513 строки
17 KiB
C++
513 строки
17 KiB
C++
//--------------------------------------------------------------------------------------
|
|
// File: NormalMapEffect.cpp
|
|
//
|
|
// 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=615561
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
#include "pch.h"
|
|
#include "EffectCommon.h"
|
|
|
|
using namespace DirectX;
|
|
|
|
|
|
// Constant buffer layout. Must match the shader!
|
|
struct NormalMapEffectConstants
|
|
{
|
|
XMVECTOR diffuseColor;
|
|
XMVECTOR emissiveColor;
|
|
XMVECTOR specularColorAndPower;
|
|
|
|
XMVECTOR lightDirection[IEffectLights::MaxDirectionalLights];
|
|
XMVECTOR lightDiffuseColor[IEffectLights::MaxDirectionalLights];
|
|
XMVECTOR lightSpecularColor[IEffectLights::MaxDirectionalLights];
|
|
|
|
XMVECTOR eyePosition;
|
|
|
|
XMVECTOR fogColor;
|
|
XMVECTOR fogVector;
|
|
|
|
XMMATRIX world;
|
|
XMVECTOR worldInverseTranspose[3];
|
|
XMMATRIX worldViewProj;
|
|
};
|
|
|
|
static_assert( ( sizeof(NormalMapEffectConstants) % 16 ) == 0, "CB size not padded correctly" );
|
|
|
|
|
|
// Traits type describes our characteristics to the EffectBase template.
|
|
struct NormalMapEffectTraits
|
|
{
|
|
typedef NormalMapEffectConstants ConstantBufferType;
|
|
|
|
static const int VertexShaderCount = 2;
|
|
static const int PixelShaderCount = 4;
|
|
static const int ShaderPermutationCount = 8;
|
|
static const int RootSignatureCount = 1;
|
|
};
|
|
|
|
|
|
// Internal NormalMapEffect implementation class.
|
|
class NormalMapEffect::Impl : public EffectBase<NormalMapEffectTraits>
|
|
{
|
|
public:
|
|
Impl(_In_ ID3D12Device* device, int effectFlags, const EffectPipelineStateDescription& pipelineDescription, bool specularMap);
|
|
|
|
enum RootParameterIndex
|
|
{
|
|
TextureSRV,
|
|
TextureSpecularSRV,
|
|
TextureNormalSRV,
|
|
TextureSampler,
|
|
ConstantBuffer,
|
|
RootParameterCount
|
|
};
|
|
|
|
bool specularMap;
|
|
|
|
D3D12_GPU_DESCRIPTOR_HANDLE texture;
|
|
D3D12_GPU_DESCRIPTOR_HANDLE specular;
|
|
D3D12_GPU_DESCRIPTOR_HANDLE normal;
|
|
D3D12_GPU_DESCRIPTOR_HANDLE sampler;
|
|
|
|
EffectLights lights;
|
|
|
|
int GetPipelineStatePermutation(bool vertexColorEnabled) const;
|
|
|
|
void Apply(_In_ ID3D12GraphicsCommandList* commandList);
|
|
};
|
|
|
|
|
|
// Include the precompiled shader code.
|
|
namespace
|
|
{
|
|
#if defined(_XBOX_ONE) && defined(_TITLE)
|
|
#include "Shaders/Compiled/XboxOneNormalMapEffect_VSNormalPixelLightingTx.inc"
|
|
#include "Shaders/Compiled/XboxOneNormalMapEffect_VSNormalPixelLightingTxVc.inc"
|
|
|
|
#include "Shaders/Compiled/XboxOneNormalMapEffect_PSNormalPixelLightingTx.inc"
|
|
#include "Shaders/Compiled/XboxOneNormalMapEffect_PSNormalPixelLightingTxNoFog.inc"
|
|
#include "Shaders/Compiled/XboxOneNormalMapEffect_PSNormalPixelLightingTxNoSpec.inc"
|
|
#include "Shaders/Compiled/XboxOneNormalMapEffect_PSNormalPixelLightingTxNoFogSpec.inc"
|
|
#else
|
|
#include "Shaders/Compiled/NormalMapEffect_VSNormalPixelLightingTx.inc"
|
|
#include "Shaders/Compiled/NormalMapEffect_VSNormalPixelLightingTxVc.inc"
|
|
|
|
#include "Shaders/Compiled/NormalMapEffect_PSNormalPixelLightingTx.inc"
|
|
#include "Shaders/Compiled/NormalMapEffect_PSNormalPixelLightingTxNoFog.inc"
|
|
#include "Shaders/Compiled/NormalMapEffect_PSNormalPixelLightingTxNoSpec.inc"
|
|
#include "Shaders/Compiled/NormalMapEffect_PSNormalPixelLightingTxNoFogSpec.inc"
|
|
#endif
|
|
}
|
