diff --git a/Code/Game/GameClient/DanBiasGame_Impl.cpp b/Code/Game/GameClient/DanBiasGame_Impl.cpp index b978597c..15918adf 100644 --- a/Code/Game/GameClient/DanBiasGame_Impl.cpp +++ b/Code/Game/GameClient/DanBiasGame_Impl.cpp @@ -108,7 +108,7 @@ namespace DanBias data.capFrame += dt; if(data.capFrame > 0.03) { - switch( Update(dt) ) + switch( Update(data.capFrame) ) { case Result_continue: break; case Result_quit: return DanBiasClientReturn_Success; @@ -117,7 +117,7 @@ namespace DanBias } if(Render() != S_OK) return DanBiasClientReturn_Error; - data.capFrame = 0; + data.capFrame -= 0.03; } if(data.networkClient.IsConnected()) @@ -143,7 +143,7 @@ namespace DanBias p.texturePath = L"..\\Content\\Textures\\"; p.Resolution = Oyster::Math::Float2( 1280.0f, 720.0f ); //! @todo fix proper amb value - p.AmbientValue = 1.0f; + p.AmbientValue = 1.3f; if(Oyster::Graphics::API::Init(data.window->GetHWND(), false, false, p) != Oyster::Graphics::API::Sucsess) return E_FAIL; diff --git a/Code/Game/GameClient/GameClientState/C_obj/C_Player.cpp b/Code/Game/GameClient/GameClientState/C_obj/C_Player.cpp index b6420f53..60d3f184 100644 --- a/Code/Game/GameClient/GameClientState/C_obj/C_Player.cpp +++ b/Code/Game/GameClient/GameClientState/C_obj/C_Player.cpp @@ -20,5 +20,5 @@ bool C_Player::Init(ModelInitData modelInit) void C_Player::playAnimation(std::wstring animation, bool loop) { if(model) - Oyster::Graphics::API::PlayAnimation(model, L"movement", loop); + Oyster::Graphics::API::PlayAnimation(model, animation, loop); } \ No newline at end of file diff --git a/Code/OysterGraphics/Render/DefaultRenderer.cpp b/Code/OysterGraphics/Render/DefaultRenderer.cpp index 22b71df7..689c3abe 100644 --- a/Code/OysterGraphics/Render/DefaultRenderer.cpp +++ b/Code/OysterGraphics/Render/DefaultRenderer.cpp @@ -50,7 +50,12 @@ namespace Oyster if(models[i].Visible) { Definitions::PerModel pm; - pm.WV = View * models[i].WorldMatrix.GetTranspose().GetInverse(); + Math::Float3x3 normalTransform; + normalTransform = Math::Float3x3(models[i].WorldMatrix.v[0].xyz, models[i].WorldMatrix.v[1].xyz, models[i].WorldMatrix.v[2].xyz); + normalTransform.Transpose().Invert(); + Math::Matrix m = Math::Matrix(Math::Vector4(normalTransform.v[0],0.0f), Math::Vector4(normalTransform.v[1],0.0f), Math::Vector4(normalTransform.v[2],0.0f), Math::Vector4(0.0f)); + pm.WV = View * m; + //pm.WV = models[i].WorldMatrix.GetTranspose().GetInverse(); pm.WVP = Projection * View * models[i].WorldMatrix; Model::ModelInfo* info = models[i].info; @@ -159,10 +164,10 @@ namespace Oyster { Definitions::BlurrData bd; bd.BlurMask = Math::Float4(1,1,1,1); - bd.StopX = Core::resolution.x/2; - bd.StopY = Core::resolution.y; + bd.StopX = (UINT)Core::resolution.x/2; + bd.StopY = (UINT)Core::resolution.y; bd.StartX = 0; - bd.StartY = Core::resolution.y/2; + bd.StartY = (UINT)Core::resolution.y/2; void* data = Resources::Blur::Data.Map(); memcpy(data,&bd,sizeof(Definitions::BlurrData)); @@ -179,8 +184,8 @@ namespace Oyster { Definitions::BlurrData bd; bd.BlurMask = Math::Float4(0,0,0,1); - bd.StopX = Core::resolution.x/2; - bd.StopY = Core::resolution.y/2; + bd.StopX = (UINT)Core::resolution.x/2; + bd.StopY = (UINT)Core::resolution.y/2; bd.StartX = 0; bd.StartY = 0; diff --git a/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl b/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl index 2a6f3972..d9545573 100644 --- a/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl @@ -17,8 +17,8 @@ float3x3 cotangent_frame( float3 N, float3 p, float2 uv ) 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 ); + float invmax = rsqrt( max( dot(T,T), dot(B,B) ) ); + return transpose(float3x3( T * invmax, B * invmax, N )); } float3 perturb_normal( float3 N, float3 V, float2 texcoord ) @@ -41,11 +41,20 @@ PixelOut main(VertexOut input) { PixelOut output; output.DiffuseGlow = Diffuse.Sample(S1, input.UV) * float4(Color, 1); - float3 normal = normalize(input.normal); - normal = perturb_normal( normal, normalize(-input.ViewPos), input.UV ); + //NORMALIZE + float3x3 CoTangentFrame = cotangent_frame(input.