lowpoly-walking-simulator/directx11_hellovr/DirectXTK/Inc/Effects.h

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//--------------------------------------------------------------------------------------
// File: Effects.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
// VS 2010/2012 do not support =default =delete
#ifndef DIRECTX_CTOR_DEFAULT
#if defined(_MSC_VER) && (_MSC_VER < 1800)
#define DIRECTX_CTOR_DEFAULT {}
#define DIRECTX_CTOR_DELETE ;
#else
#define DIRECTX_CTOR_DEFAULT =default;
#define DIRECTX_CTOR_DELETE =delete;
#endif
#endif
#include <DirectXMath.h>
#include <memory>
#pragma warning(push)
#pragma warning(disable : 4481)
// VS 2010 considers 'override' to be a extension, but it's part of C++11 as of VS 2012
namespace DirectX
{
#if (DIRECTX_MATH_VERSION < 305) && !defined(XM_CALLCONV)
#define XM_CALLCONV __fastcall
typedef const XMVECTOR& HXMVECTOR;
typedef const XMMATRIX& FXMMATRIX;
#endif
//----------------------------------------------------------------------------------
// Abstract interface representing any effect which can be applied onto a D3D device context.
class IEffect
{
public:
virtual ~IEffect() { }
virtual void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) = 0;
virtual void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) = 0;
};
// Abstract interface for effects with world, view, and projection matrices.
class IEffectMatrices
{
public:
virtual ~IEffectMatrices() { }
virtual void XM_CALLCONV SetWorld(FXMMATRIX value) = 0;
virtual void XM_CALLCONV SetView(FXMMATRIX value) = 0;
virtual void XM_CALLCONV SetProjection(FXMMATRIX value) = 0;
};
// Abstract interface for effects which support directional lighting.
class IEffectLights
{
public:
virtual ~IEffectLights() { }
virtual void __cdecl SetLightingEnabled(bool value) = 0;
virtual void __cdecl SetPerPixelLighting(bool value) = 0;
virtual void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) = 0;
virtual void __cdecl SetLightEnabled(int whichLight, bool value) = 0;
virtual void XM_CALLCONV SetLightDirection(int whichLight, FXMVECTOR value) = 0;
virtual void XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value) = 0;
virtual void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) = 0;
virtual void __cdecl EnableDefaultLighting() = 0;
static const int MaxDirectionalLights = 3;
};
// Abstract interface for effects which support fog.
class IEffectFog
{
public:
virtual ~IEffectFog() { }
virtual void __cdecl SetFogEnabled(bool value) = 0;
virtual void __cdecl SetFogStart(float value) = 0;
virtual void __cdecl SetFogEnd(float value) = 0;
virtual void XM_CALLCONV SetFogColor(FXMVECTOR value) = 0;
};
// Abstract interface for effects which support skinning
class IEffectSkinning
{
public:
virtual ~IEffectSkinning() { }
virtual void __cdecl SetWeightsPerVertex(int value) = 0;
virtual void __cdecl SetBoneTransforms(_In_reads_(count) XMMATRIX const* value, size_t count) = 0;
virtual void __cdecl ResetBoneTransforms() = 0;
static const int MaxBones = 72;
};
//----------------------------------------------------------------------------------
// Built-in shader supports optional texture mapping, vertex coloring, directional lighting, and fog.
class BasicEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectFog
{
public:
explicit BasicEffect(_In_ ID3D11Device* device);
BasicEffect(BasicEffect&& moveFrom);
BasicEffect& operator= (BasicEffect&& moveFrom);
virtual ~BasicEffect();
// IEffect methods.
void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
// Camera settings.
void XM_CALLCONV SetWorld(FXMMATRIX value) override;
void XM_CALLCONV SetView(FXMMATRIX value) override;
void XM_CALLCONV SetProjection(FXMMATRIX value) override;
// Material settings.
