SOL9 2.0 Class: Direct3DX11EffectModel
|
Source code
/******************************************************************************
*
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions, and the following disclaimer.
*
* 2. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*
* Direct3DX11EffectModel.h
*
*****************************************************************************/
// 2015/11/20 This is a very simple effect color and light model class based on Direct3DX11Effect.
// 2015/11/24 Updated to be able XmNrenderTechnique and XmNrenderLightTechnique.
#pragma once
#include <sol/direct3d11/Direct3DX11Effect.h>
#include <sol/direct3d11/Direct3DX11EffectTechnique.h>
#include <sol/direct3d11/Direct3DX11EffectMatrixVariable.h>
#include <sol/direct3d11/Direct3DX11EffectVectorVariable.h>
#include <sol/direct3d11/Direct3DX11EffectShaderResourceVariable.h>
#include <sol/direct3d11/Direct3DX11EffectScalarVariable.h>
namespace SOL {
class Direct3DX11EffectModel : public Direct3DX11Effect {
private:
Direct3DX11EffectTechnique* effectTechnique; // This may be used to refer technique10 Render { }
Direct3DX11EffectTechnique* renderTechnique; // To refer technique10 Render { }
Direct3DX11EffectTechnique* renderLightTechnique; // To refer technique10 RenderLight { }
Direct3DX11EffectMatrixVariable* viewMatrix;
Direct3DX11EffectMatrixVariable* worldMatrix;
Direct3DX11EffectMatrixVariable* projectionMatrix;
Direct3DX11EffectShaderResourceVariable* shaderTexture;
Direct3DX11EffectVectorVariable* lightDirection;
Direct3DX11EffectVectorVariable* lightColor;
Direct3DX11EffectVectorVariable* outputColor;
Direct3DX11EffectVectorVariable* ambientColor;
Direct3DX11EffectVectorVariable* diffuseColor;
Direct3DX11EffectVectorVariable* cameraPosition;
Direct3DX11EffectVectorVariable* specularColor;
Direct3DX11EffectScalarVariable* specularPower;
public:
//Constructor
Direct3DX11EffectModel(ID3D11Device* device,
const TCHAR* filename,
Args& args)
:Direct3DX11Effect( device, filename),
effectTechnique(NULL),
viewMatrix(NULL),
worldMatrix(NULL),
projectionMatrix(NULL),
shaderTexture(NULL),
lightDirection(NULL),
lightColor(NULL),
outputColor(NULL),
ambientColor(NULL),
diffuseColor(NULL),
cameraPosition(NULL),
specularColor(NULL),
specularPower(NULL)
{
try {
{
const char* name = (const char*)args.get(XmNtechnique);
if (name && strlen(name) ) {
effectTechnique = new Direct3DX11EffectTechnique( this -> getTechniqueByName(name) );
}
}
{
//2015/11/24
const char* name = (const char*)args.get(XmNrenderTechnique);
if (name && strlen(name) ) {
renderTechnique = new Direct3DX11EffectTechnique( this -> getTechniqueByName(name) );
}
}
{
//2015/11/24
const char* name = (const char*)args.get(XmNrenderLightTechnique);
if (name && strlen(name) ) {
renderLightTechnique = new Direct3DX11EffectTechnique( this -> getTechniqueByName(name) );
}
}
{
const char* name = (const char*)args.get(XmNview);
if (name && strlen(name) ) {
viewMatrix = new Direct3DX11EffectMatrixVariable(this->getVariableByName( name )->AsMatrix() );
}
}
{
const char* name = (const char*)args.get(XmNprojection);
if (name && strlen(name)) {
projectionMatrix = new Direct3DX11EffectMatrixVariable(this->getVariableByName(name)->AsMatrix());
}
}
{
const char* name = (const char*)args.get(XmNworld);
if (name && strlen(name)) {
worldMatrix = new Direct3DX11EffectMatrixVariable(this->getVariableByName(name)->AsMatrix());
}
}
{
const char* name = (const char*)args.get(XmNshaderTexture);
if (name && strlen(name) ) {
shaderTexture = new Direct3DX11EffectShaderResourceVariable( this -> getVariableByName(name) -> AsShaderResource() );
}
}
{
const char* name = (const char*)args.get(XmNlightDirection);
if (name && strlen(name) ) {
