void CGlobalAITestScript::GameStart(void)
{
	globalAI->CreateGlobalAI(1, dllName.c_str());

	gs->Team(0)->energy        = 1000;
	gs->Team(0)->energyStorage = 1000;
	gs->Team(0)->metal         = 1000;
	gs->Team(0)->metalStorage  = 1000;

	gs->Team(1)->energy        = 1000;
	gs->Team(1)->energyStorage = 1000;
	gs->Team(1)->metal         = 1000;
	gs->Team(1)->metalStorage  = 1000;

	const std::string startUnit0 = sideParser.GetStartUnit(0, "");
	const std::string startUnit1 = sideParser.GetStartUnit(1, startUnit0);
	// default to side 1, in case mod has only 1 side

	if (startUnit0.length() == 0) {
		throw content_error ("Unable to load a commander for the first side");
	}

	MapParser mapParser(stupidGlobalMapname);
	if (!mapParser.IsValid()) {
		throw content_error("MapParser: " + mapParser.GetErrorLog());
	}
	float3 startPos0(1000.0f, 80.0f, 1000.0f);
	float3 startPos1(1200.0f, 80.0f, 1200.0f);
	mapParser.GetStartPos(0, startPos0);
	mapParser.GetStartPos(1, startPos1);

	unitLoader.LoadUnit(startUnit0, startPos0, 0, false, 0, NULL);
	unitLoader.LoadUnit(startUnit1, startPos1, 1, false, 0, NULL);
}
示例#2
0
void CSkirmishAITestScript::GameStart(void)
{
	// make sure CSelectedUnits::AiOrder()
	// still works without a setup script
	teamHandler->Team(skirmishAI_teamId)->isAI = true;
	teamHandler->Team(skirmishAI_teamId)->skirmishAIKey = key;
	teamHandler->Team(skirmishAI_teamId)->skirmishAIOptions = options;
	teamHandler->Team(skirmishAI_teamId)->leader = player_teamId;
	playerHandler->Player(player_teamId)->SetControlledTeams();

	teamHandler->Team(player_teamId)->energy        = 1000;
	teamHandler->Team(player_teamId)->energyStorage = 1000;
	teamHandler->Team(player_teamId)->metal         = 1000;
	teamHandler->Team(player_teamId)->metalStorage  = 1000;

	teamHandler->Team(skirmishAI_teamId)->energy        = 1000;
	teamHandler->Team(skirmishAI_teamId)->energyStorage = 1000;
	teamHandler->Team(skirmishAI_teamId)->metal         = 1000;
	teamHandler->Team(skirmishAI_teamId)->metalStorage  = 1000;

	eoh->CreateSkirmishAI(skirmishAI_teamId, key);

	const std::string startUnit0 = sideParser.GetStartUnit(0, "");
	const std::string startUnit1 = sideParser.GetStartUnit(1, startUnit0);
	// default to side 1, in case mod has only 1 side

	if (startUnit0.length() == 0) {
		throw content_error ("Unable to load a commander for the first side");
	}

	MapParser mapParser(stupidGlobalMapname);
	if (!mapParser.IsValid()) {
		throw content_error("MapParser: " + mapParser.GetErrorLog());
	}
	float3 startPos0(1000.0f, 80.0f, 1000.0f);
	float3 startPos1(1200.0f, 80.0f, 1200.0f);
	mapParser.GetStartPos(0, startPos0);
	mapParser.GetStartPos(1, startPos1);

	unitLoader.LoadUnit(startUnit0, startPos0, 0, false, 0, NULL);
	unitLoader.LoadUnit(startUnit1, startPos1, 1, false, 0, NULL);
}
示例#3
0
RenderManager::RenderManager(ID3D11DeviceContext *devcon, 
    ID3D11Device *dev, 
    IDXGISwapChain *swapchain,
    Apex *apex,
    Camera *cam,
    D3D11_VIEWPORT *viewport) :
mDevcon(devcon), mDev(dev), mSwapchain(swapchain), mCam(cam), mApex(apex), mViewport(viewport)
{
    sceneBuff.normalMap		= 1;
    sceneBuff.phong			= 1;
    sceneBuff.textures		= 1;
    sceneBuff.ambientOn		= 1;
    sceneBuff.diffuseOn		= 1;
    sceneBuff.specularOn	= 1;
    sceneBuff.dirLightOn	= 1;
    sceneBuff.pLightOn		= 1;
    sceneBuff.shadowsOn		= 1;
    sceneBuff.cascadeOn		= 0;


