void FogDemo::Update(const GameTime& gameTime) { UpdateAmbientLight(gameTime); UpdateDirectionalLight(gameTime); UpdateSpecularLight(gameTime); mProxyModel->Update(gameTime); }
void TransparencyMappingDemo::Update(const GameTime& gameTime) { UpdateAmbientLight(gameTime); UpdateDirectionalLight(gameTime); UpdateSpecularLight(gameTime); mProxyModel->Update(gameTime); }
void TransparencyDemo::Update(const GameTime& gameTime) { if (!Camera::CameraControlFlag) { UpdateAmbientLight(gameTime); UpdateDirectionalLight(gameTime); UpdateSpecularLight(gameTime); } mProxyModel->Update(gameTime); }
void SpecularLightingDemo::Update(const GameTime & gameTime) { static float angle = 0.0f; if (mAnimationEnabled) { angle += gameTime.ElapsedGameTimeSeconds().count() * ModelRotationRate; XMStoreFloat4x4(&mWorldMatrix, XMMatrixRotationY(angle)); } if (mKeyboard != nullptr && mKeyboard->WasKeyPressedThisFrame(Keys::Space)) { ToggleAnimation(); } if (mGamePad != nullptr) { auto& gamePadState = mGamePad->CurrentState(); if (gamePadState.IsConnected()) { if (mGamePad->WasButtonPressedThisFrame(GamePadButtons::Start)) { ToggleGamePadControls(); } if (mGamePad->WasButtonPressedThisFrame(GamePadButtons::LeftStick)) { ToggleAnimation(); } UpdateAmbientLight(gameTime); UpdateSpecularLight(gameTime); UpdateDirectionalLight(gameTime, gamePadState); } } mProxyModel->Update(gameTime); }
void BlinnPhongDemo::Update(GameTime gametime) { UpdateAmbientLight(gametime); UpdateDirectionalLight(gametime); UpdateSpecularLight(gametime); }