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GiantsTools/Sdk/External/DirectXTK/Src/EnvironmentMapEffect.cpp
2021-01-23 15:40:09 -08:00

728 lines
26 KiB
C++

//--------------------------------------------------------------------------------------
// File: EnvironmentMapEffect.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;
using Microsoft::WRL::ComPtr;
// Constant buffer layout. Must match the shader!
struct EnvironmentMapEffectConstants
{
XMVECTOR environmentMapSpecular;
float environmentMapAmount;
float fresnelFactor;
float pad[2];
XMVECTOR diffuseColor;
XMVECTOR emissiveColor;
XMVECTOR lightDirection[IEffectLights::MaxDirectionalLights];
XMVECTOR lightDiffuseColor[IEffectLights::MaxDirectionalLights];
XMVECTOR eyePosition;
XMVECTOR fogColor;
XMVECTOR fogVector;
XMMATRIX world;
XMVECTOR worldInverseTranspose[3];
XMMATRIX worldViewProj;
};
static_assert((sizeof(EnvironmentMapEffectConstants) % 16) == 0, "CB size not padded correctly");
// Traits type describes our characteristics to the EffectBase template.
struct EnvironmentMapEffectTraits
{
using ConstantBufferType = EnvironmentMapEffectConstants;
static constexpr int VertexShaderCount = 12;
static constexpr int PixelShaderCount = 16;
static constexpr int ShaderPermutationCount = 56;
static constexpr int MappingCount = 3;
};
// Internal EnvironmentMapEffect implementation class.
class EnvironmentMapEffect::Impl : public EffectBase<EnvironmentMapEffectTraits>
{
public:
Impl(_In_ ID3D11Device* device);
bool preferPerPixelLighting;
bool fresnelEnabled;
bool specularEnabled;
bool biasedVertexNormals;
EnvironmentMapEffect::Mapping mapping;
EffectLights lights;
ComPtr<ID3D11ShaderResourceView> environmentMap;
int GetCurrentShaderPermutation() const noexcept;
void Apply(_In_ ID3D11DeviceContext* deviceContext);
};
// Include the precompiled shader code.
namespace
{
#if defined(_XBOX_ONE) && defined(_TITLE)
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_VSEnvMap.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_VSEnvMapFresnel.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_VSEnvMapOneLight.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_VSEnvMapOneLightFresnel.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_VSEnvMapPixelLighting.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_VSEnvMapBn.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_VSEnvMapFresnelBn.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_VSEnvMapOneLightBn.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_VSEnvMapOneLightFresnelBn.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_VSEnvMapPixelLightingBn.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_PSEnvMap.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_PSEnvMapNoFog.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_PSEnvMapSpecular.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_PSEnvMapSpecularNoFog.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_PSEnvMapPixelLighting.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_PSEnvMapPixelLightingNoFog.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_PSEnvMapPixelLightingFresnel.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_PSEnvMapPixelLightingFresnelNoFog.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_PSEnvMapSpherePixelLighting.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_PSEnvMapSpherePixelLightingNoFog.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_PSEnvMapSpherePixelLightingFresnel.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_PSEnvMapSpherePixelLightingFresnelNoFog.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_PSEnvMapDualParabolaPixelLighting.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_PSEnvMapDualParabolaPixelLightingNoFog.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_PSEnvMapDualParabolaPixelLightingFresnel.inc"
#include "Shaders/Compiled/XboxOneEnvironmentMapEffect_PSEnvMapDualParabolaPixelLightingFresnelNoFog.inc"
#else
