Patch Update - Naming - V9.3.6

This commit is contained in:
CatChow0 2025-05-01 20:09:08 +02:00
parent f8503e5a2a
commit 74151de6f7
5 changed files with 10 additions and 12 deletions

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@ -5,12 +5,10 @@
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@ -167,7 +165,7 @@
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<task id="LOCAL-00001" summary="Minor update - viewport window tweak"> <task id="LOCAL-00001" summary="Minor update - viewport window tweak">
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@ -3,7 +3,7 @@
///////////// /////////////
Texture2D shaderTexture : register(t0); Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0); SamplerState SampleType : register(s0);
cbuffer SunLightBuffer cbuffer SkyboxBuffer
{ {
float4 ambientColor; float4 ambientColor;
float4 diffuseColor; float4 diffuseColor;
@ -11,7 +11,7 @@ cbuffer SunLightBuffer
float intensity; float intensity;
}; };
cbuffer SunLightColorBuffer cbuffer SkyboxColorBuffer
{ {
float4 sunColor; float4 sunColor;
}; };

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

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

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