add D3D11 project
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#include "Light.h"
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#include "Utilities.h"
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UINT Light::init(ID3D11Device* pD3DDevice, LightBuffer& lightData)
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{
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D3D11_BUFFER_DESC desc = {};
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desc.ByteWidth = sizeof(LightBuffer);
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desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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desc.Usage = D3D11_USAGE_IMMUTABLE; // no light update possible
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//desc.Usage = D3D11_USAGE_DYNAMIC; // light update possible
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D3D11_SUBRESOURCE_DATA initialData = {};
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initialData.pSysMem = &lightData;
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HRESULT hr = pD3DDevice->CreateBuffer(&desc, &initialData, &_pLightBuffer);
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CheckFailed(hr, 70);
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return 0;
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}
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void Light::update(FLOAT dt)
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{
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}
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void Light::render(ID3D11DeviceContext* pD3DDeviceContext)
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{
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pD3DDeviceContext->PSSetConstantBuffers(0, 1, &_pLightBuffer);
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}
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void Light::deInit()
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{
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safeRelease(_pLightBuffer);
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}
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