#include "Shaders/Compiled/EnvironmentMapEffect_VSEnvMap.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_VSEnvMapFresnel.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_VSEnvMapOneLight.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_VSEnvMapOneLightFresnel.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_VSEnvMapPixelLighting.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_VSEnvMapPixelLightingSM4.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_VSEnvMapBn.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_VSEnvMapFresnelBn.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_VSEnvMapOneLightBn.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_VSEnvMapOneLightFresnelBn.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_VSEnvMapPixelLightingBn.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_VSEnvMapPixelLightingBnSM4.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_PSEnvMap.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_PSEnvMapNoFog.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_PSEnvMapSpecular.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_PSEnvMapSpecularNoFog.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_PSEnvMapPixelLighting.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_PSEnvMapPixelLightingNoFog.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_PSEnvMapPixelLightingFresnel.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_PSEnvMapPixelLightingFresnelNoFog.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_PSEnvMapSpherePixelLighting.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_PSEnvMapSpherePixelLightingNoFog.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_PSEnvMapSpherePixelLightingFresnel.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_PSEnvMapSpherePixelLightingFresnelNoFog.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_PSEnvMapDualParabolaPixelLighting.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_PSEnvMapDualParabolaPixelLightingNoFog.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_PSEnvMapDualParabolaPixelLightingFresnel.inc"
#include "Shaders/Compiled/EnvironmentMapEffect_PSEnvMapDualParabolaPixelLightingFresnelNoFog.inc"
#endif
}
template<>
const ShaderBytecode EffectBase<EnvironmentMapEffectTraits>::VertexShaderBytecode[] =
{
{ EnvironmentMapEffect_VSEnvMap, sizeof(EnvironmentMapEffect_VSEnvMap) },
{ EnvironmentMapEffect_VSEnvMapFresnel, sizeof(EnvironmentMapEffect_VSEnvMapFresnel) },
{ EnvironmentMapEffect_VSEnvMapOneLight, sizeof(EnvironmentMapEffect_VSEnvMapOneLight) },
{ EnvironmentMapEffect_VSEnvMapOneLightFresnel, sizeof(EnvironmentMapEffect_VSEnvMapOneLightFresnel) },
{ EnvironmentMapEffect_VSEnvMapPixelLighting, sizeof(EnvironmentMapEffect_VSEnvMapPixelLighting) },
{ EnvironmentMapEffect_VSEnvMapBn, sizeof(EnvironmentMapEffect_VSEnvMapBn) },
{ EnvironmentMapEffect_VSEnvMapFresnelBn, sizeof(EnvironmentMapEffect_VSEnvMapFresnelBn) },
{ EnvironmentMapEffect_VSEnvMapOneLightBn, sizeof(EnvironmentMapEffect_VSEnvMapOneLightBn) },
{ EnvironmentMapEffect_VSEnvMapOneLightFresnelBn, sizeof(EnvironmentMapEffect_VSEnvMapOneLightFresnelBn) },
{ EnvironmentMapEffect_VSEnvMapPixelLightingBn, sizeof(EnvironmentMapEffect_VSEnvMapPixelLightingBn) },
#if defined(_XBOX_ONE) && defined(_TITLE)
{ EnvironmentMapEffect_VSEnvMapPixelLighting, sizeof(EnvironmentMapEffect_VSEnvMapPixelLighting) },
{ EnvironmentMapEffect_VSEnvMapPixelLightingBn, sizeof(EnvironmentMapEffect_VSEnvMapPixelLightingBn) },
#else
{ EnvironmentMapEffect_VSEnvMapPixelLightingSM4, sizeof(EnvironmentMapEffect_VSEnvMapPixelLightingSM4) },
{ EnvironmentMapEffect_VSEnvMapPixelLightingBnSM4, sizeof(EnvironmentMapEffect_VSEnvMapPixelLightingBnSM4) },
#endif
};
template<>
const int EffectBase<EnvironmentMapEffectTraits>::VertexShaderIndices[] =
{
0, // basic
0, // basic, no fog
1, // fresnel
1, // fresnel, no fog
0, // specular
0, // specular, no fog
1, // fresnel + specular
1, // fresnel + specular, no fog
2, // one light
2, // one light, no fog
3, // one light, fresnel
3, // one light, fresnel, no fog
