DirectXTK12/Src/BasicEffect.cpp

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C++

//--------------------------------------------------------------------------------------
// File: BasicEffect.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 BasicEffectConstants
{
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(BasicEffectConstants) % 16 ) == 0, "CB size not padded correctly" );
// Traits type describes our characteristics to the EffectBase template.
struct BasicEffectTraits
{
typedef BasicEffectConstants ConstantBufferType;
static const int VertexShaderCount = 16;
static const int PixelShaderCount = 10;
static const int ShaderPermutationCount = 24;
static const int RootSignatureCount = 2;
};
// Internal BasicEffect implementation class.
class BasicEffect::Impl : public EffectBase<BasicEffectTraits>
{
public:
Impl(_In_ ID3D12Device* device, int effectFlags, const EffectPipelineStateDescription& pipelineDescription);
enum RootParameterIndex
{
ConstantBuffer,
TextureSRV,
TextureSampler,
RootParameterCount
};
bool lightingEnabled;
bool textureEnabled;
D3D12_GPU_DESCRIPTOR_HANDLE texture;
D3D12_GPU_DESCRIPTOR_HANDLE sampler;
EffectLights lights;
int GetPipelineStatePermutation(bool preferPerPixelLighting, bool vertexColorEnabled) const;
void Apply(_In_ ID3D12GraphicsCommandList* commandList);
};
// Include the precompiled shader code.
namespace
{
#if defined(_XBOX_ONE) && defined(_TITLE)
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasic.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicNoFog.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicVc.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicVcNoFog.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicTx.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicTxNoFog.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicTxVc.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicTxVcNoFog.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicVertexLighting.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicVertexLightingVc.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicVertexLightingTx.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicVertexLightingTxVc.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicPixelLighting.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicPixelLightingVc.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicPixelLightingTx.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_VSBasicPixelLightingTxVc.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasic.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasicNoFog.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasicTx.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasicTxNoFog.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasicVertexLighting.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasicVertexLightingNoFog.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasicVertexLightingTx.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasicVertexLightingTxNoFog.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasicPixelLighting.inc"
#include "Shaders/Compiled/XboxOneBasicEffect_PSBasicPixelLightingTx.inc"
#else
#include "Shaders/Compiled/BasicEffect_VSBasic.inc"
#include "Shaders/Compiled/BasicEffect_VSBasicNoFog.inc"
#include "Shaders/Compiled/BasicEffect_VSBasicVc.inc"
#include "Shaders/Compiled/BasicEffect_VSBasicVcNoFog.inc"
#include "Shaders/Compiled/BasicEffect_VSBasicTx.inc"
#include "Shaders/Compiled/BasicEffect_VSBasicTxNoFog.inc"
#include "Shaders/Compiled/BasicEffect_VSBasicTxVc.inc"
#include "Shaders/Compiled/BasicEffect_VSBasicTxVcNoFog.inc"
#include "Shaders/Compiled/BasicEffect_VSBasicVertexLighting.inc"
#include "Shaders/Compiled/BasicEffect_VSBasicVertexLightingVc.inc"
#include "Shaders/Compiled/BasicEffect_VSBasicVertexLightingTx.inc"
#include "Shaders/Compiled/BasicEffect_VSBasicVertexLightingTxVc.inc"
#include "Shaders/Compiled/BasicEffect_VSBasicPixelLighting.inc"
#include "Shaders/Compiled/BasicEffect_VSBasicPixelLightingVc.inc"
#include "Shaders/Compiled/BasicEffect_VSBasicPixelLightingTx.inc"
#include "Shaders/Compiled/BasicEffect_VSBasicPixelLightingTxVc.inc"
#include "Shaders/Compiled/BasicEffect_PSBasic.inc"
#include "Shaders/Compiled/BasicEffect_PSBasicNoFog.inc"
#include "Shaders/Compiled/BasicEffect_PSBasicTx.inc"