    PartyMode = 0;

    emitterOn = true;

    fps = 0;
    SCREEN_WIDTH = 1280;
    SCREEN_HEIGHT = 720;

    ID3D11Texture2D *pBackBuffer;
    swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);

    // use the back buffer address to create the render target
    dev->CreateRenderTargetView(pBackBuffer, NULL, &mBackbuffer);
    pBackBuffer->Release();

    mAssetManager = new AssetManager(mDev, mDevcon);

    GeometryGenerator *geoGen = new GeometryGenerator();

    //Special "renderable" case, do not add to the vector
    mScreen = new ScreenQuad(mDevcon, mDev, geoGen);
    //Special camera, doesn't move

    mSkyBox = new SkyBox(mDevcon, mDev, geoGen);



    //mCloth = apex->CreateCloth(gRenderer, "curtainew");//"ctdm_Cape_400");//"bannercloth");//
    //renderables.push_back(mCloth);

    //emitter = apex->CreateEmitter(gRenderer, "SmokeEmitter");
    //emitter->SetPosition(-18.0f, -65.0f, -243.0f);
    ////emitter->SetEmit(true);

    //   
    //torch1 = apex->CreateEmitter(gRenderer, "TorchEmitter");
    //torch1->SetPosition(-13.5f, -2.0f, -42.0f);
    //   torch2 = apex->CreateEmitter(gRenderer, "TorchEmitter");
    //   torch2->SetPosition(-67.6f, -2.0f, -42.0f);

    //particles = apex->CreateEmitter(gRenderer, "testSpriteEmitter4ParticleFluidIos");
    //   particles->SetPosition(-19.0f, 45.0f, 206.0f);

    /*projectile = new Projectile(dev, devcon, apex);
    renderables.push_back(projectile);*/

    //mGrid = new GroundPlane(mDevcon, mDev, geoGen, 4000, 10);
    //renderables.push_back(mGrid);


    //renderables.push_back(emitter);
    //renderables.push_back(particles);
    //renderables.push_back(torch1);
    //renderables.push_back(torch2);



    HRESULT hr;

    hr = mFont.Initialize(mDev, L"Times New Roman", 30.0f, FontSheet::FontStyleRegular, true);
    hr = mText.Initialize(mDev);


    mScreenCam = new Camera();
    mScreenCam->SetLensOrtho(-1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1000.0f);
    mScreenCam->UpdateViewMatrix();

    
    D3D11_BUFFER_DESC bd;
    ZeroMemory(&bd, sizeof(bd));

    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof(SceneBuff);
    bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;

    mDev->CreateBuffer(&bd, NULL, &sceneCBuffer);


    // create the depth buffer texture
    //ID3D11RasterizerState*	pState;
    //D3D11_RASTERIZER_DESC		raster;

    ZeroMemory( &raster, sizeof(D3D11_RASTERIZER_DESC));

    raster.FillMode = D3D11_FILL_SOLID;
    raster.CullMode = D3D11_CULL_NONE;
    raster.FrontCounterClockwise = FALSE;
    raster.DepthBias = 0;
    raster.DepthBiasClamp = 0.0f;
    raster.SlopeScaledDepthBias = 0.0f;
    raster.DepthClipEnable = TRUE; //set for testing otherwise true
    raster.ScissorEnable = FALSE;
    raster.MultisampleEnable = FALSE;
    raster.AntialiasedLineEnable = FALSE;

    hr = dev->CreateRasterizerState (&raster, &pState);
    devcon->RSSetState( pState );