lightDirection = new Direct3DX11EffectVectorVariable(this->getVariableByName( name )->AsVector() );
}
}
{
const char* name = (const char*)args.get(XmNlightColor);
if (name && strlen(name) ) {
lightColor = new Direct3DX11EffectVectorVariable(this->getVariableByName( name )->AsVector() );
}
}
{
const char* name = (const char*)args.get(XmNoutputColor);
if (name && strlen(name) ) {
outputColor = new Direct3DX11EffectVectorVariable(this->getVariableByName( name )->AsVector() );
}
}
{
const char* name = (const char*)args.get(XmNambientColor);
if (name && strlen(name)) {
ambientColor = new Direct3DX11EffectVectorVariable(this->getVariableByName(name)->AsVector());
}
}
{
const char* name = (const char*)args.get(XmNdiffuseColor);
if (name && strlen(name)) {
diffuseColor = new Direct3DX11EffectVectorVariable(this->getVariableByName(name)->AsVector());
}
}
{
const char* name = (const char*)args.get(XmNcameraPosition);
if (name && strlen(name)) {
cameraPosition = new Direct3DX11EffectVectorVariable(this->getVariableByName(name)->AsVector());
}
}
{
const char* name = (const char*)args.get(XmNspecularColor);
if (name && strlen(name)) {
specularColor = new Direct3DX11EffectVectorVariable(this->getVariableByName(name)->AsVector());
}
}
{
const char* name = (const char*)args.get(XmNspecularPower);
if (name && strlen(name)) {
specularPower = new Direct3DX11EffectScalarVariable(this->getVariableByName(name)->AsScalar());
}
}
} catch (Exception& ex) {
ex.display();
}
}
~Direct3DX11EffectModel()
{
delete effectTechnique;
delete renderTechnique;
delete renderLightTechnique;
delete viewMatrix;
delete worldMatrix;
delete projectionMatrix;
delete shaderTexture;
delete lightDirection;
delete lightColor;
delete outputColor;
delete ambientColor;
delete diffuseColor;
delete cameraPosition;
delete specularColor;
delete specularPower;
}
Direct3DX11EffectTechnique* getTechnique()
{
return effectTechnique;
}
//2015/11/24
Direct3DX11EffectTechnique* getRenderTechnique()
{
return renderTechnique;
}
//2015/11/24
Direct3DX11EffectTechnique* getRenderLightTechnique()
{
return renderLightTechnique;
}
Direct3DX11EffectMatrixVariable* getView()
{
return viewMatrix;
}
Direct3DX11EffectMatrixVariable* getWorld()
{
return worldMatrix;
}
Direct3DX11EffectMatrixVariable* getProjection()
{
return projectionMatrix;
}
void setWorld(XMFLOAT4X4* world) //XMMATRIX* world)
{
if (worldMatrix) {
worldMatrix -> setMatrix((float*)world);
}
}
void setView(XMFLOAT4X4* view) //XMMATRIX* view)
{
if (viewMatrix) {
viewMatrix -> setMatrix((float*)view);
}
}
void setProjection(XMFLOAT4X4* projection) //XMMATRIX* projection)
{
if (projectionMatrix) {
projectionMatrix -> setMatrix((float*)projection);
}
}
void setWorld(XMMATRIX* world)
{
if (worldMatrix) {
worldMatrix -> setMatrix((float*)world);
}
}
void setView(XMMATRIX* view)
{
if (viewMatrix) {
viewMatrix -> setMatrix((float*)view);
}
}
void setProjection(XMMATRIX* projection)
{
if (projectionMatrix) {
projectionMatrix -> setMatrix((float*)projection);
}
}
Direct3DX11EffectShaderResourceVariable* getShaderTexture()
{
return shaderTexture;
}
Direct3DX11EffectVectorVariable* getLightDirection()
{
return lightDirection;
}
Direct3DX11EffectVectorVariable* getLightColor()
{
return lightColor;
}
//2015/11/25
Direct3DX11EffectVectorVariable* getOutputColor()
{
return outputColor;
}
Direct3DX11EffectVectorVariable* getAmbientColor()
{
return ambientColor;
}
Direct3DX11EffectVectorVariable* getDiffuseColor()
{
return diffuseColor;
}
Direct3DX11EffectVectorVariable* getCameraPosition()
{
return cameraPosition;
}
Direct3DX11EffectVectorVariable* getSpecularColor()
{
return specularColor;
}
Direct3DX11EffectScalarVariable* getSpecularPower()
{
return specularPower;
}
};
}
Last modified: 5 May 2019
Copyright (c) 2009-2019 Antillia.com ALL RIGHTS RESERVED.