diff --git a/Code/Game/GameClient/GameClient.vcxproj.user b/Code/Game/GameClient/GameClient.vcxproj.user index 2e28d6f7..4b847ee6 100644 --- a/Code/Game/GameClient/GameClient.vcxproj.user +++ b/Code/Game/GameClient/GameClient.vcxproj.user @@ -1,7 +1,7 @@  - true + false $(OutDir) diff --git a/Code/Game/GameClient/GameClientState/C_Object.cpp b/Code/Game/GameClient/GameClientState/C_Object.cpp index ccea9a86..50664a92 100644 --- a/Code/Game/GameClient/GameClientState/C_Object.cpp +++ b/Code/Game/GameClient/GameClientState/C_Object.cpp @@ -16,8 +16,10 @@ C_Object::C_Object() } C_Object::~C_Object() { - + if( this->model ) + this->Release(); } + bool C_Object::Init(ModelInitData modelInit) { position = modelInit.position; diff --git a/Code/Game/GameClient/GameClientState/Camera_FPSV2.cpp b/Code/Game/GameClient/GameClientState/Camera_FPSV2.cpp index 0cf4500d..14b16838 100644 --- a/Code/Game/GameClient/GameClientState/Camera_FPSV2.cpp +++ b/Code/Game/GameClient/GameClientState/Camera_FPSV2.cpp @@ -136,11 +136,6 @@ void Camera_FPSV2::StrafeLeft( Float distance ) void Camera_FPSV2::PitchUp( Float radian ) { - if( radian >= 0.5f ) - { // HACK: debugging - const char *breakPoint = ""; - } - this->pitchUp = Clamp( this->pitchUp + radian, -0.48f * pi, 0.48f * pi ); this->pitchHaveChanged = true; } diff --git a/Code/Game/GameClient/GameClientState/GameState.cpp b/Code/Game/GameClient/GameClientState/GameState.cpp index 7f0235c1..462422a6 100644 --- a/Code/Game/GameClient/GameClientState/GameState.cpp +++ b/Code/Game/GameClient/GameClientState/GameState.cpp @@ -89,7 +89,7 @@ bool GameState::Init( SharedStateContent &shared ) Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y; this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f ); Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() ); - gfxOp.AmbientValue = 2.0f; + gfxOp.AmbientValue = 1.0f; Graphics::API::SetOptions(gfxOp); //tell server ready @@ -489,7 +489,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState if( !Within(position.Dot(position), 2500.0f, 90000.0f) ) { // HACK: bug trap const char *breakPoint = "Something is wrong."; - //position = Float3( 0.0f, 160.0f, 0.0f ); + position = Float3( 0.0f, 160.0f, 0.0f ); } this->privData->camera.SetPosition( position ); diff --git a/Code/Network/NetworkAPI/NetworkServer.cpp b/Code/Network/NetworkAPI/NetworkServer.cpp index 028ca58e..7d1cbdc5 100644 --- a/Code/Network/NetworkAPI/NetworkServer.cpp +++ b/Code/Network/NetworkAPI/NetworkServer.cpp @@ -83,7 +83,13 @@ public: , broadcastTime(1.0f, 0.0f) { } ~PrivateData() - { } + { + if(listener) + { + delete listener; + listener = NULL; + } + } bool DoWork(); diff --git a/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp b/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp index 89849f03..36cbfd54 100644 --- a/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp +++ b/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp @@ -221,6 +221,26 @@ namespace Oyster sphere->WorldMatrix = world; Render::DefaultRenderer::RenderScene(sphere,1,View,Projection); } +#else + API::State API::ReloadShaders() + { + + } + + void API::StartRenderWireFrame() + { + + } + + void API::RenderDebugCube(Math::Matrix world) + { + + } + + void API::RenderDebugSphere(Math::Matrix world) + { + + } #endif API::Option API::GetOption() diff --git a/Code/OysterGraphics/Shader/Passes/Light/SSAO.hlsli b/Code/OysterGraphics/Shader/Passes/Light/SSAO.hlsli index bf71b92b..f2258905 100644 --- a/Code/OysterGraphics/Shader/Passes/Light/SSAO.hlsli +++ b/Code/OysterGraphics/Shader/Passes/Light/SSAO.hlsli @@ -1,7 +1,7 @@ #include "Defines.hlsli" #include "PosManipulation.hlsli" -static float Radius = 100; +static float Radius = 10; float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID) { @@ -41,7 +41,7 @@ float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID) float sampleDepth = ViewPos.z; //compare to depth from sample - float rangeCheck = (abs(pos.z - sampleDepth) < Radius) ? 1.0f : 0.0f; + float rangeCheck = (abs(pos.z - sampleDepth) > Radius) ? 1.0f : 0.0f; occlusion += (sampleDepth <= sampled.z ? 1.0f : 0.0f) * rangeCheck; } occlusion /= (float)(SSAOKernel.Length.x);