GL - merge with graphics. no SSAO. no TextRendering
This commit is contained in:
commit
53f4848ea1
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@ -83,15 +83,15 @@ namespace DanBias
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if(EventButton<Owner>::GetState() == ButtonState_None)
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{
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Oyster::Graphics::API::RenderGuiElement(texture, pos.xy, size, Oyster::Math::Float3(1.0f, 1.0f, 1.0f));
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//Oyster::Graphics::API::RenderGuiElement(texture, pos.xy, size, Oyster::Math::Float3(1.0f, 1.0f, 1.0f));
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}
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else if(EventButton<Owner>::GetState() == ButtonState_Hover)
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{
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Oyster::Graphics::API::RenderGuiElement(texture, pos.xy, size, Oyster::Math::Float3(0.0f, 1.0f, 0.0f));
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//Oyster::Graphics::API::RenderGuiElement(texture, pos.xy, size, Oyster::Math::Float3(0.0f, 1.0f, 0.0f));
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}
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else
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{
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Oyster::Graphics::API::RenderGuiElement(texture, pos.xy, size, Oyster::Math::Float3(1.0f, 0.0f, 0.0f));
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//Oyster::Graphics::API::RenderGuiElement(texture, pos.xy, size, Oyster::Math::Float3(1.0f, 0.0f, 0.0f));
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}
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}
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@ -101,7 +101,7 @@ namespace DanBias
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{
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if(buttonText.size() > 0)
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{
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Oyster::Graphics::API::RenderText(buttonText, pos.xy, size, textColor);
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//Oyster::Graphics::API::RenderText(buttonText, pos.xy, size, textColor);
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}
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}
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@ -391,7 +391,7 @@ bool GameState::Render(float dt)
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std::wstring fps;
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float f = 1/dt;
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fps = std::to_wstring(f);
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Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.2f,0.05f));
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//Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.2f,0.05f));
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Oyster::Graphics::API::EndFrame();
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return true;
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@ -255,7 +255,7 @@ bool LoginState::Render(float dt)
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Oyster::Graphics::API::StartTextRender();
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EventHandler::Instance().RenderText();
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Oyster::Graphics::API::RenderText(number, Oyster::Math::Float2(0.7f, 0.2f), Oyster::Math::Float2(0.1f, 0.1f*(1008.0f/730.0f)), Oyster::Math::Float3(1.0f, 0.0f, 0.0f));
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//Oyster::Graphics::API::RenderText(number, Oyster::Math::Float2(0.7f, 0.2f), Oyster::Math::Float2(0.1f, 0.1f*(1008.0f/730.0f)), Oyster::Math::Float3(1.0f, 0.0f, 0.0f));
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Oyster::Graphics::API::EndFrame();
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return true;
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@ -73,6 +73,15 @@ namespace Oyster
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int offset;
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float coff;
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};
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struct BlurrData
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{
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unsigned int StartX;
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unsigned int StartY;
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unsigned int StopX;
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unsigned int StopY;
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Math::Float4 BlurMask;
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};
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}
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}
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}
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@ -87,6 +87,7 @@ namespace Oyster
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m->WorldMatrix = Oyster::Math::Float4x4::identity;
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m->Visible = true;
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m->Animation.AnimationPlaying = NULL;
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m->Tint = Math::Float3(1);
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m->info = (Model::ModelInfo*)Core::loader.LoadResource((Core::modelPath + filename).c_str(),Oyster::Graphics::Loading::LoadDAN, Oyster::Graphics::Loading::UnloadDAN);