void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
void XM_CALLCONV SetEmissiveColor(FXMVECTOR value);
void XM_CALLCONV SetSpecularColor(FXMVECTOR value);
void __cdecl SetSpecularPower(float value);
void __cdecl DisableSpecular();
void __cdecl SetAlpha(float value);
// Light settings.
void __cdecl SetLightingEnabled(bool value) override;
void __cdecl SetPerPixelLighting(bool value) override;
void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) override;
void __cdecl SetLightEnabled(int whichLight, bool value) override;
void XM_CALLCONV SetLightDirection(int whichLight, FXMVECTOR value) override;
void XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value) override;
void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) override;
void __cdecl EnableDefaultLighting() override;
// Fog settings.
void __cdecl SetFogEnabled(bool value) override;
void __cdecl SetFogStart(float value) override;
void __cdecl SetFogEnd(float value) override;
void XM_CALLCONV SetFogColor(FXMVECTOR value) override;
// Vertex color setting.
void __cdecl SetVertexColorEnabled(bool value);
// Texture setting.
void __cdecl SetTextureEnabled(bool value);
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
// Prevent copying.
BasicEffect(BasicEffect const&) DIRECTX_CTOR_DELETE
BasicEffect& operator= (BasicEffect const&) DIRECTX_CTOR_DELETE
};
// Built-in shader supports per-pixel alpha testing.
class AlphaTestEffect : public IEffect, public IEffectMatrices, public IEffectFog
{
public:
explicit AlphaTestEffect(_In_ ID3D11Device* device);
AlphaTestEffect(AlphaTestEffect&& moveFrom);
AlphaTestEffect& operator= (AlphaTestEffect&& moveFrom);
virtual ~AlphaTestEffect();
// IEffect methods.
void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
// Camera settings.
void XM_CALLCONV SetWorld(FXMMATRIX value) override;
void XM_CALLCONV SetView(FXMMATRIX value) override;
void XM_CALLCONV SetProjection(FXMMATRIX value) override;
// Material settings.
void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
void __cdecl SetAlpha(float value);
// Fog settings.
void __cdecl SetFogEnabled(bool value) override;
void __cdecl SetFogStart(float value) override;
void __cdecl SetFogEnd(float value) override;
void XM_CALLCONV SetFogColor(FXMVECTOR value) override;
// Vertex color setting.
void __cdecl SetVertexColorEnabled(bool value);
// Texture setting.
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
// Alpha test settings.
void __cdecl SetAlphaFunction(D3D11_COMPARISON_FUNC value);
void __cdecl SetReferenceAlpha(int value);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
// Prevent copying.
AlphaTestEffect(AlphaTestEffect const&) DIRECTX_CTOR_DELETE
AlphaTestEffect& operator= (AlphaTestEffect const&) DIRECTX_CTOR_DELETE
};
// Built-in shader supports two layer multitexturing (eg. for lightmaps or detail textures).
class DualTextureEffect : public IEffect, public IEffectMatrices, public IEffectFog
{
public:
explicit DualTextureEffect(_In_ ID3D11Device* device);
DualTextureEffect(DualTextureEffect&& moveFrom);
DualTextureEffect& operator= (DualTextureEffect&& moveFrom);
~DualTextureEffect();
// IEffect methods.
void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
// Camera settings.
void XM_CALLCONV SetWorld(FXMMATRIX value) override;
void XM_CALLCONV SetView(FXMMATRIX value) override;
void XM_CALLCONV SetProjection(FXMMATRIX value) override;
// Material settings.
void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
void __cdecl SetAlpha(float value);
// Fog settings.
void __cdecl SetFogEnabled(bool value) override;
void __cdecl SetFogStart(float value) override;
void __cdecl SetFogEnd(float value) override;
void XM_CALLCONV SetFogColor(FXMVECTOR value) override;
// Vertex color setting.
void __cdecl SetVertexColorEnabled(bool value);
// Texture settings.
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
void __cdecl SetTexture2(_In_opt_ ID3D11ShaderResourceView* value);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
// Prevent copying.