    D3D11_SAMPLER_DESC sd;
    sd.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
    sd.MaxAnisotropy = 16;
    sd.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
    sd.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
    sd.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
    sd.BorderColor[0] = 0.0f;
    sd.BorderColor[1] = 0.0f;
    sd.BorderColor[2] = 0.0f;
    sd.BorderColor[3] = 0.0f;
    sd.MinLOD = 0.0f;
    sd.MaxLOD = FLT_MAX;
    sd.MipLODBias = 0.0f;

    dev->CreateSamplerState(&sd, &mSampState);
    devcon->PSSetSamplers(0, 1, &mSampState);

    D3D11_TEXTURE2D_DESC texd;
    ZeroMemory(&texd, sizeof(texd));

    texd.Width = SCREEN_WIDTH;
    texd.Height = SCREEN_HEIGHT;
    texd.ArraySize = 1;
    texd.MipLevels = 1;
    texd.SampleDesc.Count = 1;
    texd.Format = DXGI_FORMAT_R32_TYPELESS;
    texd.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;

    dev->CreateTexture2D(&texd, NULL, &mDepthTargetTexture);


    D3D11_DEPTH_STENCIL_VIEW_DESC dsvd;
    ZeroMemory(&dsvd, sizeof(dsvd));

    dsvd.Format = DXGI_FORMAT_D32_FLOAT;
    dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
    dsvd.Texture2D.MipSlice = 0;

    dev->CreateDepthStencilView(mDepthTargetTexture, &dsvd, &mZbuffer);

    texd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
    dev->CreateDepthStencilView(mDepthTargetTexture, &dsvd, &mZbuffer2);


    D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;

    // Setup the description of the shader resource view.
    shaderResourceViewDesc.Format = DXGI_FORMAT_R32_FLOAT;
    shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
    shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
    shaderResourceViewDesc.Texture2D.MipLevels = 1;

    dev->CreateShaderResourceView(mDepthTargetTexture, &shaderResourceViewDesc, &mDepthShaderResourceView);

    // Init blending
    D3D11_BLEND_DESC blendDesc;
    blendDesc.AlphaToCoverageEnable = TRUE;
    blendDesc.IndependentBlendEnable = FALSE;
    blendDesc.RenderTarget[0].BlendEnable = TRUE;
    blendDesc.RenderTarget[0].SrcBlend              = D3D11_BLEND_SRC_ALPHA;
    blendDesc.RenderTarget[0].DestBlend             = D3D11_BLEND_INV_SRC_ALPHA;
    blendDesc.RenderTarget[0].BlendOp               = D3D11_BLEND_OP_ADD;
    blendDesc.RenderTarget[0].SrcBlendAlpha         = D3D11_BLEND_ONE;
    blendDesc.RenderTarget[0].DestBlendAlpha        = D3D11_BLEND_ZERO;
    blendDesc.RenderTarget[0].BlendOpAlpha          = D3D11_BLEND_OP_ADD;
    blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;

    hr = dev->CreateBlendState(&blendDesc, &mBlendState);
    if( FAILED(hr) )
        return;

    float blendFactor[] = {0.0f, 0.0f, 0.0f, 0.0f}; 
    devcon->OMSetBlendState(mBlendState, blendFactor, 0xffffffff); // restore default

    //Set the directional light
    ZeroMemory(&bd, sizeof(bd));

    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof(DirectionalLight)*10;
    bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;

    mDev->CreateBuffer(&bd, NULL, &dirLightCBuffer);

    mDirLight[0].Ambient =		XMFLOAT4(.4f, .4f, .4f, 1);
    mDirLight[0].Diffuse =		XMFLOAT4(.6f, .6f, .6f, 1);
    mDirLight[0].Direction =	XMFLOAT3(0.57735f, -0.68f, -0.866f);
    mDirLight[0].Specular =		XMFLOAT4(0.7f, 0.67f, 0.62f, 1);

    mDirLight[1].Ambient =		XMFLOAT4(.3f, .3f, .3f, 1);
    mDirLight[1].Diffuse =		XMFLOAT4(.6f, .6f, .6f, 1);
    mDirLight[1].Direction =	XMFLOAT3(10, 0, 0);
    mDirLight[1].Specular =		XMFLOAT4(1, 1, 1, 1);


    //Set the point light
    ZeroMemory(&bd, sizeof(bd));

