Graphics fix

This commit is contained in:
lanariel 2014-02-18 12:02:48 +01:00
parent fc19938f1b
commit f9f4d55123
5 changed files with 23 additions and 9 deletions

View File

@ -36,6 +36,8 @@ struct GameState::MyData
bool key_Shoot; bool key_Shoot;
bool key_Jump; bool key_Jump;
bool key_Reload_Shaders;
C_Player player; C_Player player;
Camera_FPS camera; Camera_FPS camera;
@ -236,6 +238,20 @@ void GameState::ReadKeyInput()
else else
this->privData->key_strafeRight = false; this->privData->key_strafeRight = false;
if( this->privData->input->IsKeyPressed(DIK_R) )
{
if( !this->privData->key_Reload_Shaders )
{
//this->privData->nwClient->Send( Protocol_PlayerMovementRight() );
#ifdef _DEBUG
Graphics::API::ReloadShaders();
#endif
this->privData->key_Reload_Shaders = true;
}
}
else
this->privData->key_Reload_Shaders = false;
//send delta mouse movement //send delta mouse movement
{ {

View File

@ -160,7 +160,7 @@ namespace Oyster
D3D11_RASTERIZER_DESC rdesc; D3D11_RASTERIZER_DESC rdesc;
rdesc.CullMode = D3D11_CULL_BACK; rdesc.CullMode = D3D11_CULL_BACK;
rdesc.FillMode = D3D11_FILL_SOLID; rdesc.FillMode = D3D11_FILL_SOLID;
rdesc.FrontCounterClockwise = false; rdesc.FrontCounterClockwise = true;
rdesc.DepthBias = 0; rdesc.DepthBias = 0;
rdesc.DepthBiasClamp = 0; rdesc.DepthBiasClamp = 0;
rdesc.DepthClipEnable = true; rdesc.DepthClipEnable = true;

View File

@ -27,7 +27,7 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID
blurCol +=Weights[i + blurRadius] * gCache[k]; blurCol +=Weights[i + blurRadius] * gCache[k];
} }
outTex[ThreadID.xy + Start] = blurCol * BlurMask + inTex[ThreadID.xy + Start] * ( float4(1,1,1,1) - BlurMask); outTex[min(ThreadID.xy + Start, Stop-1)] = blurCol * BlurMask + inTex[min(ThreadID.xy + Start, Stop-1)] * ( float4(1,1,1,1) - BlurMask);
//outTex[ThreadID.xy + Start] = inTex[ThreadID.xy + Start]; //outTex[ThreadID.xy + Start] = inTex[ThreadID.xy + Start];
} }

View File

@ -11,10 +11,10 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID
} }
if(gThreadID.y >= N-blurRadius) if(gThreadID.y >= N-blurRadius)
{ {
int y = min(ThreadID.y+blurRadius, Stop.y-1); int y = min(ThreadID.y +blurRadius, Stop.y-1);
gCache[gThreadID.y+2*blurRadius] = inTex[int2(ThreadID.x,y) + Start]; gCache[gThreadID.y+2*blurRadius] = inTex[int2(ThreadID.x,y) + Start];
} }
gCache[gThreadID.y+blurRadius] = inTex[min(ThreadID.xy + Start, Stop.xy-1)]; gCache[gThreadID.y+blurRadius] = inTex[min(ThreadID.xy + Start, Stop-1)];
GroupMemoryBarrierWithGroupSync(); GroupMemoryBarrierWithGroupSync();
@ -27,6 +27,6 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID
blurCol +=Weights[i + blurRadius] * gCache[k]; blurCol +=Weights[i + blurRadius] * gCache[k];
} }
outTex[ThreadID.xy + Start] = blurCol + inTex[ThreadID.xy + Start] * ( float4(1,1,1,1) - BlurMask);; outTex[min(ThreadID.xy + Start, Stop-1)] = blurCol * BlurMask + inTex[min(ThreadID.xy + Start, Stop-1)] * ( float4(1,1,1,1) - BlurMask);;
//outTex[ThreadID.xy + Start] = inTex[ThreadID.xy+ Start]; //outTex[ThreadID.xy + Start] = inTex[ThreadID.xy+ Start];
} }

View File

@ -18,7 +18,7 @@ float4 SuperSample(float4 Glow, uint3 DTid)
index += float2(0,Output.Length.y/2); index += float2(0,Output.Length.y/2);
index = index / Output.Length; index = index / Output.Length;
Glow = Ambient.SampleLevel(S1, index,1); Glow = Ambient.SampleLevel(S1, index,1);
Glow = Glow * Glow.w*10; Glow = Glow;
return Glow; return Glow;
} }
@ -28,10 +28,7 @@ void main( uint3 DTid : SV_DispatchThreadID )
{ {
float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]); float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]);
float4 Amb = float4(Ambient[DTid.xy/2].xyz /* * Ambient[DTid.xy/2].w*/, 0); float4 Amb = float4(Ambient[DTid.xy/2].xyz /* * Ambient[DTid.xy/2].w*/, 0);
//float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)];
float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)]; float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)];
Glow = SuperSample(Glow,DTid);
float4 GUI; float4 GUI;
uint2 index = DTid.xy/2 + uint2((uint)Output.Length.x/(uint)2,0); uint2 index = DTid.xy/2 + uint2((uint)Output.Length.x/(uint)2,0);
@ -42,4 +39,5 @@ void main( uint3 DTid : SV_DispatchThreadID )
Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1); Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1);
//Output[DTid.xy] = float4(Ambient[DTid.xy/2 + uint2(0,Output.Length.y*0.5f)].xyz,1); //Output[DTid.xy] = float4(Ambient[DTid.xy/2 + uint2(0,Output.Length.y*0.5f)].xyz,1);
//Output[DTid.xy] = Ambient[DTid.xy];
} }