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Model::ModelInfo* mi = (Model::ModelInfo*)m->info;
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@ -158,7 +159,7 @@ namespace Oyster
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Render::Gui::Begin2DRender();
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}
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void API::RenderGuiElement(API::Texture tex, Math::Float2 pos, Math::Float2 size, Math::Float3 color)
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void API::RenderGuiElement(API::Texture tex, Math::Float3 pos, Math::Float2 size, Math::Float3 color)
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{
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Render::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size,color);
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}
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@ -191,9 +192,9 @@ namespace Oyster
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Render::Gui::Begin2DTextRender();
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}
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void API::RenderText(std::wstring text, Math::Float2 Pos, Math::Float2 Size, Math::Float3 color)
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void API::RenderText(std::wstring text, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float3 color)
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{
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Render::Gui::RenderText(text,Pos,Size,color);
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Render::Gui::RenderText(text, Pos, Size, FontSize, color);
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}
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}
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}
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@ -57,13 +57,13 @@ namespace Oyster
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static void StartGuiRender();
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//! @brief Renders a single GUI element using the texture provided and the Pos in the center, %based system
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static void RenderGuiElement(Texture, Math::Float2 Pos, Math::Float2 Size, Math::Float3 Color = Math::Float3(1,1,1));
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static void RenderGuiElement(Texture, Math::Float3 Pos, Math::Float2 Size, Math::Float3 Color = Math::Float3(1,1,1));
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//! @brief Configures Renderer to process 2D Text, data will be passed in to EndFrame()
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static void StartTextRender();
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//! @brief Renders a single GUI string using the texture provided and the Pos in the center, %based system
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static void RenderText(std::wstring, Math::Float2 Pos, Math::Float2 Size, Math::Float3 Color = Math::Float3(1,1,1));
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static void RenderText(std::wstring, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float3 Color = Math::Float3(1,1,1));
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//! @brief Performs light calculations, post effects and presents the scene
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static void EndFrame();
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@ -23,6 +23,7 @@ namespace Oyster
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{
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ModelInfo* info;
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Oyster::Math::Float4x4 WorldMatrix;
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Oyster::Math::Float3 Tint;
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bool Visible;
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AnimationData Animation;
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};
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@ -138,6 +138,10 @@ namespace Oyster
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memcpy(data,&(pm),sizeof(pm));
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Resources::Gather::ModelData.Unmap();
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data = Render::Resources::Color.Map();
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memcpy(data,&models[i].Tint,sizeof(Math::Float3));
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Render::Resources::Color.Unmap();
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if(info->Material.size())
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{
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Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0]));
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@ -158,6 +162,46 @@ namespace Oyster
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}
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}
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void BlurGlow()
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{
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Definitions::BlurrData bd;
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bd.BlurMask = Math::Float4(1,1,1,1);
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bd.StopX = Core::resolution.x/2;
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bd.StopY = Core::resolution.y;