    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof(PointLight) * MAX_NUM_POINT_LIGHTS;
    bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;

    mDev->CreateBuffer(&bd, NULL, &pointLightCBuffer);



    ID3D11SamplerState* pSS;
    //	D3D11_SAMPLER_DESC sd;
    ZeroMemory(&sd, sizeof(sd));
    //sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
    sd.Filter = D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT;
    sd.MaxAnisotropy = 1;
    sd.AddressU = D3D11_TEXTURE_ADDRESS_MIRROR;
    sd.AddressV = D3D11_TEXTURE_ADDRESS_MIRROR;
    sd.AddressW = D3D11_TEXTURE_ADDRESS_MIRROR;

    sd.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL;
    mDev->CreateSamplerState(&sd, &pSS);
    mDevcon->PSSetSamplers(5, 1, &pSS);

    vector<String> sceneNames;
    sceneNames.push_back("scene/hub_scene.txt");
    sceneNames.push_back("scene/bowling_scene.txt");
    sceneNames.push_back("scene/dark_scene.txt");
    sceneNames.push_back("scene/jenga_scene.txt");
    sceneNames.push_back("scene/openworld_scene.txt");



    Scene *tempScene;
    newTimer.Reset();
    for(int i = 0; i < (int)sceneNames.size(); i++)
    {
        apex->setScene(i);
        tempScene = new Scene( dev, devcon, apex, geoGen, mSkyBox, mScreen, mZbuffer, mViewport, sceneNames[i], mAssetManager);
        scene.push_back(tempScene);
        newTimer.Tick();
        sceneLoadTimes.push_back(newTimer.DeltaTime());
    }


    // Setting up Cascade Light Shadow Maps
    for( int i = 0; i < scene.size(); i++ )
    {
        if( i == 0)
            shad = new ShadowManager(mDev, mDevcon, 2048, 2048, 0, 120.0, 120.0);
        else if( i == 1)
            shad = new ShadowManager(mDev, mDevcon, 2048, 2048, 0, 120.0, 120.0);
        else if( i == 2)
            shad = new ShadowManager(mDev, mDevcon, 2048, 2048, 0, 120.0, 120.0);
        else if( i == 3)
            shad = new ShadowManager(mDev, mDevcon, 2048, 2048, 0, 120.0, 120.0);
        else
            shad = new ShadowManager(mDev, mDevcon, 2048, 2048, 0, 60.0, 60.0);

        shad->lightPos = mDirLight[0].Direction;
        shadows[i].push_back( shad );
    }

    for( int i = 0; i < scene.size(); i++ )
    {
        shad = new ShadowManager(mDev, mDevcon, 1024, 1024, 0, 120.0, 120.0);

        if( i == 0)
            shad = new ShadowManager(mDev, mDevcon, 1024, 1024, 0, 50.0, 50.0);
        else if( i == 1)
            shad = new ShadowManager(mDev, mDevcon, 1024, 1024, 0, 100.0, 100.0);
        else if( i == 2)
            shad = new ShadowManager(mDev, mDevcon, 1024, 1024, 0, 120.0, 120.0);
        else if( i == 3)
            shad = new ShadowManager(mDev, mDevcon, 1024, 1024, 0, 250.0, 250.0);
        else
            shad = new ShadowManager(mDev, mDevcon, 1024, 1024, 0, 120.0, 120.0);

        shad->lightPos = mDirLight[0].Direction;
        shadows[i].push_back( shad );
    }
    
    for( int i = 0; i < scene.size(); i++ )
    {
            shad = new ShadowManager(mDev, mDevcon, 1024, 1024, 0, 120.0, 120.0);

        if( i == 0)
            shad = new ShadowManager(mDev, mDevcon, 512, 512, 0, 300.0, 300.0);
        else if( i == 1)
            shad = new ShadowManager(mDev, mDevcon, 512, 512, 0, 300.0, 300.0);
        else if( i == 2)
            shad = new ShadowManager(mDev, mDevcon, 512, 512, 0, 300.0, 300.0);
        else if( i == 3)
            shad = new ShadowManager(mDev, mDevcon, 512, 512, 0, 500.0, 500.0);
        else
            shad = new ShadowManager(mDev, mDevcon, 512, 512, 0, 300.0, 300.0);
        shad->lightPos = mDirLight[0].Direction;
        shadows[i].push_back( shad );
    }

