffectTraits>::VertexShaderBytecode) == SkinnedEffectTraits::VertexShaderCount, "array/max mismatch");
static_assert(_countof(EffectBase<SkinnedEffectTraits>::PixelShaderBytecode) == SkinnedEffectTraits::PixelShaderCount, "array/max mismatch");
static_assert(_countof(EffectBase<SkinnedEffectTraits>::PixelShaderIndices) == SkinnedEffectTraits::ShaderPermutationCount, "array/max mismatch");
lights.InitializeConstants(constants.specularColorAndPower, constants.lightDirection, constants.lightDiffuseColor, constants.lightSpecularColor);
for (int i = 0; i < MaxBones; i++)
{
constants.bones[i][0] = g_XMIdentityR0;
constants.bones[i][1] = g_XMIdentityR1;
constants.bones[i][2] = g_XMIdentityR2;
}
}
int SkinnedEffect::Impl::GetCurrentShaderPermutation() const noexcept
{
int permutation = 0;
// Use optimized shaders if fog is disabled.
if (!fog.enabled)
{
permutation += 1;
}
// Evaluate 1, 2, or 4 weights per vertex?
if (weightsPerVertex == 2)
{
permutation += 2;
}
else if (weightsPerVertex == 4)
{
permutation += 4;
}
if (preferPerPixelLighting)
{
// Do lighting in the pixel shader.
permutation += 12;
}
else if (!lights.lightEnabled[1] && !lights.lightEnabled[2])
{
// Use the only-bother-with-the-first-light shader optimization.
permutation += 6;
}
if (biasedVertexNormals)
{
// Compressed normals need to be scaled and biased in the vertex shader.
permutation += 18;
}
return permutation;
}
// Sets our state onto the D3D device.
void SkinnedEffect::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 texture.
auto textures = texture.Get();
if (!textures)
textures = GetDefaultTexture();
deviceContext->PSSetShaderResources(0, 1, &textures);
// Set shaders and constant buffers.
ApplyShaders(deviceContext, GetCurrentShaderPermutation());
}
// Public constructor.
SkinnedEffect::SkinnedEffect(_In_ ID3D11Device* device)
: pImpl(std::make_unique<Impl>(device))
{
}
// Move constructor.
SkinnedEffect::SkinnedEffect(SkinnedEffect&& moveFrom) noexcept
: pImpl(std::move(moveFrom.pImpl))
{
}
// Move assignment.
SkinnedEffect& SkinnedEffect::operator= (SkinnedEffect&& moveFrom) noexcept
{
pImpl = std::move(moveFrom.pImpl);
return *this;
}
// Public destructor.
SkinnedEffect::~SkinnedEffect()
{
}
// IEffect methods.
void SkinnedEffect::Apply(_In_ ID3D11DeviceContext* deviceContext)
{
pImpl->Apply(deviceContext);
}
void SkinnedEffect::GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength)
{
pImpl->GetVertexShaderBytecode(pImpl->GetCurrentShaderPermutation(), pShaderByteCode, pByteCodeLength);
}
// Camera settings.
void XM_CALLCONV SkinnedEffect::SetWorld(FXMMATRIX value)
{
pImpl->matrices.world = value;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::WorldInverseTranspose | EffectDirtyFlags::FogVector;
}
void XM_CALLCONV SkinnedEffect::SetView(FXMMATRIX value)
{
pImpl->matrices.view = value;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::EyePosition | EffectDirtyFlags::FogVector;
}
void XM_CALLCONV SkinnedEffect::SetProjection(FXMMATRIX value)
{
pImpl->matrices.projection = value;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj;
}
void XM_CALLCONV SkinnedEffect::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 SkinnedEffect::SetDiffuseColor(FXMVECTOR value)
{
pImpl->lights.diffuseColor = value;
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
void XM_CALLCONV SkinnedEffect::SetEmissiveColor(FXMVECTOR value)
{
pImpl->lights.emissiveColor = value;
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
void XM_CALLCONV SkinnedEffect::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 SkinnedEffect::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 SkinnedEffect::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 SkinnedEffect::SetAlpha(float value)
{
pImpl->lights.alpha = value;
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
void XM_CALLCONV SkinnedEffect::SetColorAndAlpha(FXMVECTOR value)
{
pImpl->lights.diffuseColor = value;
pImpl->lights.alpha = XMVectorGetW(value);
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
// Light settings.
