void PointLightRenderer::UpdateSpecularLight(const DX::StepTimer& gameTime)
{
	static float specularIntensity = 1.0f;
	GamePad::State gamePadState = mGamePad->CurrentState();
	if (gamePadState.IsConnected())
	{
		if (gamePadState.IsLeftTriggerPressed() && specularIntensity <= 1.0f)
		{
			specularIntensity += static_cast<float>(gameTime.GetElapsedSeconds());
			specularIntensity = min(specularIntensity, 1.0f);

			mPixelCBufferPerObjectData.SpecularColor = XMFLOAT3(specularIntensity, specularIntensity, specularIntensity);
		}

		if (gamePadState.IsRightTriggerPressed() && specularIntensity >= 0.0f)
		{
			specularIntensity -= (float)gameTime.GetElapsedSeconds();
			specularIntensity = max(specularIntensity, 0.0f);

			mPixelCBufferPerObjectData.SpecularColor = XMFLOAT3(specularIntensity, specularIntensity, specularIntensity);
		}

		static float specularPower = mPixelCBufferPerObjectData.SpecularPower;

		if (mGamePad->IsButtonDown(GamePadButton::DPadUp) && specularPower < UCHAR_MAX)
		{
			specularPower += LightModulationRate * static_cast<float>(gameTime.GetElapsedSeconds());
			specularPower = min(specularPower, static_cast<float>(UCHAR_MAX));

			mPixelCBufferPerObjectData.SpecularPower = specularPower;
		}

		if (mGamePad->IsButtonDown(GamePadButton::DPadDown) && specularPower > 1.0f)
		{
			specularPower -= LightModulationRate * static_cast<float>(gameTime.GetElapsedSeconds());
			specularPower = max(specularPower, 1.0f);

			mPixelCBufferPerObjectData.SpecularPower = specularPower;
		}
	}
}
void PointLightRenderer::UpdatePointLight(const DX::StepTimer& gameTime)
{
 	static float pointLightIntensity = 1.0f;
	float elapsedTime = static_cast<float>(gameTime.GetElapsedSeconds());
 
	GamePad::State gamePadState = mGamePad->CurrentState();
	if (gamePadState.IsConnected())
	{
		// Update point light intensity		
		if (mGamePad->IsButtonDown(GamePadButton::X) && pointLightIntensity <= 1.0f)
		{
			pointLightIntensity += elapsedTime;
			pointLightIntensity = min(pointLightIntensity, 1.0f);

			mPixelCBufferPerFrameData.LightColor = XMFLOAT4(pointLightIntensity, pointLightIntensity, pointLightIntensity, 1.0f);
			mPointLight->SetColor(mPixelCBufferPerFrameData.LightColor);
		}
		if (mGamePad->IsButtonDown(GamePadButton::Y) && pointLightIntensity >= 0.0f)
		{
			pointLightIntensity -= elapsedTime;
			pointLightIntensity = max(pointLightIntensity, 0.0f);

			mPixelCBufferPerFrameData.LightColor = XMFLOAT4(pointLightIntensity, pointLightIntensity, pointLightIntensity, 1.0f);
			mPointLight->SetColor(mPixelCBufferPerFrameData.LightColor);
		}

		// Move point light
		XMFLOAT3 movementAmount = Vector3Helper::Zero;
		if (!bIsCameraControlled)
		{
			if (gamePadState.IsLeftThumbStickLeft())
			{
				movementAmount.x = -1.0f;
			}

			if (gamePadState.IsLeftThumbStickRight())
			{
				movementAmount.x = 1.0f;
			}

			if (gamePadState.IsLeftThumbStickUp())
			{
				movementAmount.y = 1.0f;
			}

			if (gamePadState.IsLeftThumbStickDown())
			{
				movementAmount.y = -1.0f;
			}

			if (gamePadState.IsRightThumbStickLeft())
			{
				movementAmount.z = -1.0f;
			}

			if (gamePadState.IsRightThumbStickRight())
			{
				movementAmount.z = 1.0f;
			}
		}
		XMVECTOR movement = XMLoadFloat3(&movementAmount) * LightMovementRate * elapsedTime;
		mPointLight->SetPosition(mPointLight->PositionVector() + movement);
		mProxyModel->SetPosition(mPointLight->Position());
		mVertexCBufferPerFrameData.LightPosition = mPointLight->Position();

		mPixelCBufferPerFrameData.LightPosition = mPointLight->Position();
	}

}
Example #3
0
void GamePad::ButtonStateTracker::Update( const GamePad::State& state )
{
    UPDATE_BUTTON_STATE(a);

    assert( ( !state.buttons.a && !lastState.buttons.a ) == ( a == UP ) );
    assert( ( state.buttons.a && lastState.buttons.a ) == ( a == HELD ) );
    assert( ( !state.buttons.a && lastState.buttons.a ) == ( a == RELEASED ) );
    assert( ( state.buttons.a && !lastState.buttons.a ) == ( a == PRESSED ) );

