mirror of
https://github.com/ncblakely/GiantsTools
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508 lines
15 KiB
C++
508 lines
15 KiB
C++
//--------------------------------------------------------------------------------------
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// File: NormalMapEffect.cpp
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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//--------------------------------------------------------------------------------------
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#include "pch.h"
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#include "EffectCommon.h"
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using namespace DirectX;
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// Constant buffer layout. Must match the shader!
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struct NormalMapEffectConstants
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{
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XMVECTOR diffuseColor;
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XMVECTOR emissiveColor;
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XMVECTOR specularColorAndPower;
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XMVECTOR lightDirection[IEffectLights::MaxDirectionalLights];
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XMVECTOR lightDiffuseColor[IEffectLights::MaxDirectionalLights];
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XMVECTOR lightSpecularColor[IEffectLights::MaxDirectionalLights];
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XMVECTOR eyePosition;
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XMVECTOR fogColor;
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XMVECTOR fogVector;
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XMMATRIX world;
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XMVECTOR worldInverseTranspose[3];
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XMMATRIX worldViewProj;
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};
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static_assert((sizeof(NormalMapEffectConstants) % 16) == 0, "CB size not padded correctly");
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// Traits type describes our characteristics to the EffectBase template.
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struct NormalMapEffectTraits
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{
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using ConstantBufferType = NormalMapEffectConstants;
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static constexpr int VertexShaderCount = 4;
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static constexpr int PixelShaderCount = 4;
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static constexpr int ShaderPermutationCount = 16;
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};
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// Internal NormalMapEffect implementation class.
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class NormalMapEffect::Impl : public EffectBase<NormalMapEffectTraits>
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{
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public:
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Impl(_In_ ID3D11Device* device);
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> specularTexture;
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> normalTexture;
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bool vertexColorEnabled;
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bool biasedVertexNormals;
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EffectLights lights;
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int GetCurrentShaderPermutation() const noexcept;
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void Apply(_In_ ID3D11DeviceContext* deviceContext);
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};
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// Include the precompiled shader code.
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namespace
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{
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#if defined(_XBOX_ONE) && defined(_TITLE)
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#include "Shaders/Compiled/XboxOneNormalMapEffect_VSNormalPixelLightingTx.inc"
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#include "Shaders/Compiled/XboxOneNormalMapEffect_VSNormalPixelLightingTxVc.inc"
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#include "Shaders/Compiled/XboxOneNormalMapEffect_VSNormalPixelLightingTxBn.inc"
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#include "Shaders/Compiled/XboxOneNormalMapEffect_VSNormalPixelLightingTxVcBn.inc"
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#include "Shaders/Compiled/XboxOneNormalMapEffect_PSNormalPixelLightingTx.inc"
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#include "Shaders/Compiled/XboxOneNormalMapEffect_PSNormalPixelLightingTxNoFog.inc"
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#include "Shaders/Compiled/XboxOneNormalMapEffect_PSNormalPixelLightingTxNoSpec.inc"
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#include "Shaders/Compiled/XboxOneNormalMapEffect_PSNormalPixelLightingTxNoFogSpec.inc"
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#else
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#include "Shaders/Compiled/NormalMapEffect_VSNormalPixelLightingTx.inc"
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#include "Shaders/Compiled/NormalMapEffect_VSNormalPixelLightingTxVc.inc"
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#include "Shaders/Compiled/NormalMapEffect_VSNormalPixelLightingTxBn.inc"
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#include "Shaders/Compiled/NormalMapEffect_VSNormalPixelLightingTxVcBn.inc"
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#include "Shaders/Compiled/NormalMapEffect_PSNormalPixelLightingTx.inc"
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#include "Shaders/Compiled/NormalMapEffect_PSNormalPixelLightingTxNoFog.inc"
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#include "Shaders/Compiled/NormalMapEffect_PSNormalPixelLightingTxNoSpec.inc"
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#include "Shaders/Compiled/NormalMapEffect_PSNormalPixelLightingTxNoFogSpec.inc"
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#endif
