Patch - Fix release and debug config - V11.2.1

This commit is contained in:
CatChow0 2025-06-03 19:58:01 +02:00
parent 315d259acd
commit ae3fc21ffc
6 changed files with 474 additions and 108 deletions

View File

@ -6,12 +6,8 @@
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@ -29,7 +25,9 @@
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@ -60,7 +58,7 @@
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View File

@ -181,11 +181,15 @@
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@ -240,6 +240,12 @@
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<Image Include="KhaoticIcon.ico"> <Image Include="KhaoticIcon.ico">
@ -512,8 +524,119 @@
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<Filter>Fichiers de ressources</Filter>
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<CopyFileToFolders Include="assets\Texture\font01.png">
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<Filter>Texture</Filter>
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<CopyFileToFolders Include="assets\Texture\sprite04.png">
<Filter>Texture</Filter>
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<CopyFileToFolders Include="assets\Texture\stone01.png">
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<CopyFileToFolders Include="assets\Texture\stone01.tga">
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<CopyFileToFolders Include="assets\Texture\wall.png">
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<CopyFileToFolders Include="assets\Texture\wall01.png">
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<CopyFileToFolders Include="assets\Texture\water01.png">
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@ -1,114 +1,37 @@
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53
src/hlsl/skybox.ps Normal file
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@ -0,0 +1,53 @@
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer SkyboxBuffer
{
float4 ambientColor;
float4 diffuseColor;
float3 lightDirection;
float intensity;
};
cbuffer SkyboxColorBuffer
{
float4 sunColor;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 SkyboxPixelShader(PixelInputType input) : SV_TARGET
{
// Inverser les coordonnées de texture pour compenser les normales inversées
float2 invertedTexCoord = float2(1.0 - input.tex.x, 1.0 - input.tex.y);
// Échantillonner la texture avec les coordonnées inversées
float4 textureColor = shaderTexture.Sample(SampleType, invertedTexCoord);
// Pour une skybox, l'éclairage devrait être plus simple - on ignore l'orientation des normales
// et on applique une luminosité uniforme ou un gradient basé sur la position (hauteur)
// Calculer un facteur de luminosité uniforme à appliquer
float lightFactor = saturate(intensity);
// Combiner la couleur ambiante et diffuse pour l'éclairage de la skybox
float4 lightColor = ambientColor + (diffuseColor * lightFactor);
// Appliquer la couleur de l'éclairage à la texture
float4 finalColor = saturate(lightColor) * textureColor;
return finalColor;
}

67
src/hlsl/skybox.vs Normal file
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@ -0,0 +1,67 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
cbuffer CameraBuffer
{
float3 cameraPosition;
float padding;
};
cbuffer SkyboxBuffer
{
float4 ambientColor;
float4 diffuseColor;
float3 lightDirection;
float intensity;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType SkyboxVertexShader(VertexInputType input)
{
PixelInputType output;
// 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);
return output;
}