#include "Shaders/Compiled/BasicEffect_PSBasicTxNoFog.inc"
#include "Shaders/Compiled/BasicEffect_PSBasicVertexLighting.inc"
#include "Shaders/Compiled/BasicEffect_PSBasicVertexLightingNoFog.inc"
#include "Shaders/Compiled/BasicEffect_PSBasicVertexLightingTx.inc"
#include "Shaders/Compiled/BasicEffect_PSBasicVertexLightingTxNoFog.inc"
#include "Shaders/Compiled/BasicEffect_PSBasicPixelLighting.inc"
#include "Shaders/Compiled/BasicEffect_PSBasicPixelLightingTx.inc"
#endif
}
const D3D12_SHADER_BYTECODE EffectBase<BasicEffectTraits>::VertexShaderBytecode[] =
{
{ BasicEffect_VSBasic, sizeof(BasicEffect_VSBasic) },
{ BasicEffect_VSBasicNoFog, sizeof(BasicEffect_VSBasicNoFog) },
{ BasicEffect_VSBasicVc, sizeof(BasicEffect_VSBasicVc) },
{ BasicEffect_VSBasicVcNoFog, sizeof(BasicEffect_VSBasicVcNoFog) },
{ BasicEffect_VSBasicTx, sizeof(BasicEffect_VSBasicTx) },
{ BasicEffect_VSBasicTxNoFog, sizeof(BasicEffect_VSBasicTxNoFog) },
{ BasicEffect_VSBasicTxVc, sizeof(BasicEffect_VSBasicTxVc) },
{ BasicEffect_VSBasicTxVcNoFog, sizeof(BasicEffect_VSBasicTxVcNoFog) },
{ BasicEffect_VSBasicVertexLighting, sizeof(BasicEffect_VSBasicVertexLighting) },
{ BasicEffect_VSBasicVertexLightingVc, sizeof(BasicEffect_VSBasicVertexLightingVc) },
{ BasicEffect_VSBasicVertexLightingTx, sizeof(BasicEffect_VSBasicVertexLightingTx) },
{ BasicEffect_VSBasicVertexLightingTxVc, sizeof(BasicEffect_VSBasicVertexLightingTxVc) },
{ BasicEffect_VSBasicPixelLighting, sizeof(BasicEffect_VSBasicPixelLighting) },
{ BasicEffect_VSBasicPixelLightingVc, sizeof(BasicEffect_VSBasicPixelLightingVc) },
{ BasicEffect_VSBasicPixelLightingTx, sizeof(BasicEffect_VSBasicPixelLightingTx) },
{ BasicEffect_VSBasicPixelLightingTxVc, sizeof(BasicEffect_VSBasicPixelLightingTxVc) },
};
const int EffectBase<BasicEffectTraits>::VertexShaderIndices[] =
{
0, // basic
1, // no fog
2, // vertex color
3, // vertex color, no fog
4, // texture
5, // texture, no fog
6, // texture + vertex color
7, // texture + vertex color, no fog
8, // vertex lighting
8, // vertex lighting, no fog
9, // vertex lighting + vertex color
9, // vertex lighting + vertex color, no fog
10, // vertex lighting + texture
10, // vertex lighting + texture, no fog
11, // vertex lighting + texture + vertex color
11, // vertex lighting + texture + vertex color, no fog
12, // pixel lighting
12, // pixel lighting, no fog
13, // pixel lighting + vertex color
13, // pixel lighting + vertex color, no fog
14, // pixel lighting + texture
14, // pixel lighting + texture, no fog
15, // pixel lighting + texture + vertex color
15, // pixel lighting + texture + vertex color, no fog
};
const D3D12_SHADER_BYTECODE EffectBase<BasicEffectTraits>::PixelShaderBytecode[] =
{
{ BasicEffect_PSBasic, sizeof(BasicEffect_PSBasic) },
{ BasicEffect_PSBasicNoFog, sizeof(BasicEffect_PSBasicNoFog) },
{ BasicEffect_PSBasicTx, sizeof(BasicEffect_PSBasicTx) },
{ BasicEffect_PSBasicTxNoFog, sizeof(BasicEffect_PSBasicTxNoFog) },
{ BasicEffect_PSBasicVertexLighting, sizeof(BasicEffect_PSBasicVertexLighting) },
{ BasicEffect_PSBasicVertexLightingNoFog, sizeof(BasicEffect_PSBasicVertexLightingNoFog) },
{ BasicEffect_PSBasicVertexLightingTx, sizeof(BasicEffect_PSBasicVertexLightingTx) },
{ BasicEffect_PSBasicVertexLightingTxNoFog, sizeof(BasicEffect_PSBasicVertexLightingTxNoFog) },
{ BasicEffect_PSBasicPixelLighting, sizeof(BasicEffect_PSBasicPixelLighting) },
{ BasicEffect_PSBasicPixelLightingTx, sizeof(BasicEffect_PSBasicPixelLightingTx) },
};
const int EffectBase<BasicEffectTraits>::PixelShaderIndices[] =
{
0, // basic
1, // no fog
0, // vertex color
1, // vertex color, no fog
2, // texture
3, // texture, no fog
2, // texture + vertex color
3, // texture + vertex color, no fog
4, // vertex lighting
5, // vertex lighting, no fog
4, // vertex lighting + vertex color
5, // vertex lighting + vertex color, no fog
6, // vertex lighting + texture
7, // vertex lighting + texture, no fog
6, // vertex lighting + texture + vertex color
7, // vertex lighting + texture + vertex color, no fog
8, // pixel lighting
8, // pixel lighting, no fog
8, // pixel lighting + vertex color
8, // pixel lighting + vertex color, no fog
9, // pixel lighting + texture
9, // pixel lighting + texture, no fog
9, // pixel lighting + texture + vertex color
9, // pixel lighting + texture + vertex color, no fog
};
// Global pool of per-device BasicEffect resources.