2, // one light, specular
2, // one light, specular, no fog
3, // one light, fresnel + specular
3, // one light, fresnel + specular, no fog
4, // pixel lighting
4, // pixel lighting, no fog
4, // pixel lighting, fresnel
4, // pixel lighting, fresnel, no fog
5, // basic (biased vertex normals)
5, // basic (biased vertex normals), no fog
6, // fresnel (biased vertex normals)
6, // fresnel (biased vertex normals), no fog
5, // specular (biased vertex normals)
5, // specular (biased vertex normals), no fog
6, // fresnel + specular (biased vertex normals)
6, // fresnel + specular (biased vertex normals), no fog
7, // one light (biased vertex normals)
7, // one light (biased vertex normals), no fog
8, // one light (biased vertex normals), fresnel
8, // one light (biased vertex normals), fresnel, no fog
7, // one light (biased vertex normals), specular
7, // one light (biased vertex normals), specular, no fog
8, // one light (biased vertex normals), fresnel + specular
8, // one light (biased vertex normals), fresnel + specular, no fog
9, // pixel lighting (biased vertex normals)
9, // pixel lighting (biased vertex normals), no fog
9, // pixel lighting (biased vertex normals), fresnel
9, // pixel lighting (biased vertex normals), fresnel, no fog
4, // spheremap pixel lighting
4, // spheremap pixel lighting, no fog
4, // spheremap pixel lighting, fresnel
4, // spheremap pixel lighting, fresnel, no fog
9, // spheremap pixel lighting (biased vertex normals)
9, // spheremap pixel lighting (biased vertex normals), no fog
9, // spheremap pixel lighting (biased vertex normals), fresnel
9, // spheremap pixel lighting (biased vertex normals), fresnel, no fog
10, // dual-parabola pixel lighting
10, // dual-parabola pixel lighting, no fog
10, // dual-parabola pixel lighting, fresnel
10, // dual-parabola pixel lighting, fresnel, no fog
11, // dual-parabola pixel lighting (biased vertex normals)
11, // dual-parabola pixel lighting (biased vertex normals), no fog
11, // dual-parabola pixel lighting (biased vertex normals), fresnel
11, // dual-parabola pixel lighting (biased vertex normals), fresnel, no fog
};
template<>
const ShaderBytecode EffectBase<EnvironmentMapEffectTraits>::PixelShaderBytecode[] =
{
{ EnvironmentMapEffect_PSEnvMap, sizeof(EnvironmentMapEffect_PSEnvMap) },
{ EnvironmentMapEffect_PSEnvMapNoFog, sizeof(EnvironmentMapEffect_PSEnvMapNoFog) },
{ EnvironmentMapEffect_PSEnvMapSpecular, sizeof(EnvironmentMapEffect_PSEnvMapSpecular) },
{ EnvironmentMapEffect_PSEnvMapSpecularNoFog, sizeof(EnvironmentMapEffect_PSEnvMapSpecularNoFog) },
{ EnvironmentMapEffect_PSEnvMapPixelLighting, sizeof(EnvironmentMapEffect_PSEnvMapPixelLighting) },
{ EnvironmentMapEffect_PSEnvMapPixelLightingNoFog, sizeof(EnvironmentMapEffect_PSEnvMapPixelLightingNoFog) },
{ EnvironmentMapEffect_PSEnvMapPixelLightingFresnel, sizeof(EnvironmentMapEffect_PSEnvMapPixelLightingFresnel) },
{ EnvironmentMapEffect_PSEnvMapPixelLightingFresnelNoFog, sizeof(EnvironmentMapEffect_PSEnvMapPixelLightingFresnelNoFog) },
{ EnvironmentMapEffect_PSEnvMapSpherePixelLighting, sizeof(EnvironmentMapEffect_PSEnvMapSpherePixelLighting) },
{ EnvironmentMapEffect_PSEnvMapSpherePixelLightingNoFog, sizeof(EnvironmentMapEffect_PSEnvMapSpherePixelLightingNoFog) },
{ EnvironmentMapEffect_PSEnvMapSpherePixelLightingFresnel, sizeof(EnvironmentMapEffect_PSEnvMapSpherePixelLightingFresnel) },
{ EnvironmentMapEffect_PSEnvMapSpherePixelLightingFresnelNoFog, sizeof(EnvironmentMapEffect_PSEnvMapSpherePixelLightingFresnelNoFog) },
{ EnvironmentMapEffect_PSEnvMapDualParabolaPixelLighting, sizeof(EnvironmentMapEffect_PSEnvMapDualParabolaPixelLighting) },
{ EnvironmentMapEffect_PSEnvMapDualParabolaPixelLightingNoFog, sizeof(EnvironmentMapEffect_PSEnvMapDualParabolaPixelLightingNoFog) },
{ EnvironmentMapEffect_PSEnvMapDualParabolaPixelLightingFresnel, sizeof(EnvironmentMapEffect_PSEnvMapDualParabolaPixelLightingFresnel) },
{ EnvironmentMapEffect_PSEnvMapDualParabolaPixelLightingFresnelNoFog, sizeof(EnvironmentMapEffect_PSEnvMapDualParabolaPixelLightingFresnelNoFog) },
