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lyzerk

light doesn't work on model

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Hi, im working on lights but i have problem with it.

http://prntscr.com/finfv

as you see terrain model has light but that house model never effect with that light, i didn't understand why im doing same process to house model.

here is my HLSL code :

[source lang="java"]float4 PixScene( float4 ViewPos : TEXCOORD0,
float3 ViewNormal : TEXCOORD1,
float2 Tex0 : TEXCOORD2,
float4 Diffuse : TEXCOORD3 ) : COLOR0
{
float3 L = g_vLightView - ViewPos;
float LenSq = dot( L, L );
L = normalize( L );

float4 I = saturate( dot( normalize( ViewNormal ), L ) ) * Diffuse *
(LIGHT_FALLOFF * LIGHT_FALLOFF) / LenSq;

return float4( tex2D( g_samScene, Tex0 ).xyz, 1.0f ) * I;
//return float4(1.0f,1.0f,1.0f,1.0f);
}[/source]

cpp
[source lang="cpp"] V ( g_Effect->Begin( &cPasses, 0 ) );

for( int p = 0; p < cPasses; p++)
{
V ( g_Effect->BeginPass ( p ) );

world = g_Map.GetWorldMatrix();
V( g_Effect->SetMatrix( g_Effect->GetParameterByName(NULL, "g_mWorldView"), &world ) );
V( g_Effect->CommitChanges() );
ID3DXMesh* mesh = g_Map.BaseModel.GetMesh();

for( UINT i = 0; i < g_Map.BaseModel.m_dwNumMaterials; ++i )
{
V( g_Effect->SetTexture( g_Effect->GetParameterByName(NULL, "g_txScene") , g_Map.BaseModel.m_pTextures[i] ) );
V( g_Effect->CommitChanges() );

mesh->DrawSubset( i ) ;
}

V ( g_Effect->EndPass() );
}

g_Effect->End();

cPasses = 0;
V ( g_Effect->Begin( &cPasses, 0 ) );

for( int p = 0; p < cPasses; p++)
{
V ( g_Effect->BeginPass ( p ) );

world = g_Bar.GetWorldMatrix();
V( g_Effect->SetMatrix( g_Effect->GetParameterByName(NULL, "g_mWorldView"), &world ) );
V( g_Effect->CommitChanges() );
ID3DXMesh* mesh = g_Bar.BaseModel.GetMesh();

for( UINT i = 0; i < g_Bar.BaseModel.m_dwNumMaterials; ++i )
{
if(g_Bar.BaseModel.m_pTextures[i])
{
V( g_Effect->SetTexture( g_Effect->GetParameterByName(NULL, "g_txScene") , g_Bar.BaseModel.m_pTextures[i] ) );
}
else
{
V( g_Effect->SetTexture( g_Effect->GetParameterByName(NULL, "g_txScene") , g_pDefaultTex ) );
}
V( g_Effect->CommitChanges() );
mesh->DrawSubset( i ) ;
}


V ( g_Effect->EndPass() );
}[/source]

-Thanks

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Well, in my last post I gave you already some hints how to solve this kind of situations:

simple things you may try are:

- make your pixel shader to output float4(ViewNormal,0.0f) to test the normals, the diffuse value (last time it was pretty black), output float4(L,0.0f) to test your camera to light vector etc.
- check that you really set all your lighting parameter values.

The formula works as I checked it last time. Your parameters just weren't correct.

Cheers!

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