Done with 2D
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1121bbdebf
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@ -61,6 +61,11 @@ namespace Oyster
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Math::Matrix Translation;
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};
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struct PostData
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{
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int x;
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int y;
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};
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}
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}
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}
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@ -19,7 +19,7 @@ namespace Oyster
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void DefaultRenderer::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::GBufferRTV,Resources::GBufferSize,Math::Float4(0,0,0,1));
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Preparations::Basic::ClearRTV(Resources::GBufferRTV,Resources::GBufferSize,Math::Float4(0,0,0,0));
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Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Gather::Pass);
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void* data;
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@ -39,6 +39,14 @@ namespace Oyster
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data = Resources::Light::PointLightsData.Map();
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memcpy(data, Lights, sizeof(Definitions::Pointlight) * numLights);
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Resources::Light::PointLightsData.Unmap();
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Definitions::PostData pd;
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pd.x = lc.Pixels.x;
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pd.y = lc.Pixels.y;
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data = Resources::Post::Data.Map();
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memcpy(data, &pd, sizeof(Definitions::PostData));
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Resources::Post::Data.Unmap();
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}
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Math::Matrix RecursiveBindPosRotation(int index, Model::ModelInfo* mi)
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@ -41,6 +41,7 @@ namespace Oyster
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Buffer Resources::Gather::AnimationData = Buffer();
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Buffer Resources::Light::LightConstantsData = Buffer();
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Buffer Resources::Gui::Data = Buffer();
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Buffer Resources::Post::Data = Buffer();
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Buffer Resources::Light::PointLightsData = Buffer();
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ID3D11ShaderResourceView* Resources::Light::PointLightView = NULL;
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@ -109,10 +110,11 @@ namespace Oyster
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desc.ElementSize = sizeof(Definitions::GuiData);
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Gui::Data.Init(desc);
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desc.ElementSize = sizeof(Definitions::LightConstants);
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desc.NumElements = 1;
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desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_CS;
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desc.ElementSize = sizeof(Definitions::PostData);
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Post::Data.Init(desc);
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desc.ElementSize = sizeof(Definitions::LightConstants);
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Light::LightConstantsData.Init(desc);
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desc.ElementSize = sizeof(Definitions::Pointlight);
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@ -332,6 +334,7 @@ namespace Oyster
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Post::Pass.SRV.Compute.push_back(LBufferSRV[i]);
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}
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Post::Pass.UAV.Compute.push_back(Core::backBufferUAV);
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Post::Pass.CBuffers.Compute.push_back(Post::Data);
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////---------------- GUI Pass Setup ----------------------------
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Gui::Pass.Shaders.Vertex = GetShader::Vertex(L"2D");
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@ -379,8 +382,6 @@ namespace Oyster
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return Core::Init::State::Success;
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}
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void Resources::Clean()
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{
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Gather::ModelData.~Buffer();
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@ -388,6 +389,7 @@ namespace Oyster
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Light::LightConstantsData.~Buffer();
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Light::PointLightsData.~Buffer();
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Gui::Data.~Buffer();
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Post::Data.~Buffer();
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SAFE_RELEASE(Light::PointLightView);
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SAFE_RELEASE(Light::SSAOKernel);
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SAFE_RELEASE(Light::SSAORandom);
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@ -35,7 +35,8 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
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{
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float AmbValue = GetSSAO(ViewPos, UV, DTid.xy, GTid.xy/2);
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Ambient[DTid.xy/2] = float4(DiffuseGlow[DTid.xy].xyz, AmbValue);
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Ambient[DTid.xy + Pixels/2] = GUI[DTid.xy];
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Ambient[DTid.xy/2 + float2(Pixels.x/2, 0)] = GUI[DTid.xy];
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//Ambient[DTid.xy] = GUI[DTid.xy];
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}
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}
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@ -18,7 +18,13 @@ void main( uint3 DTid : SV_DispatchThreadID )
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float4 Amb = float4(Ambient[DTid.xy/2].xyz,1);// * Ambient[DTid.xy/2].w,1);
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//Output[DTid.xy] = float4(Ambient[DTid.xy/2].xyz /* * Ambient[DTid.xy/2].w */, 1);
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//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy];
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Output[DTid.xy] = Light + Amb * AmbFactor;
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//Output[DTid.xy] = Light + Amb * AmbFactor;
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//Output[DTid.xy] = Ambient[DTid.xy/2].w;
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Output[DTid.xy] = Ambient[DTid.xy/2 + Pixels/2];
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float4 GUI;
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uint2 index = DTid.xy/2 + int2(Pixels.x/2,0);
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float3 PostLight = Light.xyz + Amb.xyz * AmbFactor;
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GUI = float4(Ambient[index]);
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PostLight = PostLight * (1-GUI.w);
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//Output[DTid.xy] = float4((GUI.xyz * GUI.w) + ((Light + Amb * AmbFactor) * (1 - GUI.w)),0);
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Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1);
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}
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