Fix Update: direction de la lumière prise en compte pour le water shader
This commit is contained in:
@@ -64,13 +64,13 @@ void RefractionShaderClass::Shutdown()
|
||||
}
|
||||
|
||||
bool RefractionShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT4 clipPlane)
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor[], XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[], XMFLOAT4 clipPlane)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor, clipPlane);
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor, lightPosition, clipPlane);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
@@ -361,7 +361,7 @@ void RefractionShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, H
|
||||
|
||||
|
||||
bool RefractionShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT4 clipPlane)
|
||||
ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor[], XMFLOAT4 diffuseColor[], XMFLOAT4 lightPosition[], XMFLOAT4 clipPlane)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
@@ -436,8 +436,9 @@ bool RefractionShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceConte
|
||||
dataPtr3 = (LightBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the lighting variables into the constant buffer.
|
||||
dataPtr3->ambientColor = ambientColor;
|
||||
dataPtr3->diffuseColor = diffuseColor;
|
||||
dataPtr3->ambientColor = ambientColor[0];
|
||||
dataPtr3->diffuseColor = diffuseColor[0];
|
||||
dataPtr3->lightPosition = lightPosition[0];
|
||||
dataPtr3->lightDirection = lightDirection;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
|
||||
Reference in New Issue
Block a user