SharedResourcePool<ID3D12Device*, EffectBase<BasicEffectTraits>::DeviceResources> EffectBase<BasicEffectTraits>::deviceResourcesPool;
// Constructor.
BasicEffect::Impl::Impl(_In_ ID3D12Device* device, int effectFlags, const EffectPipelineStateDescription& pipelineDescription)
: EffectBase(device),
texture{},
sampler{}
{
static_assert( _countof(EffectBase<BasicEffectTraits>::VertexShaderIndices) == BasicEffectTraits::ShaderPermutationCount, "array/max mismatch" );
static_assert( _countof(EffectBase<BasicEffectTraits>::VertexShaderBytecode) == BasicEffectTraits::VertexShaderCount, "array/max mismatch" );
static_assert( _countof(EffectBase<BasicEffectTraits>::PixelShaderBytecode) == BasicEffectTraits::PixelShaderCount, "array/max mismatch" );
static_assert( _countof(EffectBase<BasicEffectTraits>::PixelShaderIndices) == BasicEffectTraits::ShaderPermutationCount, "array/max mismatch" );
lights.InitializeConstants(constants.specularColorAndPower, constants.lightDirection, constants.lightDiffuseColor, constants.lightSpecularColor);
fog.enabled = (effectFlags & EffectFlags::Fog) != 0;
lightingEnabled = (effectFlags & EffectFlags::Lighting) != 0;
textureEnabled = (effectFlags & EffectFlags::Texture) != 0;
// 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;
// Create root parameters and initialize first (constants)
CD3DX12_ROOT_PARAMETER rootParameters[RootParameterIndex::RootParameterCount];
rootParameters[RootParameterIndex::ConstantBuffer].InitAsConstantBufferView(0, 0, D3D12_SHADER_VISIBILITY_ALL);
// Root paramteer descriptor - conditionally initialized
CD3DX12_ROOT_SIGNATURE_DESC rsigDesc = {};
if (textureEnabled)
{
// Include texture and srv
CD3DX12_DESCRIPTOR_RANGE textureSRV(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0);
CD3DX12_DESCRIPTOR_RANGE textureSampler(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 0);
rootParameters[RootParameterIndex::TextureSRV].InitAsDescriptorTable(1, &textureSRV);
rootParameters[RootParameterIndex::TextureSampler].InitAsDescriptorTable(1, &textureSampler);
// use all parameters
rsigDesc.Init(_countof(rootParameters), rootParameters, 0, nullptr, rootSignatureFlags);
mRootSignature = GetRootSignature(1, rsigDesc);
}
else
{
// only use constant
rsigDesc.Init(1, rootParameters, 0, nullptr, rootSignatureFlags);
mRootSignature = GetRootSignature(0, rsigDesc);
}
}
assert(mRootSignature != 0);
// Create pipeline state
int sp = GetPipelineStatePermutation(
(effectFlags & EffectFlags::PerPixelLightingBit) != 0,
(effectFlags & EffectFlags::VertexColor) != 0);
assert(sp >= 0 && sp < BasicEffectTraits::ShaderPermutationCount);
int vi = EffectBase<BasicEffectTraits>::VertexShaderIndices[sp];
assert(vi >= 0 && vi < BasicEffectTraits::VertexShaderCount);
int pi = EffectBase<BasicEffectTraits>::PixelShaderIndices[sp];
assert(pi >= 0 && pi < BasicEffectTraits::PixelShaderCount);
pipelineDescription.CreatePipelineState(
device,
mRootSignature,
EffectBase<BasicEffectTraits>::VertexShaderBytecode[vi],
EffectBase<BasicEffectTraits>::PixelShaderBytecode[pi],
mPipelineState.ReleaseAndGetAddressOf());
SetDebugObjectName(mPipelineState.Get(), L"BasicEffect");
}
int BasicEffect::Impl::GetPipelineStatePermutation(bool preferPerPixelLighting, 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;
}
// Support texturing?
if (textureEnabled)
{
permutation += 4;
}
if (lightingEnabled)
{
if (preferPerPixelLighting)
{
// Do lighting in the pixel shader.
permutation += 16;
}
else
{
permutation += 8;
}
}
return permutation;
}
// Sets our state onto the D3D device.
void BasicEffect::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, lightingEnabled);
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 (textureEnabled)
{
if (!texture.ptr || !sampler.ptr)
{
DebugTrace("ERROR: Missing texture or sampler for BasicEffect (texture %llu, sampler %llu)\n", texture.ptr, sampler.ptr);
throw std::exception("BasicEffect");
}
commandList->SetGraphicsRootDescriptorTable(RootParameterIndex::TextureSRV, texture);
commandList->SetGraphicsRootDescriptorTable(RootParameterIndex::TextureSampler, sampler);
}
// Set constants
commandList->SetGraphicsRootConstantBufferView(RootParameterIndex::ConstantBuffer, GetConstantBufferGpuAddress());
// Set the pipeline state
commandList->SetPipelineState(EffectBase::mPipelineState.Get());
}
// Public constructor.
