Direct3D Rendering Cookbook by 未知

Direct3D Rendering Cookbook by 未知

Author:未知
Language: eng
Format: epub
Publisher: Packt Publishing


Last of all, we need to update our MeshRenderer class to update the HasNormalMap constant buffer property.

Add a new public property to the MeshRenderer class.public bool EnableNormalMap { get; set; }

Initialize this property within the constructor.this.EnableNormalMap = true;

We can now update the MeshRenderer.DoRender function so that when we are applying the mesh's materials to the per material constant buffer, we are now also updating the PerMaterial.HasNormalMap property. Here, we are assuming that the normal map is assigned to the second texture of the material within the mesh file. The changes are highlighted in the following code snippet:protected override void DoRender() { ... int texIndxOffset = mIndx * Common.Mesh.MaxTextures; material.HasTexture = (uint)(textureViews[texIndxOffset] != null ? 1 : 0); // 0=false material.HasNormalMap = (uint)(EnableNormalMap && textureViews[texIndxOffset+1] != null ? 1 : 0); // Bind textures to the pixel shader context.PixelShader.SetShaderResources(0, textureViews.GetRange(texIndxOffset, Common.Mesh.MaxTextures).ToArray()); ... // Update material buffer context.UpdateSubresource(ref material, PerMaterialBuffer); ... }



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