Working SSAO + Read Animated .dan
This commit is contained in:
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893934dcf4
commit
6b1dd34a72
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@ -102,18 +102,25 @@ struct MaterialHeader
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///
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struct SkeletonHeader
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{
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// do this...
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unsigned int numBones;
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///
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SkeletonHeader(char* data)
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{
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memcpy(&numBones, data, sizeof(unsigned int));
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}
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};
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///
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struct AnimationHeader
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{
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// do this...
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};
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unsigned int numAnims;
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struct Frame
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{
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// do this...
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AnimationHeader(char* data)
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{
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memcpy(&numAnims, data, sizeof(unsigned int));
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}
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};
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///
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@ -134,14 +141,22 @@ void Oyster::Graphics::Loading::UnloadDAN(void* data)
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static wchar_t* charToWChar(const char* text)
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{
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// Convert to a wchar_t*
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size_t origsize = strlen(text) + 1;
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size_t convertedChars = 0;
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// Convert to a wchar_t*
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size_t origsize = strlen(text) + 1;
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size_t convertedChars = 0;
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wchar_t* wcstring = new wchar_t[origsize];
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mbstowcs_s(&convertedChars, wcstring, origsize, text, _TRUNCATE);
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mbstowcs_s(&convertedChars, wcstring, origsize, text, _TRUNCATE);
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return wcstring;
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}
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static void ReadData(void* Destination, std::ifstream& file, int size)
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{
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char* buffer = new char[size];
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file.read(buffer,size);
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memcpy(Destination,buffer,size);
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delete[] buffer;
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}
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///
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void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resource::CustomData& out)
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{
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@ -172,10 +187,7 @@ void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resour
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{
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// read header type
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unsigned int headerType;
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buffer = new char[4];
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danFile.read(buffer, 4);
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memcpy(&headerType, buffer, 4);
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//delete[] buffer; // ( note: may crash here.)
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ReadData(&headerType,danFile,4);
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// handle header type
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switch ((HeaderType)headerType)
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@ -190,18 +202,15 @@ void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resour
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delete[] buffer; // ( note: may crash here.)
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// Fetch all vertices
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Vertex* vertices = new Vertex[vertexHeader.numVertices];
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unsigned int bufferSize = VERTEXSIZE * vertexHeader.numVertices;
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buffer = new char[bufferSize];
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danFile.read(buffer, bufferSize);
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memcpy(vertices, buffer, bufferSize);
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delete[] buffer; // ( note: may crash here.)
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// Do the deed
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Oyster::Graphics::Core::Buffer* vertexBuffer = new Oyster::Graphics::Core::Buffer();
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Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC bufferInitDesc;
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bufferInitDesc.ElementSize = sizeof(Vertex);
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bufferInitDesc.InitData = vertices;
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bufferInitDesc.InitData = buffer;
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bufferInitDesc.NumElements = vertexHeader.numVertices;
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bufferInitDesc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
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bufferInitDesc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_USAGE::BUFFER_DEFAULT;
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@ -209,7 +218,8 @@ void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resour
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modelInfo->VertexCount = vertexHeader.numVertices;
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modelInfo->Vertices = vertexBuffer;
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delete[] vertices; // ( note: may crash here.)
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delete[] buffer; // ( note: may crash here.)
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break;
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}
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@ -224,10 +234,9 @@ void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resour
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// Fetch all indices
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unsigned int* indices = new unsigned int[indexHeader.numIndices];
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unsigned int bufferSize = sizeof(unsigned int) * indexHeader.numIndices;
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buffer = new char[bufferSize];
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danFile.read(buffer, bufferSize);
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memcpy(indices, buffer, bufferSize);
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delete[] buffer; // ( note: may crash here.)
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ReadData(indices,danFile,bufferSize);
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// Do the deed
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Oyster::Graphics::Core::Buffer* indexBuffer = new Oyster::Graphics::Core::Buffer();
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@ -251,48 +260,153 @@ void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resour
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{
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// Fetch material header, 2 texture path strings
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MaterialHeader materialHeader;
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buffer = new char[4];
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danFile.read(buffer, 4);
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memcpy(&materialHeader.diffuseMapPathLength, buffer, 4);
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delete[] buffer; // ( note: may crash here.)
