DirectX/10.0/Direct3D/Specular Lighting

This tutorial will be an introduction to using specular lighting in DirectX 11 with HLSL. The code in this tutorial builds on the code from the previous tutorial.

Specular lighting is the use of bright spot highlights to give visual clues for light source locations. For example a red sphere with just ambient and diffuse lighting looks like the following:

Now if we add a white specular highlight we get the following result:

Specular lighting is most commonly used to give light reflection off of metallic surfaces such as mirrors and highly polished/reflective metal surfaces. It is also used on other materials such as reflecting sunlight off of water. Used well it can add a degree of photo realism to most 3D scenes.

The equation for specular lighting is the following: SpecularLighting = SpecularColor * (SpecularColorOfLight * ((NormalVector dot HalfWayVector) power SpecularReflectionPower) * Attentuation * Spotlight)

We will modify the equation to produce just the basic specular lighting effect as follows: SpecularLighting = SpecularLightColor * (ViewingDirection dot ReflectionVector) power SpecularReflectionPower

The reflection vector in this equation has to be produced by multiplying double the light intensity by the vertex normal. The direction of the light is subtracted which then gives the reflection vector between the light source and the viewing angle: ReflectionVector = 2 * LightIntensity * VertexNormal - LightDirection

The viewing direction in the equation is produced by subtracting the location of the camera by the position of the vertex: ViewingDirection = CameraPosition - VertexPosition

Lets take a look at the modified light shader to see how this is implemented:

Light.vs
//////////////////////////////////////////////////////////////////////////////// // Filename: light.vs ////////////////////////////////////////////////////////////////////////////////

///////////// // GLOBALS // ///////////// cbuffer MatrixBuffer {   matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; };

We add a new constant buffer to hold camera information. In this shader we require the position of the camera to determine where this vertex is being viewed from for specular calculations. cbuffer CameraBuffer {   float3 cameraPosition; float padding; };

////////////// // TYPEDEFS // ////////////// struct VertexInputType {   float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; };

The PixelInputType structure is modified as the viewing direction needs to be calculated in the vertex shader and then sent into the pixel shader for specular lighting calculations. struct PixelInputType {   float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 viewDirection : TEXCOORD1; };

//////////////////////////////////////////////////////////////////////////////// // Vertex Shader //////////////////////////////////////////////////////////////////////////////// PixelInputType LightVertexShader(VertexInputType input) {   PixelInputType output; float4 worldPosition;

// Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f;

// Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal);

The viewing direction is calculated here in the vertex shader. We calculate the world position of the vertex and subtract that from the camera position to determine where we are viewing the scene from. The final value is normalized and sent into the pixel shader. // Calculate the position of the vertex in the world. worldPosition = mul(input.position, worldMatrix);

// Determine the viewing direction based on the position of the camera and the position of the vertex in the world. output.viewDirection = cameraPosition.xyz - worldPosition.xyz; // Normalize the viewing direction vector. output.viewDirection = normalize(output.viewDirection);

return output; }

Light.ps
//////////////////////////////////////////////////////////////////////////////// // Filename: light.ps ////////////////////////////////////////////////////////////////////////////////

///////////// // GLOBALS // ///////////// Texture2D shaderTexture; SamplerState SampleType;

The light buffer has been updated to hold specularColor and specularPower values for specular lighting calculations. cbuffer LightBuffer {   float4 ambientColor; float4 diffuseColor; float3 lightDirection; float specularPower; float4 specularColor; };

////////////// // TYPEDEFS // //////////////

The PixelInputType structure is modified here as well to reflect the changes to it in the vertex shader. struct PixelInputType {   float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 viewDirection : TEXCOORD1; };

//////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 LightPixelShader(PixelInputType input) : SV_TARGET {   float4 textureColor; float3 lightDir; float lightIntensity; float4 color; float3 reflection; float4 specular;

// Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex);

// Set the default output color to the ambient light value for all pixels. color = ambientColor;

// Initialize the specular color. specular = float4(0.0f, 0.0f, 0.0f, 0.0f);

// Invert the light direction for calculations. lightDir = -lightDirection;

// Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir));

if(lightIntensity > 0.0f) {       // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity);

// Saturate the ambient and diffuse color. color = saturate(color);

