DirectXTK | Effects |
---|
This is a native Direct3D 11 implementation of the built-in SkinnedEffect from XNA Game Studio 4 (Microsoft.Xna.Framework.Graphics.SkinnedEffect
) which supports skinned animation with up to 72 bones and 1, 2, or 4 bone influences per vertex. It supports texture mapping, directional vertex lighting, directional per-pixel lighting, and fog.
Related tutorial: Using skinned models
classDiagram
class IEffect{
<<Interface>>
+Apply()
+GetVertexShaderBytecode()
}
class IEffectMatrices{
<<Interface>>
+SetWorld()
+SetView()
+SetProjection()
+SetMatrices()
}
class IEffectLights{
<<Interface>>
+SetPerPixelLighting()
+SetAmbientLightColor()
+SetLightEnabled()
+SetLightDirection()
+SetLightDiffuseColor()
+SetLightSpecularColor()
+EnableDefaultLighting()
}
class IEffectFog{
<<Interface>>
+SetFogEnabled()
+SetFogStart()
+SetFogEnd()
+SetFogColor()
}
class IEffectSkinning{
<<Interface>>
+SetWeightsPerVertex()
+SetBoneTransforms()
+ResetBoneTransforms()
}
class SkinnedEffect{
+SetDiffuseColor()
+SetEmissiveColor()
+SetSpecularColor()
+SetSpecularPower()
+DisableSpecular()
+SetAlpha()
+SetColorAndAlpha()
+SetTexture()
+SetBiasedVertexNormals()
}
SkinnedEffect --|> IEffect
SkinnedEffect --|> IEffectMatrices
SkinnedEffect --|> IEffectLights
SkinnedEffect --|> IEffectFog
SkinnedEffect --|> IEffectSkinning
Header
#include <Effects.h>
Initialization
Construction requires a Direct3D 11 device.
std::unique_ptr<SkinnedEffect> effect;
effect = std::make_unique<SkinnedEffect>(device);
For exception safety, it is recommended you make use of the C++ RAII pattern and use a std::unique_ptr
or std::shared_ptr
Interfaces
SkinnedEffect supports IEffect, IEffectMatrices, IEffectLights, IEffectFog, and IEffectSkinning
Input layout
This effect requires NORMAL
, TEXCOORD0
, BLENDINDICES
and BLENDWEIGHT
.
Properties
-
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). This value is also used for binning opaque vs. transparent geometry.
-
SetColorAndAlpha: Sets the diffuse color of the effect and the alpha (transparency).
-
SetTexture: Associates a texture shader resource view with the effect. Can be set to nullptr to remove a reference. Can optionally include an alpha channel as well.
-
SetBiasedVertexNormals: Enables support for compressed vertex normals which require
*2 - 1
biasing at runtime such asDXGI_FORMAT_R10G10B10A2_UNORM
.
Bone weights
The BLENDINDICES
and BLENDWEIGHT
elements can hold up to 4 individual bone influences per vertex. Since each influence adds more computation to the shader, you can optimize this effect by setting the supported number of influences to 1, 2, or 4 via SetWeightsPerVertex and any additional influences will be ignored. This value defaults to 4.
Remarks
The effect always performs either vertex or per-pixel lighting. Calling SetLightingEnabled(false);
on an instance of SkinnedEffect will throw a C++ exception.
This effect always performs texturing, so if 'untextured' rendering is desired you must provide texture coordinates, and a sampler in slot 0. The class will default to a 1x1 texture with white (1,1,1,1).
For Use
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Windows 7 Service Pack 1
- Xbox One
Architecture
- x86
- x64
- ARM64
For Development
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- MinGW 12.2, 13.2
- CMake 3.20
Related Projects
DirectX Tool Kit for DirectX 12
Tools
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.