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BasicEffect

Chuck Walbourn edited this page Oct 5, 2016 · 24 revisions

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

Header

#include <Effects.h>

Initialization

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

Interfaces

BasicEffect supports IEffect, IEffectMatrices, IEffectLights, and IEffectFog

Input layout

This effect requires SV_Position, NORMAL if lighting is enabled, COLOR if per-vertex colors are enabled, and TEXCOORD0 if texturing is enabled.

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).

  • 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 as DXGI_FORMAT_R10G10B10A2_UNORM.

Example

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();

Further reading

BasicEffect optimizations in XNA Game Studio 4.0
BasicEffect: a misnomer?

For Use

  • Universal Windows Platform apps
  • Windows desktop apps
  • Windows 11
  • Windows 10
  • Windows 8.1
  • Xbox One

Architecture

  • x86
  • x64
  • ARM64

For Development

  • Visual Studio 2022
  • Visual Studio 2019 (16.11)
  • clang/LLVM v12 - v19
  • MinGW 12.2, 13.2
  • CMake 3.20

Related Projects

DirectX Tool Kit for DirectX 12

DirectXMesh

DirectXTex

DirectXMath

Win2D

Tools

Test Suite

Model Viewer

Content Exporter

DxCapsViewer

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