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@ -4,7 +4,7 @@
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#define Core_h
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#define Core_h
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#include "CoreIncludes.h"
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#include "Dx11Includes.h"
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#include <sstream>
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#include <sstream>
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#include "OysterMath.h"
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#include "OysterMath.h"
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@ -1,4 +1,4 @@
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#include "..\OysterGraphics\Core\CoreIncludes.h"
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#include "..\OysterGraphics\Core\Dx11Includes.h"
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#include "OysterMath.h"
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#include "OysterMath.h"
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namespace Oyster
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namespace Oyster
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@ -0,0 +1,34 @@
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#include "GFXAPI.h"
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#include "../Core/Core.h"
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#include "../Render/Resources/Resources.h"
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#include "../Render/Rendering/Render.h"
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namespace Oyster
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{
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namespace Graphics
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{
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API::State API::Init(HWND Window, bool MSAA_Quality, bool Fullscreen)
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{
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if(Core::Init::FullInit(Window, MSAA_Quality, Fullscreen) == Core::Init::Fail)
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{
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return API::Fail;
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}
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if(Render::Resources::Init() == Core::Init::Fail)
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{
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return API::Fail;
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}
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return API::Sucsess;
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}
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void API::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection)
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{
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Render::Rendering::Basic::NewFrame(View, Projection);
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}
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void API::RenderScene(Model::Model* models, int count)
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{
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Render::Rendering::Basic::RenderScene(models,count);
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}
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}
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}
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@ -0,0 +1,36 @@
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#pragma once
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#include <string>
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#include "..\Model\Model.h"
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#include "OysterMath.h"
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#include <Windows.h>
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namespace Oyster
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{
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namespace Graphics
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{
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class API
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{
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public:
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enum State
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{
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Sucsess,
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Fail
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};
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struct Option
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{
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};
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State Init(HWND Window, bool MSAA_Quality, bool Fullscreen);
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//! @brief from Oyster::Math Float4x4, expects corect methods
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static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection);
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static void RenderScene(Oyster::Graphics::Model::Model* models, int count);
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static void EndFrame();
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static Oyster::Graphics::Model::Model* CreateModel(std::wstring filename);
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static void DeleteModel(Oyster::Graphics::Model::Model* model);
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static State SetOptions(Option);
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};
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}
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}
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@ -1,29 +0,0 @@
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#pragma once
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#include <string>
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#include "..\Model\Model.h"
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#include "OysterMath.h"
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class SimpleInterface
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{
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public:
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enum State
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{
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Sucsess,
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Fail
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};
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struct Option
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{
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};
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State Init(HWND Window, bool MSAA_Quality, bool Fullscreen);
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//! @brief from Oyster::Math Float4x4, expects corect methods