The reflection vector for specular lighting is calculated here in the pixel shader provided the light intensity is greater than zero. This is the same equation as listed at the beginning of the tutorial. // Calculate the reflection vector based on the light intensity, normal vector, and light direction. reflection = normalize(2 * lightIntensity * input.normal - lightDir);

The amount of specular light is then calculated using the reflection vector and the viewing direction. The smaller the angle between the viewer and the light source the greater the specular light reflection will be. The result is taken to the power of the specularPower value. The lower the specularPower value the greater the final effect is. // Determine the amount of specular light based on the reflection vector, viewing direction, and specular power. specular = pow(saturate(dot(reflection, input.viewDirection)), specularPower); }

// Multiply the texture pixel and the input color to get the textured result. color = color * textureColor;

We don't add the specular effect until the end. It is a highlight and needs to be added to the final value or it will not show up properly. // Add the specular component last to the output color. color = saturate(color + specular);

return color; }

Lightshaderclass.h
The LightShaderClass has been modified from the previous tutorial to handle specular lighting now. //////////////////////////////////////////////////////////////////////////////// // Filename: lightshaderclass.h ////////////////////////////////////////////////////////////////////////////////
 * 1) ifndef _LIGHTSHADERCLASS_H_
 * 2) define _LIGHTSHADERCLASS_H_

////////////// // INCLUDES // ////////////// using namespace std;
 * 1) include &lt;d3d11.h&gt;
 * 2) include &lt;d3dx10math.h&gt;
 * 3) include &lt;d3dx11async.h&gt;
 * 4) include &lt;fstream&gt;

//////////////////////////////////////////////////////////////////////////////// // Class name: LightShaderClass //////////////////////////////////////////////////////////////////////////////// class LightShaderClass { private: struct MatrixBufferType {		D3DXMATRIX world; D3DXMATRIX view; D3DXMATRIX projection; };

We add a new camera buffer structure to match the new camera constant buffer in the vertex shader. Note we add a padding to make the structure size a multiple of 16 to prevent CreateBuffer failing when using sizeof with this structure. struct CameraBufferType {		D3DXVECTOR3 cameraPosition; float padding; };

The LightBufferType has been modified to hold a specular color and specular power to match the light constant buffer in the pixel shader. Pay attention to the fact that I placed the specular power by the light direction to form a 4 float slot instead of using padding so that the structure could be kept in multiples of 16 bytes. Also had specular power been placed last in the structure and no padding used beneath light direction then the shader would not have functioned correctly. This is because even though the structure was a multiple of 16 the individual slots themselves were not aligned logically to 16 bytes each. struct LightBufferType {		D3DXVECTOR4 ambientColor; D3DXVECTOR4 diffuseColor; D3DXVECTOR3 lightDirection; float specularPower; D3DXVECTOR4 specularColor; };

public: LightShaderClass; LightShaderClass(const LightShaderClass&); ~LightShaderClass;

bool Initialize(ID3D11Device*, HWND); void Shutdown; bool Render(ID3D11DeviceContext*, int, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D11ShaderResourceView*, D3DXVECTOR3, D3DXVECTOR4, D3DXVECTOR4, 		   D3DXVECTOR3, D3DXVECTOR4, float);

private: bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*); void ShutdownShader; void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);

bool SetShaderParameters(ID3D11DeviceContext*, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D11ShaderResourceView*, D3DXVECTOR3, D3DXVECTOR4, D3DXVECTOR4,				 D3DXVECTOR3, D3DXVECTOR4, float); void RenderShader(ID3D11DeviceContext*, int);

private: ID3D11VertexShader* m_vertexShader; ID3D11PixelShader* m_pixelShader; ID3D11InputLayout* m_layout; ID3D11SamplerState* m_sampleState; ID3D11Buffer* m_matrixBuffer;

We add a new camera constant buffer here which will be used for setting the camera position in the vertex shader. ID3D11Buffer* m_cameraBuffer; ID3D11Buffer* m_lightBuffer; };


 * 1) endif

Lightshaderclass.cpp
//////////////////////////////////////////////////////////////////////////////// // Filename: lightshaderclass.cpp ////////////////////////////////////////////////////////////////////////////////
 * 1) include "lightshaderclass.h"