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bd.StartX = 0;
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bd.StartY = Core::resolution.y/2;
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void* data = Resources::Blur::Data.Map();
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memcpy(data,&bd,sizeof(Definitions::BlurrData));
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Resources::Blur::Data.Unmap();
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Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass);
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Core::deviceContext->Dispatch((UINT)((Core::resolution.x/2 + 127U) / 128U), (UINT)(Core::resolution.y/2), 1);
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Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass);
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Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1);
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}
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void BlurSSAO()
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{
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Definitions::BlurrData bd;
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bd.BlurMask = Math::Float4(0,0,0,1);
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bd.StopX = Core::resolution.x/2;
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bd.StopY = Core::resolution.y/2;
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bd.StartX = 0;
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bd.StartY = 0;
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void* data = Resources::Blur::Data.Map();
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memcpy(data,&bd,sizeof(Definitions::BlurrData));
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Resources::Blur::Data.Unmap();
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Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass);
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Core::deviceContext->Dispatch((UINT)((Core::resolution.x/2 + 127U) / 128U), (UINT)(Core::resolution.y/2), 1);
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Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass);
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Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1);
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}
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void DefaultRenderer::EndFrame()
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{
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@ -165,11 +209,9 @@ namespace Oyster
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Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
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//Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass);
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//Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
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BlurGlow();
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//Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass);
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//Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
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BlurSSAO();
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Core::PipelineManager::SetRenderPass(Resources::Post::Pass);
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@ -16,7 +16,7 @@ namespace Oyster
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Core::PipelineManager::SetRenderPass(Render::Resources::Gui::Pass);
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}
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void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float2 pos, Math::Float2 size, Math::Float3 color)
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void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float3 pos, Math::Float2 size, Math::Float3 color)
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{
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Core::deviceContext->PSSetShaderResources(0,1,&tex);
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@ -28,6 +28,7 @@ namespace Oyster
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gd.Translation = Math::Matrix::identity;
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gd.Translation.m41 = pos.x;
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gd.Translation.m42 = pos.y;
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gd.Translation.m43 = pos.z;
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gd.Translation.m11 = size.x;
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gd.Translation.m22 = size.y;
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@ -35,9 +36,9 @@ namespace Oyster
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memcpy(data,&gd,sizeof(Definitions::GuiData));
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Render::Resources::Gui::Data.Unmap();
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data = Render::Resources::Gui::Color.Map();
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data = Render::Resources::Color.Map();
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memcpy(data,&color,sizeof(Math::Float3));
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Render::Resources::Gui::Color.Unmap();
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Render::Resources::Color.Unmap();
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Core::deviceContext->Draw(1,0);
