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Nov 22nd, 2019
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  1. #pragma region DirectionalLightBuffer
  2. myDirectionalLightBufferData.myDirectionalLightColor = aEnvironmentLight.GetColor();
  3. myDirectionalLightBufferData.myDirectionalLightDirection = aEnvironmentLight.GetDirection();
  4.  
  5. D3D11_MAPPED_SUBRESOURCE bufferData;
  6. ZeroMemory(&bufferData, sizeof(D3D11_MAPPED_SUBRESOURCE));
  7. HRESULT result = myContext->Map(myDirectionalLightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &bufferData);
  8. if (FAILED(result))
  9. {
  10. ENGINE_LOG("Failed myContext->Map, DeferredRenderer.cpp");
  11. return;
  12. }
  13. memcpy(bufferData.pData, &myDirectionalLightBufferData, sizeof(SDirectionalLightBufferData));
  14. myContext->Unmap(myDirectionalLightBuffer, 0);
  15. myContext->PSSetConstantBuffers(2, 1, &myDirectionalLightBuffer);
  16. myContext->PSSetShaderResources(0, 1, aEnvironmentLight.GetCubemap());
  17. #pragma endregion
  18. #pragma region Input assembler
  19. myContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY::D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  20. myContext->IASetInputLayout(nullptr);
  21. myContext->IASetVertexBuffers(0, 0, nullptr, nullptr, nullptr);
  22. myContext->IASetIndexBuffer(nullptr, DXGI_FORMAT_UNKNOWN, 0);
  23. #pragma endregion
  24. #pragma region Shaders
  25. myContext->GSSetShader(nullptr, nullptr, 0);
  26. myContext->VSSetShader(myFullscreenShader, nullptr, 0);
  27. myContext->PSSetShader(myEnvironmentLightShader, nullptr, 0);
  28. #pragma endregion
  29. myContext->Draw(3, 0);
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