First commit save jebuz
This commit is contained in:
parent
5119b287d6
commit
016bf37459
|
@ -242,6 +242,26 @@
|
||||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
||||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
|
||||||
</FxCompile>
|
</FxCompile>
|
||||||
|
<FxCompile Include="Shader\Passes\Post\BlurHor.hlsl">
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
|
||||||
|
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType>
|
||||||
|
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType>
|
||||||
|
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
|
||||||
|
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
|
||||||
|
</FxCompile>
|
||||||
|
<FxCompile Include="Shader\Passes\Post\BlurVert.hlsl">
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
|
||||||
|
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType>
|
||||||
|
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType>
|
||||||
|
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
|
||||||
|
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
|
||||||
|
</FxCompile>
|
||||||
<FxCompile Include="Shader\Passes\Post\PostPass.hlsl">
|
<FxCompile Include="Shader\Passes\Post\PostPass.hlsl">
|
||||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
|
||||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||||
|
@ -304,6 +324,7 @@
|
||||||
<None Include="Shader\Passes\Light\PosManipulation.hlsli" />
|
<None Include="Shader\Passes\Light\PosManipulation.hlsli" />
|
||||||
<None Include="Shader\Passes\Light\SSAO.hlsli" />
|
<None Include="Shader\Passes\Light\SSAO.hlsli" />
|
||||||
<None Include="Shader\HLSL\SimpleDebug\Debug.hlsl" />
|
<None Include="Shader\HLSL\SimpleDebug\Debug.hlsl" />
|
||||||
|
<None Include="Shader\Passes\Post\BlurSharedData.hlsli" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
<ImportGroup Label="ExtensionTargets">
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
|
|
@ -105,6 +105,8 @@
|
||||||
<FxCompile Include="Shader\Passes\2D\2DVertex.hlsl" />
|
<FxCompile Include="Shader\Passes\2D\2DVertex.hlsl" />
|
||||||
<FxCompile Include="Shader\Passes\2D\2DPixel.hlsl" />
|
<FxCompile Include="Shader\Passes\2D\2DPixel.hlsl" />
|
||||||
<FxCompile Include="Shader\Passes\2D\2DGeometry.hlsl" />
|
<FxCompile Include="Shader\Passes\2D\2DGeometry.hlsl" />
|
||||||
|
<FxCompile Include="Shader\Passes\Post\BlurVert.hlsl" />
|
||||||
|
<FxCompile Include="Shader\Passes\Post\BlurHor.hlsl" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<None Include="Shader\HLSL\SimpleDebug\Debug.hlsl" />
|
<None Include="Shader\HLSL\SimpleDebug\Debug.hlsl" />
|
||||||
|
@ -114,5 +116,6 @@
|
||||||
<None Include="Shader\Passes\Light\SSAO.hlsli" />
|
<None Include="Shader\Passes\Light\SSAO.hlsli" />
|
||||||
<None Include="Shader\Passes\2D\Header.hlsli" />
|
<None Include="Shader\Passes\2D\Header.hlsli" />
|
||||||
<None Include="Shader\Passes\Gather\Header.hlsli" />
|
<None Include="Shader\Passes\Gather\Header.hlsli" />
|
||||||
|
<None Include="Shader\Passes\Post\BlurSharedData.hlsli" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
|
@ -209,6 +209,12 @@ namespace Oyster
|
||||||
