Cel shading Update
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parent
1b8b25ce2a
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71403c614d
@ -1,4 +1,5 @@
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#include "CelShadingShader.h"
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#include <iostream>
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CelShadingShader::CelShadingShader()
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{
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@ -63,14 +64,14 @@ void CelShadingShader::Shutdown()
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}
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bool CelShadingShader::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor[])
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition)
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{
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bool result;
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// Set the shader parameters that it will use for rendering.
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result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor);
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result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor, lightPosition);
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if (!result)
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{
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Logger::Get().Log("CelShading Error", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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@ -86,7 +87,7 @@ bool CelShadingShader::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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ID3D10Blob* errorMessage = nullptr;
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ID3D10Blob* vertexShaderBuffer = nullptr;
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ID3D10Blob* pixelShaderBuffer = nullptr;
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D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
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D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
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unsigned int numElements;
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D3D11_BUFFER_DESC matrixBufferDesc;
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D3D11_SAMPLER_DESC samplerDesc;
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@ -146,20 +147,28 @@ bool CelShadingShader::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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// This setup needs to match the VertexType structure in the ModelClass and in the shader.
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polygonLayout[0].SemanticName = "POSITION";
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polygonLayout[0].SemanticIndex = 0;
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polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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polygonLayout[0].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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polygonLayout[0].InputSlot = 0;
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polygonLayout[0].AlignedByteOffset = 0;
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polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[0].InstanceDataStepRate = 0;
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polygonLayout[1].SemanticName = "TEXCOORD";
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polygonLayout[1].SemanticName = "NORMAL";
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polygonLayout[1].SemanticIndex = 0;
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polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
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polygonLayout[1].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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polygonLayout[1].InputSlot = 0;
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polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
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polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[1].InstanceDataStepRate = 0;
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polygonLayout[2].SemanticName = "TEXCOORD";
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polygonLayout[2].SemanticIndex = 0;
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polygonLayout[2].Format = DXGI_FORMAT_R32G32_FLOAT;
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polygonLayout[2].InputSlot = 0;
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polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
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polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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polygonLayout[2].InstanceDataStepRate = 0;
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// Get a count of the elements in the layout.
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numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
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@ -312,7 +321,7 @@ void CelShadingShader::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND h
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bool CelShadingShader::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor[])
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition)
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{
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HRESULT result;
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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@ -320,6 +329,7 @@ bool CelShadingShader::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
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LightBufferType* dataPtr2;
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unsigned int bufferNumber;
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// Transpose the matrices to prepare them for the shader.
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worldMatrix = XMMatrixTranspose(worldMatrix);
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viewMatrix = XMMatrixTranspose(viewMatrix);
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@ -363,9 +373,16 @@ bool CelShadingShader::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
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dataPtr2 = (LightBufferType*)mappedResource.pData;
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// Copy the lighting variables into the constant buffer.
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dataPtr2->diffuseColor = diffuseColor[0];
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dataPtr2->diffuseColor = diffuseColor;
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dataPtr2->lightDirection = lightDirection;
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dataPtr2->lightPosition = lightPosition;
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dataPtr2->padding = 0.0f;
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dataPtr2->padding2 = 0.0f;
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// store the light direction in a string
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std::string lightDirectionString = std::to_string(lightDirection.x) + ", " + std::to_string(lightDirection.y) + ", " + std::to_string(lightDirection.z);
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Logger::Get().Log(lightDirectionString, __FILE__, __LINE__, Logger::LogLevel::Debug);
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// Unlock the constant buffer.
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deviceContext->Unmap(m_lightBuffer, 0);
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@ -29,7 +29,9 @@ private:
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{
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XMFLOAT4 diffuseColor;
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XMFLOAT3 lightDirection;
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float padding;
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float padding; // Padding to ensure the structure is a multiple of 16 bytes.
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XMFLOAT3 lightPosition; // Add light position
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float padding2; // Padding to ensure the structure is a multiple of 16 bytes.
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};
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public:
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@ -39,14 +41,14 @@ public:
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bool Initialize(ID3D11Device*, HWND);
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void Shutdown();
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bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[]);
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bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
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private:
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bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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void ShutdownShader();
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void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
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bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[]);
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bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
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void RenderShader(ID3D11DeviceContext*, int);
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private:
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@ -1006,6 +1006,11 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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ambientColor[i] = m_Lights[i]->GetPosition();
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}
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//Add the 3 first value of the light position to the TrueLightPosition XMFLOAT3
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TrueLightPosition.x = lightPosition[0].x;
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TrueLightPosition.y = lightPosition[0].y;
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TrueLightPosition.z = lightPosition[0].z;
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scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix.