|
|
|
|
|
const D3D12_SHADER_BYTECODE EffectBase<NormalMapEffectTraits>::VertexShaderBytecode[] =
|
|
{
|
|
{ NormalMapEffect_VSNormalPixelLightingTx, sizeof(NormalMapEffect_VSNormalPixelLightingTx) },
|
|
{ NormalMapEffect_VSNormalPixelLightingTxVc, sizeof(NormalMapEffect_VSNormalPixelLightingTxVc) },
|
|
};
|
|
|
|
|
|
const int EffectBase<NormalMapEffectTraits>::VertexShaderIndices[] =
|
|
{
|
|
0, // pixel lighting + texture
|
|
0, // pixel lighting + texture, no fog
|
|
1, // pixel lighting + texture + vertex color
|
|
1, // pixel lighting + texture + vertex color, no fog
|
|
|
|
0, // pixel lighting + texture, no specular
|
|
0, // pixel lighting + texture, no fog or specular
|
|
1, // pixel lighting + texture + vertex color, no specular
|
|
1, // pixel lighting + texture + vertex color, no fog or specular
|
|
};
|
|
|
|
|
|
const D3D12_SHADER_BYTECODE EffectBase<NormalMapEffectTraits>::PixelShaderBytecode[] =
|
|
{
|
|
{ NormalMapEffect_PSNormalPixelLightingTx, sizeof(NormalMapEffect_PSNormalPixelLightingTx) },
|
|
{ NormalMapEffect_PSNormalPixelLightingTxNoFog, sizeof(NormalMapEffect_PSNormalPixelLightingTxNoFog) },
|
|
{ NormalMapEffect_PSNormalPixelLightingTxNoSpec, sizeof(NormalMapEffect_PSNormalPixelLightingTxNoSpec) },
|
|
{ NormalMapEffect_PSNormalPixelLightingTxNoFogSpec, sizeof(NormalMapEffect_PSNormalPixelLightingTxNoFogSpec) },
|
|
};
|
|
|
|
|
|
const int EffectBase<NormalMapEffectTraits>::PixelShaderIndices[] =
|
|
{
|
|
0, // pixel lighting + texture
|
|
1, // pixel lighting + texture, no fog
|
|
0, // pixel lighting + texture + vertex color
|
|
1, // pixel lighting + texture + vertex color, no fog
|
|
|
|
2, // pixel lighting + texture, no specular
|
|
3, // pixel lighting + texture, no fog or specular
|
|
2, // pixel lighting + texture + vertex color, no specular
|
|
3, // pixel lighting + texture + vertex color, no fog or specular
|
|
};
|
|
|
|
// Global pool of per-device NormalMapEffect resources.
|
|
SharedResourcePool<ID3D12Device*, EffectBase<NormalMapEffectTraits>::DeviceResources> EffectBase<NormalMapEffectTraits>::deviceResourcesPool;
|
|
|
|
|
|
// Constructor.
|
|
NormalMapEffect::Impl::Impl(_In_ ID3D12Device* device, int effectFlags, const EffectPipelineStateDescription& pipelineDescription, bool specularMap)
|
|
: EffectBase(device),
|
|
specularMap(specularMap),
|
|
texture{},
|
|
specular{},
|
|
normal{},
|
|
sampler{}
|
|
{
|
|
static_assert( _countof(EffectBase<NormalMapEffectTraits>::VertexShaderIndices) == NormalMapEffectTraits::ShaderPermutationCount, "array/max mismatch" );
|
|
static_assert( _countof(EffectBase<NormalMapEffectTraits>::VertexShaderBytecode) == NormalMapEffectTraits::VertexShaderCount, "array/max mismatch" );
|
|
static_assert( _countof(EffectBase<NormalMapEffectTraits>::PixelShaderBytecode) == NormalMapEffectTraits::PixelShaderCount, "array/max mismatch" );
|
|
static_assert( _countof(EffectBase<NormalMapEffectTraits>::PixelShaderIndices) == NormalMapEffectTraits::ShaderPermutationCount, "array/max mismatch" );
|
|
|
|
lights.InitializeConstants(constants.specularColorAndPower, constants.lightDirection, constants.lightDiffuseColor, constants.lightSpecularColor);
|
|
|
|
// Create root signature
|
|
{
|
|
D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags =
|
|
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | // Only the input assembler stage needs access to the constant buffer.
