Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameClient

This commit is contained in:
Pontus Fransson 2014-02-20 09:07:44 +01:00
commit 0a4d1f76b5
3 changed files with 24 additions and 4 deletions

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@ -89,7 +89,7 @@ bool GameState::Init( SharedStateContent &shared )
Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y; Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f ); this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() ); Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
gfxOp.AmbientValue = 2.0f; gfxOp.AmbientValue = 1.0f;
Graphics::API::SetOptions(gfxOp); Graphics::API::SetOptions(gfxOp);
//tell server ready //tell server ready
@ -489,7 +489,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
if( !Within(position.Dot(position), 2500.0f, 90000.0f) ) if( !Within(position.Dot(position), 2500.0f, 90000.0f) )
{ // HACK: bug trap { // HACK: bug trap
const char *breakPoint = "Something is wrong."; const char *breakPoint = "Something is wrong.";
//position = Float3( 0.0f, 160.0f, 0.0f ); position = Float3( 0.0f, 160.0f, 0.0f );
} }
this->privData->camera.SetPosition( position ); this->privData->camera.SetPosition( position );

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@ -221,6 +221,26 @@ namespace Oyster
sphere->WorldMatrix = world; sphere->WorldMatrix = world;
Render::DefaultRenderer::RenderScene(sphere,1,View,Projection); Render::DefaultRenderer::RenderScene(sphere,1,View,Projection);
} }
#else
API::State API::ReloadShaders()
{
}
void API::StartRenderWireFrame()
{
}
void API::RenderDebugCube(Math::Matrix world)
{
}
void API::RenderDebugSphere(Math::Matrix world)
{
}
#endif #endif
API::Option API::GetOption() API::Option API::GetOption()

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@ -1,7 +1,7 @@
#include "Defines.hlsli" #include "Defines.hlsli"
#include "PosManipulation.hlsli" #include "PosManipulation.hlsli"
static float Radius = 100; static float Radius = 10;
float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID) float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
{ {
@ -41,7 +41,7 @@ float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
float sampleDepth = ViewPos.z; float sampleDepth = ViewPos.z;
//compare to depth from sample //compare to depth from sample
float rangeCheck = (abs(pos.z - sampleDepth) < Radius) ? 1.0f : 0.0f; float rangeCheck = (abs(pos.z - sampleDepth) > Radius) ? 1.0f : 0.0f;
occlusion += (sampleDepth <= sampled.z ? 1.0f : 0.0f) * rangeCheck; occlusion += (sampleDepth <= sampled.z ? 1.0f : 0.0f) * rangeCheck;
} }
occlusion /= (float)(SSAOKernel.Length.x); occlusion /= (float)(SSAOKernel.Length.x);