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rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
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translateMatrix = XMMatrixTranslation(x, y, z); // Build the translation matrix.
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@ -1021,17 +1026,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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diffuseColor, lightPosition, ambientColor);
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// Render cel shading globally to the scene using the cel shader if the checkbox is checked.
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if (m_enableCelShading) {
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result = m_ShaderManager->RenderCelShadingShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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m_Lights[0]->GetDirection(), ambientColor);
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if (!result)
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{
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Logger::Get().Log("Could not render the model using the cel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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}
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for (auto cube : m_cubes)
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{
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@ -1051,20 +1045,26 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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cube->Render(m_Direct3D->GetDeviceContext());
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// render the texture using the texture shader.
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result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), cube->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, cube->GetTexture(0));
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if (!result)
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{
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Logger::Get().Log("Could not render the cube model using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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if (!m_enableCelShading) {
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), cube->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, cube->GetTexture(0),
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diffuseColor, lightPosition, ambientColor);
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if (!result)
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{
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Logger::Get().Log("Could not render the cube model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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}
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, cube->GetTexture(0),
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diffuseColor, lightPosition,ambientColor);
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if (!result)
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{
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Logger::Get().Log("Could not render the cube model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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// Render cel shading globally to the scene using the cel shader if the checkbox is checked.
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if (m_enableCelShading) {
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result = m_ShaderManager->RenderCelShadingShader(m_Direct3D->GetDeviceContext(), cube->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, cube->GetTexture(0),
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m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor(), TrueLightPosition);
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if (!result)
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{
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Logger::Get().Log("Could not render the model using the cel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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}
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}
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@ -1084,21 +1084,26 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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object->Render(m_Direct3D->GetDeviceContext());
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// render the texture using the texture shader.
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result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, object->GetTexture(0));
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if (!result)
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{
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Logger::Get().Log("Could not render the cube model using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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if (!m_enableCelShading) {
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, object->GetTexture(0),
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diffuseColor, lightPosition, ambientColor);
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if (!result)
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{
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Logger::Get().Log("Could not render the object model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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}
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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diffuseColor, lightPosition, ambientColor);
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if (!result)
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{
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Logger::Get().Log("Could not render the object model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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// Render cel shading globally to the scene using the cel shader if the checkbox is checked.
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if (m_enableCelShading) {
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result = m_ShaderManager->RenderCelShadingShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, object->GetTexture(0),
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m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor(), TrueLightPosition);
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if (!result)
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{
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Logger::Get().Log("Could not render the model using the cel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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}
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}
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@ -1114,14 +1119,27 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
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chunk->Render(m_Direct3D->GetDeviceContext());
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if (!m_enableCelShading) {
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, chunk->GetTexture(5),
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diffuseColor, lightPosition, ambientColor);
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, chunk->GetTexture(5),
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diffuseColor, lightPosition, ambientColor);
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if (!result)
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{
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Logger::Get().Log("Could not render the terrain model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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if (!result)
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{
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Logger::Get().Log("Could not render the terrain model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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}
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// Render cel shading globally to the scene using the cel shader if the checkbox is checked.
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if (m_enableCelShading) {
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result = m_ShaderManager->RenderCelShadingShader(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, chunk->GetTexture(5),
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m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor(), TrueLightPosition);
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if (!result)
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{
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Logger::Get().Log("Could not render the model using the cel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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}
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}
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@ -136,6 +136,8 @@ private :
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std::vector<LightClass*> m_Lights;
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int m_numLights;
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XMFLOAT3 TrueLightPosition;
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// ----------------------------------- //
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// ------------- SHADERS ------------- //
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// ----------------------------------- //
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@ -1,9 +1,10 @@
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// celshading.ps
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cbuffer LightBuffer
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{
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float4 diffuseColor;
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float3 lightDirection;
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float padding; // Padding to ensure the structure is a multiple of 16 bytes.
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float3 lightPosition; // Add light position
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float padding2; // Padding to ensure the structure is a multiple of 16 bytes.
