Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameClient
This commit is contained in:
commit
d22e736ea3
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<ShowAllFiles>true</ShowAllFiles>
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<ShowAllFiles>false</ShowAllFiles>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
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@ -16,8 +16,10 @@ C_Object::C_Object()
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}
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C_Object::~C_Object()
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{
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if( this->model )
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this->Release();
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}
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bool C_Object::Init(ModelInitData modelInit)
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{
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position = modelInit.position;
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@ -136,11 +136,6 @@ void Camera_FPSV2::StrafeLeft( Float distance )
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void Camera_FPSV2::PitchUp( Float radian )
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{
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if( radian >= 0.5f )
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{ // HACK: debugging
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const char *breakPoint = "";
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}
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this->pitchUp = Clamp( this->pitchUp + radian, -0.48f * pi, 0.48f * pi );
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this->pitchHaveChanged = true;
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}
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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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@ -489,7 +489,7 @@ 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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@ -83,7 +83,13 @@ public:
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, broadcastTime(1.0f, 0.0f)
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{ }
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~PrivateData()
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{ }
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{
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if(listener)
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{
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delete listener;
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listener = NULL;
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}
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}
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bool DoWork();
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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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