|
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
|
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS |
|
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS;
|
|
|
|
CD3DX12_ROOT_PARAMETER rootParameters[RootParameterIndex::RootParameterCount];
|
|
CD3DX12_DESCRIPTOR_RANGE textureSRV(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0);
|
|
rootParameters[RootParameterIndex::TextureSRV].InitAsDescriptorTable(1, &textureSRV);
|
|
|
|
CD3DX12_DESCRIPTOR_RANGE textureSRV2(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 1);
|
|
rootParameters[RootParameterIndex::TextureSpecularSRV].InitAsDescriptorTable(1, &textureSRV2);
|
|
|
|
CD3DX12_DESCRIPTOR_RANGE textureSRV3(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 2);
|
|
rootParameters[RootParameterIndex::TextureNormalSRV].InitAsDescriptorTable(1, &textureSRV3);
|
|
|
|
CD3DX12_DESCRIPTOR_RANGE textureSampler(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 0);
|
|
rootParameters[RootParameterIndex::TextureSampler].InitAsDescriptorTable(1, &textureSampler);
|
|
rootParameters[RootParameterIndex::ConstantBuffer].InitAsConstantBufferView(0, 0, D3D12_SHADER_VISIBILITY_ALL);
|
|
|
|
CD3DX12_ROOT_SIGNATURE_DESC rsigDesc = {};
|
|
rsigDesc.Init(_countof(rootParameters), rootParameters, 0, nullptr, rootSignatureFlags);
|
|
|
|
mRootSignature = GetRootSignature(0, rsigDesc);
|
|
}
|
|
|
|
assert(mRootSignature != 0);
|
|
|
|
fog.enabled = (effectFlags & EffectFlags::Fog) != 0;
|
|
|
|
// Create pipeline state
|
|
int sp = GetPipelineStatePermutation(
|
|
(effectFlags & EffectFlags::VertexColor) != 0);
|
|
assert(sp >= 0 && sp < NormalMapEffectTraits::ShaderPermutationCount);
|
|
|
|
int vi = EffectBase<NormalMapEffectTraits>::VertexShaderIndices[sp];
|
|
assert(vi >= 0 && vi < NormalMapEffectTraits::VertexShaderCount);
|
|
int pi = EffectBase<NormalMapEffectTraits>::PixelShaderIndices[sp];
|
|
assert(pi >= 0 && pi < NormalMapEffectTraits::PixelShaderCount);
|
|
|
|
pipelineDescription.CreatePipelineState(
|
|
device,
|
|
mRootSignature,
|
|
EffectBase<NormalMapEffectTraits>::VertexShaderBytecode[vi],
|
|
EffectBase<NormalMapEffectTraits>::PixelShaderBytecode[pi],
|
|
mPipelineState.ReleaseAndGetAddressOf());
|
|
|
|
SetDebugObjectName(mPipelineState.Get(), L"NormalMapEffect");
|
|
}
|
|
|
|
|
|
int NormalMapEffect::Impl::GetPipelineStatePermutation(bool vertexColorEnabled) const
|
|
{
|
|
int permutation = 0;
|
|
|
|
// Use optimized shaders if fog is disabled.
|
|
if (!fog.enabled)
|
|
{
|
|
permutation += 1;
|
|
}
|
|
|
|
// Support vertex coloring?
|
|
if (vertexColorEnabled)
|
|
{
|
|
permutation += 2;
|
|
}
|
|
|
|
// Specular map?
|
|
if (specularMap)
|
|
{
|
|
permutation += 4;
|
|
}
|
|
|
|
return permutation;
|
|
}
|
|
|
|
|
|
// Sets our state onto the D3D device.
|
|
void NormalMapEffect::Impl::Apply(_In_ ID3D12GraphicsCommandList* commandList)
|
|
{
|
|
// 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);
|
|
|
|
UpdateConstants();
|
|
|
|
// Set the root signature
|
|
commandList->SetGraphicsRootSignature(mRootSignature);
|
|
|
|
// Set the texture
|
|
// **NOTE** If D3D asserts or crashes here, you probably need to call commandList->SetDescriptorHeaps() with the required descriptor heaps.
