Patch Update - SkySphere - V9.3.5
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@ -9,6 +9,7 @@
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<change beforePath="$PROJECT_DIR$/enginecustom/shader-error.txt" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/shader-error.txt" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/src/hlsl/skybox.ps" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/hlsl/skybox.ps" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/src/hlsl/skybox.vs" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/hlsl/skybox.vs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/src/src/shader/SkyboxShaderClass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/shader/SkyboxShaderClass.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/Skybox.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/Skybox.cpp" afterDir="false" />
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</list>
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<option name="SHOW_DIALOG" value="false" />
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@ -166,7 +167,7 @@
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<workItem from="1746106963725" duration="5888000" />
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<workItem from="1746112904421" duration="75000" />
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<workItem from="1746113092234" duration="1477000" />
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<workItem from="1746117455914" duration="2790000" />
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<workItem from="1746117455914" duration="4400000" />
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</task>
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<task id="LOCAL-00001" summary="Minor update - viewport window tweak">
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<option name="closed" value="true" />
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BIN
enginecustom/assets/Skybox/skybox.png
Normal file
BIN
enginecustom/assets/Skybox/skybox.png
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After Width: | Height: | Size: 11 MiB |
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@ -1,16 +1,20 @@
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////////////////////////////////////////////////////////////////////////////////
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// Filename: multitexture.ps
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////////////////////////////////////////////////////////////////////////////////
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/////////////
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// GLOBALS //
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/////////////
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Texture2D shaderTexture1 : register(t0);
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Texture2D shaderTexture2 : register(t1);
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Texture2D shaderTexture : register(t0);
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SamplerState SampleType : register(s0);
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cbuffer SunLightBuffer
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{
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float4 ambientColor;
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float4 diffuseColor;
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float3 lightDirection;
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float intensity;
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};
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cbuffer SunLightColorBuffer
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{
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float4 sunColor;
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};
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//////////////
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// TYPEDEFS //
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@ -19,27 +23,35 @@ struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Pixel Shader
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////////////////////////////////////////////////////////////////////////////////
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float4 SkyboxShaderPixelShader(PixelInputType input) : SV_TARGET
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float4 SkyboxPixelShader(PixelInputType input) : SV_TARGET
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{
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float4 color1;
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float4 color2;
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float4 blendColor;
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float4 textureColor;
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float4 color;
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float4 colorArray;
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float4 colorSum;
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// Sample the pixel color from the textures using the sampler at this texture coordinate location.
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color1 = shaderTexture1.Sample(SampleType, input.tex);
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color2 = shaderTexture2.Sample(SampleType, input.tex);
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// Combine the two textures together.
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blendColor = color1 * color2 * 2.0;
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// Sample the pixel color from the texture using the sampler at this texture coordinate location.
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textureColor = shaderTexture.Sample(SampleType, input.tex);
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// Saturate the final color.
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blendColor = saturate(blendColor);
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// Determine the diffuse color amount of the light.
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colorArray = diffuseColor * intensity;
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return blendColor;
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// Initialize the sum of colors.
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colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
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// Add the light color.
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colorSum.r += colorArray.r;
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colorSum.g += colorArray.g;
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colorSum.b += colorArray.b;
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// Multiply the texture pixel by the light color to get the final result.
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color = saturate(colorSum) * textureColor;
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return color;
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}
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@ -1,8 +1,3 @@
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////////////////////////////////////////////////////////////////////////////////
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// Filename: multitexture.vs
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////////////////////////////////////////////////////////////////////////////////
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/////////////
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// GLOBALS //
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/////////////
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@ -13,6 +8,19 @@ cbuffer MatrixBuffer
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matrix projectionMatrix;
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};
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cbuffer CameraBuffer
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{
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float3 cameraPosition;
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float padding;
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};
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cbuffer SunLightBuffer
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{
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float4 ambientColor;
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float4 diffuseColor;
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float3 lightDirection;
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float intensity;
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};
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//////////////
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// TYPEDEFS //
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@ -28,16 +36,15 @@ struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Vertex Shader
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////////////////////////////////////////////////////////////////////////////////
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PixelInputType SkyboxShaderVertexShader(VertexInputType input)
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PixelInputType SkyboxVertexShader(VertexInputType input)
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{
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PixelInputType output;
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// Change the position vector to be 4 units for proper matrix calculations.
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input.position.w = 1.0f;
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@ -50,5 +57,11 @@ PixelInputType SkyboxShaderVertexShader(VertexInputType input)
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// Store the texture coordinates for the pixel shader.
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output.tex = input.tex;
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// Calculate the normal vector against the world matrix only.
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output.normal = mul(input.normal, (float3x3) worldMatrix);
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// Normalize the normal vector.
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output.normal = normalize(output.normal);
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return output;
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}
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@ -38,7 +38,7 @@ bool SkyboxShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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bool result;
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// Set the filename of the vertex shader.
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error = wcscpy_s(vsFilename, 128, L"src/hlsl/sunlight.vs");
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error = wcscpy_s(vsFilename, 128, L"src/hlsl/skybox.vs");
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if (error != 0)
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{
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Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
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@ -46,7 +46,7 @@ bool SkyboxShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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}
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// Set the filename of the pixel shader.
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error = wcscpy_s(psFilename, 128, L"src/hlsl/sunlight.ps");
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error = wcscpy_s(psFilename, 128, L"src/hlsl/skybox.ps");
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if (error != 0)
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{
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Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
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@ -60,7 +60,7 @@ bool SkyboxShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
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return false;
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}
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Logger::Get().Log("SunLightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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Logger::Get().Log("SkyboxShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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return true;
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}
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@ -115,7 +115,7 @@ bool SkyboxShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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pixelShaderBuffer = 0;
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// Compile the vertex shader code.
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result = D3DCompileFromFile(vsFilename, NULL, NULL, "SunLightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
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result = D3DCompileFromFile(vsFilename, NULL, NULL, "SkyboxVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
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if (FAILED(result))
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{
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if (errorMessage)
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@ -130,7 +130,7 @@ bool SkyboxShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
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}
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// Compile the pixel shader code.
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result = D3DCompileFromFile(psFilename, NULL, NULL, "SunLightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
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result = D3DCompileFromFile(psFilename, NULL, NULL, "SkyboxPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
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if (FAILED(result))
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{
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if (errorMessage)
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@ -32,12 +32,7 @@ Object* Skybox::ConstructSkybox()
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textures.clear();
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std::vector<std::wstring> skyboxTextures = {
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L"assets/Skybox/skybox_front.png",
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L"assets/Skybox/skybox_back.png",
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L"assets/Skybox/skybox_left.png",
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L"assets/Skybox/skybox_right.png",
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L"assets/Skybox/skybox_top.png",
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L"assets/Skybox/skybox_bottom.png"
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L"assets/Skybox/skybox.png",
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};
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// Load the textures
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