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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 11 device.
std::unique_ptr<NormalMapEffect> effect;
effect = std::make_unique<NormalMapEffect>(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
NormalMapEffect supports IEffect, IEffectMatrices, IEffectLights, and IEffectFog
This effect requires SV_Position, NORMAL, TEXCOORD0, and TANGENT. If per-vertex colors are enabled, it also requires COLOR.
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SetDiffuseColor: Sets the diffuse color of the effect. Defaults to white (1,1,1). Alpha channel (.w component) is ignored.
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SetEmissiveColor: Sets the emissive color of the effect. Defaults to black (0,0,0).
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SetSpecularColor: Sets the specular color of the effect. Defaults to white (1,1,1).
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SetSpecularPower: Sets the specular power of the effect. Defaults to 16. Settings power to 0 can cause strange rendering artifacts.
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DisableSpecular: Disables the specular lighting for the effect. Sets the color to black (0,0,0) and power to 1.
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SetAlpha: Sets the alpha (transparency) of the effect. Defaults to 1 (fully opaque).
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SetColorAndAlpha: Sets the diffuse color of the effect and the alpha (transparency).
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SetVertexColorEnabled: Enables per-vertex color. Defaults to false. Modifying this setting requires recreating associated input layouts, and enabling it requires
COLOR. -
SetTexture: Associates a texture shader resource view with the effect for the diffuse texture. Can be set to nullptr to remove a reference.
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SetNormalTexture: Associates a texture shader resource view with the effect for the normal map texture. Can be set to nullptr to remove a reference.
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SetSpecularTexture: Associates a texture shader resource view with the effect for the specular texture. Can be set to nullptr.
This effect always performs per-pixel lighting. Calls to SetLightingEnabled(false); will generate a C++ exception, and calls to SetPerPixelLighting are ignored.
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 8.1 Store apps
- Windows desktop apps
- Windows 7 Service Pack 1
- Windows Vista Service Pack 2 with KB971644
- Windows phone 8.1
- Xbox One
- Visual Studio 2015
- Visual Studio 2013
- Xbox One XDK