|
|
if (!texture.ptr || !sampler.ptr || !normal.ptr)
|
|
{
|
|
DebugTrace("ERROR: Missing texture(s) or sampler for NormalMapEffect (texture %llu, normal %llu, sampler %llu)\n", texture.ptr, normal.ptr, sampler.ptr);
|
|
throw std::exception("NormalMapEffect");
|
|
}
|
|
commandList->SetGraphicsRootDescriptorTable(RootParameterIndex::TextureSRV, texture);
|
|
commandList->SetGraphicsRootDescriptorTable(RootParameterIndex::TextureNormalSRV, normal);
|
|
commandList->SetGraphicsRootDescriptorTable(RootParameterIndex::TextureSampler, sampler);
|
|
|
|
if (specularMap)
|
|
{
|
|
if (!specular.ptr)
|
|
{
|
|
DebugTrace("ERROR: Missing specular texure NormalMapEffect (texture %llu)\n", specular.ptr);
|
|
throw std::exception("NormalMapEffect");
|
|
}
|
|
commandList->SetGraphicsRootDescriptorTable(RootParameterIndex::TextureSpecularSRV, specular);
|
|
}
|
|
|
|
// Set constants
|
|
commandList->SetGraphicsRootConstantBufferView(RootParameterIndex::ConstantBuffer, GetConstantBufferGpuAddress());
|
|
|
|
// Set the pipeline state
|
|
commandList->SetPipelineState(EffectBase::mPipelineState.Get());
|
|
}
|
|
|
|
|
|
// Public constructor.
|
|
NormalMapEffect::NormalMapEffect(_In_ ID3D12Device* device, int effectFlags, const EffectPipelineStateDescription& pipelineDescription, bool specularMap)
|
|
: pImpl(new Impl(device, effectFlags, pipelineDescription, specularMap))
|
|
{
|
|
}
|
|
|
|
|
|
// Move constructor.
|
|
NormalMapEffect::NormalMapEffect(NormalMapEffect&& moveFrom)
|
|
: pImpl(std::move(moveFrom.pImpl))
|
|
{
|
|
}
|
|
|
|
|
|
// Move assignment.
|
|
NormalMapEffect& NormalMapEffect::operator= (NormalMapEffect&& moveFrom)
|
|
{
|
|
pImpl = std::move(moveFrom.pImpl);
|
|
return *this;
|
|
}
|
|
|
|
|
|
// Public destructor.
|
|
NormalMapEffect::~NormalMapEffect()
|
|
{
|
|
}
|
|
|
|
|
|
// IEffect methods
|
|
void NormalMapEffect::Apply(_In_ ID3D12GraphicsCommandList* commandList)
|
|
{
|
|
pImpl->Apply(commandList);
|
|
}
|
|
|
|
|
|
// Camera settings
|
|
void XM_CALLCONV NormalMapEffect::SetWorld(FXMMATRIX value)
|
|
{
|
|
pImpl->matrices.world = value;
|
|
|
|
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::WorldInverseTranspose | EffectDirtyFlags::FogVector;
|
|
}
|
|
|
|
|
|
void XM_CALLCONV NormalMapEffect::SetView(FXMMATRIX value)
|
|
{
|
|
pImpl->matrices.view = value;
|
|
|
|
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::EyePosition | EffectDirtyFlags::FogVector;
|
|
}
|
|
|
|
|
|
void XM_CALLCONV NormalMapEffect::SetProjection(FXMMATRIX value)
|
|
{
|
|
pImpl->matrices.projection = value;
|
|
|
|
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj;
|
|
}
|
|
|
|
|
|
void XM_CALLCONV NormalMapEffect::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 NormalMapEffect::SetDiffuseColor(FXMVECTOR value)
|
|
{
|
|
pImpl->lights.diffuseColor = value;
|
|
|
|
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
|
|
}
|
|
|
|
|
|
void XM_CALLCONV NormalMapEffect::SetEmissiveColor(FXMVECTOR value)
|
|
{
|
|
pImpl->lights.emissiveColor = value;
|
|
|
|
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
|
|
}
|
|
|
|
|
|
void XM_CALLCONV NormalMapEffect::SetSpecularColor(FXMVECTOR value)
|
|
{
|
|
// Set xyz to new value, but preserve existing w (specular power).
|
|
pImpl->constants.specularColorAndPower = XMVectorSelect(pImpl->constants.specularColorAndPower, value, g_XMSelect1110);
|
|
|
|
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
|
|
}
|
|
|
|
|
|
void NormalMapEffect::SetSpecularPower(float value)
|
|
{
|
|
// Set w to new value, but preserve existing xyz (specular color).