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buffer = new char[materialHeader.diffuseMapPathLength];
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danFile.read(buffer, materialHeader.diffuseMapPathLength);
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//read difuse map name length
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ReadData(&materialHeader.diffuseMapPathLength,danFile,4);
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//read diffuse map name
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materialHeader.diffuseMapPath = new char[materialHeader.diffuseMapPathLength+1];
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memcpy(materialHeader.diffuseMapPath, buffer, materialHeader.diffuseMapPathLength);
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ReadData(materialHeader.diffuseMapPath,danFile,materialHeader.diffuseMapPathLength);
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//null terminate
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materialHeader.diffuseMapPath[materialHeader.diffuseMapPathLength] = 0;
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delete[] buffer; // ( note: may crash here.)
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buffer = new char[4];
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danFile.read(buffer, 4);
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memcpy(&materialHeader.normalMapPathLength, buffer, 4);
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delete[] buffer; // ( note: may crash here.)
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//read normal map name length
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ReadData(&materialHeader.normalMapPathLength,danFile,4);
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buffer = new char[materialHeader.normalMapPathLength];
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danFile.read(buffer, materialHeader.normalMapPathLength);
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//read difuse map name
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materialHeader.normalMapPath = new char[materialHeader.normalMapPathLength + 1];
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memcpy(materialHeader.normalMapPath, buffer, materialHeader.normalMapPathLength);
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ReadData(materialHeader.normalMapPath,danFile,materialHeader.normalMapPathLength);
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materialHeader.normalMapPath[materialHeader.normalMapPathLength] = 0;
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delete[] buffer; // ( note: may crash here.)
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//
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ID3D11ShaderResourceView* diffuseMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(charToWChar(materialHeader.diffuseMapPath), Oyster::Graphics::Loading::LoadTexture);
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ID3D11ShaderResourceView* normalMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(charToWChar(materialHeader.normalMapPath), Oyster::Graphics::Loading::LoadTexture);
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//load diffuse map
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wchar_t* path = charToWChar(materialHeader.diffuseMapPath);
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ID3D11ShaderResourceView* diffuseMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(path, Oyster::Graphics::Loading::LoadTexture);
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delete[] path;
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//load normal map
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path = charToWChar(materialHeader.normalMapPath);
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ID3D11ShaderResourceView* normalMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(path, Oyster::Graphics::Loading::LoadTexture);
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delete[] path;
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//add to model
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modelInfo->Material.push_back(diffuseMap);
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modelInfo->Material.push_back(normalMap);
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//clean up
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delete[] materialHeader.diffuseMapPath;
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delete[] materialHeader.normalMapPath;
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break;
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}
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// skeleton header
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case HeaderType::SKELETONHEADER:
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{
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// not implemented...
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// Fetch Skeleton header, number of Bones
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buffer = new char[4];
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danFile.read(buffer, 4);
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SkeletonHeader skeletonHeader(buffer);
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delete[] buffer; // ( note: may crash here.)
