minor update - light ui tweak
This commit is contained in:
parent
c355509870
commit
d8851cc679
@ -36,12 +36,16 @@ public:
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XMFLOAT4 GetSpecularColor();
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XMFLOAT4 GetSpecularColor();
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float GetSpecularPower();
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float GetSpecularPower();
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XMFLOAT4 GetPosition();
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XMFLOAT4 GetPosition();
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void SetIntensity(float intensity) { m_intensity = intensity; }
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float GetIntensity() const { return m_intensity; }
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private:
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private:
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XMFLOAT4 m_ambientColor;
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XMFLOAT4 m_ambientColor;
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XMFLOAT4 m_diffuseColor;
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XMFLOAT4 m_diffuseColor;
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XMFLOAT3 m_direction;
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XMFLOAT3 m_direction;
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XMFLOAT4 m_specularColor;
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XMFLOAT4 m_specularColor;
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float m_intensity;
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float m_specularPower;
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float m_specularPower;
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XMFLOAT4 m_position;
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XMFLOAT4 m_position;
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};
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};
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@ -277,14 +277,16 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Lights[3]->SetSpecularPower(16.0f);
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m_Lights[3]->SetSpecularPower(16.0f);
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m_Lights[3]->SetPosition(-10.0f, 7.0f, 5.0f);
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m_Lights[3]->SetPosition(-10.0f, 7.0f, 5.0f);
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// Create || THE SUN ||
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// ------------------------------------------------------------- //
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// ----------------------- || THE SUN || ----------------------- //
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// ------------------------------------------------------------- //
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m_SunLight = new LightClass;
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m_SunLight = new LightClass;
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m_SunLight->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
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m_SunLight->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); // White
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m_SunLight->SetDirection(0.0f, -1.0f, 0.0f);
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m_SunLight->SetDirection(0.0f, -1.0f, 0.0f);
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m_SunLight->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
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m_SunLight->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
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m_SunLight->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
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m_SunLight->SetSpecularPower(16.0f);
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m_SunLight->SetPosition(0.0f, 100.0f, 0.0f);
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m_SunLight->SetPosition(0.0f, 100.0f, 0.0f);
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m_SunLight->SetIntensity(1.0f);
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// Create and initialize the normal map shader object.
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// Create and initialize the normal map shader object.
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m_ShaderManager = new ShaderManagerClass;
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m_ShaderManager = new ShaderManagerClass;
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@ -1944,7 +1946,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
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case Object::SUNLIGHT:
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case Object::SUNLIGHT:
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result = m_ShaderManager->RenderSunlightShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection,
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result = m_ShaderManager->RenderSunlightShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection,
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object->GetTexture(0), m_SunLight->GetDiffuseColor(), m_SunLight->GetAmbientColor(), m_SunLight->GetDirection());
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object->GetTexture(0), m_SunLight->GetDiffuseColor(), m_SunLight->GetAmbientColor(), m_SunLight->GetDirection(), m_SunLight->GetIntensity());
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if (!result)
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if (!result)
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{
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{
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Logger::Get().Log("Could not render the object model using the sunlight shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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Logger::Get().Log("Could not render the object model using the sunlight shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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@ -99,6 +99,8 @@ public:
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void DeleteLight(int index);
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void DeleteLight(int index);
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void AddLight();
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void AddLight();
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std::vector<LightClass*> GetLights() const { return m_Lights; };
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std::vector<LightClass*> GetLights() const { return m_Lights; };
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LightClass* GetSunLight() const { return m_SunLight; };
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bool GetShouldQuit() const { return m_ShouldQuit; };
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bool GetShouldQuit() const { return m_ShouldQuit; };
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void SetShouldQuit(bool shouldQuit) { m_ShouldQuit = shouldQuit; };
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void SetShouldQuit(bool shouldQuit) { m_ShouldQuit = shouldQuit; };
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@ -23,8 +23,9 @@ DockId=0x00000009,0
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[Window][Light]
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[Window][Light]
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Pos=8,27
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Pos=8,27
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Size=330,487
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Size=290,826
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Collapsed=0
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Collapsed=0
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DockId=0x00000009,1
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[Window][Shader Manager]
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[Window][Shader Manager]
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Pos=8,27
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Pos=8,27
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@ -78,7 +79,7 @@ DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=1568,826 Split=Y
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DockNode ID=0x0000000D Parent=0xCCBD8CF7 SizeRef=1568,598 Split=Y
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DockNode ID=0x0000000D Parent=0xCCBD8CF7 SizeRef=1568,598 Split=Y
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DockNode ID=0x0000000B Parent=0x0000000D SizeRef=1568,637 Split=X
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DockNode ID=0x0000000B Parent=0x0000000D SizeRef=1568,637 Split=X
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DockNode ID=0x00000007 Parent=0x0000000B SizeRef=290,826 Split=Y Selected=0x393905AB
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DockNode ID=0x00000007 Parent=0x0000000B SizeRef=290,826 Split=Y Selected=0x393905AB
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DockNode ID=0x00000009 Parent=0x00000007 SizeRef=395,413 Selected=0x393905AB
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DockNode ID=0x00000009 Parent=0x00000007 SizeRef=395,413 Selected=0x321620B2
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DockNode ID=0x0000000A Parent=0x00000007 SizeRef=395,411 Selected=0x031DC75C
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DockNode ID=0x0000000A Parent=0x00000007 SizeRef=395,411 Selected=0x031DC75C
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DockNode ID=0x00000008 Parent=0x0000000B SizeRef=1276,826 Split=X
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DockNode ID=0x00000008 Parent=0x0000000B SizeRef=1276,826 Split=X
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DockNode ID=0x00000002 Parent=0x00000008 SizeRef=878,826 CentralNode=1 Selected=0x9204953B
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DockNode ID=0x00000002 Parent=0x00000008 SizeRef=878,826 CentralNode=1 Selected=0x9204953B
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@ -438,8 +438,38 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