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static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection);
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static void RenderScene(Oyster::Graphics::Model::Model* models, int count);
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static void EndFrame();
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static Oyster::Graphics::Model::Model* CreateModel(std::wstring filename);
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static void DeleteModel(Oyster::Graphics::Model::Model* model);
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static State SetOptions(Option);
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};
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@ -2,6 +2,7 @@
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#include "..\Definitions\GraphicalDefinition.h"
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#include "..\Definitions\GraphicalDefinition.h"
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#include <sstream>
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#include <sstream>
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#include <fstream>
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#include <fstream>
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#include "TextureLoader.h"
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using namespace std;
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using namespace std;
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OBJReader::OBJReader()
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OBJReader::OBJReader()
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@ -117,6 +118,8 @@ Oyster::Graphics::Model::ModelInfo* OBJReader::toModel()
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modelInfo->VertexCount = (int)desc.NumElements;
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modelInfo->VertexCount = (int)desc.NumElements;
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modelInfo->Vertices = b;
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modelInfo->Vertices = b;
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//Oyster::Resource::OysterResource::LoadResource(L"Normal.png",(Oyster::Resource::CustomLoadFunction)Oyster::Graphics::Loading::LoadTexture);
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return modelInfo;
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return modelInfo;
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}
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}
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@ -0,0 +1,7 @@
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#include "TextureLoader.h"
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#include "..\Core\Dx11Includes.h"
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Oyster::Resource::CustomData* Oyster::Graphics::Loading::LoadTexture()
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{
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return NULL;
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}
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@ -0,0 +1,13 @@
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#pragma once
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#include "..\..\Misc\Resource\OysterResource.h"
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namespace Oyster
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{
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namespace Graphics
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{
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namespace Loading
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{
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void UnloadTexture();
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Oyster::Resource::CustomData* LoadTexture();
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}
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}
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}
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@ -145,17 +145,19 @@
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<ClCompile Include="Core\Core.cpp" />
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<ClCompile Include="Core\Core.cpp" />
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<ClCompile Include="Core\Init.cpp" />
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<ClCompile Include="Core\Init.cpp" />
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<ClCompile Include="Core\ShaderManager.cpp" />
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<ClCompile Include="Core\ShaderManager.cpp" />
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<ClCompile Include="DllInterfaces\GFXAPI.cpp" />
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<ClCompile Include="FileLoader\ObjReader.cpp" />
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<ClCompile Include="FileLoader\ObjReader.cpp" />
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<ClCompile Include="FileLoader\TextureLoader.cpp" />
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<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
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<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
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<ClCompile Include="Render\Rendering\BasicRender.cpp" />
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<ClCompile Include="Render\Rendering\BasicRender.cpp" />
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<ClCompile Include="Render\Resources\Resources.cpp" />
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<ClCompile Include="Render\Resources\Resources.cpp" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="Core\Buffer.h" />
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<ClInclude Include="Core\Core.h" />
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<ClInclude Include="Core\Core.h" />
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<ClInclude Include="Core\CoreIncludes.h" />
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<ClInclude Include="Core\Dx11Includes.h" />
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<ClInclude Include="DllInterfaces\SimpleInterface.h" />
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<ClInclude Include="DllInterfaces\GFXAPI.h" />
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<ClInclude Include="FileLoader\ObjReader.h" />
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<ClInclude Include="FileLoader\ObjReader.h" />
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<ClInclude Include="FileLoader\TextureLoader.h" />
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<ClInclude Include="Model\Model.h" />
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<ClInclude Include="Model\Model.h" />
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<ClInclude Include="Model\ModelInfo.h" />
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<ClInclude Include="Model\ModelInfo.h" />
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<ClInclude Include="Render\Preparations\Preparations.h" />