|
|
pImpl->constants.specularColorAndPower = XMVectorSetW(pImpl->constants.specularColorAndPower, value);
|
|
|
|
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
|
|
}
|
|
|
|
|
|
void NormalMapEffect::DisableSpecular()
|
|
{
|
|
// Set specular color to black, power to 1
|
|
// Note: Don't use a power of 0 or the shader will generate strange highlights on non-specular materials
|
|
|
|
pImpl->constants.specularColorAndPower = g_XMIdentityR3;
|
|
|
|
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
|
|
}
|
|
|
|
|
|
void NormalMapEffect::SetAlpha(float value)
|
|
{
|
|
pImpl->lights.alpha = value;
|
|
|
|
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
|
|
}
|
|
|
|
|
|
void XM_CALLCONV NormalMapEffect::SetColorAndAlpha(FXMVECTOR value)
|
|
{
|
|
pImpl->lights.diffuseColor = value;
|
|
pImpl->lights.alpha = XMVectorGetW(value);
|
|
|
|
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
|
|
}
|
|
|
|
|
|
// Light settings
|
|
void XM_CALLCONV NormalMapEffect::SetAmbientLightColor(FXMVECTOR value)
|
|
{
|
|
pImpl->lights.ambientLightColor = value;
|
|
|
|
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
|
|
}
|
|
|
|
|
|
void NormalMapEffect::SetLightEnabled(int whichLight, bool value)
|
|
{
|
|
pImpl->dirtyFlags |= pImpl->lights.SetLightEnabled(whichLight, value, pImpl->constants.lightDiffuseColor, pImpl->constants.lightSpecularColor);
|
|
}
|
|
|
|
|
|
void XM_CALLCONV NormalMapEffect::SetLightDirection(int whichLight, FXMVECTOR value)
|
|
{
|
|
EffectLights::ValidateLightIndex(whichLight);
|
|
|
|
pImpl->constants.lightDirection[whichLight] = value;
|
|
|
|
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
|
|
}
|
|
|
|
|
|
void XM_CALLCONV NormalMapEffect::SetLightDiffuseColor(int whichLight, FXMVECTOR value)
|
|
{
|
|
pImpl->dirtyFlags |= pImpl->lights.SetLightDiffuseColor(whichLight, value, pImpl->constants.lightDiffuseColor);
|
|
}
|
|
|
|
|
|
void XM_CALLCONV NormalMapEffect::SetLightSpecularColor(int whichLight, FXMVECTOR value)
|
|
{
|
|
pImpl->dirtyFlags |= pImpl->lights.SetLightSpecularColor(whichLight, value, pImpl->constants.lightSpecularColor);
|
|
}
|
|
|
|
|
|
void NormalMapEffect::EnableDefaultLighting()
|
|
{
|
|
EffectLights::EnableDefaultLighting(this);
|
|
}
|
|
|
|
|
|
// Fog settings.
|
|
void NormalMapEffect::SetFogStart(float value)
|
|
{
|
|
pImpl->fog.start = value;
|
|
|
|
pImpl->dirtyFlags |= EffectDirtyFlags::FogVector;
|
|
}
|
|
|
|
|
|
void NormalMapEffect::SetFogEnd(float value)
|
|
{
|
|
pImpl->fog.end = value;
|
|
|
|
pImpl->dirtyFlags |= EffectDirtyFlags::FogVector;
|
|
}
|
|
|
|
|
|
void XM_CALLCONV NormalMapEffect::SetFogColor(FXMVECTOR value)
|
|
{
|
|
pImpl->constants.fogColor = value;
|
|
|
|
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
|
|
}
|
|
|
|
|
|
// Texture settings.
|
|
void NormalMapEffect::SetTexture(D3D12_GPU_DESCRIPTOR_HANDLE srvDescriptor, D3D12_GPU_DESCRIPTOR_HANDLE samplerDescriptor)
|
|
{
|
|
pImpl->texture = srvDescriptor;
|
|
pImpl->sampler = samplerDescriptor;
|
|
}
|
|
|
|
|
|
void NormalMapEffect::SetNormalTexture(D3D12_GPU_DESCRIPTOR_HANDLE srvDescriptor)
|
|
{
|
|
pImpl->normal = srvDescriptor;
|
|
}
|
|
|
|
|
|
void NormalMapEffect::SetSpecularTexture(D3D12_GPU_DESCRIPTOR_HANDLE srvDescriptor)
|
|
{
|
|
pImpl->specular = srvDescriptor;
|
|
}
|