merge avec Sprite
en espérant que ça a rien kapout pt kc
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@@ -39,13 +39,19 @@ bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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return false;
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}
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// Set the filename of the pixel shader.
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error = wcscpy_s(psFilename, 128, L"./Light.ps");
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if (error != 0)
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{
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return false;
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}
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// Set the filename of the vertex shader.
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error = wcscpy_s(vsFilename, 128, L"light.vs");
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if (error != 0)
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{
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return false;
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}
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// Set the filename of the pixel shader.
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error = wcscpy_s(psFilename, 128, L"light.ps");
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if (error != 0)
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{
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return false;
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}
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// Initialize the vertex and pixel shaders.
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result = InitializeShader(device, hwnd, vsFilename, psFilename);
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if (!result)
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@@ -66,17 +72,17 @@ void LightShaderClass::Shutdown()
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}
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bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor)
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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, lightDirection, diffuseColor);
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if (!result)
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{
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return false;
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}
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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, lightDirection, ambientColor, diffuseColor);
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if(!result)
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{
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return false;
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}
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// Now render the prepared buffers with the shader.
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RenderShader(deviceContext, indexCount);
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@@ -339,8 +345,9 @@ void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND h
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return;
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}
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bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
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ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor)
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{
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HRESULT result;
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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@@ -391,10 +398,11 @@ bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
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// Get a pointer to the data in the constant buffer.
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dataPtr2 = (LightBufferType*)mappedResource.pData;
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// Copy the lighting variables into the constant buffer.
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dataPtr2->diffuseColor = diffuseColor;
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dataPtr2->lightDirection = lightDirection;
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dataPtr2->padding = 0.0f;
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// Copy the lighting variables into the constant buffer.
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dataPtr2->ambientColor = ambientColor;
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dataPtr2->diffuseColor = diffuseColor;
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dataPtr2->lightDirection = lightDirection;
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dataPtr2->padding = 0.0f;
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// Unlock the constant buffer.
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deviceContext->Unmap(m_lightBuffer, 0);
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