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@ -49,10 +50,10 @@ namespace Oyster
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Core::PipelineManager::SetRenderPass(Resources::Gui::Text::Pass);
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}
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void Gui::RenderText(std::wstring text, Math::Float2 pos, Math::Float2 size, Math::Float3 color)
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void Gui::RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float3 color)
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{
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size.x = size.x / (text.length() * TEXT_SPACING /2);
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//size.x = size.x / (text.length() * TEXT_SPACING /2);
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pos *= 2;
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@ -60,15 +61,18 @@ namespace Oyster
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pos.y *= -1;
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pos.x = pos.x - (size.x * (text.length()-1) * TEXT_SPACING /2);
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//pos.x = pos.x - (size.x * (text.length()-1) * TEXT_SPACING /2);
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pos.x = pos.x + size.x/ (text.length() * TEXT_SPACING/2);
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pos.y = pos.y - size.y/2;
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Definitions::GuiData gd;
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gd.Translation = Math::Matrix::identity;
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gd.Translation.m41 = pos.x;
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gd.Translation.m42 = pos.y;
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gd.Translation.m11 = size.x;
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gd.Translation.m22 = size.y;
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gd.Translation.m43 = pos.z;
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gd.Translation.m11 = FontSize * 0.8f;
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gd.Translation.m22 = FontSize;
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void* data = Render::Resources::Gui::Data.Map();
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@ -76,25 +80,26 @@ namespace Oyster
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Render::Resources::Gui::Data.Unmap();
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Definitions::Text2D tmpInst;
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data = Render::Resources::Gui::Color.Map();
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data = Render::Resources::Color.Map();
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memcpy(data,&color,sizeof(Math::Float3));
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Render::Resources::Gui::Color.Unmap();
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Render::Resources::Color.Unmap();
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void* dest = Resources::Gui::Text::Vertex.Map();
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Definitions::Text2D* dataView = reinterpret_cast<Definitions::Text2D*>(dest);
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//tmpInst.charOffset=_pos;
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for (unsigned int i=0; i<text.length(); i++)
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{
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tmpInst.coff=(1.0f/TEXT_NR_LETTERS);
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tmpInst.offset=text[i]-32;
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tmpInst.pos=i*(size.x * TEXT_SPACING);
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//float tst=getCharID(_str[i]);
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//tmpInst.offset=tst;
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//tmpInst.charOffset.x=_pos.x-i*TEXT_SIZE;
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//tmpInst.data=tst;
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tmpInst.pos=i*(FontSize * 0.8f * TEXT_SPACING);
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if(tmpInst.pos > size.x)
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{
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text = text.substr(0,i-1);
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break;
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}
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dataView[i]=tmpInst;
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}
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//TextInstances[_id].NumLetters=instances;
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Resources::Gui::Text::Vertex.Unmap();
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@ -12,9 +12,9 @@ namespace Oyster
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{
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public:
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static void Begin2DRender();
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static void Render(ID3D11ShaderResourceView* tex, Math::Float2 pos, Math::Float2 size, Math::Float3 tint = Math::Float3(1,1,1));
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static void Render(ID3D11ShaderResourceView* tex, Math::Float3 pos, Math::Float2 size, Math::Float3 tint = Math::Float3(1,1,1));
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static void Begin2DTextRender();
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static void RenderText(std::wstring text, Math::Float2 pos, Math::Float2 size, Math::Float3 tint = Math::Float3(1,1,1));
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static void RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float3 tint = Math::Float3(1,1,1));
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};
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}
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}
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@ -23,7 +23,7 @@ namespace Oyster
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{
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namespace Render
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{
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#pragma region Declare Static
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ID3D11RenderTargetView* Resources::GBufferRTV[Resources::GBufferSize] = {0};
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ID3D11ShaderResourceView* Resources::GBufferSRV[Resources::GBufferSize] = {0};
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@ -45,9 +45,10 @@ namespace Oyster
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Buffer Resources::Gather::AnimationData = Buffer();
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Buffer Resources::Light::LightConstantsData = Buffer();
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Buffer Resources::Gui::Data = Buffer();
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Buffer Resources::Gui::Color = Buffer();
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Buffer Resources::Color = Buffer();
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Buffer Resources::Gui::Text::Vertex = Buffer();
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Buffer Resources::Post::Data = Buffer();
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Buffer Resources::Blur::Data = Buffer();
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Buffer Resources::Light::PointLightsData = Buffer();
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ID3D11ShaderResourceView* Resources::Light::PointLightView = NULL;
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@ -61,6 +62,7 @@ namespace Oyster
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ID3D11BlendState* Resources::RenderStates::bs = NULL;
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ID3D11ShaderResourceView* Resources::Gui::Text::Font = NULL;
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#pragma endregion
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Core::Init::State Resources::InitShaders()
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@ -121,7 +123,7 @@ namespace Oyster
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desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_PS;
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desc.ElementSize = sizeof(Math::Float3);
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Gui::Color.Init(desc);
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Color.Init(desc);
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desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_GS;
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desc.NumElements = 1;
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@ -135,6 +137,9 @@ namespace Oyster
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desc.ElementSize = sizeof(Definitions::LightConstants);
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Light::LightConstantsData.Init(desc);
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desc.ElementSize = sizeof(Definitions::BlurrData);
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Blur::Data.Init(desc);
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desc.ElementSize = sizeof(Definitions::Pointlight);
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desc.NumElements = MaxLightSize;
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desc.Type = Buffer::STRUCTURED_BUFFER;
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@ -235,6 +240,9 @@ namespace Oyster
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Core::Init::CreateLinkedShaderResourceFromTexture(NULL,&LBufferSRV[i],&LBufferUAV[i]);
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}
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//Blur
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Core::Init::CreateLinkedShaderResourceFromTexture(NULL,&Blur::BufferSRV,&Blur::BufferUAV);
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Buffer* b = &Light::PointLightsData;
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Core::Init::CreateLinkedShaderResourceFromStructuredBuffer(&b,&Light::PointLightView,NULL);
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@ -342,6 +350,7 @@ namespace Oyster
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Gather::Pass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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Gather::Pass.CBuffers.Vertex.push_back(Gather::AnimationData);
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Gather::Pass.CBuffers.Vertex.push_back(Gather::ModelData);
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Gather::Pass.CBuffers.Pixel.push_back(Color);
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Gather::Pass.RenderStates.Rasterizer = RenderStates::rs;
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Gather::Pass.RenderStates.SampleCount = 1;
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Gather::Pass.RenderStates.SampleState = RenderStates::ss;