|
|
||||||
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
|
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
|
||||||
|
|
||||||
|
Core::PipelineManager::SetRenderPass(Resources::Deffered::BlurHorPass);
|
||||||
|
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
|
||||||
|
|
||||||
|
Core::PipelineManager::SetRenderPass(Resources::Deffered::BlurVertPass);
|
||||||
|
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
|
||||||
|
|
||||||
Core::PipelineManager::SetRenderPass(Resources::Deffered::PostPass);
|
Core::PipelineManager::SetRenderPass(Resources::Deffered::PostPass);
|
||||||
|
|
||||||
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
|
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
|
||||||
|
|
|
@ -29,10 +29,15 @@ namespace Oyster
|
||||||
ID3D11UnorderedAccessView* Deffered::LBufferUAV[Deffered::LBufferSize] = {0};
|
ID3D11UnorderedAccessView* Deffered::LBufferUAV[Deffered::LBufferSize] = {0};
|
||||||
ID3D11ShaderResourceView* Deffered::LBufferSRV[Deffered::LBufferSize] = {0};
|
ID3D11ShaderResourceView* Deffered::LBufferSRV[Deffered::LBufferSize] = {0};
|
||||||
|
|
||||||
|
ID3D11UnorderedAccessView* Deffered::BlurBufferUAV = {0};
|
||||||
|
ID3D11ShaderResourceView* Deffered::BlurBufferSRV = {0};
|
||||||
|
|
||||||
Shader::RenderPass Deffered::GeometryPass;
|
Shader::RenderPass Deffered::GeometryPass;
|
||||||
Shader::RenderPass Deffered::LightPass;
|
Shader::RenderPass Deffered::LightPass;
|
||||||
Shader::RenderPass Deffered::PostPass;
|
Shader::RenderPass Deffered::PostPass;
|
||||||
Shader::RenderPass Deffered::GuiPass;
|
Shader::RenderPass Deffered::GuiPass;
|
||||||
|
Shader::RenderPass Deffered::BlurVertPass; //Set this pass second when doing a "fullscreen" blur
|
||||||
|
Shader::RenderPass Deffered::BlurHorPass; //Set this pass first when doing a "fullscreen" blur
|
||||||
|
|
||||||
Buffer Deffered::ModelData = Buffer();
|
Buffer Deffered::ModelData = Buffer();
|
||||||
Buffer Deffered::AnimationData = Buffer();
|
Buffer Deffered::AnimationData = Buffer();
|
||||||
|
@ -66,6 +71,8 @@ namespace Oyster
|
||||||
path = PathToHLSL+L"Post\\";
|
path = PathToHLSL+L"Post\\";
|
||||||
#endif
|
#endif
|
||||||
Core::PipelineManager::Init(path + L"PostPass" + end, ShaderType::Compute, L"PostPass");
|
Core::PipelineManager::Init(path + L"PostPass" + end, ShaderType::Compute, L"PostPass");
|
||||||
|
Core::PipelineManager::Init(path + L"BlurHor" + end, ShaderType::Compute, L"BlurHor");
|
||||||
|
Core::PipelineManager::Init(path + L"BlurVert" + end, ShaderType::Compute, L"BlurVert");
|
||||||
#ifdef _DEBUG
|
#ifdef _DEBUG
|
||||||
path = PathToHLSL+L"2D\\";
|
path = PathToHLSL+L"2D\\";
|
||||||
#endif
|
#endif
|
||||||
|
@ -328,6 +335,20 @@ namespace Oyster
|
||||||
GuiPass.RenderStates.SampleCount = 1;
|
GuiPass.RenderStates.SampleCount = 1;
|
||||||
GuiPass.RenderStates.SampleState = ss;
|
GuiPass.RenderStates.SampleState = ss;
|
||||||
|
|
||||||
|
////---------------- Blur Pass Setup ----------------------------
|
||||||
|
BlurHorPass.Shaders.Compute = GetShader::Compute(L"BlurHor");
|
||||||
|
BlurVertPass.Shaders.Compute = GetShader::Compute(L"BlurVert");
