Shadows go brrr
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@@ -17,6 +17,10 @@ ShadowMesh::ShadowMesh(ID3D11Device* devicePtr,
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HRESULT result;
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m_Material = material;
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m_ColorEffectPtr->SetMaterial(material.get());
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// Create input layout
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D3D11_INPUT_ELEMENT_DESC vertexDesc[] = {
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@@ -71,7 +75,6 @@ ShadowMesh::~ShadowMesh() {
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void ShadowMesh::RenderShadow(ID3D11DeviceContext* deviceContextPtr, const Matrix& lightWorldViewProj) {
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m_ShadowEffectPtr->SetLightWorldViewProjMatrix(lightWorldViewProj);
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deviceContextPtr->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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deviceContextPtr->IASetInputLayout(m_InputLayoutPtr);
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const UINT stride = sizeof(VertexIn);
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@@ -90,7 +93,6 @@ void ShadowMesh::RenderShadow(ID3D11DeviceContext* deviceContextPtr, const Matri
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void ShadowMesh::RenderFinal(ID3D11DeviceContext* deviceContextPtr, const Matrix& worldViewProj) {
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m_ColorEffectPtr->SetWorldViewProjMatrix(worldViewProj);
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deviceContextPtr->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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deviceContextPtr->IASetInputLayout(m_InputLayoutPtr);
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const UINT stride = sizeof(VertexIn);
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@@ -100,11 +102,11 @@ void ShadowMesh::RenderFinal(ID3D11DeviceContext* deviceContextPtr, const Matrix
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D3DX11_TECHNIQUE_DESC techniqueDesc;
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m_ColorEffectPtr->GetTechniquePtr()->GetDesc(&techniqueDesc);
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for (UINT p = 0; p < techniqueDesc.Passes; ++p) {
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m_ColorEffectPtr->GetTechniquePtr()->GetPassByIndex(p)->Apply(0, deviceContextPtr);
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deviceContextPtr->DrawIndexed(m_IndicesCount, 0, 0);
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}
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}
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void ShadowMesh::SetWorldMatrix(const Matrix& matrix) {
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