LightShaderClass::LightShaderClass {	m_vertexShader = 0; m_pixelShader = 0; m_layout = 0; m_sampleState = 0; m_matrixBuffer = 0;

Initialize the new camera constant buffer to null in the class constructor. m_cameraBuffer = 0; m_lightBuffer = 0; }

LightShaderClass::LightShaderClass(const LightShaderClass& other) { }

LightShaderClass::~LightShaderClass { }

bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd) {	bool result;

// Initialize the vertex and pixel shaders. result = InitializeShader(device, hwnd, L"../Engine/light.vs", L"../Engine/light.ps"); if(!result) {		return false; }

return true; }

void LightShaderClass::Shutdown {	// Shutdown the vertex and pixel shaders as well as the related objects. ShutdownShader;

return; }

The Render function now takes in cameraPosition, specularColor, and specularPower values and sends them into the SetShaderParameters function to make them active in the light shader before rendering occurs. bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, 			     D3DXMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, D3DXVECTOR3 lightDirection, D3DXVECTOR4 ambientColor,			      D3DXVECTOR4 diffuseColor, D3DXVECTOR3 cameraPosition, D3DXVECTOR4 specularColor, float specularPower) {	bool result;

// Set the shader parameters that it will use for rendering. result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor, 				    cameraPosition, specularColor, specularPower); if(!result) {		return false; }

// Now render the prepared buffers with the shader. RenderShader(deviceContext, indexCount);

return true; }

bool LightShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename) {	HRESULT result; ID3D10Blob* errorMessage; ID3D10Blob* vertexShaderBuffer; ID3D10Blob* pixelShaderBuffer; D3D11_INPUT_ELEMENT_DESC polygonLayout[3]; unsigned int numElements; D3D11_SAMPLER_DESC samplerDesc; D3D11_BUFFER_DESC matrixBufferDesc; D3D11_BUFFER_DESC cameraBufferDesc; D3D11_BUFFER_DESC lightBufferDesc;

// Initialize the pointers this function will use to null. errorMessage = 0; vertexShaderBuffer = 0; pixelShaderBuffer = 0;

// Compile the vertex shader code. result = D3DX11CompileFromFile(vsFilename, NULL, NULL, "LightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL, 				      &vertexShaderBuffer, &errorMessage, NULL); if(FAILED(result)) {		// If the shader failed to compile it should have writen something to the error message. if(errorMessage) {			OutputShaderErrorMessage(errorMessage, hwnd, vsFilename); }		// If there was nothing in the error message then it simply could not find the shader file itself. else {			MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK); }

return false; }

// Compile the pixel shader code. result = D3DX11CompileFromFile(psFilename, NULL, NULL, "LightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL, 				      &pixelShaderBuffer, &errorMessage, NULL); if(FAILED(result)) {		// If the shader failed to compile it should have writen something to the error message. if(errorMessage) {			OutputShaderErrorMessage(errorMessage, hwnd, psFilename); }		// If there was nothing in the error message then it simply could not find the file itself. else {			MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK); }

return false; }

// Create the vertex shader from the buffer. result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer, vertexShaderBuffer->GetBufferSize, NULL, &m_vertexShader); if(FAILED(result)) {		return false; }

// Create the pixel shader from the buffer. result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer, pixelShaderBuffer->GetBufferSize, NULL, &m_pixelShader); if(FAILED(result)) {		return false; }

// Create the vertex input layout description. // This setup needs to match the VertexType structure in the ModelClass and in the shader. polygonLayout[0].SemanticName = "POSITION"; polygonLayout[0].SemanticIndex = 0; polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT; polygonLayout[0].InputSlot = 0; polygonLayout[0].AlignedByteOffset = 0; polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; polygonLayout[0].InstanceDataStepRate = 0;

polygonLayout[1].SemanticName = "TEXCOORD"; polygonLayout[1].SemanticIndex = 0; polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT; polygonLayout[1].InputSlot = 0; polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; polygonLayout[1].InstanceDataStepRate = 0;

polygonLayout[2].SemanticName = "NORMAL"; polygonLayout[2].SemanticIndex = 0; polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT; polygonLayout[2].InputSlot = 0; polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; polygonLayout[2].InstanceDataStepRate = 0;