BasicEffect::BasicEffect(_In_ ID3D12Device* device, int effectFlags, const EffectPipelineStateDescription& pipelineDescription)
: pImpl(new Impl(device, effectFlags, pipelineDescription))
{
}
// Move constructor.
BasicEffect::BasicEffect(BasicEffect&& moveFrom)
: pImpl(std::move(moveFrom.pImpl))
{
}
// Move assignment.
BasicEffect& BasicEffect::operator= (BasicEffect&& moveFrom)
{
pImpl = std::move(moveFrom.pImpl);
return *this;
}
// Public destructor.
BasicEffect::~BasicEffect()
{
}
// IEffect methods
void BasicEffect::Apply(_In_ ID3D12GraphicsCommandList* commandList)
{
pImpl->Apply(commandList);
}
// Camera settings
void XM_CALLCONV BasicEffect::SetWorld(FXMMATRIX value)
{
pImpl->matrices.world = value;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::WorldInverseTranspose | EffectDirtyFlags::FogVector;
}
void XM_CALLCONV BasicEffect::SetView(FXMMATRIX value)
{
pImpl->matrices.view = value;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::EyePosition | EffectDirtyFlags::FogVector;
}
void XM_CALLCONV BasicEffect::SetProjection(FXMMATRIX value)
{
pImpl->matrices.projection = value;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj;
}
void XM_CALLCONV BasicEffect::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 BasicEffect::SetDiffuseColor(FXMVECTOR value)
{
pImpl->lights.diffuseColor = value;
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
void XM_CALLCONV BasicEffect::SetEmissiveColor(FXMVECTOR value)
{
pImpl->lights.emissiveColor = value;
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
void XM_CALLCONV BasicEffect::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 BasicEffect::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 BasicEffect::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 BasicEffect::SetAlpha(float value)
{
pImpl->lights.alpha = value;
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
void XM_CALLCONV BasicEffect::SetColorAndAlpha(FXMVECTOR value)
{
pImpl->lights.diffuseColor = value;
pImpl->lights.alpha = XMVectorGetW(value);
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
// Light settings
void XM_CALLCONV BasicEffect::SetAmbientLightColor(FXMVECTOR value)
{
pImpl->lights.ambientLightColor = value;
pImpl->dirtyFlags |= EffectDirtyFlags::MaterialColor;
}
void BasicEffect::SetLightEnabled(int whichLight, bool value)
{
pImpl->dirtyFlags |= pImpl->lights.SetLightEnabled(whichLight, value, pImpl->constants.lightDiffuseColor, pImpl->constants.lightSpecularColor);
}
void XM_CALLCONV BasicEffect::SetLightDirection(int whichLight, FXMVECTOR value)
{
EffectLights::ValidateLightIndex(whichLight);
pImpl->constants.lightDirection[whichLight] = value;
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
}
void XM_CALLCONV BasicEffect::SetLightDiffuseColor(int whichLight, FXMVECTOR value)
{
pImpl->dirtyFlags |= pImpl->lights.SetLightDiffuseColor(whichLight, value, pImpl->constants.lightDiffuseColor);
}
void XM_CALLCONV BasicEffect::SetLightSpecularColor(int whichLight, FXMVECTOR value)
{
pImpl->dirtyFlags |= pImpl->lights.SetLightSpecularColor(whichLight, value, pImpl->constants.lightSpecularColor);
}
void BasicEffect::EnableDefaultLighting()
{
EffectLights::EnableDefaultLighting(this);
}
// Fog settings.
void BasicEffect::SetFogStart(float value)
{
pImpl->fog.start = value;
pImpl->dirtyFlags |= EffectDirtyFlags::FogVector;
}
void BasicEffect::SetFogEnd(float value)
{
pImpl->fog.end = value;
pImpl->dirtyFlags |= EffectDirtyFlags::FogVector;
}
void XM_CALLCONV BasicEffect::SetFogColor(FXMVECTOR value)
{
pImpl->constants.fogColor = value;
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
}
// Texture settings.
void BasicEffect::SetTexture(D3D12_GPU_DESCRIPTOR_HANDLE srvDescriptor, D3D12_GPU_DESCRIPTOR_HANDLE samplerDescriptor)
{
pImpl->texture = srvDescriptor;
pImpl->sampler = samplerDescriptor;
}