Multiple Point Lights
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@@ -3,6 +3,12 @@
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////////////////////////////////////////////////////////////////////////////////
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/////////////
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// DEFINES //
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/////////////
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#define NUM_LIGHTS 4
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/////////////
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// GLOBALS //
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/////////////
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@@ -13,6 +19,11 @@ cbuffer MatrixBuffer
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matrix projectionMatrix;
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};
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cbuffer LightPositionBuffer
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{
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float4 lightPosition[NUM_LIGHTS];
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};
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//////////////
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// TYPEDEFS //
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@@ -29,7 +40,8 @@ struct PixelInputType
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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};
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float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
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};
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////////////////////////////////////////////////////////////////////////////////
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@@ -38,7 +50,9 @@ struct PixelInputType
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PixelInputType LightVertexShader(VertexInputType input)
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{
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PixelInputType output;
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float4 worldPosition;
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int i;
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// Change the position vector to be 4 units for proper matrix calculations.
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input.position.w = 1.0f;
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@@ -57,5 +71,17 @@ PixelInputType LightVertexShader(VertexInputType input)
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// Normalize the normal vector.
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output.normal = normalize(output.normal);
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// Calculate the position of the vertex in the world.
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worldPosition = mul(input.position, worldMatrix);
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for(i=0; i<NUM_LIGHTS; i++)
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{
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// Determine the light positions based on the position of the lights and the position of the vertex in the world.
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output.lightPos[i] = lightPosition[i].xyz - worldPosition.xyz;
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// Normalize the light position vectors.
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output.lightPos[i] = normalize(output.lightPos[i]);
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}
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return output;
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}
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