@@ -265,34 +265,16 @@ void GameApp::drawRenderItems(GraphicsContext& gfxContext, std::vector<RenderIte
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}
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}
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- void GameApp::setLightContantsBuff (GraphicsContext& gfxContext, bool inMirror /* = false */ )
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+ void GameApp::setLightContantsBuff (GraphicsContext& gfxContext)
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{
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- if (!inMirror)
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- {
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- // 设置通用的常量缓冲区
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- PassConstants psc;
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- psc.viewProj = Transpose (m_ViewProjMatrix);
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- psc.eyePosW = m_Camera.GetPosition ();
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- psc.ambientLight = { 0 .25f , 0 .25f , 0 .35f , 1 .0f };
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- psc.Lights [0 ].Direction = { 0 .0f , -1 .0f , 0 .0f };
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- psc.Lights [0 ].Strength = { 1 .0f , 1 .0f , 0 .9f };
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- gfxContext.SetDynamicConstantBufferView (1 , sizeof (psc), &psc);
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- }
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- else
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- {
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- // 设置镜子中的光照,偷个懒,直接设置了
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- PassConstants psc;
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- psc.viewProj = Transpose (m_ViewProjMatrix);
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- psc.eyePosW = m_Camera.GetPosition ();
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- psc.ambientLight = { 0 .25f , 0 .25f , 0 .35f , 1 .0f };
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- psc.Lights [0 ].Direction = { 0 .57735f , -0 .57735f , -0 .57735f };
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- psc.Lights [0 ].Strength = { 0 .6f , 0 .6f , 0 .6f };
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- psc.Lights [1 ].Direction = { -0 .57735f , -0 .57735f , -0 .57735f };
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- psc.Lights [1 ].Strength = { 0 .3f , 0 .3f , 0 .3f };
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- psc.Lights [2 ].Direction = { 0 .0f , -0 .707f , 0 .707f };
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- psc.Lights [2 ].Strength = { 0 .15f , 0 .15f , 0 .15f };
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- gfxContext.SetDynamicConstantBufferView (1 , sizeof (psc), &psc);
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- }
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+ // 设置通用的常量缓冲区
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+ PassConstants psc;
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+ psc.viewProj = Transpose (m_ViewProjMatrix);
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+ psc.eyePosW = m_Camera.GetPosition ();
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+ psc.ambientLight = { 0 .25f , 0 .25f , 0 .35f , 1 .0f };
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+ psc.Lights [0 ].Direction = { 0 .0f , -1 .0f , -1 .0f };
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+ psc.Lights [0 ].Strength = { 1 .0f , 1 .0f , 0 .9f };
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+ gfxContext.SetDynamicConstantBufferView (1 , sizeof (psc), &psc);
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}
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void GameApp::buildLandGeo ()
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