DualTextureEffect(DualTextureEffect const&) DIRECTX_CTOR_DELETE
DualTextureEffect& operator= (DualTextureEffect const&) DIRECTX_CTOR_DELETE
};
// Built-in shader supports cubic environment mapping.
class EnvironmentMapEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectFog
{
public:
explicit EnvironmentMapEffect(_In_ ID3D11Device* device);
EnvironmentMapEffect(EnvironmentMapEffect&& moveFrom);
EnvironmentMapEffect& operator= (EnvironmentMapEffect&& moveFrom);
virtual ~EnvironmentMapEffect();
// IEffect methods.
void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
// Camera settings.
void XM_CALLCONV SetWorld(FXMMATRIX value) override;
void XM_CALLCONV SetView(FXMMATRIX value) override;
void XM_CALLCONV SetProjection(FXMMATRIX value) override;
// Material settings.
void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
void XM_CALLCONV SetEmissiveColor(FXMVECTOR value);
void __cdecl SetAlpha(float value);
// Light settings.
void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) override;
void __cdecl SetLightEnabled(int whichLight, bool value) override;
void XM_CALLCONV SetLightDirection(int whichLight, FXMVECTOR value) override;
void XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value) override;
void __cdecl EnableDefaultLighting() override;
// Fog settings.
void __cdecl SetFogEnabled(bool value) override;
void __cdecl SetFogStart(float value) override;
void __cdecl SetFogEnd(float value) override;
void XM_CALLCONV SetFogColor(FXMVECTOR value) override;
// Texture setting.
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
// Environment map settings.
void __cdecl SetEnvironmentMap(_In_opt_ ID3D11ShaderResourceView* value);
void __cdecl SetEnvironmentMapAmount(float value);
void XM_CALLCONV SetEnvironmentMapSpecular(FXMVECTOR value);
void __cdecl SetFresnelFactor(float value);
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
// Unsupported interface methods.
void __cdecl SetLightingEnabled(bool value) override;
void __cdecl SetPerPixelLighting(bool value) override;
void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) override;
// Prevent copying.
EnvironmentMapEffect(EnvironmentMapEffect const&) DIRECTX_CTOR_DELETE
EnvironmentMapEffect& operator= (EnvironmentMapEffect const&) DIRECTX_CTOR_DELETE
};
// Built-in shader supports skinned animation.
class SkinnedEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectFog, public IEffectSkinning
{
public:
explicit SkinnedEffect(_In_ ID3D11Device* device);
SkinnedEffect(SkinnedEffect&& moveFrom);
SkinnedEffect& operator= (SkinnedEffect&& moveFrom);
virtual ~SkinnedEffect();
// IEffect methods.
void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
// Camera settings.
void XM_CALLCONV SetWorld(FXMMATRIX value) override;
void XM_CALLCONV SetView(FXMMATRIX value) override;
void XM_CALLCONV SetProjection(FXMMATRIX value) override;
// Material settings.
void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
void XM_CALLCONV SetEmissiveColor(FXMVECTOR value);
void XM_CALLCONV SetSpecularColor(FXMVECTOR value);
void __cdecl SetSpecularPower(float value);
void __cdecl DisableSpecular();
void __cdecl SetAlpha(float value);
// Light settings.
void __cdecl SetPerPixelLighting(bool value) override;
void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) override;
void __cdecl SetLightEnabled(int whichLight, bool value) override;
void XM_CALLCONV SetLightDirection(int whichLight, FXMVECTOR value) override;
void XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value) override;
void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) override;
void __cdecl EnableDefaultLighting() override;
// Fog settings.
void __cdecl SetFogEnabled(bool value) override;
void __cdecl SetFogStart(float value) override;
void __cdecl SetFogEnd(float value) override;
void XM_CALLCONV SetFogColor(FXMVECTOR value) override;
// Texture setting.
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
// Animation settings.
void __cdecl SetWeightsPerVertex(int value) override;
void __cdecl SetBoneTransforms(_In_reads_(count) XMMATRIX const* value, size_t count) override;
void __cdecl ResetBoneTransforms() override;
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
// Unsupported interface method.
void __cdecl SetLightingEnabled(bool value) override;
// Prevent copying.
