All vertex attributes now present in DX shaders
This commit is contained in:
@@ -2,6 +2,7 @@
|
||||
#include "Rendering/Renderer.h"
|
||||
|
||||
#include "Rendering/Model.h"
|
||||
#include "Rendering/Skeleton.h"
|
||||
#include "Rendering/ShaderProgram.h"
|
||||
|
||||
void dd::Renderer::Initialize()
|
||||
@@ -108,9 +109,6 @@ void dd::Renderer::Initialize()
|
||||
viewport.MaxDepth = 1;
|
||||
m_DeviceContext->RSSetViewports(1, &viewport);
|
||||
|
||||
|
||||
testModel = ResourceManager::Load<Model>("Models/Ship/Ship.obj");
|
||||
|
||||
shaderProgram = new ShaderProgram();
|
||||
shaderProgram->CompileVertexShader(L"vertex.hlsl");
|
||||
shaderProgram->CompilePixelShader(L"pixel.hlsl");
|
||||
@@ -118,7 +116,14 @@ void dd::Renderer::Initialize()
|
||||
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, sizeof(glm::vec3) * 4, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"TANGENT", 1, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"COLOR", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"BLENDINDICES", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"BLENDINDICES", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"BLENDWEIGHT", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
};
|
||||
shaderProgram->CreateInputLayout(VertexIED, sizeof(VertexIED) / sizeof(VertexIED[0]));
|
||||
shaderProgram->Bind();
|
||||
|
||||
Reference in New Issue
Block a user