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); + float3 map = Normal.Sample(S1,input.UV).xyz; + //map = normalize((map * 2) -1); + map = map * 255./127. - 128./127.; + //map = map * 255; + float3 normal = normalize(mul(CoTangentFrame, map)); + //normal = perturb_normal( normal, normalize(-input.ViewPos), input.UV ); + + output.NormalSpec = float4(normal, Normal.Sample(S1, input.UV).w*255); + + //output.NormalSpec = float4(input.normal, Normal.Sample(S1, input.UV).w * 0); + //output.NormalSpec = float4(map,0); return output; } \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/Gather/GatherVertex.hlsl b/Code/OysterGraphics/Shader/Passes/Gather/GatherVertex.hlsl index fd3da6b1..79c21eec 100644 --- a/Code/OysterGraphics/Shader/Passes/Gather/GatherVertex.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Gather/GatherVertex.hlsl @@ -11,7 +11,7 @@ VertexOut main( VertexIn input ) input.pos = mul(boneTrans,float4(input.pos,1)).xyz * Animated + input.pos * int(1-Animated); - input.normal = mul(boneTrans,float4(input.normal,1)).xyz * Animated + input.normal * int(1-Animated); + input.normal = mul(boneTrans,float4(input.normal,0)).xyz * Animated + input.normal * int(1-Animated); output.pos = mul(WVP, float4(input.pos,1)); output.ViewPos = mul(WV, float4(input.pos,1)); diff --git a/Code/OysterGraphics/Shader/Passes/Light/LightPass.hlsl b/Code/OysterGraphics/Shader/Passes/Light/LightPass.hlsl index 9a5345bf..96b8ab69 100644 --- a/Code/OysterGraphics/Shader/Passes/Light/LightPass.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Light/LightPass.hlsl @@ -39,10 +39,16 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID ) DiffBase += DiffuseGlow[DTid.xy + uint2(0,1)]; DiffBase += DiffuseGlow[DTid.xy + uint2(1,1)]; DiffBase = DiffBase / 4; + + float4 DepthBase = DepthTexture[DTid.xy]; + DepthBase = DepthTexture[DTid.xy + uint2(1,0)]; + DepthBase = DepthTexture[DTid.xy + uint2(0,1)]; + DepthBase = DepthTexture[DTid.xy + uint2(1,1)]; + DepthBase = DepthBase /4; Ambient[DTid.xy/2] = float4(DiffBase.xyz, AmbValue); Ambient[DTid.xy/2 + float2(Pixels.x/2, 0)] = GUI[DTid.xy]; - Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffBase.xyz * DiffBase.w,1); - Ambient[DTid.xy/2 + Pixels/2] = float4(NormalSpec[DTid.xy].xyz,1); + Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffBase.xyz * DiffBase.w * 10 /* * (2-DepthBase) */,1); + Ambient[DTid.xy/2 + Pixels/2] = float4(NormalSpec[DTid.xy].xyz * float3(1,1,-1),1); } } \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl b/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl index decf5526..4135bdcb 100644 --- a/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl @@ -11,24 +11,12 @@ cbuffer Size : register(b0) float AmbFactor; } -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); - Glow = Glow; - - 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 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)]; + float3 Amb = Ambient[DTid.xy/2].xyz /* * Ambient[DTid.xy/2].w */; + float3 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)].xyz; float4 GUI; uint2 index = DTid.xy/2 + uint2((uint)Output.Length.x/(uint)2,0); @@ -38,6 +26,6 @@ void main( uint3 DTid : SV_DispatchThreadID ) PostLight = PostLight * (1 - GUI.w); Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1); - //Output[DTid.xy] = float4(Ambient[DTid.xy/2 + uint2(0,Output.Length.y*0.5f)].xyz,1); + //Output[DTid.xy] = float4(Ambient[DTid.xy/2 + uint2(Output.Length*0.5f)].xyz,1); //Output[DTid.xy] = Ambient[DTid.xy]; } \ No newline at end of file