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//array for bone data
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Oyster::Math::Matrix* bones = new Oyster::Math::Matrix[skeletonHeader.numBones*2];
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//read bones
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ReadData(bones,danFile,skeletonHeader.numBones * 2 * sizeof(Oyster::Math::Matrix));
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//init Graphics data
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Oyster::Graphics::Core::Buffer* skeleton = new Oyster::Graphics::Core::Buffer();
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Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC initDesc;
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initDesc.ElementSize = sizeof(Oyster::Math::Matrix);
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initDesc.InitData = bones;
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initDesc.NumElements = skeletonHeader.numBones * 2;
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initDesc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::CONSTANT_BUFFER_VS;
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initDesc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_USAGE::BUFFER_USAGE_IMMUTABLE;
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skeleton->Init(initDesc);
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modelInfo->Skeleton = skeleton;
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//read skeleton Hiarchy
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int* parents = new int[skeletonHeader.numBones];
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ReadData(parents,danFile,skeletonHeader.numBones * sizeof(int));
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//store hiarchy
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Oyster::Graphics::Model::Bone* Bones = new Oyster::Graphics::Model::Bone[skeletonHeader.numBones];
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for(int i = 0; i < skeletonHeader.numBones; ++i)
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{
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Bones[i].Parent = parents[i];
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Bones[i].Transform = bones[i];
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}
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modelInfo->BoneCount = skeletonHeader.numBones;
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modelInfo->bones = Bones;
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break;
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}
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// animation header
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case HeaderType::ANIMATIONHEADER:
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{
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// not implemented...
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//get num anims
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buffer = new char[4];
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danFile.read(buffer, 4);
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AnimationHeader animationHeader(buffer);
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delete[] buffer;
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Oyster::Graphics::Model::Animation* anims = new Oyster::Graphics::Model::Animation[animationHeader.numAnims];
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for(int a = 0; a < animationHeader.numAnims; ++a)
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{
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//read name of animation
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int nameLength;
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ReadData(&nameLength,danFile,4);
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char* name = new char[nameLength + 1];
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ReadData(name,danFile,nameLength);
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name[nameLength] = 0;
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wchar_t* wName = charToWChar(name);
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anims[a].name = std::wstring(wName);
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delete[] wName;
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Oyster::Graphics::Model::Animation A = anims[a];
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//read nr of bones in animation
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ReadData(&A.Bones,danFile,4);
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//create Frame array and Bone part of KeyFrameArray;
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A.Frames = new int[A.Bones];
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A.Keyframes = new Oyster::Graphics::Model::Frame*[A.Bones];
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//loop per bone and gather data
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for(int b = 0; b < A.Bones; ++b)
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{
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//read nr of frames per bone
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ReadData(&A.Frames[b],danFile,4);
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//create frame matrix
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A.Keyframes[b] = new Oyster::Graphics::Model::Frame[A.Frames[b]];
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//read bone index
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int boneIndex;
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ReadData(&boneIndex,danFile,4);
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for(int f = 0; f < A.Frames[b]; ++f)
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{
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//write index of bone