    //// Setting up Point Light Shadow Maps
    //for( int i = 1; i <= 6; i++ )
    //{
    //	shad = new ShadowManager(mDev, mDevcon, 512, 512, i);
    //	shad->lightPos = mPointLight[0].Position;
    //	shadows.push_back( shad );
    //}

    //for( int i = 1; i <= 6; i++ )
    //{
    //	shad = new ShadowManager(mDev, mDevcon, 512, 512, i);
    //	shad->lightPos = mPointLight[1].Position;
    //	shadows.push_back( shad );
    //}

    


    PointLight tempPointLight;

    //SCENE0 - HUB
    tempPointLight.Ambient  = XMFLOAT4(0.0f, 0.0f, 0.0f, 1);
    tempPointLight.Att      = XMFLOAT3(1.0f, 0.05f, .0075f);
    tempPointLight.Diffuse  = XMFLOAT4(1.7f, 0.6f, 0.0f, 1);
    tempPointLight.Specular = XMFLOAT4(1, 1, 1, 1);
    tempPointLight.Range    = 15.0f;
    tempPointLight.Position = XMFLOAT3(-22.7255f, -11.34f, -15.337f);


    scene[0]->mPointLights[0] =  tempPointLight;
    scene[0]->mPointLights[0].Pad =  2;

    tempPointLight.Ambient  = XMFLOAT4(0.0f, 0.0f, 0.0f, 1);
    tempPointLight.Att      = XMFLOAT3(1.0f, 0.05f, .0075f);
    tempPointLight.Diffuse  = XMFLOAT4(1.7f, 0.6f, 0.0f, 1);
    tempPointLight.Specular = XMFLOAT4(1, 1, 1, 1);
    tempPointLight.Range    = 15.0f;
    tempPointLight.Position = XMFLOAT3(-11.8275f, -11.34f, -26.35f);

    scene[0]->mPointLights[1] = tempPointLight;


    //SCENE1 - BOWLING
    XMFLOAT3 startPos1(-25.0f, 10.0f, -160);
    XMFLOAT3 startPos2( 25.0f, 10.0f, -160);
    
    

    for(int i = 0; i < 10; i++)
    {
        tempPointLight.Ambient  = XMFLOAT4(0.0f, 0.0f, 0.0f, 1);
        tempPointLight.Att      = XMFLOAT3(1.0f, 0.05f, .0075f);
        tempPointLight.Diffuse  = Colors::Green;
        tempPointLight.Specular = XMFLOAT4(1, 1, 1, 1);
        tempPointLight.Range    = 30.0f;
        tempPointLight.Position = startPos1;

        startPos1.z += 20.0f;

        scene[1]->mPointLights[i] = tempPointLight;
    }

    for(int i = 10; i < 20; i++)
    {
        tempPointLight.Ambient  = XMFLOAT4(0.0f, 0.0f, 0.0f, 1);
        tempPointLight.Att      = XMFLOAT3(1.0f, 0.05f, .0075f);
        tempPointLight.Diffuse  = Colors::Green;
        tempPointLight.Specular = XMFLOAT4(1, 1, 1, 1);
        tempPointLight.Range    = 30.0f;
        tempPointLight.Position = startPos2;

        startPos2.z += 20.0f;

        scene[1]->mPointLights[i] = tempPointLight;
    }

        tempPointLight.Ambient  = XMFLOAT4(0.0f, 0.0f, 0.0f, 1);
        tempPointLight.Att      = XMFLOAT3(1.0f, 0.05f, .0075f);
        tempPointLight.Diffuse  = Colors::Green;
        tempPointLight.Specular = XMFLOAT4(1, 1, 1, 1);
        tempPointLight.Range    = 25.0f;
        tempPointLight.Position = XMFLOAT3(0.0f, 16.0f, 27.5f);

        scene[1]->mPointLights[20] = tempPointLight;

        scene[1]->mPointLights[0].Pad = 21;

    for( int i = 0; i < 1; i++ )
    {
        for( int j = 1; j <= 6; j++ )
        {
            shad = new ShadowManager(mDev, mDevcon, 512, 512, j);
            shad->lightPos = scene[1]->mPointLights[i].Position;
            shadows[1].push_back( shad );
        }
    }


