Patch Update - Naming - V9.3.6

This commit is contained in:
2025-05-01 20:09:08 +02:00
parent f8503e5a2a
commit 74151de6f7
5 changed files with 10 additions and 12 deletions

View File

@@ -3,7 +3,7 @@
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer SunLightBuffer
cbuffer SkyboxBuffer
{
float4 ambientColor;
float4 diffuseColor;
@@ -11,7 +11,7 @@ cbuffer SunLightBuffer
float intensity;
};
cbuffer SunLightColorBuffer
cbuffer SkyboxColorBuffer
{
float4 sunColor;
};

View File

@@ -14,7 +14,7 @@ cbuffer CameraBuffer
float padding;
};
cbuffer SunLightBuffer
cbuffer SkyboxBuffer
{
float4 ambientColor;
float4 diffuseColor;

View File

@@ -25,7 +25,7 @@ class SkyboxShaderClass
float padding;
};
struct SunLightBufferType
struct SkyboxBufferType
{
XMFLOAT4 diffuseColor;
XMFLOAT4 ambientColor;
@@ -33,7 +33,7 @@ class SkyboxShaderClass
float intensity;
};
struct SunLightColorBufferType
struct SkyboxColorBufferType
{
XMFLOAT4 sunColor;
};

View File

@@ -244,7 +244,7 @@ bool SkyboxShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
// Setup the description of the dynamic sunlight constant buffer that is in the pixel shader.
sunlightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
sunlightBufferDesc.ByteWidth = sizeof(SunLightBufferType);
sunlightBufferDesc.ByteWidth = sizeof(SkyboxBufferType);
sunlightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
sunlightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
sunlightBufferDesc.MiscFlags = 0;
@@ -380,7 +380,7 @@ bool SkyboxShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext,
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
CameraBufferType* dataPtr2;
SunLightBufferType* dataPtr3;
SkyboxBufferType* dataPtr3;
unsigned int bufferNumber;
// Transpose the matrices to prepare them for the shader.
@@ -420,7 +420,7 @@ bool SkyboxShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext,
}
// Get a pointer to the data in the constant buffer.
dataPtr3 = (SunLightBufferType*)mappedResource.pData;
dataPtr3 = (SkyboxBufferType*)mappedResource.pData;
// Copy the lighting variables into the constant buffer.
dataPtr3->ambientColor = ambientColor;