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This is a native Direct3D 11 implementation of the built-in BasicEffect from XNA Game Studio 4 (Microsoft.Xna.Framework.Graphics.BasicEffect) which supports texture mapping, vertex coloring, directional vertex lighting, directional per-pixel lighting, and fog.
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). This value is also used for binning opaque vs. transparent geometry.
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. Can optionally include an alpha channel as well.
SetBiasedVertexNormals: Enables support for compressed vertex normals which require *2 - 1 biasing at runtime such as DXGI_FORMAT_R10G10B10A2_UNORM.
Exceptions
The ctor can throw std::bad_alloc.
The methods SetLightEnabled, SetLightDirection, SetLightDiffuseColor, and SetLightSpecularColor can throw std::invalid_argument.
The other property methods of this implementation do not throw C++ exceptions.
Remarks
This effect implements the classic diffuse Lambertian shading with Phong specular highlights lighting model.