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<ClInclude Include="Render\Preparations\Preparations.h" />
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@ -172,6 +174,20 @@
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</ProjectReference>
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</ProjectReference>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\PixelGatherData.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
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</FxCompile>
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<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\VertexGatherData.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
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</FxCompile>
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<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl">
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<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
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@ -204,6 +220,9 @@
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</AssemblerOutput>
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</AssemblerOutput>
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</FxCompile>
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</FxCompile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<None Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\GBufferHeader.hlsli" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</ImportGroup>
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@ -39,17 +39,17 @@
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<ClCompile Include="FileLoader\ObjReader.cpp">
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<ClCompile Include="FileLoader\ObjReader.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="FileLoader\TextureLoader.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="DllInterfaces\GFXAPI.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="Core\Buffer.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Core\Core.h">
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<ClInclude Include="Core\Core.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="Core\CoreIncludes.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Render\Preparations\Preparations.h">
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<ClInclude Include="Render\Preparations\Preparations.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="FileLoader\ObjReader.h">
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<ClInclude Include="FileLoader\ObjReader.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="DllInterfaces\SimpleInterface.h">
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<ClInclude Include="FileLoader\TextureLoader.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Core\Dx11Includes.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="DllInterfaces\GFXAPI.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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@ -79,5 +85,10 @@
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<FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl" />
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<FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl" />
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<FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl" />
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<FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl" />
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<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl" />
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<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl" />
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<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\PixelGatherData.hlsl" />
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<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\VertexGatherData.hlsl" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\GBufferHeader.hlsli" />
|
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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@ -36,7 +36,7 @@ namespace Oyster
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if(models[i].Visible)
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if(models[i].Visible)
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{
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{
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void* data = Resources::ModelData.Map();
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void* data = Resources::ModelData.Map();
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memcpy(data,&(models[i].WorldMatrix),64);
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memcpy(data,&(models[i].WorldMatrix),sizeof(Math::Float4x4));
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Resources::ModelData.Unmap();
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Resources::ModelData.Unmap();
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//Set Materials :: NONE
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//Set Materials :: NONE
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@ -99,6 +99,7 @@ namespace Oyster
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obj.CBuffers.Vertex.push_back(&VPData);
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obj.CBuffers.Vertex.push_back(&VPData);
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obj.RenderStates.Rasterizer = rs;
|
obj.RenderStates.Rasterizer = rs;
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ModelData.Apply(1);
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||||||
#pragma endregion
|
#pragma endregion
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||||||
return Core::Init::Sucsess;
|
return Core::Init::Sucsess;
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}
|
}
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@ -1,25 +0,0 @@
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struct VertexOut
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||||||
{
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|
||||||
float4 pos : SV_POSITION;
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|
||||||
float4 ViewPos: POSITION;
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|
||||||
float2 UV : TEXCOORD;
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|
||||||
float4 normal : NORMAL;
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|
||||||
};
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||||||
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|
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struct PixelOut
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|
||||||
{
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||||||
float4 Diffuse3Glow1 : SV_TARGET0;
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|
||||||
float4 Normal3Specular1 : SV_TARGET1;
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|
||||||
float4 VPos : SV_TARGET2;
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|
||||||
};