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}
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template<>
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const ShaderBytecode EffectBase<NormalMapEffectTraits>::VertexShaderBytecode[] =
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{
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{ NormalMapEffect_VSNormalPixelLightingTx, sizeof(NormalMapEffect_VSNormalPixelLightingTx) },
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{ NormalMapEffect_VSNormalPixelLightingTxVc, sizeof(NormalMapEffect_VSNormalPixelLightingTxVc) },
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{ NormalMapEffect_VSNormalPixelLightingTxBn, sizeof(NormalMapEffect_VSNormalPixelLightingTxBn) },
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{ NormalMapEffect_VSNormalPixelLightingTxVcBn, sizeof(NormalMapEffect_VSNormalPixelLightingTxVcBn) },
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};
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template<>
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const int EffectBase<NormalMapEffectTraits>::VertexShaderIndices[] =
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{
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0, // pixel lighting + texture
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0, // pixel lighting + texture, no fog
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1, // pixel lighting + texture + vertex color
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1, // pixel lighting + texture + vertex color, no fog
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0, // pixel lighting + texture, no specular
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0, // pixel lighting + texture, no fog or specular
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1, // pixel lighting + texture + vertex color, no specular
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1, // pixel lighting + texture + vertex color, no fog or specular
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2, // pixel lighting (biased vertex normal) + texture
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2, // pixel lighting (biased vertex normal) + texture, no fog
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3, // pixel lighting (biased vertex normal) + texture + vertex color
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3, // pixel lighting (biased vertex normal) + texture + vertex color, no fog
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2, // pixel lighting (biased vertex normal) + texture, no specular
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2, // pixel lighting (biased vertex normal) + texture, no fog or specular
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3, // pixel lighting (biased vertex normal) + texture + vertex color, no specular
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3, // pixel lighting (biased vertex normal) + texture + vertex color, no fog or specular
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};
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template<>
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const ShaderBytecode EffectBase<NormalMapEffectTraits>::PixelShaderBytecode[] =
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{
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{ NormalMapEffect_PSNormalPixelLightingTx, sizeof(NormalMapEffect_PSNormalPixelLightingTx) },
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{ NormalMapEffect_PSNormalPixelLightingTxNoFog, sizeof(NormalMapEffect_PSNormalPixelLightingTxNoFog) },
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{ NormalMapEffect_PSNormalPixelLightingTxNoSpec, sizeof(NormalMapEffect_PSNormalPixelLightingTxNoSpec) },
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{ NormalMapEffect_PSNormalPixelLightingTxNoFogSpec, sizeof(NormalMapEffect_PSNormalPixelLightingTxNoFogSpec) },
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};
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template<>
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const int EffectBase<NormalMapEffectTraits>::PixelShaderIndices[] =
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{
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0, // pixel lighting + texture
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1, // pixel lighting + texture, no fog
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0, // pixel lighting + texture + vertex color
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1, // pixel lighting + texture + vertex color, no fog
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2, // pixel lighting + texture, no specular
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3, // pixel lighting + texture, no fog or specular
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2, // pixel lighting + texture + vertex color, no specular
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3, // pixel lighting + texture + vertex color, no fog or specular
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0, // pixel lighting (biased vertex normal) + texture
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1, // pixel lighting (biased vertex normal) + texture, no fog
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0, // pixel lighting (biased vertex normal) + texture + vertex color
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1, // pixel lighting (biased vertex normal) + texture + vertex color, no fog
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2, // pixel lighting (biased vertex normal) + texture, no specular
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3, // pixel lighting (biased vertex normal) + texture, no fog or specular
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2, // pixel lighting (biased vertex normal) + texture + vertex color, no specular
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3, // pixel lighting (biased vertex normal) + texture + vertex color, no fog or specular
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};
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// Global pool of per-device NormalMapEffect resources.
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template<>
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SharedResourcePool<ID3D11Device*, EffectBase<NormalMapEffectTraits>::DeviceResources> EffectBase<NormalMapEffectTraits>::deviceResourcesPool = {};
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// Constructor.