void SkinnedEffect::SetLightingEnabled(bool value)
{
if (!value)
{
throw std::exception("SkinnedEffect does not support turning off lighting");
}
}
void SkinnedEffect::SetPerPixelLighting(bool value)
{
pImpl->preferPerPixelLighting = value;
}
void XM_CALLCONV SkinnedEffect::SetAmbientLightColor(FXMVECTOR value)
{
pImpl->lights.ambientLightColor = value;
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
void SkinnedEffect::SetLightEnabled(int whichLight, bool value)
{
pImpl->dirtyFlags |= pImpl->lights.SetLightEnabled(whichLight, value, pImpl->constants.lightDiffuseColor, pImpl->constants.lightSpecularColor);
}
void XM_CALLCONV SkinnedEffect::SetLightDirection(int whichLight, FXMVECTOR value)
{
EffectLights::ValidateLightIndex(whichLight);
pImpl->constants.lightDirection[whichLight] = value;
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
}
void XM_CALLCONV SkinnedEffect::SetLightDiffuseColor(int whichLight, FXMVECTOR value)
{
pImpl->dirtyFlags |= pImpl->lights.SetLightDiffuseColor(whichLight, value, pImpl->constants.lightDiffuseColor);
}
void XM_CALLCONV SkinnedEffect::SetLightSpecularColor(int whichLight, FXMVECTOR value)
{
pImpl->dirtyFlags |= pImpl->lights.SetLightSpecularColor(whichLight, value, pImpl->constants.lightSpecularColor);
}
void SkinnedEffect::EnableDefaultLighting()
{
EffectLights::EnableDefaultLighting(this);
}
// Fog settings.
void SkinnedEffect::SetFogEnabled(bool value)
{
pImpl->fog.enabled = value;
pImpl->dirtyFlags |= EffectDirtyFlags::FogEnable;
}
void SkinnedEffect::SetFogStart(float value)
{
pImpl->fog.start = value;
pImpl->dirtyFlags |= EffectDirtyFlags::FogVector;
}
void SkinnedEffect::SetFogEnd(float value)
{
pImpl->fog.end = value;
pImpl->dirtyFlags |= EffectDirtyFlags::FogVector;
}
void XM_CALLCONV SkinnedEffect::SetFogColor(FXMVECTOR value)
{
pImpl->constants.fogColor = value;
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
}
// Texture settings.
void SkinnedEffect::SetTexture(_In_opt_ ID3D11ShaderResourceView* value)
{
pImpl->texture = value;
}
// Animation settings.
void SkinnedEffect::SetWeightsPerVertex(int value)
{
if ((value != 1) &&
(value != 2) &&
(value != 4))
{
throw std::out_of_range("WeightsPerVertex must be 1, 2, or 4");
}
pImpl->weightsPerVertex = value;
}
void SkinnedEffect::SetBoneTransforms(_In_reads_(count) XMMATRIX const* value, size_t count)
{
if (count > MaxBones)
throw std::out_of_range("count parameter out of range");
auto boneConstant = pImpl->constants.bones;
for (size_t i = 0; i < count; i++)
{
XMMATRIX boneMatrix = XMMatrixTranspose(value[i]);
boneConstant[i][0] = boneMatrix.r[0];
boneConstant[i][1] = boneMatrix.r[1];
boneConstant[i][2] = boneMatrix.r[2];
}
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
}
void SkinnedEffect::ResetBoneTransforms()
{
auto boneConstant = pImpl->constants.bones;
for(size_t i = 0; i < MaxBones; ++i)
{
boneConstant[i][0] = g_XMIdentityR0;
boneConstant[i][1] = g_XMIdentityR1;
boneConstant[i][2] = g_XMIdentityR2;
}
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
}
// Normal compression settings.
void SkinnedEffect::SetBiasedVertexNormals(bool value)
{
pImpl->biasedVertexNormals = value;
}