Merge branch 'Water-Shader' into Merge

This commit is contained in:
GolfOcean334
2024-04-25 09:59:43 +02:00
28 changed files with 1946 additions and 36 deletions

View File

@@ -75,13 +75,13 @@ void LightShaderClass::Shutdown()
}
bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[])
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[], XMFLOAT4 ambientClor[])
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition);
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition, ambientClor);
if(!result)
{
Logger::Get().Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
@@ -416,7 +416,7 @@ void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND h
bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[])
ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[], XMFLOAT4 ambientColor[])
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;