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void imguiManager::WidgetLightWindow(ApplicationClass* app)
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void imguiManager::WidgetLightWindow(ApplicationClass* app)
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{
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{
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ImGui::Begin("Light", &showLightWindow);
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ImGui::Begin("Light", &showLightWindow);
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// Sun light settings
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LightClass* sunLight = app->GetSunLight();
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// Direction input
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XMFLOAT3 direction = sunLight->GetDirection();
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float dir[3] = { direction.x, direction.y, direction.z };
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if (ImGui::DragFloat3("Sun Direction", dir))
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{
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sunLight->SetDirection(dir[0], dir[1], dir[2]);
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}
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// Color input
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XMFLOAT4 color = sunLight->GetDiffuseColor();
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float col[3] = { color.x, color.y, color.z };
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if (ImGui::ColorEdit3("Sun Color", col))
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{
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sunLight->SetDiffuseColor(col[0], col[1], col[2], 1.0f);
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}
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// Intensity input
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float intensity = sunLight->GetIntensity();
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if (ImGui::DragFloat("Sun Intensity", &intensity, 0.1f, 0.0f, 100.0f))
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{
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sunLight->SetIntensity(intensity);
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}
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ImGui::Separator();
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int index = 0;
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int index = 0;
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// Area light settings
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for(auto& light : app->GetLights())
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for(auto& light : app->GetLights())
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{
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{
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std::string headerName = "Light " + std::to_string(index);
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std::string headerName = "Light " + std::to_string(index);
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@ -36,12 +36,16 @@ public:
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XMFLOAT4 GetSpecularColor();
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XMFLOAT4 GetSpecularColor();
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float GetSpecularPower();
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float GetSpecularPower();
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XMFLOAT4 GetPosition();
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XMFLOAT4 GetPosition();
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void SetIntensity(float intensity) { m_intensity = intensity; }
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float GetIntensity() const { return m_intensity; }
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private:
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private:
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XMFLOAT4 m_ambientColor;
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XMFLOAT4 m_ambientColor;
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XMFLOAT4 m_diffuseColor;
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XMFLOAT4 m_diffuseColor;
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XMFLOAT3 m_direction;
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XMFLOAT3 m_direction;
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XMFLOAT4 m_specularColor;
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XMFLOAT4 m_specularColor;
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float m_intensity;
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float m_specularPower;
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float m_specularPower;
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XMFLOAT4 m_position;
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XMFLOAT4 m_position;
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};
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};
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@ -436,11 +436,11 @@ bool ShaderManagerClass::RenderCelShadingShader(ID3D11DeviceContext* deviceConte
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}
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}
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bool ShaderManagerClass::RenderSunlightShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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bool ShaderManagerClass::RenderSunlightShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection)
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ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection, float sunIntensity)
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{
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{
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bool result;
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bool result;
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result = m_SunlightShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, ambientColor, sunDirection);
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result = m_SunlightShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, ambientColor, sunDirection, sunIntensity);
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if (!result)
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if (!result)
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{
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{
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return false;
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return false;
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@ -43,7 +43,7 @@ public:
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bool RenderRefractionShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
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bool RenderRefractionShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
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bool RenderWaterShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
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bool RenderWaterShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
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bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
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bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
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bool RenderSunlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3);
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bool RenderSunlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
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private:
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private:
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TextureShaderClass* m_TextureShader;
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TextureShaderClass* m_TextureShader;
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NormalMapShaderClass* m_NormalMapShader;
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NormalMapShaderClass* m_NormalMapShader;
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@ -8,6 +8,7 @@ cbuffer SunLightBuffer
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float4 ambientColor;
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float4 ambientColor;
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float4 diffuseColor;
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float4 diffuseColor;
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float3 lightDirection;
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float3 lightDirection;
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float intensity;
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};
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};
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cbuffer SunLightColorBuffer
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cbuffer SunLightColorBuffer
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@ -24,6 +25,7 @@ struct PixelInputType
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float2 tex : TEXCOORD0;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float3 normal : NORMAL;
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float3 lightDir : TEXCOORD1;
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float3 lightDir : TEXCOORD1;
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float intensity : TEXCOORD2;
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};
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};
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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@ -42,7 +44,7 @@ float4 SunLightPixelShader(PixelInputType input) : SV_TARGET
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textureColor = shaderTexture.Sample(SampleType, input.tex);
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textureColor = shaderTexture.Sample(SampleType, input.tex);
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// Calculate the different amounts of light on this pixel based on the direction of the light.