|
||||||
|
|
||||||
|
//Taking the Ambient SRV from LBufferSRV and setting it as input texture
|
||||||
|
BlurHorPass.SRV.Compute.push_back(LBufferSRV[2]);
|
||||||
|
//Output texture is the Blur UAV buffer
|
||||||
|
BlurHorPass.UAV.Compute.push_back(BlurBufferUAV);
|
||||||
|
|
||||||
|
//Taking the Blur SRV and setting it as input texture now
|
||||||
|
BlurVertPass.SRV.Compute.push_back(BlurBufferSRV);
|
||||||
|
//And the Ambient UAV is now the output texture
|
||||||
|
BlurVertPass.UAV.Compute.push_back(LBufferUAV[2]);
|
||||||
|
|
||||||
return Core::Init::State::Success;
|
return Core::Init::State::Success;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -342,6 +363,9 @@ namespace Oyster
|
||||||
SAFE_RELEASE(Deffered::SSAOKernel);
|
SAFE_RELEASE(Deffered::SSAOKernel);
|
||||||
SAFE_RELEASE(Deffered::SSAORandom);
|
SAFE_RELEASE(Deffered::SSAORandom);
|
||||||
|
|
||||||
|
SAFE_RELEASE(BlurBufferSRV);
|
||||||
|
SAFE_RELEASE(BlurBufferUAV);
|
||||||
|
|
||||||
for(int i = 0; i< GBufferSize; ++i)
|
for(int i = 0; i< GBufferSize; ++i)
|
||||||
{
|
{
|
||||||
SAFE_RELEASE(GBufferRTV[i]);
|
SAFE_RELEASE(GBufferRTV[i]);
|
||||||
|
|
|
@ -32,9 +32,15 @@ namespace Oyster
|
||||||
static ID3D11UnorderedAccessView* LBufferUAV[LBufferSize];
|
static ID3D11UnorderedAccessView* LBufferUAV[LBufferSize];
|
||||||
static ID3D11ShaderResourceView* LBufferSRV[LBufferSize];
|
static ID3D11ShaderResourceView* LBufferSRV[LBufferSize];
|
||||||
|
|
||||||
|
//Blur UAV and SRV
|
||||||
|
static ID3D11UnorderedAccessView* BlurBufferUAV;
|
||||||
|
static ID3D11ShaderResourceView* BlurBufferSRV;
|
||||||
|
|
||||||
static Core::PipelineManager::RenderPass GeometryPass;
|
static Core::PipelineManager::RenderPass GeometryPass;
|
||||||
static Core::PipelineManager::RenderPass GuiPass;
|
static Core::PipelineManager::RenderPass GuiPass;
|
||||||
static Core::PipelineManager::RenderPass LightPass;
|
static Core::PipelineManager::RenderPass LightPass;
|
||||||
|
static Core::PipelineManager::RenderPass BlurHorPass;
|
||||||
|
static Core::PipelineManager::RenderPass BlurVertPass;
|
||||||
static Core::PipelineManager::RenderPass PostPass;
|
static Core::PipelineManager::RenderPass PostPass;
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,33 @@
|
||||||
|
#include "BlurSharedData.hlsli"
|
||||||
|
|
||||||
|
[numthreads(N,1,1)]
|
||||||
|
void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID)
|
||||||
|
{
|
||||||
|
|
||||||
|
if(gThreadID.x < blurRadius)
|
||||||
|
{
|
||||||
|
int x = max(ThreadID.x-blurRadius,0);
|
||||||
|
gCache[gThreadID.x] = inTex[int2(x,ThreadID.y)];
|
||||||
|
}
|
||||||
|
if(gThreadID.x >= N-blurRadius)
|
||||||
|
{
|
||||||
|
int x = min(ThreadID.x+blurRadius,inTex.Length.x-1);
|
||||||
|
gCache[gThreadID.x+2*blurRadius] = inTex[int2(x,ThreadID.y)];
|
||||||
|
}
|
||||||
|
gCache[gThreadID.x+blurRadius] = inTex[min(ThreadID.xy,inTex.Length.xy-1)];
|
||||||
|
|
||||||
|
GroupMemoryBarrierWithGroupSync();
|
||||||
|
|
||||||
|
float4 blurCol = float4(0,0,0,0);
|
||||||
|
|
||||||
|
[unroll]
|
||||||
|
for(int i = -blurRadius; i <= blurRadius;++i)
|
||||||
|
