-
Notifications
You must be signed in to change notification settings - Fork 525
BasicEffect
This is a native Direct3D 11 implementation of the built-in BasicEffect from XNA Game Studio 4 which supports texture mapping, vertex coloring, directional vertex lighting, directional per-pixel lighting, and fog.
See also Effects
#include <Effects.h>
Construction requires a Direct3D 11 device.
std::unique_ptr<BasicEffect> effect;
effect = std::make_unique<BasicEffect>(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
BasicEffect supports IEffect, IEffectMatrices, IEffectLights, and IEffectFog
This effect requires SV_Position
, NORMAL
if lighting is enabled, COLOR
if per-vertex colors are enabled, and TEXCOORD0
if texturing is enabled.
-
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).
-
SetVertexColorEnabled: Enables per-vertex color. Defaults to false. Modifying this setting requires recreating associated input layouts, and enabling it requires
COLOR
. -
SetTextureEnabled: Enables texturing. Defaults to false. Modifying this setting requires recreating associated input layouts, and enabling it requires
TEXCOORD0
. -
SetTexture: Associates a texture shader resource view with the effect. Can be set to nullptr to remove a reference.
-
SetBiasedVertexNormals: Enables support for compressed vertex normals which require
*2 - 1
biasing at runtime such asDXGI_FORMAT_R10G10B10A2_UNORM
.
Here is an example of creating and using a basic effect instance:
std::unique_ptr<DirectX::BasicEffect> basicEffect;
When creating device-dependent resources:
basicEffect = std::make_unique<BasicEffect>(device);
basicEffect->EnableDefaultLighting();
basicEffect->SetDiffuseColor(Colors::Red);
basicEffect->SetFogColor(Colors::CornflowerBlue);
basicEffect->SetFogStart(fogstart);
basicEffect->SetFogEnd(fogend);
basicEffect->SetTexture( texture.Get() );
When the window size is changed is where you typically set the projection:
basicEffect->SetProjection(projection);
A view matrix is computed based on user input and camera settings:
basicEffect->SetView(view);
Then to render:
basicEffect->SetWorld(world);
basicEffect->Apply(context);
context->OMSetBlendState(states->AlphaBlend(), Colors::White, 0xFFFFFFFF);
context->OMSetDepthStencilState(states->DepthDefault(), 0);
context->RSSetState(states->None());
ID3D11SamplerState* samplers[] = { states->LinearWrap() };
context->PSSetSamplers(0, 1, samplers);
context->IASetVertexBuffers(...);
context->IASetIndexBuffer(...);
context->IASetPrimitiveTopology(...);
context->DrawIndexed(...);
When dealing with lost device:
basicEffect.reset();
BasicEffect optimizations in XNA Game Studio 4.0
BasicEffect: a misnomer?
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 [email protected] with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Xbox One
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v19
- MinGW 12.2, 13.2
- CMake 3.20