Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #pragma region DirectionalLightBuffer
- myDirectionalLightBufferData.myDirectionalLightColor = aEnvironmentLight.GetColor();
- myDirectionalLightBufferData.myDirectionalLightDirection = aEnvironmentLight.GetDirection();
- D3D11_MAPPED_SUBRESOURCE bufferData;
- ZeroMemory(&bufferData, sizeof(D3D11_MAPPED_SUBRESOURCE));
- HRESULT result = myContext->Map(myDirectionalLightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &bufferData);
- if (FAILED(result))
- {
- ENGINE_LOG("Failed myContext->Map, DeferredRenderer.cpp");
- return;
- }
- memcpy(bufferData.pData, &myDirectionalLightBufferData, sizeof(SDirectionalLightBufferData));
- myContext->Unmap(myDirectionalLightBuffer, 0);
- myContext->PSSetConstantBuffers(2, 1, &myDirectionalLightBuffer);
- myContext->PSSetShaderResources(0, 1, aEnvironmentLight.GetCubemap());
- #pragma endregion
- #pragma region Input assembler
- myContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY::D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- myContext->IASetInputLayout(nullptr);
- myContext->IASetVertexBuffers(0, 0, nullptr, nullptr, nullptr);
- myContext->IASetIndexBuffer(nullptr, DXGI_FORMAT_UNKNOWN, 0);
- #pragma endregion
- #pragma region Shaders
- myContext->GSSetShader(nullptr, nullptr, 0);
- myContext->VSSetShader(myFullscreenShader, nullptr, 0);
- myContext->PSSetShader(myEnvironmentLightShader, nullptr, 0);
- #pragma endregion
- myContext->Draw(3, 0);
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement