diff --git a/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml b/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
index ee4c0f3..b144e01 100644
--- a/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
+++ b/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
@@ -9,6 +9,7 @@
+
@@ -166,7 +167,7 @@
-
+
diff --git a/enginecustom/assets/Skybox/skybox.png b/enginecustom/assets/Skybox/skybox.png
new file mode 100644
index 0000000..6045930
Binary files /dev/null and b/enginecustom/assets/Skybox/skybox.png differ
diff --git a/enginecustom/shader-error.txt b/enginecustom/shader-error.txt
index 813fa0a..7490cae 100644
Binary files a/enginecustom/shader-error.txt and b/enginecustom/shader-error.txt differ
diff --git a/enginecustom/src/hlsl/skybox.ps b/enginecustom/src/hlsl/skybox.ps
index 277833a..04e7d83 100644
--- a/enginecustom/src/hlsl/skybox.ps
+++ b/enginecustom/src/hlsl/skybox.ps
@@ -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;
}
diff --git a/enginecustom/src/hlsl/skybox.vs b/enginecustom/src/hlsl/skybox.vs
index c277824..3325ac1 100644
--- a/enginecustom/src/hlsl/skybox.vs
+++ b/enginecustom/src/hlsl/skybox.vs
@@ -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;
}
diff --git a/enginecustom/src/src/shader/SkyboxShaderClass.cpp b/enginecustom/src/src/shader/SkyboxShaderClass.cpp
index db9338a..453bd03 100644
--- a/enginecustom/src/src/shader/SkyboxShaderClass.cpp
+++ b/enginecustom/src/src/shader/SkyboxShaderClass.cpp
@@ -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)
diff --git a/enginecustom/src/src/system/Skybox.cpp b/enginecustom/src/src/system/Skybox.cpp
index d99f786..4ff090a 100644
--- a/enginecustom/src/src/system/Skybox.cpp
+++ b/enginecustom/src/src/system/Skybox.cpp
@@ -32,12 +32,7 @@ Object* Skybox::ConstructSkybox()
textures.clear();
std::vector 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