minor update - light ui tweak
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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]->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->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->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->SetIntensity(1.0f);
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// Create and initialize the normal map shader object.
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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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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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{
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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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