touched up SSAO and fixed wireframe rendering in release
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@ -89,7 +89,7 @@ bool GameState::Init( SharedStateContent &shared )
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Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
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this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
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Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
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gfxOp.AmbientValue = 2.0f;
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gfxOp.AmbientValue = 1.0f;
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Graphics::API::SetOptions(gfxOp);
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//tell server ready
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@ -193,45 +193,45 @@ bool GameState::Render()
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}*/
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// RB DEBUG render wire frame
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//if(this->privData->renderWhireframe)
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//{
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// Oyster::Graphics::API::StartRenderWireFrame();
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//
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// Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(Float3( 0,132, 20));
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// Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(Float3( 0.5f, 0.5f, 0.5f));
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// Oyster::Math3D::Float4x4 world = translation * scale;
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// Oyster::Graphics::API::RenderDebugCube( world );
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// Oyster::Graphics::API::RenderDebugCube(this->privData->player.getRBWorld());
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//
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// staticObject = this->privData->staticObjects->begin();
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// for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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// {
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// if( staticObject->second->getBRtype() == RB_Type_Cube)
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// {
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// Oyster::Graphics::API::RenderDebugCube( staticObject->second->getRBWorld());
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// }
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// if( staticObject->second->getBRtype() == RB_Type_Sphere)
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// {
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// Oyster::Graphics::API::RenderDebugSphere( staticObject->second->getRBWorld());
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// }
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// }
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//
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// dynamicObject = this->privData->dynamicObjects->begin();
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// for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
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// {
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// if( dynamicObject->second )
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// {
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// if( dynamicObject->second->getBRtype() == RB_Type_Cube)
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// {
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// Oyster::Graphics::API::RenderDebugCube( dynamicObject->second->getRBWorld());
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// }
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// if( dynamicObject->second->getBRtype() == RB_Type_Sphere)
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// {
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// Oyster::Graphics::API::RenderDebugSphere( dynamicObject->second->getRBWorld());
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// }
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// }
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// }
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//}
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if(this->privData->renderWhireframe)
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{
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Oyster::Graphics::API::StartRenderWireFrame();
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Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(Float3( 0,132, 20));
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(Float3( 0.5f, 0.5f, 0.5f));
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Oyster::Math3D::Float4x4 world = translation * scale;
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Oyster::Graphics::API::RenderDebugCube( world );
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Oyster::Graphics::API::RenderDebugCube(this->privData->player.getRBWorld());
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staticObject = this->privData->staticObjects->begin();
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for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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{
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if( staticObject->second->getBRtype() == RB_Type_Cube)
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{
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Oyster::Graphics::API::RenderDebugCube( staticObject->second->getRBWorld());
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}
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if( staticObject->second->getBRtype() == RB_Type_Sphere)
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{
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Oyster::Graphics::API::RenderDebugSphere( staticObject->second->getRBWorld());
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}
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}
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dynamicObject = this->privData->dynamicObjects->begin();
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for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
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{
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if( dynamicObject->second )
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{
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if( dynamicObject->second->getBRtype() == RB_Type_Cube)
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{
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Oyster::Graphics::API::RenderDebugCube( dynamicObject->second->getRBWorld());
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}
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if( dynamicObject->second->getBRtype() == RB_Type_Sphere)
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{
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Oyster::Graphics::API::RenderDebugSphere( dynamicObject->second->getRBWorld());
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}
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}
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}
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}
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// !RB DEBUG
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Oyster::Graphics::API::EndFrame();
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@ -487,7 +487,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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if( !Within(position.Dot(position), 2500.0f, 90000.0f) )
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{ // HACK: bug trap
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const char *breakPoint = "Something is wrong.";
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//position = Float3( 0.0f, 160.0f, 0.0f );
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position = Float3( 0.0f, 160.0f, 0.0f );
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}
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this->privData->camera.SetPosition( position );
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@ -154,7 +154,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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{
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RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position;
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size;
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RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size*2;
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RBData.type = RB_Type_Cube;
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staticObject->InitRB( RBData );
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}
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@ -163,7 +163,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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{
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RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position;
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius;
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RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius*2;
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RBData.type = RB_Type_Sphere;
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staticObject->InitRB( RBData );
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}
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@ -198,7 +198,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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{
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RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position;
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size;
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RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size*2;
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RBData.type = RB_Type_Cube;
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dynamicObject->InitRB( RBData );
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}
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@ -207,7 +207,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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{
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RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position;
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius;
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RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius*2;
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RBData.type = RB_Type_Sphere;
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dynamicObject->InitRB( RBData );
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}
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@ -221,6 +221,26 @@ namespace Oyster
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sphere->WorldMatrix = world;
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Render::DefaultRenderer::RenderScene(sphere,1,View,Projection);
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}
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#else
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API::State API::ReloadShaders()
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{
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}
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void API::StartRenderWireFrame()
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{
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}
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void API::RenderDebugCube(Math::Matrix world)
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{
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}
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void API::RenderDebugSphere(Math::Matrix world)
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{
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}
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#endif
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API::Option API::GetOption()
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@ -1,7 +1,7 @@
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#include "Defines.hlsli"
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#include "PosManipulation.hlsli"
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static float Radius = 100;
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static float Radius = 10;
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float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
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{
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@ -41,7 +41,7 @@ float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
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float sampleDepth = ViewPos.z;
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//compare to depth from sample
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float rangeCheck = (abs(pos.z - sampleDepth) < Radius) ? 1.0f : 0.0f;
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float rangeCheck = (abs(pos.z - sampleDepth) > Radius) ? 1.0f : 0.0f;
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occlusion += (sampleDepth <= sampled.z ? 1.0f : 0.0f) * rangeCheck;
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}
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occlusion /= (float)(SSAOKernel.Length.x);
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