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A.Keyframes[b][f].bone.Parent = boneIndex;
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//read bone transform
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ReadData(&A.Keyframes[b][f].bone.Transform,danFile,sizeof(Oyster::Math::Matrix));
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ReadData(&A.Keyframes[b][f].time,danFile,sizeof(double));
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}
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}
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}
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break;
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}
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}
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@ -11,12 +11,31 @@ namespace Oyster
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{
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namespace Model
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{
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struct Bone
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{
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Math::Float4x4 Transform;
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int Parent;
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};
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struct Frame
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{
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Bone bone;
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double time;
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};
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struct Animation
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{
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std::wstring name;
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int Bones;
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int* Frames; //! Bone as index
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Frame** Keyframes; //! @brief [Bone][Frame]
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};
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struct ModelInfo
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{
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std::vector<ID3D11ShaderResourceView*> Material;
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Core::Buffer *Vertices,*Indecies;
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Core::Buffer *Vertices,*Indecies,*Skeleton;
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bool Indexed;
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int VertexCount, IndexCount;
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int VertexCount, IndexCount, BoneCount, AnimationCount;
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Bone* bones;
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Animation* Animations;
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};
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}
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}
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@ -18,7 +18,7 @@ namespace Oyster
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void Basic::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights)
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{
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Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(1,0,0,1));
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Preparations::Basic::ClearRTV(Resources::Deffered::GBufferRTV,Resources::Deffered::GBufferSize,Math::Float4(1,0,0,1));
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Preparations::Basic::ClearRTV(Resources::Deffered::GBufferRTV,Resources::Deffered::GBufferSize,Math::Float4(0,0,0,1));
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Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Deffered::GeometryPass);
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Definitions::VP vp;
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@ -12,7 +12,7 @@ const std::wstring PathToHLSL = L"..\\..\\Code\\OysterGraphics\\Shader\\HLSL\\De
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const std::wstring PathToCSO = L"..\\Content\\Shaders\\";
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const int KernelSize = 10;
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const int SampleSpread = 8;
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const int SampleSpread = 16;
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namespace Oyster
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{
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@ -156,6 +156,7 @@ namespace Oyster
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Core::Init::CreateLinkedShaderResourceFromStructuredBuffer(&b,&PointLightView,NULL);
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srand((unsigned int)time(0));
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//SSAO
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Math::Vector3 kernel[KernelSize];
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Math::Vector3 random[SampleSpread];
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@ -186,13 +187,12 @@ namespace Oyster
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{
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random[i] = Oyster::Math::Vector3(
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(float)rand() / (RAND_MAX + 1) * (1 - -1)+ -1,
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(float)rand() / (RAND_MAX + 1) * (1 - -1)+ -1,
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/*(float)rand() / (RAND_MAX + 1) * (1 - -1)+ -1,*/
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1.0f,
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0.0f);
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}