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// Calculate the different amounts of light on this pixel based on the direction of the light.
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lightIntensity = saturate(dot(input.normal, input.lightDir));
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lightIntensity = saturate(dot(input.normal, input.lightDir)) * input.intensity;
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// Determine the diffuse color amount of the light.
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// Determine the diffuse color amount of the light.
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colorArray = diffuseColor * lightIntensity;
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colorArray = diffuseColor * lightIntensity;
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@ -19,8 +19,7 @@ cbuffer SunLightBuffer
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float4 ambientColor;
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float4 ambientColor;
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float4 diffuseColor;
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float4 diffuseColor;
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float3 lightDirection;
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float3 lightDirection;
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float specularPower;
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float intensity;
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float4 specularColor;
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};
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};
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//////////////
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//////////////
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@ -39,6 +38,7 @@ struct PixelInputType
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float2 tex : TEXCOORD0;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float3 normal : NORMAL;
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float3 lightDir : TEXCOORD1;
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float3 lightDir : TEXCOORD1;
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float intensity : TEXCOORD2;
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};
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};
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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@ -67,6 +67,8 @@ PixelInputType SunLightVertexShader(VertexInputType input)
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// Use the light direction directly.
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// Use the light direction directly.
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output.lightDir = normalize(lightDirection);
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output.lightDir = normalize(lightDirection);
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output.intensity = intensity;
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return output;
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return output;
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}
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}
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@ -75,13 +75,13 @@ void SunlightShaderClass::Shutdown()
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}
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}
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bool SunlightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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bool SunlightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection)
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ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection, float sunIntensity)
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{
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{
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bool result;
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bool result;
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// Set the shader parameters that it will use for rendering.
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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, diffuseColor, ambientColor, sunDirection);
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result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, ambientColor, sunDirection, sunIntensity);
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if (!result)
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if (!result)
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{
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{
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Logger::Get().Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
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Logger::Get().Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
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@ -374,7 +374,7 @@ void SunlightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWN
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}
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}
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bool SunlightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT3 lightDirection)
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bool SunlightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT3 lightDirection, float sunIntensity)
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{
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{
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HRESULT result;
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HRESULT result;
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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@ -426,6 +426,7 @@ bool SunlightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext
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dataPtr3->ambientColor = ambientColor;
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dataPtr3->ambientColor = ambientColor;
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dataPtr3->diffuseColor = diffuseColor;
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dataPtr3->diffuseColor = diffuseColor;
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dataPtr3->sunDirection = lightDirection;
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dataPtr3->sunDirection = lightDirection;
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dataPtr3->intensity = sunIntensity;
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// Unlock the constant buffer.
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// Unlock the constant buffer.
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deviceContext->Unmap(m_sunlightBuffer, 0);
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deviceContext->Unmap(m_sunlightBuffer, 0);
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@ -442,9 +443,6 @@ bool SunlightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext
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return true;
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return true;
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}
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}
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void SunlightShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
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void SunlightShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
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{
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{
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// Set the vertex input layout.
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// Set the vertex input layout.
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XMFLOAT4 diffuseColor;
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XMFLOAT4 diffuseColor;
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XMFLOAT4 ambientColor;
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XMFLOAT4 ambientColor;
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XMFLOAT3 sunDirection;
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XMFLOAT3 sunDirection;
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float padding; // Ajoutez un padding pour aligner la structure sur 16 octets
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float intensity;
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};
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};
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struct SunLightColorBufferType
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struct SunLightColorBufferType
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@ -45,14 +45,14 @@ public :
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bool Initialize(ID3D11Device*, HWND);
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bool Initialize(ID3D11Device*, HWND);
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void Shutdown();
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void Shutdown();
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bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3);
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bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3,float);
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private:
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private:
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bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
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bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||||
void ShutdownShader();
|
void ShutdownShader();
|
||||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||||
|
|
||||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3);
|
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
|
||||||
void RenderShader(ID3D11DeviceContext*, int);
|
void RenderShader(ID3D11DeviceContext*, int);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
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Reference in New Issue
Block a user