merge 3d diffuse lighting
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@ -8,7 +8,6 @@
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/////////////
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/////////////
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Texture2D shaderTexture : register(t0);
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Texture2D shaderTexture : register(t0);
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SamplerState SampleType : register(s0);
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SamplerState SampleType : register(s0);
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cbuffer LightBuffer
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cbuffer LightBuffer
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{
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{
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float4 diffuseColor;
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float4 diffuseColor;
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@ -48,9 +47,6 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
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// Calculate the amount of light on this pixel.
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// Calculate the amount of light on this pixel.
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lightIntensity = saturate(dot(input.normal, lightDir));
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lightIntensity = saturate(dot(input.normal, lightDir));
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// Change the diffuse color to red (0, 1, 0)
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float3 greenDiffuseColor = float3(1, 0, 0);
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// Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
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// Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
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color = saturate(diffuseColor * lightIntensity);
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color = saturate(diffuseColor * lightIntensity);
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@ -13,7 +13,6 @@ cbuffer MatrixBuffer
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matrix projectionMatrix;
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matrix projectionMatrix;
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};
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};
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//////////////
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//////////////
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// TYPEDEFS //
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// TYPEDEFS //
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//////////////
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//////////////
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@ -1,3 +1,4 @@
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#pragma once
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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// Filename: lightclass.h
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// Filename: lightclass.h
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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@ -22,11 +23,11 @@ public:
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LightClass(const LightClass&);
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LightClass(const LightClass&);
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~LightClass();
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~LightClass();
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void SetDiffuseColor(float, float, float, float);
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void SetDirection(float, float, float);
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void SetDirection(float, float, float);
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void SetDiffuseColor(float, float, float, float);
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XMFLOAT4 GetDiffuseColor();
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XMFLOAT3 GetDirection();
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XMFLOAT3 GetDirection();
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XMFLOAT4 GetDiffuseColor();
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private:
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private:
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XMFLOAT4 m_diffuseColor;
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XMFLOAT4 m_diffuseColor;
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@ -32,16 +32,15 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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int error;
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int error;
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bool result;
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bool result;
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// Set the filename of the vertex shader.
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// Set the filename of the vertex shader.
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error = wcscpy_s(vsFilename, 128, L"../enginecustom/light.vs");
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error = wcscpy_s(vsFilename, 128, L"./Light.vs");
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if (error != 0)
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if (error != 0)
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{
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{
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return false;
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return false;
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}
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}
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// Set the filename of the pixel shader.
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// Set the filename of the pixel shader.
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error = wcscpy_s(psFilename, 128, L"../enginecustom/light.ps");
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error = wcscpy_s(psFilename, 128, L"./Light.ps");
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if (error != 0)
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if (error != 0)
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{
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{
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return false;
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return false;
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@ -66,7 +65,6 @@ void LightShaderClass::Shutdown()
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return;
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return;
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}
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}
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bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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bool LightShaderClass::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)
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{
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{
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@ -93,10 +91,12 @@ bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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ID3D10Blob* errorMessage;
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ID3D10Blob* errorMessage;
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ID3D10Blob* vertexShaderBuffer;
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ID3D10Blob* vertexShaderBuffer;
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ID3D10Blob* pixelShaderBuffer;
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ID3D10Blob* pixelShaderBuffer;
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D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
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D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
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unsigned int numElements;
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unsigned int numElements;
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D3D11_SAMPLER_DESC samplerDesc;
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D3D11_SAMPLER_DESC samplerDesc;
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D3D11_BUFFER_DESC matrixBufferDesc;
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D3D11_BUFFER_DESC matrixBufferDesc;
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D3D11_BUFFER_DESC lightBufferDesc;
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D3D11_BUFFER_DESC lightBufferDesc;
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@ -339,7 +339,6 @@ void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND h
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return;
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return;
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}
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}
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bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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bool LightShaderClass::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)
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{
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{
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