    UPDATE_BUTTON_STATE(b);
    UPDATE_BUTTON_STATE(x);
    UPDATE_BUTTON_STATE(y);

    UPDATE_BUTTON_STATE(leftStick);
    UPDATE_BUTTON_STATE(rightStick);

    UPDATE_BUTTON_STATE(leftShoulder);
    UPDATE_BUTTON_STATE(rightShoulder);

    UPDATE_BUTTON_STATE(back);
    UPDATE_BUTTON_STATE(start);

    dpadUp = static_cast<ButtonState>( ( !!state.dpad.up ) | ( ( !!state.dpad.up ^ !!lastState.dpad.up ) << 1 ) );
    dpadDown = static_cast<ButtonState>( ( !!state.dpad.down ) | ( ( !!state.dpad.down ^ !!lastState.dpad.down ) << 1 ) );
    dpadLeft = static_cast<ButtonState>( ( !!state.dpad.left ) | ( ( !!state.dpad.left ^ !!lastState.dpad.left ) << 1 ) );
    dpadRight = static_cast<ButtonState>( ( !!state.dpad.right ) | ( ( !!state.dpad.right ^ !!lastState.dpad.right ) << 1 ) );

    assert( ( !state.dpad.up && !lastState.dpad.up ) == ( dpadUp == UP ) );
    assert( ( state.dpad.up && lastState.dpad.up ) == ( dpadUp == HELD ) );
    assert( ( !state.dpad.up && lastState.dpad.up ) == ( dpadUp == RELEASED ) );
    assert( ( state.dpad.up && !lastState.dpad.up ) == ( dpadUp == PRESSED ) );

    // Handle 'threshold' tests which emulate buttons

    bool threshold = state.IsLeftThumbStickUp();
    leftStickUp = static_cast<ButtonState>( ( !!threshold) | ( ( !!threshold ^ !!lastState.IsLeftThumbStickUp() ) << 1 ) );

    threshold = state.IsLeftThumbStickDown();
    leftStickDown = static_cast<ButtonState>((!!threshold) | ((!!threshold ^ !!lastState.IsLeftThumbStickDown()) << 1));

    threshold = state.IsLeftThumbStickLeft();
    leftStickLeft = static_cast<ButtonState>((!!threshold) | ((!!threshold ^ !!lastState.IsLeftThumbStickLeft()) << 1));

    threshold = state.IsLeftThumbStickRight();
    leftStickRight = static_cast<ButtonState>((!!threshold) | ((!!threshold ^ !!lastState.IsLeftThumbStickRight()) << 1));

    threshold = state.IsRightThumbStickUp();
    rightStickUp = static_cast<ButtonState>((!!threshold) | ((!!threshold ^ !!lastState.IsRightThumbStickUp()) << 1));

    threshold = state.IsRightThumbStickDown();
    rightStickDown = static_cast<ButtonState>((!!threshold) | ((!!threshold ^ !!lastState.IsRightThumbStickDown()) << 1));

    threshold = state.IsRightThumbStickLeft();
    rightStickLeft = static_cast<ButtonState>((!!threshold) | ((!!threshold ^ !!lastState.IsRightThumbStickLeft()) << 1));

    threshold = state.IsRightThumbStickRight();
    rightStickRight = static_cast<ButtonState>((!!threshold) | ((!!threshold ^ !!lastState.IsRightThumbStickRight()) << 1));

    threshold = state.IsLeftTriggerPressed();
    leftTrigger = static_cast<ButtonState>((!!threshold) | ((!!threshold ^ !!lastState.IsLeftTriggerPressed()) << 1));

    threshold = state.IsRightTriggerPressed();
    rightTrigger = static_cast<ButtonState>((!!threshold) | ((!!threshold ^ !!lastState.IsRightTriggerPressed()) << 1));

    lastState = state;
}