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IEffectLights
DirectXTK | Effects |
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This abstract interface controls directional lighting. Settings for this interface can influence the choice of shader permutation and input layout signature. This interface is implemented by BasicEffect, DGSLEffect, EnvironmentMapEffect, NormalMapEffect, PBREffect, and SkinningEffect.
Effects that implement this interface require NORMAL
semantic data in the vertex input layout.
There are two methods used in DirectX Tool Kit. For simple cases, just maintain a reference directly to the desired effect class:
std::shared_ptr<BasicEffect> effect;
...
effect->SetLightingEnabled(true);
effect->SetLightEnabled( 0, true );
static const XMVECTORF32 light { 0.f, -1.f, 0.f, 0.f };
effect->SetLightDirection( 0, light );
For more general cases where a number of effect classes can be in use (such as Model which uses a mix of BasicEffect, DualTextureEffect, SkinnedEffect, and/or DGSLEffect), use Run-Time Type Information (RTTI) to obtain the interface.
std::shared_ptr<IEffect> effect;
...
auto ilights = dynamic_cast<IEffectLights*>( effect.get() );
if ( ilights )
{
ilights->SetLightEnabled( 0, true );
static const XMVECTORF32 light { 0.f, -1.f, 0.f, 0.f };
ilights->SetLightDirection( 0, light );
}
The IEffectLights
interface supports 1, 2, or 3 directional lights (MaxDirectionalLights is 3) with an ambient light setting. The lights support both diffuse and specular color, and some effects support per-pixel lighting.
The direction vector for the light is assumed to be normalized, and is pointing towards the objects it lights.
The default lighting set by EnableDefaultLighting consist of three lights:
- Ambient: (0.05333332, 0.09882354, 0.1819608)
- Light 0: Direction (-0.5265408, -0.5735765, -0.6275069), Diffuse (1, 0.9607844, 0.8078432), Specular (1, 0.9607844, 0.8078432)
- Light 1: Direction (0.7198464, 0.3420201, 0.6040227), Diffuse (0.9647059, 0.7607844, 0.4078432), Specular (0, 0, 0)
- Light 2: Direction (0.4545195, -0.7660444, 0.4545195), Diffuse (0.3231373, 0.3607844, 0.3937255), Specular (0.3231373, 0.3607844, 0.3937255).
These built-in effects do not support this interface.
Supports up to 3 directional lights with vertex or per-pixel lighting, optionally using per-vertex colors. Materials definitions include diffuse color, specular color, specular power, and emissive color. Light definitions include ambient color, diffuse color, specular color, and specular power. Note that the standard lighting model does not include an ambient material color.
DGSL shaders always use per-pixel lighting, so the SetPerPixelLighting method is not supported for this effect. Any calls to SetPerPixelLighting through the base interface are ignored. DGSL materials include ambient color, diffuse color, specular color, and specular power. DGSL light definitions include ambient color, diffuse color, specular color, and specular power.
The number of valid lights is determined by the implementation of the DGSL pixel shader, so calls to SetLightingEnabled may have no effect. DGSL defines up to 4 directional lights (DGSLEffect::MaxDirectionalLights
is 4). The built-in implementation of the default material "Lambert" supports up to 4 directional lights, while the built-in default material "Phong" supports only 3 directional lights in order to support Feature Level 9.1.
This effect always implements lighting with 3 directional lights using the cubemap and specular factor for specular highlights, so the SetLightingEnabled and SetLightSpecularColor methods are not supported for this effect. Calling SetLightingEnabled(false)
through the base interface will generate an exception, and calls to SetLightSpecularColor
are ignored.
This effect always implements per-pixel lighting with 3 directional lights, so the SetLightingEnabled and SetPerPixelLighting methods are not supported for this effect. Calling SetLightingEnabled(false)
through the base interface will generate an exception, and calls to SetPerPixelLighting
are ignored.
This effect always implements per-pixel lighting, and implements up to three directional lights combined with Imaged-Based Lighting (IBL). The SetLightingEnabled, SetPerPixelLighting, SetAmbientLightColor, SetLightSpecularColor methods are not supported for this effect.
This shader always implements lighting with 3 directional lights, so the SetLightingEnabled method is not supported for this effect. Calling SetLightingEnabled(false)
through the base interface will generate an exception.
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 - v18
- MinGW 12.2, 13.2
- CMake 3.20