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NormalMapEffect
This effect extends BasicEffect to support normal-mapping and an optional specular map. It supports texture mapping, vertex coloring, directional per-pixel lighting, and fog.
See also Effects
#include <Effects.h>
Construction requires a Direct3D 12 device, optional effect flags, and state description:
std::unique_ptr<NormalMapEffect> effect;
RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(),
m_deviceResources->GetDepthBufferFormat());
EffectPipelineStateDescription pd(
&InputLayout,
CommonStates::Opaque,
CommonStates::DepthDefault,
CommonStates::CullCounterClockwise,
rtState);
effect = std::make_unique<NormalMapEffect>(device, EffectFlags::None, pd);
For exception safety, it is recommended you make use of the C++ RAII pattern and use a std::unique_ptr
or std::shared_ptr
The constructor takes one additional optional parameter that controls use of a specular map. If set to true, then SetSpecularTexture must be used, otherwise it is ignored.
NormalMapEffect(ID3D12Device* device, int effectFlags,
const EffectPipelineStateDescription& pipelineDescription,
bool specularMap = true);
NormalMapEffect supports IEffect, IEffectMatrices, IEffectLights, and IEffectFog. EffectFlags::Fog
is required to enable fogging.
This effect requires SV_Position
, NORMAL
, TEXCOORD0
, and TANGENT
. If per-vertex colors are enabled (EffectFlags::VertexColor
), it also requires COLOR
.
-
SetDiffuseColor: Sets the diffuse color of the effect. Defaults to white (1,1,1). Alpha channel (.w component) is ignored.
-
SetEmissiveColor: Sets the emissive color of the effect. Defaults to black (0,0,0).
-
SetSpecularColor: Sets the specular color of the effect. Defaults to white (1,1,1).
-
SetSpecularPower: Sets the specular power of the effect. Defaults to 16. Settings power to 0 can cause strange rendering artifacts.
-
DisableSpecular: Disables the specular lighting for the effect. Sets the color to black (0,0,0) and power to 1.
-
SetAlpha: Sets the alpha (transparency) of the effect. Defaults to 1 (fully opaque).
-
SetColorAndAlpha: Sets the diffuse color of the effect and the alpha (transparency).
-
SetTexture: Associates a diffuse/albedo texture and sampler descriptor with the effect.
-
SetNormalTexture: Associates a normal map texture for the effect. Uses the same sampler as SetTexture.
-
SetSpecularTexture: Associates a specular texture with the effectUses the same sampler as SetTexture.
The EffectFlags::Texture
, EffectFlags::Lighting
and EffectsFlags::PerPixelLighting
are always enabled for this effect, so use or absence of these flag is ignored for this effect.
The EffectFlags::BiasedVertexNormals
is supported by this effect. This flag should be used if the vertex data contains normals and tangents encoded as biased data such as DXGI_FORMAT_R10G10B10A2_UNORM
.
This effect always performs texturing, so if 'untextured' diffuse rendering is desired you must provide a 1x1 texture with white (1,1,1,1).
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Xbox One
- Xbox Series X|S
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- MinGW 12.2, 13.2
- CMake 3.20