Patch Update - Skysphere

This commit is contained in:
2025-05-01 19:27:14 +02:00
parent 96b0d0e72d
commit c15cb2956d
7 changed files with 43 additions and 69 deletions

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enginecustom/assets/Model/OBJ/skysphere.obj (Stored with Git LFS) Normal file

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enginecustom/assets/Model/OBJ/vaisseautri.mtl (Stored with Git LFS) Normal file

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@@ -1,20 +1,16 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: multitexture.ps
////////////////////////////////////////////////////////////////////////////////
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer SunLightBuffer
{
float4 ambientColor;
float4 diffuseColor;
float3 lightDirection;
float intensity;
};
cbuffer SunLightColorBuffer
{
float4 sunColor;
};
Texture2D shaderTexture1 : register(t0);
Texture2D shaderTexture2 : register(t1);
SamplerState SampleType : register(s0);
//////////////
// TYPEDEFS //
@@ -23,39 +19,27 @@ struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 SunLightPixelShader(PixelInputType input) : SV_TARGET
float4 SkyboxShaderPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float4 color;
float lightIntensity;
float4 colorArray;
float4 colorSum;
float4 color1;
float4 color2;
float4 blendColor;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Sample the pixel color from the textures using the sampler at this texture coordinate location.
color1 = shaderTexture1.Sample(SampleType, input.tex);
color2 = shaderTexture2.Sample(SampleType, input.tex);
// Combine the two textures together.
blendColor = color1 * color2 * 2.0;
// Calculate the different amounts of light on this pixel based on the direction of the light.
lightIntensity = saturate(dot(input.normal, -lightDirection));
// Saturate the final color.
blendColor = saturate(blendColor);
// Determine the diffuse color amount of the light.
colorArray = (diffuseColor * lightIntensity) * intensity;
// Initialize the sum of colors.
colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
// Add the light color.
colorSum.r += colorArray.r;
colorSum.g += colorArray.g;
colorSum.b += colorArray.b;
// Multiply the texture pixel by the light color to get the final result.
color = saturate(colorSum) * textureColor;
return color;
return blendColor;
}

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@@ -1,3 +1,8 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: multitexture.vs
////////////////////////////////////////////////////////////////////////////////
/////////////
// GLOBALS //
/////////////
@@ -8,19 +13,6 @@ cbuffer MatrixBuffer
matrix projectionMatrix;
};
cbuffer CameraBuffer
{
float3 cameraPosition;
float padding;
};
cbuffer SunLightBuffer
{
float4 ambientColor;
float4 diffuseColor;
float3 lightDirection;
float intensity;
};
//////////////
// TYPEDEFS //
@@ -36,15 +28,16 @@ struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType SunLightVertexShader(VertexInputType input)
PixelInputType SkyboxShaderVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
@@ -57,11 +50,5 @@ PixelInputType SunLightVertexShader(VertexInputType input)
// 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;
}

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@@ -28,7 +28,7 @@ Object* Skybox::ConstructSkybox()
Logger::Get().Log("Construct skybox", __FILE__, __LINE__, Logger::LogLevel::Initialize);
char modelFilename[128];
strcpy_s(modelFilename, "assets/Model/OBJ/invertcube.obj");
strcpy_s(modelFilename, "assets/Model/OBJ/skysphere.obj");
textures.clear();
std::vector<std::wstring> skyboxTextures = {