// Get a count of the elements in the layout. numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);

// Create the vertex input layout. result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer, vertexShaderBuffer->GetBufferSize, 					  &m_layout); if(FAILED(result)) {		return false; }

// Release the vertex shader buffer and pixel shader buffer since they are no longer needed. vertexShaderBuffer->Release; vertexShaderBuffer = 0;

pixelShaderBuffer->Release; pixelShaderBuffer = 0;

// Create a texture sampler state description. samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; samplerDesc.MipLODBias = 0.0f; samplerDesc.MaxAnisotropy = 1; samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; samplerDesc.BorderColor[0] = 0; samplerDesc.BorderColor[1] = 0; samplerDesc.BorderColor[2] = 0; samplerDesc.BorderColor[3] = 0; samplerDesc.MinLOD = 0; samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;

// Create the texture sampler state. result = device->CreateSamplerState(&samplerDesc, &m_sampleState); if(FAILED(result)) {		return false; }

// Setup the description of the dynamic matrix constant buffer that is in the vertex shader. matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC; matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType); matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; matrixBufferDesc.MiscFlags = 0; matrixBufferDesc.StructureByteStride = 0;

// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class. result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer); if(FAILED(result)) {		return false; }

We setup the description of the new camera buffer and then create a buffer using that description. This will allow us to interface with and set the camera position in the vertex shader. // Setup the description of the camera dynamic constant buffer that is in the vertex shader. cameraBufferDesc.Usage = D3D11_USAGE_DYNAMIC; cameraBufferDesc.ByteWidth = sizeof(CameraBufferType); cameraBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; cameraBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; cameraBufferDesc.MiscFlags = 0; cameraBufferDesc.StructureByteStride = 0;

// Create the camera constant buffer pointer so we can access the vertex shader constant buffer from within this class. result = device->CreateBuffer(&cameraBufferDesc, NULL, &m_cameraBuffer); if(FAILED(result)) {		return false; }

// Setup the description of the light dynamic constant buffer that is in the pixel shader. // Note that ByteWidth always needs to be a multiple of 16 if using D3D11_BIND_CONSTANT_BUFFER or CreateBuffer will fail. lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC; lightBufferDesc.ByteWidth = sizeof(LightBufferType); lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; lightBufferDesc.MiscFlags = 0; lightBufferDesc.StructureByteStride = 0;

// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class. result = device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer); if(FAILED(result)) {		return false; }

return true; }

void LightShaderClass::ShutdownShader {	// Release the light constant buffer. if(m_lightBuffer) {		m_lightBuffer->Release; m_lightBuffer = 0; }

Release the new camera constant buffer in the ShutdownShader function. // Release the camera constant buffer. if(m_cameraBuffer) {		m_cameraBuffer->Release; m_cameraBuffer = 0; }

// Release the matrix constant buffer. if(m_matrixBuffer) {		m_matrixBuffer->Release; m_matrixBuffer = 0; }

// Release the sampler state. if(m_sampleState) {		m_sampleState->Release; m_sampleState = 0; }

// Release the layout. if(m_layout) {		m_layout->Release; m_layout = 0; }

// Release the pixel shader. if(m_pixelShader) {		m_pixelShader->Release; m_pixelShader = 0; }

// Release the vertex shader. if(m_vertexShader) {		m_vertexShader->Release; m_vertexShader = 0; }

return; }

void LightShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename) {	char* compileErrors; unsigned long bufferSize, i;	ofstream fout;

// Get a pointer to the error message text buffer. compileErrors = (char*)(errorMessage->GetBufferPointer);

// Get the length of the message. bufferSize = errorMessage->GetBufferSize;

// Open a file to write the error message to. fout.open("shader-error.txt");

// Write out the error message. for(i=0; i&lt;bufferSize; i++) {		fout Release; errorMessage = 0;

