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Cel-Shadin
Author | SHA1 | Date | |
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cabf9b39d8 |
18
enginecustom/.vscode/c_cpp_properties.json
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18
enginecustom/.vscode/c_cpp_properties.json
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@ -0,0 +1,18 @@
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{
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"configurations": [
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{
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"name": "windows-gcc-x64",
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"includePath": [
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"${workspaceFolder}/**"
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],
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"compilerPath": "gcc",
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"cStandard": "${default}",
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"cppStandard": "${default}",
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"intelliSenseMode": "windows-gcc-x64",
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"compilerArgs": [
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""
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]
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}
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],
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"version": 4
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}
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24
enginecustom/.vscode/launch.json
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24
enginecustom/.vscode/launch.json
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@ -0,0 +1,24 @@
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{
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"version": "0.2.0",
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"configurations": [
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{
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"name": "C/C++ Runner: Debug Session",
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"type": "cppdbg",
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"request": "launch",
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"args": [],
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"stopAtEntry": false,
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"externalConsole": true,
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"cwd": "c:/Users/arivas/Documents/GitHub/khaotic-engine-Reborn/enginecustom",
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"program": "c:/Users/arivas/Documents/GitHub/khaotic-engine-Reborn/enginecustom/build/Debug/outDebug",
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"MIMode": "gdb",
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"miDebuggerPath": "gdb",
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"setupCommands": [
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{
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"description": "Enable pretty-printing for gdb",
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"text": "-enable-pretty-printing",
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"ignoreFailures": true
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}
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]
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}
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]
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}
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59
enginecustom/.vscode/settings.json
vendored
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59
enginecustom/.vscode/settings.json
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@ -0,0 +1,59 @@
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{
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"C_Cpp_Runner.cCompilerPath": "gcc",
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"C_Cpp_Runner.cppCompilerPath": "g++",
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"C_Cpp_Runner.debuggerPath": "gdb",
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"C_Cpp_Runner.cStandard": "",
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"C_Cpp_Runner.cppStandard": "",
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"C_Cpp_Runner.msvcBatchPath": "C:/Program Files/Microsoft Visual Studio/VR_NR/Community/VC/Auxiliary/Build/vcvarsall.bat",
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"C_Cpp_Runner.useMsvc": false,
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"C_Cpp_Runner.warnings": [
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"-Wall",
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"-Wextra",
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"-Wpedantic",
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"-Wshadow",
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"-Wformat=2",
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"-Wcast-align",
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"-Wconversion",
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"-Wsign-conversion",
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"-Wnull-dereference"
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],
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"C_Cpp_Runner.msvcWarnings": [
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"/W4",
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"/permissive-",
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"/w14242",
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"/w14287",
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"/w14296",
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"/w14311",
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"/w14826",
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"/w44062",
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"/w44242",
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"/w14905",
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"/w14906",
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"/w14263",
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"/w44265",
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"/w14928"
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],
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"C_Cpp_Runner.enableWarnings": true,
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"C_Cpp_Runner.warningsAsError": false,
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"C_Cpp_Runner.compilerArgs": [],
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"C_Cpp_Runner.linkerArgs": [],
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"C_Cpp_Runner.includePaths": [],
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"C_Cpp_Runner.includeSearch": [
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"*",
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"**/*"
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],
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"C_Cpp_Runner.excludeSearch": [
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"**/build",
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"**/build/**",
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"**/.*",
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"**/.*/**",
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"**/.vscode",
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"**/.vscode/**"
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],
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"C_Cpp_Runner.useAddressSanitizer": false,
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"C_Cpp_Runner.useUndefinedSanitizer": false,
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"C_Cpp_Runner.useLeakSanitizer": false,
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"C_Cpp_Runner.showCompilationTime": false,
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"C_Cpp_Runner.useLinkTimeOptimization": false,
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"C_Cpp_Runner.msvcSecureNoWarnings": false
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}
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@ -94,6 +94,8 @@ private:
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bool RenderRefractionToTexture();
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bool RenderReflectionToTexture();
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ID3D11ShaderResourceView* LoadTexture(const std::string* filename);
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private :
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// ------------------------------------- //
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@ -83,5 +83,7 @@ float4 CelShadingPixelShader(PixelInputType input) : SV_TARGET
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// Calculate the final color by combining the texture color with the light intensity and diffuse color.
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finalColor = textureColor * diffuseColor * lightIntensity;
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return finalColor;
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//return finalColor;
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return float4(normal * 0.5f + 0.5f, 1.0f);
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}
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@ -33,7 +33,7 @@ PixelInputType CelShadingVertexShader(VertexInputType input)
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output.position = mul(output.position, projectionMatrix);
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// Pass the normal to the pixel shader
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output.normal = mul((float3x3)worldMatrix, input.normal);
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output.normal = normalize(mul((float3x3) worldMatrix, input.normal));
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// Pass the world position to the pixel shader
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output.worldPos = worldPosition.xyz;
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@ -3,22 +3,22 @@ Pos=60,60
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Size=400,400
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[Window][Khaotic Engine]
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Pos=509,25
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Size=392,273
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[Window][Objects]
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Pos=934,36
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Size=457,294
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Pos=506,44
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Size=339,252
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[Window][Terrain]
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Pos=60,60
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Size=342,82
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Pos=185,62
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Size=320,75
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[Window][Light]
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Pos=1564,17
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Size=345,519
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Pos=1111,62
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Size=354,190
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[Window][Shader Manager]
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Pos=32,253
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Size=172,284
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Pos=39,177
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Size=165,54
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[Window][Objects]
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Pos=1450,122
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Size=388,116
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@ -221,7 +221,6 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
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return;
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}
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bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, vector<string> textureFile)
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{
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Logger::Get().Log("Loading textures", __FILE__, __LINE__);
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@ -243,7 +242,9 @@ bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceC
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Logger::Get().Log("Textures loaded", __FILE__, __LINE__);
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return true;
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// return the texture object array.
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return m_Textures;
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}
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void ModelClass::ReleaseTextures()
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