{
|
||||||
|
int k = gThreadID.x + blurRadius + i;
|
||||||
|
blurCol +=Weights[i + blurRadius] * gCache[k];
|
||||||
|
}
|
||||||
|
|
||||||
|
outTex[ThreadID.xy] = blurCol;
|
||||||
|
//Output[ThreadID.xy] = Diffuse[((ThreadID.xy))];
|
||||||
|
}
|
||||||
|
|
|
@ -0,0 +1,35 @@
|
||||||
|
#ifndef BLURSHAREDDATA
|
||||||
|
#define BLURSHAREDDATA
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
static const float Weights[9] =
|
||||||
|
{
|
||||||
|
0.05f, 0.05f, 0.1f, 0.15f, 0.3f, 0.15f, 0.1f, 0.05f, 0.05f
|
||||||
|
};
|
||||||
|
|
||||||
|
static const int blurRadius = 4;
|
||||||
|
|
||||||
|
#define N 128
|
||||||
|
#define gSize (N+2*blurRadius)
|
||||||
|
groupshared float4 gCache[gSize];
|
||||||
|
|
||||||
|
Texture2D inTex : register(t0);
|
||||||
|
RWTexture2D<float4> outTex : register(u0);
|
||||||
|
|
||||||
|
//cbuffer BlurrData : register(c0)
|
||||||
|
//{
|
||||||
|
// static const int blurRadius = 5;
|
||||||
|
// static const float Weights[11] =
|
||||||
|
// {
|
||||||
|
// 0.05f,0.05f,0.1f,0.1f,0.1f,0.2f,0.1f,0.1f,0.1f,0.05f,0.05f
|
||||||
|
// };
|
||||||
|
//};
|
||||||
|
|
||||||
|
//[numthreads(16,16,1)]
|
||||||
|
//void TryCompute(uint3 ThreadID : SV_DispatchThreadID)
|
||||||
|
//{
|
||||||
|
// Output[ThreadID.xy] = Diffuse[ThreadID.xy]*0.5f+Glow[ThreadID.xy]*Glow[ThreadID.xy].w;
|
||||||
|
//}
|
||||||
|
|
||||||
|
#endif
|
|
@ -0,0 +1,32 @@
|
||||||
|
#include "BlurSharedData.hlsli"
|
||||||
|
|
||||||
|
[numthreads(1,N,1)]
|
||||||
|
void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID)
|
||||||
|
{
|
||||||
|
|
||||||
|
if(gThreadID.y < blurRadius)
|
||||||
|
{
|
||||||
|
int y = max(ThreadID.y-blurRadius,0);
|
||||||
|
gCache[gThreadID.y] = inTex[int2(ThreadID.x,y)];
|
||||||
|
}
|
||||||
|
if(gThreadID.y >= N-blurRadius)
|
||||||
|
{
|
||||||
|
int y = min(ThreadID.y+blurRadius,inTex.Length.y-1);
|
||||||
|
gCache[gThreadID.y+2*blurRadius] = inTex[int2(ThreadID.x,y)];
|
||||||
|
}
|
||||||
|
gCache[gThreadID.y+blurRadius] = inTex[min(ThreadID.xy,inTex.Length.xy-1)];
|
||||||
|
|
||||||
|
GroupMemoryBarrierWithGroupSync();
|
||||||
|
|
||||||
|
float4 blurCol = float4(0,0,0,0);
|
||||||
|
|
||||||
|
[unroll]
|
||||||
|
for(int i = -blurRadius; i <= blurRadius;++i)
|
||||||
|
{
|
||||||
|
int k = gThreadID.y + blurRadius + i;
|
||||||
|
blurCol +=Weights[i + blurRadius] * gCache[k];
|
||||||
|
}
|
||||||
|
|
||||||
|
outTex[ThreadID.xy] = blurCol;
|
||||||
|
//Output[ThreadID.xy] = inTex[((ThreadID.xy))];
|
||||||
|
}
|
|
@ -13,6 +13,6 @@ void main( uint3 DTid : SV_DispatchThreadID )
|
||||||
float4 Amb = float4(Ambient[DTid.xy/2].xyz,1);// * Ambient[DTid.xy/2].w,1);
|
float4 Amb = float4(Ambient[DTid.xy/2].xyz,1);// * Ambient[DTid.xy/2].w,1);
|
||||||
//Output[DTid.xy] = float4(Ambient[DTid.xy/2].xyz /* * Ambient[DTid.xy/2].w */, 1);
|
//Output[DTid.xy] = float4(Ambient[DTid.xy/2].xyz /* * Ambient[DTid.xy/2].w */, 1);
|
||||||
//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy];
|
//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy];
|
||||||
Output[DTid.xy] = Light + Amb * AmbFactor;
|
//Output[DTid.xy] = Light + Amb * AmbFactor;
|