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};
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Texture2D shaderTexture;
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@ -12,7 +13,9 @@ SamplerState SampleType;
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float3 normal : NORMAL;
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float2 tex : TEXCOORD0;
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float3 worldPos : TEXCOORD1; // Add world position
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};
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float4 CelShadingPixelShader(PixelInputType input) : SV_TARGET
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@ -24,8 +27,16 @@ float4 CelShadingPixelShader(PixelInputType input) : SV_TARGET
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// Sample the pixel color from the texture.
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textureColor = shaderTexture.Sample(SampleType, input.tex);
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// Normalize the normal
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float3 normal = normalize(input.normal);
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// Calculate the vector from the pixel to the light source
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float3 lightVector = lightPosition - input.worldPos;
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float distance = length(lightVector);
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lightVector = normalize(lightVector);
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// Calculate the light intensity based on the light direction.
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lightIntensity = saturate(dot(normalize(lightDirection), float3(0.0f, 0.0f, -1.0f)));
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lightIntensity = saturate(dot(normal, lightVector));
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// Apply a step function to create the cel shading effect.
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if (lightIntensity > 0.5f)
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@ -41,4 +52,4 @@ float4 CelShadingPixelShader(PixelInputType input) : SV_TARGET
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finalColor = textureColor * diffuseColor * lightIntensity;
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return finalColor;
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}
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}
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@ -1,4 +1,3 @@
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// celshading.vs
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cbuffer MatrixBuffer
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{
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matrix worldMatrix;
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@ -9,13 +8,16 @@ cbuffer MatrixBuffer
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struct VertexInputType
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{
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float4 position : POSITION;
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float3 normal : NORMAL;
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float2 tex : TEXCOORD0;
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};
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float3 normal : NORMAL;
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float2 tex : TEXCOORD0;
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float3 worldPos : TEXCOORD1; // Add world position
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};
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PixelInputType CelShadingVertexShader(VertexInputType input)
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@ -30,8 +32,14 @@ PixelInputType CelShadingVertexShader(VertexInputType input)
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output.position = mul(output.position, viewMatrix);
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output.position = mul(output.position, projectionMatrix);
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// Pass the normal to the pixel shader
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output.normal = mul(input.normal, (float3x3)worldMatrix);
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// Pass the world position to the pixel shader
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output.worldPos = mul(input.position, worldMatrix).xyz;
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// Store the texture coordinates for the pixel shader.
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output.tex = input.tex;
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return output;
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}
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}
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@ -3,22 +3,22 @@ Pos=60,60
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Size=400,400
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[Window][Khaotic Engine]
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Pos=429,57
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Pos=430,-13
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Size=392,218
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[Window][Objects]
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Pos=39,222
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Size=589,294
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Pos=998,87
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Size=457,294
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[Window][Terrain]
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Pos=60,60
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Size=342,82
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[Window][Light]
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Pos=95,296
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Size=345,230
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Pos=1197,66
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Size=345,519
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[Window][Shader Manager]
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Pos=60,60
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Pos=33,253
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Size=172,284
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@ -118,7 +118,7 @@ void imguiManager::WidgetShaderWindow(ApplicationClass* app)
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// Checkbox for toggling cel shading globally in the application class by calling the SetCelShading function in the application class when the checkbox state changes
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ImGui::Checkbox("Enable Cel Shading", &m_EnableCelShading);
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app->SetCelShading(m_EnableCelShading);
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ImGui::End();
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}
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@ -373,7 +373,6 @@ void imguiManager::WidgetLightWindow(ApplicationClass* app)
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app->SetLightColor(index, XMVectorSet(col[0], col[1], col[2], 0.0f));
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}
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ImGui::Separator();
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}
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index++;
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};
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@ -429,11 +429,11 @@ bool ShaderManagerClass::RenderWaterShader(ID3D11DeviceContext* deviceContext, i
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}
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bool ShaderManagerClass::RenderCelShadingShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor[])
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition)
|
||||
{
|
||||
bool result;
|
||||
|
||||
result = m_CelShadingShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor);
|
||||
result = m_CelShadingShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor, lightPosition);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
|
@ -44,7 +44,7 @@ public:
|
||||
XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
|
||||
bool RenderWaterShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
|
||||
ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
|
||||
bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[]);
|
||||
bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
|
||||
private:
|
||||
TextureShaderClass* m_TextureShader;
|
||||
NormalMapShaderClass* m_NormalMapShader;
|
||||
|
Loading…
x
Reference in New Issue
Block a user