Patch Update - SkySphere - V9.3.5

This commit is contained in:
CatChow0 2025-05-01 20:05:25 +02:00
parent c15cb2956d
commit f8503e5a2a
7 changed files with 63 additions and 42 deletions

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@ -9,6 +9,7 @@
<change beforePath="$PROJECT_DIR$/enginecustom/shader-error.txt" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/shader-error.txt" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/hlsl/skybox.ps" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/hlsl/skybox.ps" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/hlsl/skybox.vs" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/hlsl/skybox.vs" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/shader/SkyboxShaderClass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/shader/SkyboxShaderClass.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/Skybox.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/Skybox.cpp" afterDir="false" />
</list>
<option name="SHOW_DIALOG" value="false" />
@ -166,7 +167,7 @@
<workItem from="1746106963725" duration="5888000" />
<workItem from="1746112904421" duration="75000" />
<workItem from="1746113092234" duration="1477000" />
<workItem from="1746117455914" duration="2790000" />
<workItem from="1746117455914" duration="4400000" />
</task>
<task id="LOCAL-00001" summary="Minor update - viewport window tweak">
<option name="closed" value="true" />

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@ -1,16 +1,20 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: multitexture.ps
////////////////////////////////////////////////////////////////////////////////
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture1 : register(t0);
Texture2D shaderTexture2 : register(t1);
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer SunLightBuffer
{
float4 ambientColor;
float4 diffuseColor;
float3 lightDirection;
float intensity;
};
cbuffer SunLightColorBuffer
{
float4 sunColor;
};
//////////////
// TYPEDEFS //
@ -19,27 +23,35 @@ struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 SkyboxShaderPixelShader(PixelInputType input) : SV_TARGET
float4 SkyboxPixelShader(PixelInputType input) : SV_TARGET
{
float4 color1;
float4 color2;
float4 blendColor;
float4 textureColor;
float4 color;
float4 colorArray;
float4 colorSum;
// 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;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Saturate the final color.
blendColor = saturate(blendColor);
// Determine the diffuse color amount of the light.
colorArray = diffuseColor * intensity;
return blendColor;
// 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;
}

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

View File

@ -38,7 +38,7 @@ bool SkyboxShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
bool result;
// Set the filename of the vertex shader.
error = wcscpy_s(vsFilename, 128, L"src/hlsl/sunlight.vs");
error = wcscpy_s(vsFilename, 128, L"src/hlsl/skybox.vs");
if (error != 0)
{
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -46,7 +46,7 @@ bool SkyboxShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
}
// Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"src/hlsl/sunlight.ps");
error = wcscpy_s(psFilename, 128, L"src/hlsl/skybox.ps");
if (error != 0)
{
Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -60,7 +60,7 @@ bool SkyboxShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
return false;
}
Logger::Get().Log("SunLightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
Logger::Get().Log("SkyboxShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@ -115,7 +115,7 @@ bool SkyboxShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
pixelShaderBuffer = 0;
// Compile the vertex shader code.
result = D3DCompileFromFile(vsFilename, NULL, NULL, "SunLightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
result = D3DCompileFromFile(vsFilename, NULL, NULL, "SkyboxVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
if (FAILED(result))
{
if (errorMessage)
@ -130,7 +130,7 @@ bool SkyboxShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "SunLightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
result = D3DCompileFromFile(psFilename, NULL, NULL, "SkyboxPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
if (FAILED(result))
{
if (errorMessage)

View File

@ -32,12 +32,7 @@ Object* Skybox::ConstructSkybox()
textures.clear();
std::vector<std::wstring> skyboxTextures = {
L"assets/Skybox/skybox_front.png",
L"assets/Skybox/skybox_back.png",
L"assets/Skybox/skybox_left.png",
L"assets/Skybox/skybox_right.png",
L"assets/Skybox/skybox_top.png",
L"assets/Skybox/skybox_bottom.png"
L"assets/Skybox/skybox.png",
};
// Load the textures