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random[i].Normalize();
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}
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//kernel[0] = Math::Vector3(0,1,1);
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//kernel[0].Normalize();
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D3D11_TEXTURE1D_DESC T1desc;
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T1desc.Width = KernelSize;
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@ -208,17 +208,32 @@ namespace Oyster
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D3D11_SUBRESOURCE_DATA rnd;
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rnd.pSysMem = random;
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rnd.SysMemPitch = sqrt(SampleSpread) * sizeof(Oyster::Math::Vector3);
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ID3D11Texture1D *pTexture1[2];
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ID3D11Texture1D *pTexture1;
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Core::device->CreateTexture1D( &T1desc, &sphere, &pTexture1[0] );
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Core::device->CreateShaderResourceView( pTexture1[0], 0, &SSAOKernel );
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pTexture1[0]->Release();
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Core::device->CreateTexture1D( &T1desc, &sphere, &pTexture1 );
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Core::device->CreateShaderResourceView( pTexture1, 0, &SSAOKernel );
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pTexture1->Release();
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T1desc.Width = SampleSpread;
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Core::device->CreateTexture1D( &T1desc, &rnd, &pTexture1[1] );
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Core::device->CreateShaderResourceView( (pTexture1[1]), 0, &SSAORandom );
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pTexture1[1]->Release();
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D3D11_TEXTURE2D_DESC T2desc;
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T2desc.Width = KernelSize;
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T2desc.MipLevels = T2desc.ArraySize = 1;
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T2desc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
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T2desc.Usage = D3D11_USAGE_DEFAULT;
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T2desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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T2desc.CPUAccessFlags = 0;
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T2desc.MiscFlags = 0;
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T2desc.Height = sqrt(SampleSpread);
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T2desc.Width = SampleSpread/sqrt(SampleSpread);
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T2desc.SampleDesc.Quality = 0;
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T2desc.SampleDesc.Count = 1;
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ID3D11Texture2D *pTexture2;
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Core::device->CreateTexture2D( &T2desc, &rnd, &pTexture2 );
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Core::device->CreateShaderResourceView( (pTexture2), 0, &SSAORandom );
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pTexture2->Release();
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////Create ShaderEffects
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@ -18,12 +18,15 @@ namespace Oyster
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static const int LBufferSize = 3;
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static const int MaxLightSize = 100;
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//! GBuffers
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//! 0 = Diffuse + SpecKoeff
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//! 1 = Normal + Glow
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//! 0 = Diffuse + Glow
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//! 1 = Normal + Spec
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static ID3D11RenderTargetView* GBufferRTV[GBufferSize];
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static ID3D11ShaderResourceView* GBufferSRV[GBufferSize];
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//! LBuffer
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//! 0 = Diffuse
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//! 1 = Specular
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//! 2 = SSAO
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static ID3D11UnorderedAccessView* LBufferUAV[LBufferSize];
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static ID3D11ShaderResourceView* LBufferSRV[LBufferSize];
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@ -32,10 +32,10 @@ Texture2D DepthTexture : register(t2);
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StructuredBuffer<PointLight> Points : register(t3);
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Texture1D SSAOKernel : register(t4);
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Texture1D SSAORand : register(t5);
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Texture2D SSAORand : register(t5);
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RWTexture2D<float4> Diffuse : register(u0);
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RWTexture2D<float4> Specular : register(u1);
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RWTexture2D<float> Ambient : register(u2);
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RWTexture2D<float4> Ambient : register(u2);
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#endif
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@ -31,10 +31,10 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