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|
||||||
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|
||||||
Texture2D Diffuse;
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||||||
Texture2D Specular;
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|
||||||
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|
||||||
PixelOut main(VertexOut input)
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|
||||||
{
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||||||
PixelOut output;
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||||||
output.Diffuse3Glow1 = float4(1.0f, 0.0f, 0.0f, 1.0f);
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|
||||||
output.Normal3Specular1 = float4(input.normal, 1.0f);
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|
||||||
return output;
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|
||||||
}
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|
@ -1,37 +0,0 @@
|
||||||
cbuffer PerFrame : register(b0)
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|
||||||
{
|
|
||||||
matrix View;
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|
||||||
float4x4 Projection;
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|
||||||
matrix VP;
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|
||||||
}
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|
||||||
|
|
||||||
cbuffer PerModel : register(b1)
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|
||||||
{
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|
||||||
matrix World;
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|
||||||
}
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|
||||||
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|
||||||
struct VertexIn
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|
||||||
{
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|
||||||
float3 pos : POSITION;
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|
||||||
float2 UV : TEXCOORD;
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|
||||||
float3 normal : NORMAL;
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|
||||||
};
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|
||||||
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|
||||||
struct VertexOut
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|
||||||
{
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|
||||||
float4 pos : SV_POSITION;
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|
||||||
float4 ViewPos: POSITION;
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|
||||||
float2 UV : TEXCOORD;
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|
||||||
float4 normal : NORMAL;
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|
||||||
};
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|
||||||
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|
||||||
VertexOut main( VertexIn input )
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|
||||||
{
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|
||||||
VertexOut output;
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|
||||||
matrix WV = mul(View, World);
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|
||||||
output.ViewPos = mul(WV, float4(input.pos,1));
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|
||||||
output.pos = mul(Projection, output.ViewPos);
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|
||||||
output.UV = input.UV;
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|
||||||
output.normal = float4(input.normal, 0);
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|
||||||
return output;
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|
||||||
}
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|
|
@ -0,0 +1,41 @@
|
||||||
|
struct VertexIn
|
||||||
|
{
|
||||||
|
float3 pos : POSITION;
|
||||||
|
float2 UV : TEXCOORD;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
float3 tangent : TANGENT;
|
||||||
|
float3 biTangent : BITANGENT;
|
||||||
|
float4 boneIndex : BONEINDEX;
|
||||||
|
float4 boneWeight : BONEWEIGHT;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct VertexOut
|
||||||
|
{
|
||||||
|
float4 pos : SV_POSITION;
|
||||||
|
float4 ViewPos : POSITION;
|
||||||
|
float2 UV : TEXCOORD;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
float3 tangent : TANGENT;
|
||||||
|
float3 biTangent : BITANGENT;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct PixelOut
|
||||||
|
{
|
||||||
|
float4 DiffuseGlow : SV_TARGET0;
|
||||||
|
float4 NormalSpec : SV_TARGET1;
|
||||||
|
};
|
||||||
|
|
||||||
|
Texture2D Diffuse : register(t0);
|
||||||
|
Texture2D Specular : register(t1);
|
||||||
|
|
||||||
|
cbuffer PerFrame : register(b0)
|
||||||
|
{
|
||||||
|
matrix View;
|
||||||
|
float4x4 Projection;
|
||||||
|
matrix VP;
|
||||||
|
}
|
||||||
|
|
||||||
|
cbuffer PerModel : register(b1)
|
||||||
|
{
|
||||||
|
matrix World;
|
||||||
|
}
|
|
@ -0,0 +1,9 @@
|
||||||
|
#include "GBufferHeader.hlsli"
|
||||||
|
|
||||||
|
PixelOut main(VertexOut input)
|
||||||
|
{
|
||||||
|
PixelOut output;
|
||||||
|
output.DiffuseGlow = float4(1.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
output.NormalSpec = float4(input.normal, 1.0f);
|
||||||
|
return output;
|
||||||
|
}
|
|
@ -0,0 +1,12 @@
|
||||||
|
#include "GBufferHeader.hlsli"
|
||||||
|
|
||||||
|
VertexOut main( VertexIn input )
|
||||||
|
{
|
||||||
|
VertexOut output;
|
||||||
|
matrix WV = mul(View, World);
|
||||||
|
output.ViewPos = mul(WV, float4(input.pos,1));
|
||||||
|
output.pos = mul(Projection, output.ViewPos);
|
||||||
|
output.UV = input.UV;
|
||||||
|
output.normal = float4(input.normal, 0);
|
||||||
|
return output;
|
||||||
|
}
|
|
@ -18,11 +18,11 @@ struct VertexIn
|
||||||
|
|
||||||
float4 main( VertexIn input ) : SV_POSITION
|
float4 main( VertexIn input ) : SV_POSITION
|
||||||
{
|
{
|
||||||
float4 postTransform = float4(input.pos*0.1f,1);
|
float4 postTransform = mul( World, float4(input.pos,1) );
|
||||||
postTransform.y += 1.5f;
|
//float4 postTransform = float4(input.pos,1);
|
||||||
//return postTransform;
|
//return postTransform;
|
||||||
//return mul(View, float4(input.pos,1));
|
//return mul(View, float4(input.pos,1));
|
||||||
matrix VP = mul(Projection, View);
|
matrix VP = mul(Projection, View);
|
||||||
//matrix WVP = mul(World, VP);
|
//matrix WVP = mul(World, VP);
|
||||||
return mul(VP, float4(input.pos*0.1f,1) );
|
return mul(VP, postTransform );
|
||||||
}
|
}
|
|
@ -177,12 +177,12 @@ HRESULT InitDirect3D()
|
||||||
|
|
||||||
#pragma region Obj
|
#pragma region Obj
|
||||||
OBJReader or;
|
OBJReader or;
|
||||||
or.readOBJFile(L"bth.obj");
|
or.readOBJFile(L"crate.obj");
|
||||||
m->info = (void*)or.toModel();
|
m->info = (void*)or.toModel();
|
||||||
m->Visible=true;
|
m->Visible=true;
|
||||||
#pragma endregion
|
#pragma endregion
|
||||||
|
|
||||||
//*((Oyster::Math::Matrix)m->data) = Oyster::Math::Matrix::identity;
|
m->WorldMatrix = Oyster::Math::Matrix::identity;
|
||||||
|
|
||||||
P = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,16.0f/9.0f,.1f,100);
|
P = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,16.0f/9.0f,.1f,100);
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue