// Shader_SelfShadowV.cpp: implementation of the CShader_SelfShadowV class. // ////////////////////////////////////////////////////////////////////// #include "Shader_SelfShadowV.h" #include "SceneManager.h" ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// CShader_SelfShadowV::CShader_SelfShadowV() { 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() }; CreateVertexShader("c:/MP-project/Shaders/ShadowMap.vsh",vertexshaderdeclaration); m_iShaderVersion = 0; } CShader_SelfShadowV::~CShader_SelfShadowV() { } void CShader_SelfShadowV::Apply() { CSceneManager::GetDevice()->SetVertexShader(m_dwVertexShader); SetupVertexShaderConstants(); } void CShader_SelfShadowV::SetupVertexShaderConstants() { }