minor update - light ui tweak
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@@ -75,13 +75,13 @@ void SunlightShaderClass::Shutdown()
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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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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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bool result;
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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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{
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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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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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HRESULT result;
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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->diffuseColor = diffuseColor;
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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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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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}
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void SunlightShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
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{
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// Set the vertex input layout.
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