Anim Fix
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adcac0ec12
commit
655f48017c
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@ -340,8 +340,8 @@ namespace Oyster
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "BONEINDEX", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 56, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "BONEINDEX", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "BONEWEIGHT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 72, D3D11_INPUT_PER_VERTEX_DATA, 0 }
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{ "BONEWEIGHT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 48, D3D11_INPUT_PER_VERTEX_DATA, 0 }
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};
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};
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Shader::CreateInputLayout(indesc,5,GetShader::Vertex(L"Gather"),Gather::Pass.IAStage.Layout);
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Shader::CreateInputLayout(indesc,5,GetShader::Vertex(L"Gather"),Gather::Pass.IAStage.Layout);
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@ -13,8 +13,6 @@ struct VertexOut
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float4 ViewPos : POSITION;
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float4 ViewPos : POSITION;
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float2 UV : TEXCOORD;
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float2 UV : TEXCOORD;
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float3 normal : NORMAL;
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float3 normal : NORMAL;
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//float3 tangent : TANGENT;
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//float3 biTangent : BITANGENT;
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};
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};
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struct PixelOut
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struct PixelOut
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@ -171,14 +171,10 @@ HRESULT InitDirect3D()
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}
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}
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m = Oyster::Graphics::API::CreateModel(L"crate_colonists.dan");
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m = Oyster::Graphics::API::CreateModel(L"crate_colonists.dan");
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//m->WorldMatrix.m[0][0] = 0.0002f;
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//m->WorldMatrix.m[1][1] = 0.0002f;
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//m->WorldMatrix.m[2][2] = 0.0002f;
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m2 = Oyster::Graphics::API::CreateModel(L"char_orca.dan");
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m2 = Oyster::Graphics::API::CreateModel(L"char_orca.dan");
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m2->Tint = Oyster::Math::Float3(0.1f,0.1f,1);
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m2->Tint = Oyster::Math::Float3(0.1f,0.1f,1);
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m3 = Oyster::Graphics::API::CreateModel(L"char_orca.dan");
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m3 = Oyster::Graphics::API::CreateModel(L"char_orca.dan");
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//m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null);
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//Oyster::Graphics::API::PlayAnimation(m2, L"movement", true);
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Oyster::Graphics::API::PlayAnimation(m2, L"movement", true);
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Oyster::Graphics::API::PlayAnimation(m3, L"movement", true);
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Oyster::Graphics::API::PlayAnimation(m3, L"movement", true);
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t = Oyster::Graphics::API::CreateTexture(L"structure_corp_mdg.png");
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t = Oyster::Graphics::API::CreateTexture(L"structure_corp_mdg.png");
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@ -219,17 +215,10 @@ HRESULT InitDirect3D()
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float angle = 0;
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float angle = 0;
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HRESULT Update(float deltaTime)
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HRESULT Update(float deltaTime)
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{
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{
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//angle += Oyster::Math::pi/16 * deltaTime;
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m->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * angle,Oyster::Math::Float3(0,0,0),Oyster::Math::Float3::null);
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m->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * angle,Oyster::Math::Float3(0,0,0),Oyster::Math::Float3::null);
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m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * angle,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null);
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m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * angle,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null);
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m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * -angle,Oyster::Math::Float3(-4,0,0),Oyster::Math::Float3::null);
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m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * -angle,Oyster::Math::Float3(-4,0,0),Oyster::Math::Float3::null);
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Oyster::Math::Matrix ma = Oyster::Math::Matrix::identity;
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ma.m[0][0] = 0.2f;
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ma.m[1][1] = 0.2f;
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ma.m[2][2] = 0.2f;
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//m->WorldMatrix = m->WorldMatrix * ma;
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Oyster::Graphics::API::Update(deltaTime);
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Oyster::Graphics::API::Update(deltaTime);
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//m2->Animation.data.AnimationTime += deltaTime;// * 0.5f;
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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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@ -290,14 +279,10 @@ LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam
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break;
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break;
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//Z -
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//Z -
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case 0x5A:
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case 0x5A:
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//m2->AnimationTime -= 0.1f;
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//if(m2->AnimationTime < 0)
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//m2->AnimationTime = 0;
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angle += Oyster::Math::pi / 16;
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angle += Oyster::Math::pi / 16;
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break;
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break;
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//X +
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//X +
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case 0x58:
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case 0x58:
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//m2->AnimationTime += 0.1f;
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angle -= Oyster::Math::pi / 16;
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angle -= Oyster::Math::pi / 16;
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break;
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break;
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