Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameClient

This commit is contained in:
lindaandersson 2014-02-20 09:21:47 +01:00
commit d22e736ea3
7 changed files with 35 additions and 12 deletions

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup> <PropertyGroup>
<ShowAllFiles>true</ShowAllFiles> <ShowAllFiles>false</ShowAllFiles>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory> <LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>

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@ -16,8 +16,10 @@ C_Object::C_Object()
} }
C_Object::~C_Object() C_Object::~C_Object()
{ {
if( this->model )
this->Release();
} }
bool C_Object::Init(ModelInitData modelInit) bool C_Object::Init(ModelInitData modelInit)
{ {
position = modelInit.position; position = modelInit.position;

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@ -136,11 +136,6 @@ void Camera_FPSV2::StrafeLeft( Float distance )
void Camera_FPSV2::PitchUp( Float radian ) 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->pitchUp = Clamp( this->pitchUp + radian, -0.48f * pi, 0.48f * pi );
this->pitchHaveChanged = true; this->pitchHaveChanged = true;
} }

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@ -89,7 +89,7 @@ bool GameState::Init( SharedStateContent &shared )
Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y; Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f ); this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() ); Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
gfxOp.AmbientValue = 2.0f; gfxOp.AmbientValue = 1.0f;
Graphics::API::SetOptions(gfxOp); Graphics::API::SetOptions(gfxOp);
//tell server ready //tell server ready
@ -489,7 +489,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
if( !Within(position.Dot(position), 2500.0f, 90000.0f) ) if( !Within(position.Dot(position), 2500.0f, 90000.0f) )
{ // HACK: bug trap { // HACK: bug trap
const char *breakPoint = "Something is wrong."; 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 ); this->privData->camera.SetPosition( position );

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@ -83,7 +83,13 @@ public:
, broadcastTime(1.0f, 0.0f) , broadcastTime(1.0f, 0.0f)
{ } { }
~PrivateData() ~PrivateData()
{ } {
if(listener)
{
delete listener;
listener = NULL;
}
}
bool DoWork(); bool DoWork();

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@ -221,6 +221,26 @@ namespace Oyster
sphere->WorldMatrix = world; sphere->WorldMatrix = world;
Render::DefaultRenderer::RenderScene(sphere,1,View,Projection); 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 #endif
API::Option API::GetOption() API::Option API::GetOption()

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@ -1,7 +1,7 @@
#include "Defines.hlsli" #include "Defines.hlsli"
#include "PosManipulation.hlsli" #include "PosManipulation.hlsli"
static float Radius = 100; static float Radius = 10;
float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID) 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; float sampleDepth = ViewPos.z;
//compare to depth from sample //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 += (sampleDepth <= sampled.z ? 1.0f : 0.0f) * rangeCheck;
} }
occlusion /= (float)(SSAOKernel.Length.x); occlusion /= (float)(SSAOKernel.Length.x);