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@ -376,6 +385,8 @@ namespace Oyster
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|||
}
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Post::Pass.UAV.Compute.push_back(Core::backBufferUAV);
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Post::Pass.CBuffers.Compute.push_back(Post::Data);
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Post::Pass.RenderStates.SampleCount = 1;
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Post::Pass.RenderStates.SampleState = RenderStates::ss;
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////---------------- GUI Pass Setup ----------------------------
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Gui::Pass.Shaders.Vertex = GetShader::Vertex(L"2D");
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@ -383,7 +394,7 @@ namespace Oyster
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|||
Gui::Pass.Shaders.Geometry = GetShader::Geometry(L"2D");
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Gui::Pass.RTV.push_back(GBufferRTV[2]);
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Gui::Pass.CBuffers.Geometry.push_back(Gui::Data);
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Gui::Pass.CBuffers.Pixel.push_back(Gui::Color);
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Gui::Pass.CBuffers.Pixel.push_back(Color);
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||||
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||||
D3D11_INPUT_ELEMENT_DESC indesc2D[] =
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||||
{
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||||
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@ -411,6 +422,9 @@ namespace Oyster
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|||
//And the Ambient UAV is now the output texture
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||||
Blur::VertPass.UAV.Compute.push_back(LBufferUAV[2]);
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||||
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||||
Blur::HorPass.CBuffers.Compute.push_back(Blur::Data);
|
||||
Blur::VertPass.CBuffers.Compute.push_back(Blur::Data);
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||||
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||||
////---------------- 2DText Pass Setup ----------------------------
|
||||
Gui::Text::Pass.Shaders.Vertex = GetShader::Vertex(L"2DText");
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||||
Gui::Text::Pass.Shaders.Geometry = GetShader::Geometry(L"2DText");
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||||
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@ -427,7 +441,7 @@ namespace Oyster
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|||
|
||||
Shader::CreateInputLayout(Text2Ddesc,3, GetShader::Vertex(L"2DText") ,Gui::Text::Pass.IAStage.Layout);
|
||||
Gui::Text::Pass.CBuffers.Geometry.push_back(Gui::Data);
|
||||
Gui::Text::Pass.CBuffers.Pixel.push_back(Gui::Color);
|
||||
Gui::Text::Pass.CBuffers.Pixel.push_back(Color);
|
||||
Gui::Text::Pass.SRV.Pixel.push_back(Gui::Text::Font);
|
||||
Gui::Text::Pass.RTV.push_back(GBufferRTV[2]);
|
||||
Gui::Text::Pass.RenderStates.SampleCount = 1;
|
||||
|
@ -455,9 +469,10 @@ namespace Oyster
|
|||
Light::LightConstantsData.~Buffer();
|
||||
Light::PointLightsData.~Buffer();
|
||||
Gui::Data.~Buffer();
|
||||
Gui::Color.~Buffer();
|
||||
Color.~Buffer();
|
||||
Gui::Text::Vertex.~Buffer();
|
||||
Post::Data.~Buffer();
|
||||
Blur::Data.~Buffer();
|
||||
SAFE_RELEASE(Light::PointLightView);
|
||||
SAFE_RELEASE(Light::SSAOKernel);
|
||||
SAFE_RELEASE(Light::SSAORandom);
|
||||
|
|
|
@ -31,6 +31,9 @@ namespace Oyster
|
|||
static ID3D11ShaderResourceView* LBufferSRV[LBufferSize];
|
||||
|
||||
|
||||
static Core::Buffer Color;
|
||||
|
||||
|
||||
struct RenderStates
|
||||
{
|
||||
static ID3D11RasterizerState* rs;
|
||||
|
@ -61,7 +64,6 @@ namespace Oyster
|
|||
{
|
||||
static Core::PipelineManager::RenderPass Pass;
|
||||
static Core::Buffer Data;
|
||||
static Core::Buffer Color;
|
||||
struct Text
|
||||
{
|
||||
static Core::PipelineManager::RenderPass Pass;
|
||||
|
@ -79,6 +81,8 @@ namespace Oyster
|
|||
//Blur UAV and SRV
|
||||
static ID3D11UnorderedAccessView* BufferUAV;
|
||||
static ID3D11ShaderResourceView* BufferSRV;
|
||||
|
||||
static Core::Buffer Data;
|
||||
};
|
||||
|
||||
struct Post
|
||||
|
|
|
@ -7,14 +7,14 @@ 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)];
|
||||
gCache[gThreadID.x] = inTex[min(int2(x,ThreadID.y) + Start, Stop-1)];
|
||||
}
|
||||
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)];
|
||||
int x = min(ThreadID.x+blurRadius,Stop.x-1);
|
||||
gCache[gThreadID.x+2*blurRadius] = inTex[int2(x,ThreadID.y) + Start];
|
||||
}
|
||||
gCache[gThreadID.x+blurRadius] = inTex[min(ThreadID.xy,inTex.Length.xy-1)];
|
||||
gCache[gThreadID.x+blurRadius] = inTex[min(ThreadID.xy + Start, Stop-1)];
|
||||
|
||||
GroupMemoryBarrierWithGroupSync();
|
||||
|
||||
|
@ -27,7 +27,6 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID
|
|||
blurCol +=Weights[i + blurRadius] * gCache[k];
|
||||
}
|
||||
|
||||
outTex[ThreadID.xy] = blurCol;
|
||||
//Output[ThreadID.xy] = Diffuse[((ThreadID.xy))];
|
||||
outTex[ThreadID.xy + Start] = blurCol * BlurMask + inTex[ThreadID.xy + Start] * ( float4(1,1,1,1) - BlurMask);
|
||||
}
|
||||
|
||||
|
|
|
@ -3,12 +3,26 @@
|
|||
|
||||
|
||||
|
||||
cbuffer BlurrData : register(b1)
|
||||
{
|
||||
//static const int blurRadius = 0;
|
||||
//static const float Weights[1] =
|
||||
//{
|
||||
// 1.0f
|
||||
//};
|
