// Shader_ClassicBumpSpecV.cpp: implementation of the CShader_ClassicBumpSpecV class. // ////////////////////////////////////////////////////////////////////// #include "Shader_ClassicBumpSpecV.h" #include "SceneManager.h" ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// CShader_ClassicBumpSpecV::CShader_ClassicBumpSpecV(int iShaderValue) { // Vertex Shader Declare setting DWORD vertexshaderdeclaration[]= { D3DVSD_STREAM(0), (D3DVSD_REG(0, D3DVSDT_FLOAT3)), // vertex position (D3DVSD_REG(1, D3DVSDT_FLOAT3)), // vertex normal (D3DVSD_REG(2, D3DVSDT_FLOAT2)), // vertex texture coord (D3DVSD_REG(3, D3DVSDT_FLOAT3)), // S (D3DVSD_REG(4, D3DVSDT_FLOAT3)), // T D3DVSD_END() }; if(!iShaderValue) CreateVertexShader("c:/MP-project/Shaders/ClassicBumpSpec_Diff.vsh",vertexshaderdeclaration); else CreateVertexShader("c:/MP-project/Shaders/ClassicBumpSpec_Spec.vsh",vertexshaderdeclaration); m_fBumpScale = 10.0f; } CShader_ClassicBumpSpecV::~CShader_ClassicBumpSpecV() { } void CShader_ClassicBumpSpecV::Apply() { CSceneManager::GetDevice()->SetVertexShader(m_dwVertexShader); SetupVertexShaderConstants(); } void CShader_ClassicBumpSpecV::SetupVertexShaderConstants() { // LPDIRECT3DDEVICE8 lpDevice = CSceneManager::GetDevice(); // lpDevice->SetVertexShaderConstant(CV_BUMP_SCALE, D3DXVECTOR4(0.0f, 0.0f, 0.0f, m_fBumpScale), 1); }