Multiple Point Lights

This commit is contained in:
Mamitiana RASOLOJAONA
2024-03-27 10:40:17 +01:00
parent 8d56c159c6
commit ee4564560d
13 changed files with 286 additions and 63 deletions

View File

@@ -3,17 +3,21 @@
////////////////////////////////////////////////////////////////////////////////
/////////////
// DEFINES //
/////////////
#define NUM_LIGHTS 4
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer LightBuffer
cbuffer LightColorBuffer
{
float4 diffuseColor;
float3 lightDirection;
float padding;
float4 diffuseColor[NUM_LIGHTS];
};
@@ -24,7 +28,8 @@ struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 normal : NORMAL;
float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
};
@@ -34,28 +39,38 @@ struct PixelInputType
float4 LightPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float3 lightDir;
float lightIntensity;
float4 color;
float lightIntensity[NUM_LIGHTS];
float4 colorArray[NUM_LIGHTS];
float4 colorSum;
float4 color;
int i;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Sample the texture pixel at this location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Invert the light direction for calculations.
lightDir = -lightDirection;
for(i=0; i<NUM_LIGHTS; i++)
{
// Calculate the different amounts of light on this pixel based on the positions of the lights.
lightIntensity[i] = saturate(dot(input.normal, input.lightPos[i]));
// Calculate the amount of light on this pixel.
lightIntensity = saturate(dot(input.normal, lightDir));
// Determine the diffuse color amount of each of the four lights.
colorArray[i] = diffuseColor[i] * lightIntensity[i];
}
// Change the diffuse color to red (0, 1, 0)
float3 greenDiffuseColor = float3(1, 0, 0);
// Initialize the sum of colors.
colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
// Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
color = saturate(diffuseColor * lightIntensity);
// Add all of the light colors up.
for(i=0; i<NUM_LIGHTS; i++)
{
colorSum.r += colorArray[i].r;
colorSum.g += colorArray[i].g;
colorSum.b += colorArray[i].b;
}
// Multiply the texture pixel and the final diffuse color to get the final pixel color result.
color = color * textureColor;
// Multiply the texture pixel by the combination of all four light colors to get the final result.
color = saturate(colorSum) * textureColor;
return color;
}