Fixed proper start and some more option modifications
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parent
80b203737a
commit
55e3aaaabc
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@ -136,9 +136,11 @@ namespace DanBias
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Oyster::Graphics::API::Option p;
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Oyster::Graphics::API::Option p;
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p.modelPath = L"..\\Content\\Models\\";
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p.modelPath = L"..\\Content\\Models\\";
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p.texturePath = L"..\\Content\\Textures\\";
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p.texturePath = L"..\\Content\\Textures\\";
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Oyster::Graphics::API::SetOptions(p);
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p.Resolution = Oyster::Math::Float2( 1024, 768);
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//! @todo fix proper amb value
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p.AmbientValue = 1.0f;
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if(Oyster::Graphics::API::Init(data.window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
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if(Oyster::Graphics::API::Init(data.window->GetHWND(), false, false, p) != Oyster::Graphics::API::Sucsess)
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return E_FAIL;
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return E_FAIL;
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return S_OK;
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return S_OK;
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}
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}
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@ -61,8 +61,7 @@ namespace Oyster
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struct PostData
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struct PostData
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{
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{
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int x;
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float Amb;
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int y;
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};
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};
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struct Text2D
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struct Text2D
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@ -27,9 +27,11 @@ namespace Oyster
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#endif
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#endif
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}
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}
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API::State API::Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Math::Float2 resulotion)
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API::State API::Init(HWND Window, bool MSAA_Quality, bool Fullscreen, API::Option o)
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{
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{
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Core::resolution = resulotion;
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Core::resolution = o.Resolution;
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Core::modelPath = o.modelPath;
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Core::texturePath = o.texturePath;
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if(Core::Init::FullInit(Window, MSAA_Quality, Fullscreen) == Core::Init::Fail)
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if(Core::Init::FullInit(Window, MSAA_Quality, Fullscreen) == Core::Init::Fail)
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{
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{
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@ -38,6 +40,13 @@ namespace Oyster
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Render::Resources::Gui::Text::Font = (ID3D11ShaderResourceView*)API::CreateTexture(L"font_generic.png");
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Render::Resources::Gui::Text::Font = (ID3D11ShaderResourceView*)API::CreateTexture(L"font_generic.png");
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Render::Resources::Init();
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Render::Resources::Init();
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Definitions::PostData pd;
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pd.Amb = o.AmbientValue;
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void* data = Render::Resources::Post::Data.Map();
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memcpy(data,&pd,sizeof(Definitions::PostData));
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Render::Resources::Post::Data.Unmap();
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Render::Preparations::Basic::SetViewPort();
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Render::Preparations::Basic::SetViewPort();
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#ifdef _DEBUG
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#ifdef _DEBUG
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//fix load model
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//fix load model
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@ -102,6 +111,14 @@ namespace Oyster
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{
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{
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Core::modelPath = option.modelPath;
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Core::modelPath = option.modelPath;
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Core::texturePath = option.texturePath;
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Core::texturePath = option.texturePath;
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Definitions::PostData pd;
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pd.Amb = option.AmbientValue;
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void* data = Render::Resources::Post::Data.Map();
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memcpy(data,&pd,sizeof(Definitions::PostData));
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Render::Resources::Post::Data.Unmap();
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return API::Sucsess;
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return API::Sucsess;
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}
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}
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@ -37,7 +37,7 @@ namespace Oyster
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};
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};
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typedef void* Texture;
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typedef void* Texture;
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static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Oyster::Math::Float2 StartResulotion);
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static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Option options);
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#ifdef _DEBUG
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#ifdef _DEBUG
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static State ReloadShaders();
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static State ReloadShaders();
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@ -39,14 +39,6 @@ namespace Oyster
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data = Resources::Light::PointLightsData.Map();
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data = Resources::Light::PointLightsData.Map();
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memcpy(data, Lights, sizeof(Definitions::Pointlight) * numLights);
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memcpy(data, Lights, sizeof(Definitions::Pointlight) * numLights);
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Resources::Light::PointLightsData.Unmap();
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Resources::Light::PointLightsData.Unmap();
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Definitions::PostData pd;
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pd.x = (int)lc.Pixels.x;
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pd.y = (int)lc.Pixels.y;
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data = Resources::Post::Data.Map();
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memcpy(data, &pd, sizeof(Definitions::PostData));
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Resources::Post::Data.Unmap();
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}
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}
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void DefaultRenderer::RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection, float deltaTime)
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void DefaultRenderer::RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection, float deltaTime)
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@ -8,11 +8,9 @@ SamplerState S1 : register(s0);
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cbuffer Size : register(b0)
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cbuffer Size : register(b0)
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{
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{
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int2 Pixels;
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float AmbFactor;
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}
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}
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#define AmbFactor 0.1f;
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float4 SuperSample(float4 Glow, uint3 DTid)
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float4 SuperSample(float4 Glow, uint3 DTid)
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{
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{
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// Line X
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// Line X
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@ -36,7 +34,7 @@ void main( uint3 DTid : SV_DispatchThreadID )
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Glow = SuperSample(Glow,DTid);
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Glow = SuperSample(Glow,DTid);
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float4 GUI;
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float4 GUI;
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uint2 index = DTid.xy/2 + uint2((uint)Pixels.x/(uint)2,0);
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uint2 index = DTid.xy/2 + uint2((uint)Output.Length.x/(uint)2,0);
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float3 PostLight = Amb.xyz * AmbFactor;
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float3 PostLight = Amb.xyz * AmbFactor;
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PostLight = PostLight + Light.xyz + Glow;
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PostLight = PostLight + Light.xyz + Glow;
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GUI = float4(Ambient[index]);
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GUI = float4(Ambient[index]);
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