};
template<>
const int EffectBase<EnvironmentMapEffectTraits>::PixelShaderIndices[] =
{
0, // basic
1, // basic, no fog
0, // fresnel
1, // fresnel, no fog
2, // specular
3, // specular, no fog
2, // fresnel + specular
3, // fresnel + specular, no fog
0, // one light
1, // one light, no fog
0, // one light, fresnel
1, // one light, fresnel, no fog
2, // one light, specular
3, // one light, specular, no fog
2, // one light, fresnel + specular
3, // one light, fresnel + specular, no fog
4, // per pixel lighting
5, // per pixel lighting, no fog
6, // per pixel lighting, fresnel
7, // per pixel lighting, fresnel, no fog
0, // basic (biased vertex normals)
1, // basic (biased vertex normals), no fog
0, // fresnel (biased vertex normals)
1, // fresnel (biased vertex normals), no fog
2, // specular (biased vertex normals)
3, // specular (biased vertex normals), no fog
2, // fresnel + specular (biased vertex normals)
3, // fresnel + specular (biased vertex normals), no fog
0, // one light (biased vertex normals)
1, // one light (biased vertex normals), no fog
0, // one light (biased vertex normals), fresnel
1, // one light (biased vertex normals), fresnel, no fog
2, // one light (biased vertex normals), specular
3, // one light (biased vertex normals), specular, no fog
2, // one light (biased vertex normals), fresnel + specular
3, // one light (biased vertex normals), fresnel + specular, no fog
4, // per pixel lighting (biased vertex normals)
5, // per pixel lighting (biased vertex normals), no fog
6, // per pixel lighting (biased vertex normals), fresnel
7, // per pixel lighting (biased vertex normals), fresnel, no fog
8, // spheremap pixel lighting
9, // spheremap pixel lighting, no fog
10, // spheremap pixel lighting, fresnel
11, // spheremap pixel lighting, fresnel, no fog
8, // spheremap pixel lighting (biased vertex normals)
9, // spheremap pixel lighting (biased vertex normals), no fog
10, // spheremap pixel lighting (biased vertex normals), fresnel
11, // spheremap pixel lighting (biased vertex normals), fresnel, no fog
12, // dual-parabola pixel lighting
13, // dual-parabola pixel lighting, no fog
14, // dual-parabola pixel lighting, fresnel
15, // dual-parabola pixel lighting, fresnel, no fog
12, // dual-parabola pixel lighting (biased vertex normals)
13, // dual-parabola pixel lighting (biased vertex normals), no fog
14, // dual-parabola pixel lighting (biased vertex normals), fresnel
15, // dual-parabola pixel lighting (biased vertex normals), fresnel, no fog
};
// Global pool of per-device EnvironmentMapEffect resources.
template<>
SharedResourcePool<ID3D11Device*, EffectBase<EnvironmentMapEffectTraits>::DeviceResources> EffectBase<EnvironmentMapEffectTraits>::deviceResourcesPool = {};
// Constructor.
EnvironmentMapEffect::Impl::Impl(_In_ ID3D11Device* device)
: EffectBase(device),
preferPerPixelLighting(false),
fresnelEnabled(true),
specularEnabled(false),
biasedVertexNormals(false),
mapping(Mapping_Cube)
{
static_assert(_countof(EffectBase<EnvironmentMapEffectTraits>::VertexShaderIndices) == EnvironmentMapEffectTraits::ShaderPermutationCount, "array/max mismatch");
static_assert(_countof(EffectBase<EnvironmentMapEffectTraits>::VertexShaderBytecode) == EnvironmentMapEffectTraits::VertexShaderCount, "array/max mismatch");
static_assert(_countof(EffectBase<EnvironmentMapEffectTraits>::PixelShaderBytecode) == EnvironmentMapEffectTraits::PixelShaderCount, "array/max mismatch");
static_assert(_countof(EffectBase<EnvironmentMapEffectTraits>::PixelShaderIndices) == EnvironmentMapEffectTraits::ShaderPermutationCount, "array/max mismatch");
constants.environmentMapAmount = 1;
constants.fresnelFactor = 1;
XMVECTOR unwantedOutput[MaxDirectionalLights];
lights.InitializeConstants(unwantedOutput[0], constants.lightDirection, constants.lightDiffuseColor, unwantedOutput);
}
int EnvironmentMapEffect::Impl::GetCurrentShaderPermutation() const noexcept
{
int permutation = 0;
// Use optimized shaders if fog is disabled.
