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XFXFramework/include/Graphics/BasicEffect.h
Halofreak1990 40c4811c04 Got everything to compile again.
Began transforming of current API to represent XNA 4.0, which is cleaner.
Dictionary<TKey, TValue> should now work (sort of-- need to implement resizing and enumerating)
Currently hunting down GraphicsDevice initialization
Up next: (hopefully successful) rendering of primitives
2012-09-28 20:36:02 +00:00

67 lines
1.5 KiB
C++

/********************************************************
* BasicEffect.h *
* *
* XFX::Graphics::BasicEffect definition file *
* Copyright © XFX Team. All Rights Reserved *
********************************************************/
#ifndef _XFX_GRAPHICS_BASICEFFECT_
#define _XFX_GRAPHICS_BASICEFFECT_
#include <Graphics/Effect.h>
namespace XFX
{
struct Matrix;
struct Vector3;
namespace Graphics
{
class DirectionalLight;
class GraphicsDevice;
class Texture2D;
// Contains a basic rendering effect.
class BasicEffect : public Effect
{
private:
int dirtyFlags;
protected:
BasicEffect(BasicEffect const * const cloneSource);
void OnApply();
public:
float Alpha;
Vector3 AmbientLightColor;
Vector3 DiffuseColor;
DirectionalLight* getDirectionalLight0() const;
DirectionalLight* getDirectionalLight1() const;
DirectionalLight* getDirectionalLight2() const;
Vector3 EmissiveColor;
Vector3 FogColor;
bool FogEnabled;
float FogEnd;
float FogStart;
bool LightingEnabled;
bool PreferPerPixelLighting;
Matrix Projection;
Vector3 SpecularColor;
float SpecularPower;
Texture2D* Texture;
bool TextureEnabled;
bool VertexColorEnabled;
Matrix View;
Matrix World;
BasicEffect(GraphicsDevice * const device);
~BasicEffect();
Effect* Clone() const;
void EnableDefaultLighting();
int GetType() const;
};
}
}
#endif //_XFX_GRAPHICS_BASICEFFECT_