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NormalMapEffect::Impl::Impl(_In_ ID3D11Device* device)
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: EffectBase(device),
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vertexColorEnabled(false),
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biasedVertexNormals(false)
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{
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if (device->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0)
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{
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throw std::exception("NormalMapEffect requires Feature Level 10.0 or later");
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}
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static_assert(_countof(EffectBase<NormalMapEffectTraits>::VertexShaderIndices) == NormalMapEffectTraits::ShaderPermutationCount, "array/max mismatch");
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static_assert(_countof(EffectBase<NormalMapEffectTraits>::VertexShaderBytecode) == NormalMapEffectTraits::VertexShaderCount, "array/max mismatch");
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static_assert(_countof(EffectBase<NormalMapEffectTraits>::PixelShaderBytecode) == NormalMapEffectTraits::PixelShaderCount, "array/max mismatch");
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static_assert(_countof(EffectBase<NormalMapEffectTraits>::PixelShaderIndices) == NormalMapEffectTraits::ShaderPermutationCount, "array/max mismatch");
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lights.InitializeConstants(constants.specularColorAndPower, constants.lightDirection, constants.lightDiffuseColor, constants.lightSpecularColor);
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}
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int NormalMapEffect::Impl::GetCurrentShaderPermutation() const noexcept
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{
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int permutation = 0;
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// Use optimized shaders if fog is disabled.
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if (!fog.enabled)
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{
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permutation += 1;
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}
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// Support vertex coloring?
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if (vertexColorEnabled)
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{
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permutation += 2;
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}
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// Specular map?
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if (!specularTexture)
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{
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permutation += 4;
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}
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if (biasedVertexNormals)
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{
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// Compressed normals need to be scaled and biased in the vertex shader.
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permutation += 8;
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}
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return permutation;
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}
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// Sets our state onto the D3D device.
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void NormalMapEffect::Impl::Apply(_In_ ID3D11DeviceContext* deviceContext)
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{
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// Compute derived parameter values.
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matrices.SetConstants(dirtyFlags, constants.worldViewProj);
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fog.SetConstants(dirtyFlags, matrices.worldView, constants.fogVector);
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lights.SetConstants(dirtyFlags, matrices, constants.world, constants.worldInverseTranspose, constants.eyePosition, constants.diffuseColor, constants.emissiveColor, true);
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// Set the textures
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ID3D11ShaderResourceView* textures[] = { texture.Get(), specularTexture.Get(), normalTexture.Get()};
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deviceContext->PSSetShaderResources(0, _countof(textures), textures);
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// Set shaders and constant buffers.
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ApplyShaders(deviceContext, GetCurrentShaderPermutation());
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}
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// Public constructor.
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NormalMapEffect::NormalMapEffect(_In_ ID3D11Device* device)
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: pImpl(std::make_unique<Impl>(device))
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{
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}
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// Move constructor.
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NormalMapEffect::NormalMapEffect(NormalMapEffect&& moveFrom) noexcept
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: pImpl(std::move(moveFrom.pImpl))
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{
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}
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// Move assignment.
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NormalMapEffect& NormalMapEffect::operator= (NormalMapEffect&& moveFrom) noexcept
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{
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pImpl = std::move(moveFrom.pImpl);
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return *this;
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}
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// Public destructor.
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NormalMapEffect::~NormalMapEffect()
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{
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}
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// IEffect methods.
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void NormalMapEffect::Apply(_In_ ID3D11DeviceContext* deviceContext)
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{
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pImpl->Apply(deviceContext);
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}
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void NormalMapEffect::GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength)
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{
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pImpl->GetVertexShaderBytecode(pImpl->GetCurrentShaderPermutation(), pShaderByteCode, pByteCodeLength);
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}
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// Camera settings.
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void XM_CALLCONV NormalMapEffect::SetWorld(FXMMATRIX value)
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{
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pImpl->matrices.world = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::WorldInverseTranspose | EffectDirtyFlags::FogVector;
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}
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void XM_CALLCONV NormalMapEffect::SetView(FXMMATRIX value)
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{
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pImpl->matrices.view = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::EyePosition | EffectDirtyFlags::FogVector;
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}
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void XM_CALLCONV NormalMapEffect::SetProjection(FXMMATRIX value)
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{
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pImpl->matrices.projection = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj;
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}
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void XM_CALLCONV NormalMapEffect::SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection)
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{
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pImpl->matrices.world = world;
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pImpl->matrices.view = view;
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pImpl->matrices.projection = projection;
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pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::WorldInverseTranspose | EffectDirtyFlags::EyePosition | EffectDirtyFlags::FogVector;
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}
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// Material settings.
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void XM_CALLCONV NormalMapEffect::SetDiffuseColor(FXMVECTOR value)
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{
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pImpl->lights.diffuseColor = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
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}
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void XM_CALLCONV NormalMapEffect::SetEmissiveColor(FXMVECTOR value)
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{
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pImpl->lights.emissiveColor = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
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}
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void XM_CALLCONV NormalMapEffect::SetSpecularColor(FXMVECTOR value)
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{
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// Set xyz to new value, but preserve existing w (specular power).
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pImpl->constants.specularColorAndPower = XMVectorSelect(pImpl->constants.specularColorAndPower, value, g_XMSelect1110);
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pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
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}
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void NormalMapEffect::SetSpecularPower(float value)
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{
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// Set w to new value, but preserve existing xyz (specular color).
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pImpl->constants.specularColorAndPower = XMVectorSetW(pImpl->constants.specularColorAndPower, value);
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pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
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}
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void NormalMapEffect::DisableSpecular()
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{
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// Set specular color to black, power to 1
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// Note: Don't use a power of 0 or the shader will generate strange highlights on non-specular materials
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pImpl->constants.specularColorAndPower = g_XMIdentityR3;
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pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
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}
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void NormalMapEffect::SetAlpha(float value)
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{
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pImpl->lights.alpha = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
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}
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void XM_CALLCONV NormalMapEffect::SetColorAndAlpha(FXMVECTOR value)
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{
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pImpl->lights.diffuseColor = value;
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pImpl->lights.alpha = XMVectorGetW(value);
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pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
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}
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// Light settings.
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void NormalMapEffect::SetLightingEnabled(bool value)
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{
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if (!value)
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{
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throw std::exception("NormalMapEffect does not support turning off lighting");
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}
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}
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void NormalMapEffect::SetPerPixelLighting(bool)
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{
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// Unsupported interface method.
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}
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void XM_CALLCONV NormalMapEffect::SetAmbientLightColor(FXMVECTOR value)
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{
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pImpl->lights.ambientLightColor = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
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}
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void NormalMapEffect::SetLightEnabled(int whichLight, bool value)
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{
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pImpl->dirtyFlags |= pImpl->lights.SetLightEnabled(whichLight, value, pImpl->constants.lightDiffuseColor, pImpl->constants.lightSpecularColor);
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}
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void XM_CALLCONV NormalMapEffect::SetLightDirection(int whichLight, FXMVECTOR value)
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{
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EffectLights::ValidateLightIndex(whichLight);
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pImpl->constants.lightDirection[whichLight] = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
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}
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void XM_CALLCONV NormalMapEffect::SetLightDiffuseColor(int whichLight, FXMVECTOR value)
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{
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pImpl->dirtyFlags |= pImpl->lights.SetLightDiffuseColor(whichLight, value, pImpl->constants.lightDiffuseColor);
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}
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void XM_CALLCONV NormalMapEffect::SetLightSpecularColor(int whichLight, FXMVECTOR value)
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{
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pImpl->dirtyFlags |= pImpl->lights.SetLightSpecularColor(whichLight, value, pImpl->constants.lightSpecularColor);
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}
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void NormalMapEffect::EnableDefaultLighting()
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{
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EffectLights::EnableDefaultLighting(this);
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}
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// Fog settings.
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void NormalMapEffect::SetFogEnabled(bool value)
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{
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pImpl->fog.enabled = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::FogEnable;
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}
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void NormalMapEffect::SetFogStart(float value)
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{
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pImpl->fog.start = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::FogVector;
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}
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void NormalMapEffect::SetFogEnd(float value)
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{
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pImpl->fog.end = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::FogVector;
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}
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void XM_CALLCONV NormalMapEffect::SetFogColor(FXMVECTOR value)
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{
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pImpl->constants.fogColor = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
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}
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// Vertex color setting.
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void NormalMapEffect::SetVertexColorEnabled(bool value)
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{
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pImpl->vertexColorEnabled = value;
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}
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// Texture settings.
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void NormalMapEffect::SetTexture(_In_opt_ ID3D11ShaderResourceView* value)
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{
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pImpl->texture = value;
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}
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void NormalMapEffect::SetNormalTexture(_In_opt_ ID3D11ShaderResourceView* value)
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{
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pImpl->normalTexture = value;
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}
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void NormalMapEffect::SetSpecularTexture(_In_opt_ ID3D11ShaderResourceView* value)
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{
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pImpl->specularTexture = value;
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}
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// Normal compression settings.
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void NormalMapEffect::SetBiasedVertexNormals(bool value)
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{
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pImpl->biasedVertexNormals = value;
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}
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