// Pop a message up on the screen to notify the user to check the text file for compile errors. MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);

return; }

The SetShaderParameters function has been modified to take as input cameraPosition, specularColor, and specularPower. bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, 					  D3DXMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, D3DXVECTOR3 lightDirection, 					   D3DXVECTOR4 ambientColor, D3DXVECTOR4 diffuseColor, D3DXVECTOR3 cameraPosition, D3DXVECTOR4 specularColor, 					   float specularPower) {	HRESULT result; D3D11_MAPPED_SUBRESOURCE mappedResource; unsigned int bufferNumber; MatrixBufferType* dataPtr; LightBufferType* dataPtr2; CameraBufferType* dataPtr3;

// Transpose the matrices to prepare them for the shader. D3DXMatrixTranspose(&worldMatrix, &worldMatrix); D3DXMatrixTranspose(&viewMatrix, &viewMatrix); D3DXMatrixTranspose(&projectionMatrix, &projectionMatrix);

// Lock the constant buffer so it can be written to. result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if(FAILED(result)) {		return false; }

// Get a pointer to the data in the constant buffer. dataPtr = (MatrixBufferType*)mappedResource.pData;

// Copy the matrices into the constant buffer. dataPtr->world = worldMatrix; dataPtr->view = viewMatrix; dataPtr->projection = projectionMatrix;

// Unlock the constant buffer. deviceContext->Unmap(m_matrixBuffer, 0);

// Set the position of the constant buffer in the vertex shader. bufferNumber = 0;

// Now set the constant buffer in the vertex shader with the updated values. deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);

Here we lock the camera buffer and set the camera position value in it. // Lock the camera constant buffer so it can be written to. result = deviceContext->Map(m_cameraBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if(FAILED(result)) {		return false; }

// Get a pointer to the data in the constant buffer. dataPtr3 = (CameraBufferType*)mappedResource.pData;

// Copy the camera position into the constant buffer. dataPtr3->cameraPosition = cameraPosition; dataPtr3->padding = 0.0f;

// Unlock the camera constant buffer. deviceContext->Unmap(m_cameraBuffer, 0);

Note that we set the bufferNumber to 1 instead of 0 before setting the constant buffer. This is because it is the second buffer in the vertex shader (the first being the matrix buffer). // Set the position of the camera constant buffer in the vertex shader. bufferNumber = 1;

// Now set the camera constant buffer in the vertex shader with the updated values. deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_cameraBuffer); // Set shader texture resource in the pixel shader. deviceContext->PSSetShaderResources(0, 1, &texture);

// Lock the light constant buffer so it can be written to. result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if(FAILED(result)) {		return false; }

// Get a pointer to the data in the light constant buffer. dataPtr2 = (LightBufferType*)mappedResource.pData;

The light constant buffer now sets the specular color and specular power so that the pixel shader can perform specular lighting calculations. // Copy the lighting variables into the light constant buffer. dataPtr2->ambientColor = ambientColor; dataPtr2->diffuseColor = diffuseColor; dataPtr2->lightDirection = lightDirection; dataPtr2->specularColor = specularColor; dataPtr2->specularPower = specularPower; // Unlock the light constant buffer. deviceContext->Unmap(m_lightBuffer, 0);

// Set the position of the light constant buffer in the pixel shader. bufferNumber = 0;

// Finally set the light constant buffer in the pixel shader with the updated values. deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);

return true; }

void LightShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount) {	// Set the vertex input layout. deviceContext->IASetInputLayout(m_layout);

// Set the vertex and pixel shaders that will be used to render this triangle. deviceContext->VSSetShader(m_vertexShader, NULL, 0); deviceContext->PSSetShader(m_pixelShader, NULL, 0);

// Set the sampler state in the pixel shader. deviceContext->PSSetSamplers(0, 1, &m_sampleState);

// Render the triangle. deviceContext->DrawIndexed(indexCount, 0, 0);

return; }

Lightclass.h
The LightClass has been modified for this tutorial to include specular components and specular related helper functions. //////////////////////////////////////////////////////////////////////////////// // Filename: lightclass.h ////////////////////////////////////////////////////////////////////////////////
 * 1) ifndef _LIGHTCLASS_H_
 * 2) define _LIGHTCLASS_H_

////////////// // INCLUDES // //////////////
 * 1) include &lt;d3dx10math.h&gt;

