Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameClient
This commit is contained in:
commit
0a4d1f76b5
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@ -89,7 +89,7 @@ bool GameState::Init( SharedStateContent &shared )
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Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
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Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
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this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
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this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
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Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
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Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
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gfxOp.AmbientValue = 2.0f;
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gfxOp.AmbientValue = 1.0f;
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Graphics::API::SetOptions(gfxOp);
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Graphics::API::SetOptions(gfxOp);
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//tell server ready
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//tell server ready
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@ -489,7 +489,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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if( !Within(position.Dot(position), 2500.0f, 90000.0f) )
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if( !Within(position.Dot(position), 2500.0f, 90000.0f) )
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{ // HACK: bug trap
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{ // HACK: bug trap
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const char *breakPoint = "Something is wrong.";
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const char *breakPoint = "Something is wrong.";
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//position = Float3( 0.0f, 160.0f, 0.0f );
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position = Float3( 0.0f, 160.0f, 0.0f );
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}
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}
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this->privData->camera.SetPosition( position );
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this->privData->camera.SetPosition( position );
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@ -221,6 +221,26 @@ namespace Oyster
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sphere->WorldMatrix = world;
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sphere->WorldMatrix = world;
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Render::DefaultRenderer::RenderScene(sphere,1,View,Projection);
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Render::DefaultRenderer::RenderScene(sphere,1,View,Projection);
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}
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}
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#else
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API::State API::ReloadShaders()
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{
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}
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void API::StartRenderWireFrame()
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{
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}
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void API::RenderDebugCube(Math::Matrix world)
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{
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}
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void API::RenderDebugSphere(Math::Matrix world)
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{
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}
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#endif
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#endif
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API::Option API::GetOption()
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API::Option API::GetOption()
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@ -1,7 +1,7 @@
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#include "Defines.hlsli"
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#include "Defines.hlsli"
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#include "PosManipulation.hlsli"
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#include "PosManipulation.hlsli"
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static float Radius = 100;
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static float Radius = 10;
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float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
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float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
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{
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{
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@ -41,7 +41,7 @@ float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
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float sampleDepth = ViewPos.z;
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float sampleDepth = ViewPos.z;
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//compare to depth from sample
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//compare to depth from sample
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float rangeCheck = (abs(pos.z - sampleDepth) < Radius) ? 1.0f : 0.0f;
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float rangeCheck = (abs(pos.z - sampleDepth) > Radius) ? 1.0f : 0.0f;
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occlusion += (sampleDepth <= sampled.z ? 1.0f : 0.0f) * rangeCheck;
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occlusion += (sampleDepth <= sampled.z ? 1.0f : 0.0f) * rangeCheck;
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}
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}
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occlusion /= (float)(SSAOKernel.Length.x);
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occlusion /= (float)(SSAOKernel.Length.x);
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