||||||
//Output[DTid.xy] = Ambient[DTid.xy/2].w;
|
Output[DTid.xy] = Ambient[DTid.xy/2].w;
|
||||||
}
|
}
|
|
@ -161,11 +161,11 @@ HRESULT InitDirect3D()
|
||||||
return E_FAIL;
|
return E_FAIL;
|
||||||
}
|
}
|
||||||
|
|
||||||
m = Oyster::Graphics::API::CreateModel(L"untitled.dan");
|
m = Oyster::Graphics::API::CreateModel(L"crate_colonists.dan");
|
||||||
m2 = Oyster::Graphics::API::CreateModel(L"T_reskinned.dan");
|
/*m2 = Oyster::Graphics::API::CreateModel(L"T_reskinned.dan");
|
||||||
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,0,0),Oyster::Math::Float3::null);
|
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,0,0),Oyster::Math::Float3::null);
|
||||||
m2->AnimationPlaying = 0;
|
m2->AnimationPlaying = 0;
|
||||||
m2->AnimationTime = 0.0f;
|
m2->AnimationTime = 0.0f;*/
|
||||||
//m3 = Oyster::Graphics::API::CreateModel(L"box_2.dan");
|
//m3 = Oyster::Graphics::API::CreateModel(L"box_2.dan");
|
||||||
//m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
|
//m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
|
||||||
|
|
||||||
|
@ -194,13 +194,13 @@ HRESULT Update(float deltaTime)
|
||||||
{
|
{
|
||||||
|
|
||||||
angle += Oyster::Math::pi/16 * deltaTime;
|
angle += Oyster::Math::pi/16 * deltaTime;
|
||||||
//m->WorldMatrix = Oyster::Math3D::RotationMatrix_AxisY(angle) * Oyster::Math3D::RotationMatrix_AxisX(-Oyster::Math::pi/2);
|
m->WorldMatrix = Oyster::Math3D::RotationMatrix_AxisY(angle) * Oyster::Math3D::RotationMatrix_AxisX(-Oyster::Math::pi/2);
|
||||||
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0)*-Oyster::Math::pi/2,Oyster::Math::Float3(0,0,0),Oyster::Math::Float3::null);
|
/*m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0)*-Oyster::Math::pi/2,Oyster::Math::Float3(0,0,0),Oyster::Math::Float3::null);
|
||||||
Oyster::Math::Matrix ma = Oyster::Math::Matrix::identity;
|
Oyster::Math::Matrix ma = Oyster::Math::Matrix::identity;*/
|
||||||
//ma *= 50;
|
//ma *= 50;
|
||||||
//ma.m44 = 1;
|
//ma.m44 = 1;
|
||||||
//m2->WorldMatrix = m2->WorldMatrix * ma;
|
//m2->WorldMatrix = m2->WorldMatrix * ma;
|
||||||
m2->AnimationTime += deltaTime;// * 0.5f;
|
//m2->AnimationTime += deltaTime;// * 0.5f;
|
||||||
//m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0)*-0,Oyster::Math::Float3(3,4,-1*angle),Oyster::Math::Float3::null);
|
//m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0)*-0,Oyster::Math::Float3(3,4,-1*angle),Oyster::Math::Float3::null);
|
||||||
return S_OK;
|
return S_OK;
|
||||||
}
|
}
|
||||||
|
@ -210,8 +210,8 @@ HRESULT Render(float deltaTime)
|
||||||
Oyster::Graphics::API::SetView(V);
|
Oyster::Graphics::API::SetView(V);
|
||||||
Oyster::Graphics::API::NewFrame();
|
Oyster::Graphics::API::NewFrame();
|
||||||
|
|
||||||
//Oyster::Graphics::API::RenderModel(*m);
|
Oyster::Graphics::API::RenderModel(*m);
|
||||||
Oyster::Graphics::API::RenderModel(*m2);
|
//Oyster::Graphics::API::RenderModel(*m2);
|
||||||
//Oyster::Graphics::API::RenderModel(*m3);
|
//Oyster::Graphics::API::RenderModel(*m3);
|
||||||
|
|
||||||
Oyster::Graphics::API::EndFrame();
|
Oyster::Graphics::API::EndFrame();
|
||||||
|
|
Loading…
Reference in New Issue