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DebugEffect
DirectXTK | Effects |
---|
This effect provides a way to visualize normals, tangents, and binormals/bitangents for debugging purposes. This effect also supports GPU instancing.
See also Effects
Related tutorials: Using advanced shaders, Multistream rendering and instancing
classDiagram
class Mode{
<<enumeration>>
Mode_Default
Mode_Normals
Mode_Tangents
Mode_BiTangents
}
class EffectFlags{
<<enumeration>>
VertexColor
BiasedVertexNormals
Instancing
}
class IEffect{
<<Interface>>
+Apply()
}
class IEffectMatrices{
<<Interface>>
+SetWorld()
+SetView()
+SetProjection()
+SetMatrices()
}
class DebugEffect{
+SetHemisphericalAmbientColor()
+SetAlpha()
}
DebugEffect .. Mode
DebugEffect .. EffectFlags
DebugEffect --|> IEffect
DebugEffect --|> IEffectMatrices
#include <Effects.h>
Construction requires a Direct3D 12 device, optional effect flags, and state description:
std::unique_ptr<Debugffect> effect;
RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(),
m_deviceResources->GetDepthBufferFormat());
EffectPipelineStateDescription pd(
&InputLayout,
CommonStates::Opaque,
CommonStates::DepthDefault,
CommonStates::CullCounterClockwise,
rtState);
effect = std::make_unique<DebugEffect>(device, EffectFlags::None, pd);
For exception safety, it is recommended you make use of the C++ RAII pattern and use a std::unique_ptr
or std::shared_ptr
The constructor takes an additional defaulted parameter which controls the specific debug shader to use:
Mode_Default | Hemispherical ambient lighting |
Mode_Normals | RGB normals |
Mode_Tangents | RGB tangents |
Mode_BiTangents | RGB bi-tangents (a.k.a. binormals) |
DebugEffect(ID3D12Device* device, int effectFlags,
const EffectPipelineStateDescription& pipelineDescription,
Mode debugMode = Mode_Default);
PBREffect supports IEffect and IEffectMatrices.
This effect requires SV_Position
, NORMAL
, and TEXCOORD0
. If per-vertex colors are enabled (EffectFlags::VertexColor
), it also requires COLOR
.
If instancing is enabled (EffectFlags::Instancing
), this effect also requires these vertex elements:
"InstMatrix", 0, DXGI_FORMAT_R32G32B32A32_FLOAT
"InstMatrix", 1, DXGI_FORMAT_R32G32B32A32_FLOAT
"InstMatrix", 2, DXGI_FORMAT_R32G32B32A32_FLOAT
-
SetAlpha: Sets the alpha (transparency) of the effect. Defaults to 1 (fully opaque).
-
SetHemisphericalAmbientColor: The default mode uses a simple hemispherical ambient lighting so you can see the object with some 3D clues regardless of overall scene lighting. It defaults to using White to Black. This property can set different upper/lower colors.
The EffectFlags::BiasedVertexNormals
is supported by this effect. This flag should be used if the vertex data contains normals encoded as biased data such as DXGI_FORMAT_R10G10B10A2_UNORM
.
EffectFlags::Fog
is not supported by this effect.
Christian Schüler, "Normal Mapping without Precomputed Tangents", ShaderX 5, Chapter 2.6, pp. 131 – 140 and this blog post
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
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- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- MinGW 12.2, 13.2
- CMake 3.20