//////////////////////////////////////////////////////////////////////////////// // Class name: LightClass //////////////////////////////////////////////////////////////////////////////// class LightClass { public: LightClass; LightClass(const LightClass&); ~LightClass;

void SetAmbientColor(float, float, float, float); void SetDiffuseColor(float, float, float, float); void SetDirection(float, float, float); void SetSpecularColor(float, float, float, float); void SetSpecularPower(float);

D3DXVECTOR4 GetAmbientColor; D3DXVECTOR4 GetDiffuseColor; D3DXVECTOR3 GetDirection; D3DXVECTOR4 GetSpecularColor; float GetSpecularPower;

private: D3DXVECTOR4 m_ambientColor; D3DXVECTOR4 m_diffuseColor; D3DXVECTOR3 m_direction; D3DXVECTOR4 m_specularColor; float m_specularPower; };


 * 1) endif

Lightclass.cpp
//////////////////////////////////////////////////////////////////////////////// // Filename: lightclass.cpp ////////////////////////////////////////////////////////////////////////////////
 * 1) include "lightclass.h"

LightClass::LightClass { }

LightClass::LightClass(const LightClass& other) { }

LightClass::~LightClass { }

void LightClass::SetAmbientColor(float red, float green, float blue, float alpha) {	m_ambientColor = D3DXVECTOR4(red, green, blue, alpha); return; }

void LightClass::SetDiffuseColor(float red, float green, float blue, float alpha) {	m_diffuseColor = D3DXVECTOR4(red, green, blue, alpha); return; }

void LightClass::SetDirection(float x, float y, float z) { m_direction = D3DXVECTOR3(x, y, z); return; }

void LightClass::SetSpecularColor(float red, float green, float blue, float alpha) {	m_specularColor = D3DXVECTOR4(red, green, blue, alpha); return; }

void LightClass::SetSpecularPower(float power) {	m_specularPower = power; return; }

D3DXVECTOR4 LightClass::GetAmbientColor {	return m_ambientColor; }

D3DXVECTOR4 LightClass::GetDiffuseColor {	return m_diffuseColor; }

D3DXVECTOR3 LightClass::GetDirection {	return m_direction; }

D3DXVECTOR4 LightClass::GetSpecularColor {	return m_specularColor; }

float LightClass::GetSpecularPower {	return m_specularPower; }

Graphicsclass.h
The header file for the GraphicsClass has not changed for this tutorial. //////////////////////////////////////////////////////////////////////////////// // Filename: graphicsclass.h ////////////////////////////////////////////////////////////////////////////////
 * 1) ifndef _GRAPHICSCLASS_H_
 * 2) define _GRAPHICSCLASS_H_

/////////////////////// // MY CLASS INCLUDES // ///////////////////////
 * 1) include "d3dclass.h"
 * 2) include "cameraclass.h"
 * 3) include "modelclass.h"
 * 4) include "lightshaderclass.h"
 * 5) include "lightclass.h"

///////////// // GLOBALS // ///////////// const bool FULL_SCREEN = true; const bool VSYNC_ENABLED = true; const float SCREEN_DEPTH = 1000.0f; const float SCREEN_NEAR = 0.1f;

//////////////////////////////////////////////////////////////////////////////// // Class name: GraphicsClass //////////////////////////////////////////////////////////////////////////////// class GraphicsClass { public: GraphicsClass; GraphicsClass(const GraphicsClass&); ~GraphicsClass;

bool Initialize(int, int, HWND); void Shutdown; bool Frame;

private: bool Render(float);

private: D3DClass* m_D3D; CameraClass* m_Camera; ModelClass* m_Model; LightShaderClass* m_LightShader; LightClass* m_Light; };


 * 1) endif

Graphicsclass.cpp
//////////////////////////////////////////////////////////////////////////////// // Filename: graphicsclass.cpp ////////////////////////////////////////////////////////////////////////////////
 * 1) include "graphicsclass.h"

GraphicsClass::GraphicsClass {	m_D3D = 0; m_Camera = 0; m_Model = 0; m_LightShader = 0; m_Light = 0; }

GraphicsClass::GraphicsClass(const GraphicsClass& other) { }

GraphicsClass::~GraphicsClass { }

bool GraphicsClass::Initialize(int screenWidth, int screenHeight, HWND hwnd) {	bool result;

// Create the Direct3D object. m_D3D = new D3DClass; if(!m_D3D) {		return false; }

