Avancement Limière

This commit is contained in:
Harpie94
2024-03-25 18:03:06 +01:00
parent af2231210c
commit da18ae6547
12 changed files with 678 additions and 50 deletions

View File

@@ -12,11 +12,7 @@ cbuffer MatrixBuffer
matrix viewMatrix;
matrix projectionMatrix;
};
cbuffer CameraBuffer
{
float3 cameraPosition;
float padding;
};
//////////////
// TYPEDEFS //
//////////////
@@ -26,22 +22,22 @@ struct VertexInputType
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 viewDirection : TEXCOORD1;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType LightVertexShader(VertexInputType input)
{
PixelInputType output;
float4 worldPosition;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
@@ -53,21 +49,12 @@ PixelInputType LightVertexShader(VertexInputType input)
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
// Calculate the normal vector against the world matrix only.
output.normal = mul(input.normal, (float3x3)worldMatrix);
// Normalize the normal vector.
output.normal = normalize(output.normal);
// Calculate the position of the vertex in the world.
worldPosition = mul(input.position, worldMatrix);
// Determine the viewing direction based on the position of the camera and the position of the vertex in the world.
output.viewDirection = cameraPosition.xyz - worldPosition.xyz;
// Normalize the viewing direction vector.
output.viewDirection = normalize(output.viewDirection);
return output;
}