Having Trouble With The DirectX Spotlight Example?

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    I hope this blog post helps you if you’ve spotted the DirectX Spotlight example.

    ##Introduction##In this tutorial we will learn how to create a highlight a. We use this projector for the camera. This tutorial is based on ego's webcam tutorial.##SpotLight Factors##Spotlights simply display units, but with a direction. For this reason, let's directly create our minimum point implementation by adding just a direction and a single value representing the size of our projector's cone.##Direction##This is represented by a 3D vector, also called dir in our code, where the first value is the back button axis, the second value is the ymca axis, and the third value is the unces axis. Want##Cone##The cone is represented in our strategy by a wandering value called the cone. This value is a specific measure of our highlighted equation. By updating this, we are changing the area of ​​the cone of our headlight. A lower rate corresponds to a larger cone, and a higher value corresponds to a smaller cone.##SpotLight Equation##Remember that spotlights are created by point light sources, so we just need to add an additional equation that emits light at a specificdirection through the coil rather than in directions like a point light source.##Define light cone##Here is the only new situation we will add to our marker file. This creates a coil through which our light will shine.First, we need to find the position of our direction between the light sources and the specific light direction in the pixel. We use the product division of transport to find it.Then I would say that we use the max function to ensure our employees don't get a scalar product less than 0.0f. Behind this position of the headlight there will be a point less than 0.0f, hence the bright light not only in the first headlight, but also in the headlight.Finally, we use bangs with a light cone value function as well as an exponent. This completes any equation that defines our light cone.finalColor *= pow(max(dot(-lightToPixelVec, light.dir), 0.0f), light.cone);##Light structure##As you can see, our company has changed the simplified structure, actually adding two new members. One for the handlebar and one for this adjustable cone. structuring light Glossy() ZeroMemory(this,sizeof(Light)); XMFLOAT3pos; floating zone; XMFLOAT3 directory; conical float; XMFLOAT3at; float 2; XMFLOAT4 environment; XMFLOAT4 translations; ;##Description of the main light source##Here we describe our sweetness. We set its position to 0,1,0 (no big deal since we usually update it later), its range to 1000.0f (so we're not "clipping" the check indicator somehow), its att0 decay to 0. 4f (so this light doesn't get too bright when it's close to the camera) and att1 by 0.02f so we can find a constant amount of attenuation, then we set the cone to the best value at 20.0f.Keep in mind that all of them can potentially be edited for you to suit your needs. You will quickly see how flexible your own lighting can be with these reasons. Play with them to understand how they work.light.pos = XMFLOAT3(0.0f, 1.0f, 0.0f);light.dir = XMFLOAT3(0.0f, 0.0f, 1.0f);bright area = 1000.0f;light.cone 20.0f;light.att = XMFLOAT3(0.4f, 0.02f, 0.0f);ambient light = XMFLOAT4(0.2f, 0.2f, 0.2f, 1.0f);light.diffused = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);##Update the position of the lights##Since we areWe're going to use this headlight as our new flashlight, we want to point the direction cone in the direction the best camera is pointing, in other words, in the direction of our point-and-shoot camera's aiming vector. We also want the flashlight scene to occupy this position of our camera, for this we will use the position vector associated with our camera. This will be updated on every scene, so we'll put this code in the updateScene function.light.pos.x equals XMVectorGetX(camPosition);light.pos.y = XMVectorGetY(camPosition);light.pos.z = XMVectorGetZ(camPosition);light.dir.x means XMVectorGetX(camTarget) - light.pos.x;light.dir.y = XMVectorGetY(camTarget) - light.pos.y;light.dir.z = XMVectorGetZ(camTarget) - light.pos.z;##Effect file##Introducing our new HLSL spoke structure, now with a shaping course and a float value for your current taper. structuring light float3pos; floating zone; float3 directory; conical float; float3att; Float4 environment; diffuse float4; ;Here is our new PS scene which is the center of attention. We've listed what it does above, so if you think you haven't figured it out, you can read on.Check it out above and check it out right in the comments. The only new benefit of the pixel shader comes from the new direction equation at the bottom. float4 PS (input VS_OUTPUT): SV_TARGET { input.normal = normalize(input.normal); float4 dispel = ObjTexture.Sample(ObjSamplerState, input.TexCoord); final color float3 = float3(0.0f, 0.0f, 0.0f); // Create a position between the small vector's position and the pixel's position float3 lightToPixelVec = light.pos - input.worldPos; // Find distance using light position and pixel position float d equals length (lightToPixelVec); // Add ambient light float3 finalAmbient equals diffuse * light.ambient; // If The Pixel Is Too Far, Return The Pixel With Colored Ambient Light if ( d > light.range ) Return Float4(finalAmbient, diffuse.a); // Convert lightToPixelVec to a descriptive unit space vector //direction p from position lamp

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