Cel shade c'est mieux mais ALED
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@@ -355,6 +355,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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Logger::Get().Log("Could not initialize the fps string", __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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}
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catch (const std::exception& e)
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{
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@@ -1006,10 +1007,13 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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ambientColor[i] = m_Lights[i]->GetPosition();
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}
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//Add the 3 first value of the light position to the TrueLightPosition XMFLOAT3
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TrueLightPosition.x = lightPosition[0].x;
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TrueLightPosition.y = lightPosition[0].y;
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TrueLightPosition.z = lightPosition[0].z;
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//Add the 3 first value of the first light position to the TrueLightPosition XMFLOAT3
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positionX = lightPosition[0].x;
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positionY = lightPosition[0].y;
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positionZ = lightPosition[0].z;
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XMFLOAT3 TrueLightPosition = XMFLOAT3(positionX, positionY, positionZ);
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Logger::Get().Log("PositionX: " + std::to_string(positionX) + ", PositionY: " + std::to_string(positionY) + ", PositionZ: " + std::to_string(positionZ), __FILE__, __LINE__, Logger::LogLevel::Debug);
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scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix.
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rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
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@@ -1085,7 +1089,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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object->Render(m_Direct3D->GetDeviceContext());
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if (!m_enableCelShading) {
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, object->GetTexture(0),
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, object->GetTexture(0),
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diffuseColor, lightPosition, ambientColor);
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if (!result)
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@@ -1097,7 +1101,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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// Render cel shading globally to the scene using the cel shader if the checkbox is checked.
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if (m_enableCelShading) {
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result = m_ShaderManager->RenderCelShadingShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, object->GetTexture(0),
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result = m_ShaderManager->RenderCelShadingShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, object->GetTexture(0),
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m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor(), TrueLightPosition);
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if (!result)
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{
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