||||
/*static const int blurRadius = 4;
|
||||
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 = 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
|
||||
};
|
||||
};
|
||||
|
||||
static const int blurRadius = 4;
|
||||
|
||||
|
||||
#define N 128
|
||||
#define gSize (N+2*blurRadius)
|
||||
|
@ -17,14 +31,13 @@ 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
|
||||
// };
|
||||
//};
|
||||
cbuffer BlurrData : register(b0)
|
||||
{
|
||||
uint2 Start;
|
||||
uint2 Stop;
|
||||
float4 BlurMask;
|
||||
};
|
||||
|
||||
|
||||
//[numthreads(16,16,1)]
|
||||
//void TryCompute(uint3 ThreadID : SV_DispatchThreadID)
|
||||
|
|
|
@ -7,14 +7,14 @@ 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)];
|
||||
gCache[gThreadID.y] = inTex[min(int2(ThreadID.x,y) + Start, Stop-1)];
|
||||
}
|
||||
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)];
|
||||
int y = min(ThreadID.y+blurRadius, Stop.y-1);
|
||||
gCache[gThreadID.y+2*blurRadius] = inTex[int2(ThreadID.x,y) + Start];
|
||||
}
|
||||
gCache[gThreadID.y+blurRadius] = inTex[min(ThreadID.xy,inTex.Length.xy-1)];
|
||||
gCache[gThreadID.y+blurRadius] = inTex[min(ThreadID.xy + Start, Stop.xy-1)];
|
||||
|
||||
GroupMemoryBarrierWithGroupSync();
|
||||
|
||||
|
@ -27,6 +27,6 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID
|
|||
blurCol +=Weights[i + blurRadius] * gCache[k];
|
||||
}
|
||||
|
||||
outTex[ThreadID.xy] = blurCol;
|
||||
//Output[ThreadID.xy] = inTex[((ThreadID.xy))];
|
||||
outTex[ThreadID.xy + Start] = blurCol + inTex[ThreadID.xy + Start] * ( float4(1,1,1,1) - BlurMask);;
|
||||
//outTex[ThreadID.xy] = inTex[ThreadID.xy];
|
||||
}
|
|
@ -1,9 +1,51 @@
|
|||
#include "Header.hlsli"
|
||||
|
||||
|
||||
|
||||
float3x3 cotangent_frame( float3 N, float3 p, float2 uv )
|
||||
{
|
||||
// get edge vectors of the pixel triangle
|
||||
float3 dp1 = ddx( p );
|
||||
float3 dp2 = ddy( p );
|
||||
float2 duv1 = ddx( uv );
|
||||
float2 duv2 = ddy( uv );
|
||||
|
||||
// solve the linear system
|
||||
float3 dp2perp = cross( dp2, N );
|
||||
float3 dp1perp = cross( N, dp1 );
|
||||
float3 T = dp2perp * duv1.x + dp1perp * duv2.x;
|
||||
float3 B = dp2perp * duv1.y + dp1perp * duv2.y;
|
||||
|
||||
// construct a scale-invariant frame
|
||||
float invmax = 1/sqrt( max( dot(T,T), dot(B,B) ) );
|
||||
return float3x3( T * invmax, B * invmax, N );
|
||||
}
|
||||
|
||||
float3 perturb_normal( float3 N, float3 V, float2 texcoord )
|
||||
{
|
||||
// assume N, the interpolated vertex normal and
|
||||
// V, the view vector (vertex to eye)
|
||||
float3 map = Normal.Sample(S1,texcoord).xyz;
|
||||
map = map * 255./127. - 128./127.;
|
||||
#ifdef WITH_NORMALMAP_2CHANNEL
|
||||
map.z = sqrt( 1. - dot( map.xy, map.xy ) );
|
||||
#endif
|
||||
#ifdef WITH_NORMALMAP_GREEN_UP
|
||||
map.y = -map.y;
|
||||
#endif
|
||||
float3x3 TBN = cotangent_frame( N, -V, texcoord );
|
||||
return normalize( mul(transpose(TBN), map) );
|
||||
}
|
||||
|
||||
PixelOut main(VertexOut input)
|
||||
{
|
||||
PixelOut output;
|
||||
output.DiffuseGlow = Diffuse.Sample(S1, input.UV);
|
||||
output.NormalSpec = float4(normalize(input.normal), Normal.Sample(S1,input.UV).w);
|
||||
output.DiffuseGlow = Diffuse.Sample(S1, input.UV) * float4(Color, 1);
|
||||
float3 normal = normalize(input.normal);
|
||||
|
||||
normal = perturb_normal( normal, normalize(-input.ViewPos), input.UV );
|
||||
|
||||
//output.NormalSpec = float4(normal, Normal.Sample(S1, input.UV).w*255);
|
||||
output.NormalSpec = float4(normal, Normal.Sample(S1, input.UV).w*0);
|
||||
return output;
|
||||
}
|
|
@ -14,6 +14,7 @@ VertexOut main( VertexIn input )
|
|||
input.normal = mul(boneTrans,float4(input.normal,1)).xyz * Animated + input.normal * int(1-Animated);
|
||||
|
||||
output.pos = mul(WVP, float4(input.pos,1));
|
||||
output.ViewPos = mul(WV, float4(input.pos,1));
|
||||
output.normal = mul(WV, float4(input.normal,0)).xyz;
|
||||
output.UV = input.UV;
|
||||
return output;
|
||||
|
|
|
@ -12,7 +12,7 @@ struct VertexIn
|
|||
struct VertexOut
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
//float4 ViewPos : POSITION;
|
||||
float4 ViewPos : POSITION;
|
||||
float2 UV : TEXCOORD;
|
||||
float3 normal : NORMAL;
|
||||
//float3 tangent : TANGENT;
|
||||
|
@ -42,3 +42,8 @@ cbuffer PerModel : register(b1)
|
|||
int Animated;
|
||||
float3 Pad;
|
||||
}
|
||||
|
||||
cbuffer Tint : register(b0)
|
||||
{
|
||||
float3 Color;
|
||||
}
|
|
@ -24,5 +24,7 @@ DiffSpec LightCalc(PointLight pl, float3 pos, int2 texCoord)
|
|||
output.Diffuse = float3(0,0,0);
|
||||
output.Specular = float3(0,0,0);
|
||||
}
|
||||
float SpecCo = normalSpec.w < 1 ? 0.0f : 1.0f;
|
||||
output.Specular = output.Specular * SpecCo;
|
||||
return output;
|
||||
}
|
|
@ -36,7 +36,7 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
|
|||
float AmbValue = GetSSAO(ViewPos, UV, DTid.xy, GTid.xy/2);
|
||||
Ambient[DTid.xy/2] = float4(DiffuseGlow[DTid.xy].xyz, AmbValue);
|
||||
Ambient[DTid.xy/2 + float2(Pixels.x/2, 0)] = GUI[DTid.xy];
|
||||
//Ambient[DTid.xy] = GUI[DTid.xy];
|
||||
Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffuseGlow[DTid.xy].xyz * DiffuseGlow[DTid.xy].w*10,1);
|
||||
}
|
||||
|
||||
}
|
|
@ -4,6 +4,8 @@ Texture2D Ambient : register(t2);
|
|||
|
||||
RWTexture2D<float4> Output;
|
||||
|
||||
SamplerState S1 : register(s0);
|
||||
|
||||
cbuffer Size : register(b0)
|
||||
{
|
||||
int2 Pixels;
|
||||
|
@ -11,16 +13,40 @@ cbuffer Size : register(b0)
|
|||
|
||||
#define AmbFactor 0.8f;
|
||||
|
||||
float4 SuperSample(float4 Glow, uint3 DTid)
|
||||
{
|
||||
// Line X
|
||||
float2 index = (float2)(DTid.xy/2);