SkinnedEffect(SkinnedEffect const&) DIRECTX_CTOR_DELETE
SkinnedEffect& operator= (SkinnedEffect const&) DIRECTX_CTOR_DELETE
};
//----------------------------------------------------------------------------------
// Built-in effect for Visual Studio Shader Designer (DGSL) shaders
class DGSLEffect : public IEffect, public IEffectMatrices, public IEffectLights, public IEffectSkinning
{
public:
explicit DGSLEffect( _In_ ID3D11Device* device, _In_opt_ ID3D11PixelShader* pixelShader = nullptr,
_In_ bool enableSkinning = false );
DGSLEffect(DGSLEffect&& moveFrom);
DGSLEffect& operator= (DGSLEffect&& moveFrom);
virtual ~DGSLEffect();
// IEffect methods.
void __cdecl Apply(_In_ ID3D11DeviceContext* deviceContext) override;
void __cdecl GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength) override;
// Camera settings.
void XM_CALLCONV SetWorld(FXMMATRIX value) override;
void XM_CALLCONV SetView(FXMMATRIX value) override;
void XM_CALLCONV SetProjection(FXMMATRIX value) override;
// Material settings.
void XM_CALLCONV SetAmbientColor(FXMVECTOR value);
void XM_CALLCONV SetDiffuseColor(FXMVECTOR value);
void XM_CALLCONV SetEmissiveColor(FXMVECTOR value);
void XM_CALLCONV SetSpecularColor(FXMVECTOR value);
void __cdecl SetSpecularPower(float value);
void __cdecl DisableSpecular();
void __cdecl SetAlpha(float value);
// Additional settings.
void XM_CALLCONV SetUVTransform(FXMMATRIX value);
void __cdecl SetViewport( float width, float height );
void __cdecl SetTime( float time );
void __cdecl SetAlphaDiscardEnable(bool value);
// Light settings.
void __cdecl SetLightingEnabled(bool value) override;
void XM_CALLCONV SetAmbientLightColor(FXMVECTOR value) override;
void __cdecl SetLightEnabled(int whichLight, bool value) override;
void XM_CALLCONV SetLightDirection(int whichLight, FXMVECTOR value) override;
void XM_CALLCONV SetLightDiffuseColor(int whichLight, FXMVECTOR value) override;
void XM_CALLCONV SetLightSpecularColor(int whichLight, FXMVECTOR value) override;
void __cdecl EnableDefaultLighting() override;
static const int MaxDirectionalLights = 4;
// Vertex color setting.
void __cdecl SetVertexColorEnabled(bool value);
// Texture settings.
void __cdecl SetTextureEnabled(bool value);
void __cdecl SetTexture(_In_opt_ ID3D11ShaderResourceView* value);
void __cdecl SetTexture2(_In_opt_ ID3D11ShaderResourceView* value);
void __cdecl SetTexture(int whichTexture, _In_opt_ ID3D11ShaderResourceView* value);
static const int MaxTextures = 8;
// Animation setting.
void __cdecl SetWeightsPerVertex(int value) override;
void __cdecl SetBoneTransforms(_In_reads_(count) XMMATRIX const* value, size_t count) override;
void __cdecl ResetBoneTransforms() override;
private:
// Private implementation.
class Impl;
std::unique_ptr<Impl> pImpl;
// Unsupported interface methods.
void __cdecl SetPerPixelLighting(bool value) override;
// Prevent copying.