// Initialize the Direct3D object. result = m_D3D->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR); if(!result) {		MessageBox(hwnd, L"Could not initialize Direct3D.", L"Error", MB_OK); return false; }

// Create the camera object. m_Camera = new CameraClass; if(!m_Camera) {		return false; }

// Set the initial position of the camera. m_Camera->SetPosition(0.0f, 0.0f, -10.0f); // Create the model object. m_Model = new ModelClass; if(!m_Model) {		return false; }

// Initialize the model object. result = m_Model->Initialize(m_D3D->GetDevice, "../Engine/data/cube.txt", L"../Engine/data/seafloor.dds"); if(!result) {		MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK); return false; }

// Create the light shader object. m_LightShader = new LightShaderClass; if(!m_LightShader) {		return false; }

// Initialize the light shader object. result = m_LightShader->Initialize(m_D3D->GetDevice, hwnd); if(!result) {		MessageBox(hwnd, L"Could not initialize the light shader object.", L"Error", MB_OK); return false; }

// Create the light object. m_Light = new LightClass; if(!m_Light) {		return false; }

In the light class object we now set the specular color and the specular power. For this tutorial we set the specular color to white and set the specular power to 32. Remember that the lower the specular power value the greater the specular effect will be. // Initialize the light object. m_Light->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f); m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f); m_Light->SetDirection(0.0f, 0.0f, 1.0f); m_Light->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f); m_Light->SetSpecularPower(32.0f);

return true; }

void GraphicsClass::Shutdown {	// Release the light object. if(m_Light) {		delete m_Light; m_Light = 0; }

// Release the light shader object. if(m_LightShader) {		m_LightShader->Shutdown; delete m_LightShader; m_LightShader = 0; }

// Release the model object. if(m_Model) {		m_Model->Shutdown; delete m_Model; m_Model = 0; }

// Release the camera object. if(m_Camera) {		delete m_Camera; m_Camera = 0; }

// Release the D3D object. if(m_D3D) {		m_D3D->Shutdown; delete m_D3D; m_D3D = 0; }

return; }

bool GraphicsClass::Frame {	bool result; static float rotation = 0.0f;

// Update the rotation variable each frame. rotation += (float)D3DX_PI * 0.005f; if(rotation > 360.0f) {		rotation -= 360.0f; }	// Render the graphics scene. result = Render(rotation); if(!result) {		return false; }

return true; }

bool GraphicsClass::Render(float rotation) {	D3DXMATRIX worldMatrix, viewMatrix, projectionMatrix; bool result;

// Clear the buffers to begin the scene. m_D3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);

// Generate the view matrix based on the camera's position. m_Camera->Render;

// Get the world, view, and projection matrices from the camera and d3d objects. m_Camera->GetViewMatrix(viewMatrix); m_D3D->GetWorldMatrix(worldMatrix); m_D3D->GetProjectionMatrix(projectionMatrix);

// Rotate the world matrix by the rotation value so that the triangle will spin. D3DXMatrixRotationY(&worldMatrix, rotation);

// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing. m_Model->Render(m_D3D->GetDeviceContext);

The light shader render function now takes in the camera position, the light specular color, and the light specular power. // Render the model using the light shader. result = m_LightShader->Render(m_D3D->GetDeviceContext, m_Model->GetIndexCount, worldMatrix, viewMatrix, projectionMatrix, 				      m_Model->GetTexture, m_Light->GetDirection, m_Light->GetAmbientColor, m_Light->GetDiffuseColor, 				       m_Camera->GetPosition, m_Light->GetSpecularColor, m_Light->GetSpecularPower); if(!result) {		return false; }

// Present the rendered scene to the screen. m_D3D->EndScene;

return true; }

Summary
With the addition of specular lighting we now get a bright white flash each time the cube surface evenly faces the camera viewing direction.

To Do Exercises
1. Recompile and run the project and ensure you get a spinning cube that flashes a bright specular highlight each time if faces the camera.

2. Change the direction of the light such as m_Light->SetDirection(1.0f, 0.0f, 1.0f) to see the effect if the light source is from a different direction.

3. Create a 5000+ poly sphere model with a red texture to recreate the sphere images at the top of the tutorial.