if (!fog.enabled)
{
permutation += 1;
}
// Support fresnel?
if (fresnelEnabled)
{
permutation += 2;
}
if (mapping == Mapping_Sphere)
{
permutation += 40;
if (biasedVertexNormals)
{
permutation += 4;
}
}
else if (mapping == Mapping_DualParabola)
{
permutation += 48;
if (biasedVertexNormals)
{
permutation += 4;
}
}
else // Mapping_Cube
{
if (preferPerPixelLighting)
{
permutation += 16;
}
else
{
// Support specular?
if (specularEnabled)
{
permutation += 4;
}
// Use the only-bother-with-the-first-light shader optimization?
if (!lights.lightEnabled[1] && !lights.lightEnabled[2])
{
permutation += 8;
}
}
if (biasedVertexNormals)
{
// Compressed normals need to be scaled and biased in the vertex shader.
permutation += 20;
}
}
return permutation;
}
// Sets our state onto the D3D device.
void EnvironmentMapEffect::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[2] =
{
texture.Get(),
environmentMap.Get(),
};
deviceContext->PSSetShaderResources(0, 2, textures);
// Set shaders and constant buffers.
ApplyShaders(deviceContext, GetCurrentShaderPermutation());
}
// Public constructor.
EnvironmentMapEffect::EnvironmentMapEffect(_In_ ID3D11Device* device)
: pImpl(std::make_unique<Impl>(device))
{
}
// Move constructor.
EnvironmentMapEffect::EnvironmentMapEffect(EnvironmentMapEffect&& moveFrom) noexcept
: pImpl(std::move(moveFrom.pImpl))
{
}
// Move assignment.
EnvironmentMapEffect& EnvironmentMapEffect::operator= (EnvironmentMapEffect&& moveFrom) noexcept
{
pImpl = std::move(moveFrom.pImpl);
return *this;
}
// Public destructor.
EnvironmentMapEffect::~EnvironmentMapEffect()
{
}
// IEffect methods.
void EnvironmentMapEffect::Apply(_In_ ID3D11DeviceContext* deviceContext)
{
pImpl->Apply(deviceContext);
}
void EnvironmentMapEffect::GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength)
{
pImpl->GetVertexShaderBytecode(pImpl->GetCurrentShaderPermutation(), pShaderByteCode, pByteCodeLength);
}
// Camera settings.
void XM_CALLCONV EnvironmentMapEffect::SetWorld(FXMMATRIX value)
{
pImpl->matrices.world = value;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::WorldInverseTranspose | EffectDirtyFlags::FogVector;
}
void XM_CALLCONV EnvironmentMapEffect::SetView(FXMMATRIX value)
{
pImpl->matrices.view = value;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::EyePosition | EffectDirtyFlags::FogVector;
}
void XM_CALLCONV EnvironmentMapEffect::SetProjection(FXMMATRIX value)
{
pImpl->matrices.projection = value;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj;
}
void XM_CALLCONV EnvironmentMapEffect::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 EnvironmentMapEffect::SetDiffuseColor(FXMVECTOR value)
{
pImpl->lights.diffuseColor = value;
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
void XM_CALLCONV EnvironmentMapEffect::SetEmissiveColor(FXMVECTOR value)
{
pImpl->lights.emissiveColor = value;
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
void EnvironmentMapEffect::SetAlpha(float value)
{
pImpl->lights.alpha = value;
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
void XM_CALLCONV EnvironmentMapEffect::SetColorAndAlpha(FXMVECTOR value)
{
pImpl->lights.diffuseColor = value;
pImpl->lights.alpha = XMVectorGetW(value);
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
// Light settings.
