Patch Update - Skysphere

This commit is contained in:
CatChow0 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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@ -6,14 +6,10 @@
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@ -170,6 +166,7 @@
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</task> </task>
<task id="LOCAL-00001" summary="Minor update - viewport window tweak"> <task id="LOCAL-00001" summary="Minor update - viewport window tweak">
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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 // // GLOBALS //
///////////// /////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer SunLightBuffer
{
float4 ambientColor;
float4 diffuseColor;
float3 lightDirection;
float intensity;
};
cbuffer SunLightColorBuffer Texture2D shaderTexture1 : register(t0);
{ Texture2D shaderTexture2 : register(t1);
float4 sunColor; SamplerState SampleType : register(s0);
};
////////////// //////////////
// TYPEDEFS // // TYPEDEFS //
@ -23,39 +19,27 @@ struct PixelInputType
{ {
float4 position : SV_POSITION; float4 position : SV_POSITION;
float2 tex : TEXCOORD0; float2 tex : TEXCOORD0;
float3 normal : NORMAL;
}; };
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
// Pixel Shader // Pixel Shader
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
float4 SunLightPixelShader(PixelInputType input) : SV_TARGET float4 SkyboxShaderPixelShader(PixelInputType input) : SV_TARGET
{ {
float4 textureColor; float4 color1;
float4 color; float4 color2;
float lightIntensity; float4 blendColor;
float4 colorArray;
float4 colorSum;
// Sample the pixel color from the texture using the sampler at this texture coordinate location. // Sample the pixel color from the textures using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex); color1 = shaderTexture1.Sample(SampleType, input.tex);
color2 = shaderTexture2.Sample(SampleType, input.tex);
// Calculate the different amounts of light on this pixel based on the direction of the light. // Combine the two textures together.
lightIntensity = saturate(dot(input.normal, -lightDirection)); blendColor = color1 * color2 * 2.0;
// Determine the diffuse color amount of the light. // Saturate the final color.
colorArray = (diffuseColor * lightIntensity) * intensity; blendColor = saturate(blendColor);
// Initialize the sum of colors. return blendColor;
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;
} }

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@ -1,3 +1,8 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: multitexture.vs
////////////////////////////////////////////////////////////////////////////////
///////////// /////////////
// GLOBALS // // GLOBALS //
///////////// /////////////
@ -8,19 +13,6 @@ cbuffer MatrixBuffer
matrix projectionMatrix; matrix projectionMatrix;
}; };
cbuffer CameraBuffer
{
float3 cameraPosition;
float padding;
};
cbuffer SunLightBuffer
{
float4 ambientColor;
float4 diffuseColor;
float3 lightDirection;
float intensity;
};
////////////// //////////////
// TYPEDEFS // // TYPEDEFS //
@ -36,16 +28,17 @@ struct PixelInputType
{ {
float4 position : SV_POSITION; float4 position : SV_POSITION;
float2 tex : TEXCOORD0; float2 tex : TEXCOORD0;
float3 normal : NORMAL;
}; };
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
// Vertex Shader // Vertex Shader
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
PixelInputType SunLightVertexShader(VertexInputType input) PixelInputType SkyboxShaderVertexShader(VertexInputType input)
{ {
PixelInputType output; PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations. // Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f; input.position.w = 1.0f;
@ -57,11 +50,5 @@ PixelInputType SunLightVertexShader(VertexInputType input)
// Store the texture coordinates for the pixel shader. // Store the texture coordinates for the pixel shader.
output.tex = input.tex; 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; return output;
} }

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