DGSLEffect(DGSLEffect const&) DIRECTX_CTOR_DELETE
DGSLEffect& operator= (DGSLEffect const&) DIRECTX_CTOR_DELETE
};
//----------------------------------------------------------------------------------
// Abstract interface to factory for sharing effects and texture resources
class IEffectFactory
{
public:
virtual ~IEffectFactory() {}
struct EffectInfo
{
const WCHAR* name;
bool perVertexColor;
bool enableSkinning;
bool enableDualTexture;
float specularPower;
float alpha;
DirectX::XMFLOAT3 ambientColor;
DirectX::XMFLOAT3 diffuseColor;
DirectX::XMFLOAT3 specularColor;
DirectX::XMFLOAT3 emissiveColor;
const WCHAR* texture;
const WCHAR* texture2;
EffectInfo() { memset( this, 0, sizeof(EffectInfo) ); };
};
virtual std::shared_ptr<IEffect> __cdecl CreateEffect( _In_ const EffectInfo& info, _In_opt_ ID3D11DeviceContext* deviceContext ) = 0;
virtual void __cdecl CreateTexture( _In_z_ const WCHAR* name, _In_opt_ ID3D11DeviceContext* deviceContext, _Outptr_ ID3D11ShaderResourceView** textureView ) = 0;
};
// Factory for sharing effects and texture resources
class EffectFactory : public IEffectFactory
{
public:
explicit EffectFactory(_In_ ID3D11Device* device);
EffectFactory(EffectFactory&& moveFrom);
EffectFactory& operator= (EffectFactory&& moveFrom);
virtual ~EffectFactory();
// IEffectFactory methods.
virtual std::shared_ptr<IEffect> __cdecl CreateEffect( _In_ const EffectInfo& info, _In_opt_ ID3D11DeviceContext* deviceContext ) override;
virtual void __cdecl CreateTexture( _In_z_ const WCHAR* name, _In_opt_ ID3D11DeviceContext* deviceContext, _Outptr_ ID3D11ShaderResourceView** textureView ) override;
// Settings.
void __cdecl ReleaseCache();
void __cdecl SetSharing( bool enabled );
void __cdecl SetDirectory( _In_opt_z_ const WCHAR* path );
private:
// Private implementation.
class Impl;
std::shared_ptr<Impl> pImpl;
// Prevent copying.
EffectFactory(EffectFactory const&) DIRECTX_CTOR_DELETE
EffectFactory& operator= (EffectFactory const&) DIRECTX_CTOR_DELETE
};
// Factory for sharing Visual Studio Shader Designer (DGSL) shaders and texture resources
class DGSLEffectFactory : public IEffectFactory
{
public:
explicit DGSLEffectFactory(_In_ ID3D11Device* device);
DGSLEffectFactory(DGSLEffectFactory&& moveFrom);
DGSLEffectFactory& operator= (DGSLEffectFactory&& moveFrom);
virtual ~DGSLEffectFactory();
// IEffectFactory methods.
virtual std::shared_ptr<IEffect> __cdecl CreateEffect( _In_ const EffectInfo& info, _In_opt_ ID3D11DeviceContext* deviceContext ) override;
virtual void __cdecl CreateTexture( _In_z_ const WCHAR* name, _In_opt_ ID3D11DeviceContext* deviceContext, _Outptr_ ID3D11ShaderResourceView** textureView ) override;
// DGSL methods.
struct DGSLEffectInfo : public EffectInfo
{
const WCHAR* textures[6];
const WCHAR* pixelShader;
DGSLEffectInfo() { memset( this, 0, sizeof(DGSLEffectInfo) ); };
};
virtual std::shared_ptr<IEffect> __cdecl CreateDGSLEffect( _In_ const DGSLEffectInfo& info, _In_opt_ ID3D11DeviceContext* deviceContext );
virtual void __cdecl CreatePixelShader( _In_z_ const WCHAR* shader, _Outptr_ ID3D11PixelShader** pixelShader );
// Settings.
void __cdecl ReleaseCache();
void __cdecl SetSharing( bool enabled );
void __cdecl SetDirectory( _In_opt_z_ const WCHAR* path );
private:
// Private implementation.
class Impl;
std::shared_ptr<Impl> pImpl;
// Prevent copying.
DGSLEffectFactory(DGSLEffectFactory const&) DIRECTX_CTOR_DELETE
DGSLEffectFactory& operator= (DGSLEffectFactory const&) DIRECTX_CTOR_DELETE
};
}
#pragma warning(pop)