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BasicEffect

Chuck Walbourn edited this page Jul 10, 2016 · 31 revisions

This is a native Direct3D 12 implementation of the built-in BasicEffect from XNA Game Studio 4 which supports texture mapping, vertex coloring, directional lighting, and fog.

See also Effects

Header

#include <Effects.h>

Initialization

Construction requires a Direct3D 12 device, optional effect flags, and state description:

std::unique_ptr<BasicEffect> effect;

RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(),
    m_deviceResources->GetDepthBufferFormat());

EffectPipelineStateDescription pd(
    &InputLayout,
    &CommonStates::Opaque,
    &CommonStates::DepthDefault,
    &CommonStates::CullCounterClockwise,
    &rtState);

effect = std::make_unique<BasicEffect>(device, EffectFlags::Lighting, 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

Interfaces

BasicEffect supports IEffect, IEffectMatrices, IEffectLights, and IEffectFog. EffectFlags::Fog is required to enable fogging.

Input layout

This effect requires SV_Position, NORMAL if lighting is enabled (EffectFlags::Lighting or EffectFlags::PerPixelLighting), COLOR if per-vertex colors are enabled (EffectFlags::VertexColor), and TEXCOORD0 if texturing is enabled (EffectFlags::Texture).

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).

  • SetTexture: Associates a texture shader resource view with the effect. Must have used EffectFlags::Texture to enable texturing.

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
  • Xbox One
  • Xbox Series X|S

For Development

  • Visual Studio 2022
  • Visual Studio 2019 (16.11)
  • clang/LLVM v12 - v18
  • MinGW 12.2, 13.2
  • CMake 3.20

Related Projects

DirectX Tool Kit for DirectX 11

DirectXMesh

DirectXTex

DirectXMath

Tools

Test Suite

Model Viewer

Content Exporter

DxCapsViewer

See also

DirectX Landing Page

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