|
||||
index += float2(0,Output.Length.y/2);
|
||||
index = index / Output.Length;
|
||||
Glow = Ambient.SampleLevel(S1, index,1);
|
||||
//Line Y+1
|
||||
//Glow += Ambient[DTid.xy/2 + uint2(1,(Output.Length.y/2)+1)] + Ambient[DTid.xy/2 + uint2(0,(Output.Length.y/2)+1)] + Ambient[DTid.xy/2 + uint2(-1,(Output.Length.y/2)+1)];
|
||||
//Line Y-1
|
||||
//Glow += Ambient[DTid.xy/2 + uint2(1,(Output.Length.y/2)-1)] + Ambient[DTid.xy/2 + uint2(0,(Output.Length.y/2)-1)] + Ambient[DTid.xy/2 + uint2(-1,(Output.Length.y/2)-1)];
|
||||
|
||||
//Glow = Glow/9;
|
||||
|
||||
return Glow;
|
||||
}
|
||||
|
||||
[numthreads(16, 16, 1)]
|
||||
void main( uint3 DTid : SV_DispatchThreadID )
|
||||
{
|
||||
float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]);
|
||||
float4 Amb = float4(Ambient[DTid.xy/2].xyz * Ambient[DTid.xy/2].w, 0);
|
||||
float4 Amb = float4(Ambient[DTid.xy/2].xyz/* * Ambient[DTid.xy/2].w */, 0);
|
||||
//float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)];
|
||||
float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)];
|
||||
|
||||
Glow = SuperSample(Glow,DTid);
|
||||
|
||||
float4 GUI;
|
||||
uint2 index = DTid.xy/2 + uint2(Pixels.x/2,0);
|
||||
uint2 index = DTid.xy/2 + uint2((uint)Pixels.x/(uint)2,0);
|
||||
float3 PostLight = Amb.xyz * AmbFactor;
|
||||
PostLight = PostLight + Light.xyz;
|
||||
PostLight = PostLight + Light.xyz; // + Glow;
|
||||
GUI = float4(Ambient[index]);
|
||||
PostLight = PostLight * (1 - GUI.w);
|
||||
Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1);
|
||||
|
||||
//Output[DTid.xy] = Glow;
|
||||
}
|
|
@ -171,12 +171,15 @@ HRESULT InitDirect3D()
|
|||
}
|
||||
|
||||
m = Oyster::Graphics::API::CreateModel(L"crate_colonists.dan");
|
||||
m->WorldMatrix.m[0][0] = 50;
|
||||
m->WorldMatrix.m[1][1] = 50;
|
||||
m->WorldMatrix.m[2][2] = 0.00000005f;
|
||||
//m->WorldMatrix.m[0][0] = 50;
|
||||
//m->WorldMatrix.m[1][1] = 50;
|
||||
//m->WorldMatrix.m[2][2] = 0.00000005f;
|
||||
m2 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan");
|
||||
m2->Tint = Oyster::Math::Float3(0.1f,0.1f,1);
|
||||
m3 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan");
|
||||
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null);
|
||||
Oyster::Graphics::API::PlayAnimation(m2, L"movement",false);
|
||||
Oyster::Graphics::API::PlayAnimation(m2, L"movement", true);
|
||||
Oyster::Graphics::API::PlayAnimation(m3, L"movement", true);
|
||||
|
||||
t = Oyster::Graphics::API::CreateTexture(L"structure_corp_mdg.png");
|
||||
t2 = Oyster::Graphics::API::CreateTexture(L"whiteGui.png");
|
||||
|
@ -189,22 +192,22 @@ HRESULT InitDirect3D()
|
|||
|
||||
|
||||
|
||||
pl.Color = Oyster::Math::Float3(1,0,0);
|
||||
pl.Bright = 1;
|
||||
pl.Color = Oyster::Math::Float3(1,1,1);
|
||||
pl.Bright = 0.5f;
|
||||
pl.Pos = Oyster::Math::Float3(-20,0,0);
|
||||
pl.Radius = 90;
|
||||
|
||||
Oyster::Graphics::API::AddLight(pl);
|
||||
|
||||
pl.Color = Oyster::Math::Float3(0,1,0);
|
||||
pl.Bright = 1;
|
||||
pl.Color = Oyster::Math::Float3(1,1,1);
|
||||
pl.Bright = 0.5f;
|
||||
pl.Pos = Oyster::Math::Float3(0,20,0);
|
||||
pl.Radius = 90;
|
||||
|
||||
Oyster::Graphics::API::AddLight(pl);
|
||||
|
||||
pl.Color = Oyster::Math::Float3(0,0,1);
|
||||
pl.Bright = 1;
|
||||
pl.Color = Oyster::Math::Float3(1,1,1);
|
||||
pl.Bright = 0.5f;
|
||||
pl.Pos = Oyster::Math::Float3(0,0,20);
|
||||
pl.Radius = 90;
|
||||
|
||||
|
@ -217,7 +220,9 @@ float angle = 0;
|
|||
HRESULT Update(float deltaTime)
|
||||
{
|
||||
//angle += Oyster::Math::pi/16 * deltaTime;
|
||||
m->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0) * angle,Oyster::Math::Float3(0,0,0),Oyster::Math::Float3::null);
|
||||
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * angle,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null);
|
||||
m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * -angle,Oyster::Math::Float3(-4,0,0),Oyster::Math::Float3::null);
|
||||
//Oyster::Math::Matrix ma = Oyster::Math::Matrix::identity;
|
||||
Oyster::Graphics::API::Update(deltaTime);
|
||||
//m2->Animation.data.AnimationTime += deltaTime;// * 0.5f;
|
||||
|
@ -231,16 +236,17 @@ HRESULT Render(float deltaTime)
|
|||
|
||||
Oyster::Graphics::API::RenderModel(m);
|
||||
Oyster::Graphics::API::RenderModel(m2);
|
||||
Oyster::Graphics::API::RenderModel(m3);
|
||||
Oyster::Graphics::API::StartGuiRender();
|
||||
Oyster::Graphics::API::RenderGuiElement(t,Oyster::Math::Float2(0.5f,0.5f),Oyster::Math::Float2(1,1));
|
||||
//Oyster::Graphics::API::RenderGuiElement(t2,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float3(1,0,0));
|
||||
//Oyster::Graphics::API::RenderGuiElement(t,Oyster::Math::Float2(0.5f,0.5f),Oyster::Math::Float2(1,1), Oyster::Math::Float3(0,0,1));
|
||||
//Oyster::Graphics::API::RenderGuiElement(t2,Oyster::Math::Float2(0.5f,0.5f),Oyster::Math::Float2(1,1),Oyster::Math::Float3(1,0,0));
|
||||
Oyster::Graphics::API::StartTextRender();
|
||||
std::wstring fps;
|
||||
float f = 1/deltaTime;
|
||||
fps = std::to_wstring(f);
|
||||
//Oyster::Graphics::API::RenderText(L"Lanariel",Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f));
|
||||
//Oyster::Graphics::API::RenderText(L"Lanariel WAS HERE",Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f));
|
||||
Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float3(0,1,0));
|
||||
Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float3(0.5f,0.1f,1.0f),Oyster::Math::Float2(0.5f,0.1f), 0.08f, Oyster::Math::Float3(0,1,0));
|
||||
Oyster::Graphics::API::EndFrame();
|
||||
|
||||
return S_OK;
|
||||
|
|
Loading…
Reference in New Issue