    ////SCENE2 - DARKNESS
    //tempPointLight.Ambient  = XMFLOAT4(0.0f, 0.0f, 0.0f, 1);
    //tempPointLight.Att      = XMFLOAT3(1.0f, 0.05f, .0075f);
    //tempPointLight.Diffuse  = Colors::Magenta;
    //tempPointLight.Specular = XMFLOAT4(1, 1, 1, 1);
    //tempPointLight.Range    = 15.0f;
    //tempPointLight.Position = XMFLOAT3(-0.5f, 2.5f, 73.0f);

    //scene[2]->mPointLights[0] = tempPointLight;
    //scene[2]->mPointLights[0].Pad = 1;

    //SCENE2 - DARKNESS
    tempPointLight.Ambient  = XMFLOAT4(0.0f, 0.0f, 0.0f, 1);
    tempPointLight.Att      = XMFLOAT3(1.0f, 0.05f, .0075f);
    tempPointLight.Diffuse  = Colors::TorchOrange;
    tempPointLight.Specular = XMFLOAT4(1, 1, 1, 1);
    tempPointLight.Range    = 15.0f;
    tempPointLight.Position = XMFLOAT3(-0.5f, 2.5f, 73.0f);

    scene[2]->mPointLights[0] = tempPointLight;
    scene[2]->mPointLights[0].Pad = 1;

    /*tempPointLight.Ambient  = XMFLOAT4(0.0f, 0.0f, 0.0f, 1);
    tempPointLight.Att      = XMFLOAT3(1.0f, 0.05f, .0075f);
    tempPointLight.Diffuse  = Colors::Magenta;
    tempPointLight.Specular = XMFLOAT4(1, 1, 1, 1);
    tempPointLight.Range    = 15.0f;
    tempPointLight.Position = XMFLOAT3(0.0f, 14.0f, 180.0f);

    scene[2]->mPointLights[1] = tempPointLight;*/

    for( int i = 0; i < 2; i++ )
    {
        for( int j = 1; j <= 6; j++ )
        {
            shad = new ShadowManager(mDev, mDevcon, 1024, 1024, j);
            shad->lightPos = scene[2]->mPointLights[i].Position;
            shadows[2].push_back( shad );
        }
    }

    //SCENE3 - 

    tempPointLight.Ambient  = XMFLOAT4(0.0f, 0.0f, 0.0f, 1);
    tempPointLight.Att      = XMFLOAT3(1.0f, 0.05f, .0075f);
    tempPointLight.Diffuse  = Colors::Blue;
    tempPointLight.Specular = XMFLOAT4(1, 1, 1, 1);
    tempPointLight.Range    = 15.0f;
    tempPointLight.Position = XMFLOAT3(0.0f, 4.5f, 17.0f);

    scene[3]->mPointLights[0] = tempPointLight;
    scene[3]->mPointLights[0].Pad = 1;


    //SCENE4 - OPEN WORLD
    scene[4]->mPointLights[0].Pad = 0;


    apex->setScene(0);
    

    // Shadow Constant Buffer
    for( int j = 0; j < scene.size(); j++ )
    {
        ZeroMemory(&bd, sizeof(bd));

        bd.Usage = D3D11_USAGE_DEFAULT;
        bd.ByteWidth = sizeof(ShadowBuff) * shadows[j].size();
        bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;

        mDev->CreateBuffer(&bd, NULL, &shadowCBuffer[j]);

        for( int i = 0; i < shadows[i].size(); i++ )
        {
            ShadowBuff temp;
            temp.lightPos = shadows[j][i]->lightPos;
            XMStoreFloat4x4( &temp.lightViewProj, shadows[j][i]->mShadowCam->ViewProj() );
            shadowBuff[j].push_back( temp );
        }
    }
}