Ejemplo n.º 1
0
        public void updateLighting()
        {
            Vector4 eyePos4 = Constants.eyePos4;
            Vector4 lightAmbCol = Constants.lightAmbCol;
            Vector4 lightPntCol = Constants.lightPntCol;
            Vector4 lightPntPos = Constants.lightPntPos;

            S_SHADER_GLOBALS shaderGlobals = new S_SHADER_GLOBALS(game.worldViewProj, eyePos4, lightAmbCol, lightPntPos, lightPntCol);
            game.deviceManager.ContextDirect3D.UpdateSubresource(ref shaderGlobals, game.constantBuffer);
        }
Ejemplo n.º 2
0
        public void updateLighting()
        {
            Vector4 eyePos4 = Constants.eyePos4;
            Vector4 lightAmbCol = Constants.lightAmbCol;
            Vector4 lightPntCol = Constants.lightPntCol;
            Vector4 lightPntPos = Constants.lightPntPos;

            //lightPntPos.X -= this.pos.X;
            //lightPntPos.Y -= this.pos.Y;
            //lightPntPos.Z -= this.pos.Z;

            if (showLighting)
            {
                lightPntPos.X *= mass / massDefault;
                lightPntPos.Y *= mass / massDefault;
                lightPntPos.Z *= mass / massDefault;
                lightPntPos.W *= mass / massDefault;

                lightPntPos = Methods.multiplyByMatrix4(lightPntPos, Matrix.RotationZ(-rotationAngle));
            }
            else
            {
                lightPntCol = new Vector4(0,0,0,0);
            }

            S_SHADER_GLOBALS shaderGlobals = new S_SHADER_GLOBALS(game.worldViewProj, eyePos4, lightAmbCol, lightPntPos, lightPntCol);
            game.deviceManager.ContextDirect3D.UpdateSubresource(ref shaderGlobals, game.constantBuffer);
        }