void EnvironmentMapEffect::SetLightingEnabled(bool value)
{
if (!value)
{
throw std::exception("EnvironmentMapEffect does not support turning off lighting");
}
}
void EnvironmentMapEffect::SetPerPixelLighting(bool value)
{
pImpl->preferPerPixelLighting = value;
}
void XM_CALLCONV EnvironmentMapEffect::SetAmbientLightColor(FXMVECTOR value)
{
pImpl->lights.ambientLightColor = value;
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
void EnvironmentMapEffect::SetLightEnabled(int whichLight, bool value)
{
XMVECTOR unwantedOutput[MaxDirectionalLights] = {};
pImpl->dirtyFlags |= pImpl->lights.SetLightEnabled(whichLight, value, pImpl->constants.lightDiffuseColor, unwantedOutput);
}
void XM_CALLCONV EnvironmentMapEffect::SetLightDirection(int whichLight, FXMVECTOR value)
{
EffectLights::ValidateLightIndex(whichLight);
pImpl->constants.lightDirection[whichLight] = value;
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
}
void XM_CALLCONV EnvironmentMapEffect::SetLightDiffuseColor(int whichLight, FXMVECTOR value)
{
pImpl->dirtyFlags |= pImpl->lights.SetLightDiffuseColor(whichLight, value, pImpl->constants.lightDiffuseColor);
}
void XM_CALLCONV EnvironmentMapEffect::SetLightSpecularColor(int, FXMVECTOR)
{
// Unsupported interface method.
}
void EnvironmentMapEffect::EnableDefaultLighting()
{
EffectLights::EnableDefaultLighting(this);
}
// Fog settings.
void EnvironmentMapEffect::SetFogEnabled(bool value)
{
pImpl->fog.enabled = value;
pImpl->dirtyFlags |= EffectDirtyFlags::FogEnable;
}
void EnvironmentMapEffect::SetFogStart(float value)
{
pImpl->fog.start = value;
pImpl->dirtyFlags |= EffectDirtyFlags::FogVector;
}
void EnvironmentMapEffect::SetFogEnd(float value)
{
pImpl->fog.end = value;
pImpl->dirtyFlags |= EffectDirtyFlags::FogVector;
}
void XM_CALLCONV EnvironmentMapEffect::SetFogColor(FXMVECTOR value)
{
pImpl->constants.fogColor = value;
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
}
// Texture settings.
void EnvironmentMapEffect::SetTexture(_In_opt_ ID3D11ShaderResourceView* value)
{
pImpl->texture = value;
}
void EnvironmentMapEffect::SetEnvironmentMap(_In_opt_ ID3D11ShaderResourceView* value)
{
pImpl->environmentMap = value;
}
// Additional settings.
void EnvironmentMapEffect::SetMode(EnvironmentMapEffect::Mapping mapping)
{
if (static_cast<int>(mapping) < 0 || static_cast<int>(mapping) >= EnvironmentMapEffectTraits::MappingCount)
{
throw std::invalid_argument("Unsupported mapping");
}
if (mapping == Mapping_DualParabola)
{
if (pImpl->GetDeviceFeatureLevel() < D3D_FEATURE_LEVEL_10_0)
{
throw std::exception("Dual Parabola requires Feature Level 10.0 or later");
}
}
pImpl->mapping = mapping;
}
void EnvironmentMapEffect::SetEnvironmentMapAmount(float value)
{
pImpl->constants.environmentMapAmount = value;
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
}
void XM_CALLCONV EnvironmentMapEffect::SetEnvironmentMapSpecular(FXMVECTOR value)
{
pImpl->constants.environmentMapSpecular = value;
pImpl->specularEnabled = !XMVector3Equal(value, XMVectorZero());
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
}
void EnvironmentMapEffect::SetFresnelFactor(float value)
{
pImpl->constants.fresnelFactor = value;
pImpl->fresnelEnabled = (value != 0);
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
}
// Normal compression settings.
void EnvironmentMapEffect::SetBiasedVertexNormals(bool value)
{
pImpl->biasedVertexNormals = value;
}