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Specular[DTid.xy] = float4(Shaded.Specular, 1);
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if((DTid.x + DTid.y) %4 == 0 )
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if(DTid.x & 1 && DTid.y & 1 )
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{
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float AmbValue = GetSSAO(ViewPos, UV, DTid.xy, GTid.xy);
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Ambient[DTid.xy/4] = AmbValue;
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float AmbValue = GetSSAO(ViewPos, UV, DTid.xy, GTid.xy/2);
|
||||
Ambient[DTid.xy/2] = AmbValue;
|
||||
}
|
||||
|
||||
}
|
|
@ -7,6 +7,7 @@ RWTexture2D<float4> Output;
|
|||
[numthreads(16, 16, 1)]
|
||||
void main( uint3 DTid : SV_DispatchThreadID )
|
||||
{
|
||||
//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/4].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
|
||||
Output[DTid.xy] = Diffuse[DTid.xy];
|
||||
//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/2].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
|
||||
Output[DTid.xy] = Ambient[DTid.xy/2];
|
||||
//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy];
|
||||
}
|
|
@ -1,27 +1,30 @@
|
|||
#include "Defines.hlsli"
|
||||
#include "PosManipulation.hlsli"
|
||||
|
||||
static float Radius =5;
|
||||
static float Radius = 100;
|
||||
|
||||
float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
|
||||
{
|
||||
|
||||
float occlusion = 0.0f;
|
||||
//create sample coordinate system
|
||||
float4 rnd = float4( SSAORand[(rndID.x + rndID.y) % SSAORand.Length.x].xyz, 0.0f );
|
||||
float4 rnd = float4( SSAORand[int2(rndID.x % (SSAORand.Length.x), rndID.y % (SSAORand.Length.y))].xyz, 0.0f );
|
||||
rnd = normalize(rnd);
|
||||
float3 normal = NormalSpec[uv].xyz;
|
||||
float4 tangent = float4( normalize(rnd.xyz - (normal * dot(rnd.xyz, normal))), 0.0f );
|
||||
float4 biTangent = float4( cross(tangent.xyz, normal), 0.0f );
|
||||
float3 normal = NormalSpec[texCoord2].xyz;
|
||||
float3 tangent = float3( normalize(rnd.xyz - (normal * dot(rnd.xyz, normal))));
|
||||
float3 biTangent = float3( cross(tangent.xyz, normal));
|
||||
|
||||
float4x4 tbn = float4x4(tangent, biTangent, float4(normal,0), float4(pos*Radius,1));
|
||||
float3x3 tbn = float3x3(tangent, biTangent, normal);
|
||||
|
||||
for( uint i = 0; i < SSAOKernel.Length.x; ++i )
|
||||
{
|
||||
//int i = 0;
|
||||
//take sample from localspace to viewspace
|
||||
float4 sampled = mul(tbn, float4(SSAOKernel[i].xyz,1));
|
||||
|
||||
float3 sampled = mul(tbn, SSAOKernel[i].xyz);
|
||||
sampled = sampled * Radius + pos;
|
||||
//project sample to get uv.xy
|
||||
float4 ProjOffset = sampled;
|
||||
float4 ProjOffset = float4(sampled,1);
|
||||
ProjOffset = mul(Proj, ProjOffset);
|
||||
float4 offset = ProjOffset;
|
||||
float2 UV = offset;
|
||||
|
@ -39,7 +42,7 @@ float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
|
|||
|
||||
//compare to depth from sample
|
||||
float rangeCheck = (abs(pos.z - sampleDepth) < Radius) ? 1.0f : 0.0f;
|
||||
occlusion += (sampleDepth >= sampled.z ? 1.0f : 0.0f) * rangeCheck;
|
||||
occlusion += (sampleDepth <= sampled.z ? 1.0f : 0.0f) * rangeCheck;
|
||||
}
|
||||
occlusion /= (float)(SSAOKernel.Length.x);
|
||||
occlusion = 1.0f - occlusion;
|
||||
|
|
|
@ -121,7 +121,7 @@ HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
|
|||
|
||||
// Adjust and create window
|
||||
g_hInst = hInstance;
|
||||
RECT rc = { 0, 0, 1024, 768 };
|
||||
RECT rc = { 0, 0, 1280, 720 };
|
||||
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
|
||||
|
||||
if(!(g_hWnd = CreateWindow(
|
||||
|
@ -159,25 +159,25 @@ HRESULT InitDirect3D()
|
|||
return E_FAIL;
|
||||
}
|
||||
|
||||
m = Oyster::Graphics::API::CreateModel(L"cube_tri.dan");
|
||||
m2 = Oyster::Graphics::API::CreateModel(L"cube_tri.dan");
|
||||
m = Oyster::Graphics::API::CreateModel(L"untitled.dan");
|
||||
m2 = Oyster::Graphics::API::CreateModel(L"knee_noAnimation.dan");
|
||||
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
|
||||
m3 = Oyster::Graphics::API::CreateModel(L"cube_tri.dan");
|
||||
m3 = Oyster::Graphics::API::CreateModel(L"box_2.dan");
|
||||
m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
|
||||
|
||||
|
||||
P = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,100);
|
||||
P = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1280.0f/720.0f,.1f,10000);
|
||||
Oyster::Graphics::API::SetProjection(P);
|
||||
|
||||
V = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),Oyster::Math::Float3(0,0,15.4f));
|
||||
V = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),Oyster::Math::Float3(0,200,500.4f));
|
||||
V = V.GetInverse();
|
||||
|
||||
|
||||
Oyster::Graphics::Definitions::Pointlight pl;
|
||||
pl.Color = Oyster::Math::Float3(1,1,1);
|
||||
pl.Bright = 1;
|
||||
pl.Pos = Oyster::Math::Float3(0,5,5.4f);
|
||||
pl.Radius = 15;
|
||||
pl.Pos = Oyster::Math::Float3(0,-20.0f,30.4f);
|
||||
pl.Radius = 90;
|
||||
|
||||
Oyster::Graphics::API::AddLight(pl);
|
||||
|
||||
|
@ -188,9 +188,13 @@ float angle = 0;
|
|||
HRESULT Update(float deltaTime)
|
||||
{
|
||||
|
||||
angle += Oyster::Math::pi/8 * deltaTime;
|
||||
m->WorldMatrix = Oyster::Math3D::RotationMatrix_AxisY(angle);
|
||||
angle += Oyster::Math::pi/16 * deltaTime;
|
||||
m->WorldMatrix = Oyster::Math3D::RotationMatrix_AxisY(angle) * Oyster::Math3D::RotationMatrix_AxisX(-Oyster::Math::pi/2);
|
||||
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0)*-angle,Oyster::Math::Float3(0,-4,0),Oyster::Math::Float3::null);
|
||||
//Oyster::Math::Matrix ma = Oyster::Math::Matrix::identity;
|
||||
//ma *= 5;
|
||||
//ma.m44 = 1;
|
||||
//m2->WorldMatrix = m2->WorldMatrix *ma;
|
||||
m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0)*-0,Oyster::Math::Float3(3,4,-1*angle),Oyster::Math::Float3::null);
|
||||
return S_OK;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue