Graphics fix
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fc19938f1b
commit
f9f4d55123
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@ -36,6 +36,8 @@ struct GameState::MyData
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bool key_Shoot;
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bool key_Jump;
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bool key_Reload_Shaders;
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C_Player player;
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Camera_FPS camera;
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@ -236,6 +238,20 @@ void GameState::ReadKeyInput()
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else
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this->privData->key_strafeRight = false;
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if( this->privData->input->IsKeyPressed(DIK_R) )
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{
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if( !this->privData->key_Reload_Shaders )
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{
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//this->privData->nwClient->Send( Protocol_PlayerMovementRight() );
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#ifdef _DEBUG
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Graphics::API::ReloadShaders();
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#endif
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this->privData->key_Reload_Shaders = true;
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}
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}
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else
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this->privData->key_Reload_Shaders = false;
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//send delta mouse movement
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{
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@ -160,7 +160,7 @@ namespace Oyster
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D3D11_RASTERIZER_DESC rdesc;
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rdesc.CullMode = D3D11_CULL_BACK;
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rdesc.FillMode = D3D11_FILL_SOLID;
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rdesc.FrontCounterClockwise = false;
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rdesc.FrontCounterClockwise = true;
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rdesc.DepthBias = 0;
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rdesc.DepthBiasClamp = 0;
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rdesc.DepthClipEnable = true;
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@ -27,7 +27,7 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID
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blurCol +=Weights[i + blurRadius] * gCache[k];
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}
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outTex[ThreadID.xy + Start] = blurCol * BlurMask + inTex[ThreadID.xy + Start] * ( float4(1,1,1,1) - BlurMask);
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outTex[min(ThreadID.xy + Start, Stop-1)] = blurCol * BlurMask + inTex[min(ThreadID.xy + Start, Stop-1)] * ( float4(1,1,1,1) - BlurMask);
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//outTex[ThreadID.xy + Start] = inTex[ThreadID.xy + Start];
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}
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@ -11,10 +11,10 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID
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}
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if(gThreadID.y >= N-blurRadius)
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{
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int y = min(ThreadID.y+blurRadius, Stop.y-1);
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int y = min(ThreadID.y +blurRadius, Stop.y-1);
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gCache[gThreadID.y+2*blurRadius] = inTex[int2(ThreadID.x,y) + Start];
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}
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gCache[gThreadID.y+blurRadius] = inTex[min(ThreadID.xy + Start, Stop.xy-1)];
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gCache[gThreadID.y+blurRadius] = inTex[min(ThreadID.xy + Start, Stop-1)];
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GroupMemoryBarrierWithGroupSync();
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@ -27,6 +27,6 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID
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blurCol +=Weights[i + blurRadius] * gCache[k];
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}
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outTex[ThreadID.xy + Start] = blurCol + inTex[ThreadID.xy + Start] * ( float4(1,1,1,1) - BlurMask);;
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outTex[min(ThreadID.xy + Start, Stop-1)] = blurCol * BlurMask + inTex[min(ThreadID.xy + Start, Stop-1)] * ( float4(1,1,1,1) - BlurMask);;
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//outTex[ThreadID.xy + Start] = inTex[ThreadID.xy+ Start];
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}
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@ -18,7 +18,7 @@ float4 SuperSample(float4 Glow, uint3 DTid)
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index += float2(0,Output.Length.y/2);
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index = index / Output.Length;
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Glow = Ambient.SampleLevel(S1, index,1);
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Glow = Glow * Glow.w*10;
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Glow = Glow;
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return Glow;
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}
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@ -28,10 +28,7 @@ void main( uint3 DTid : SV_DispatchThreadID )
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{
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float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]);
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float4 Amb = float4(Ambient[DTid.xy/2].xyz /* * Ambient[DTid.xy/2].w*/, 0);
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//float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)];
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float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)];
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Glow = SuperSample(Glow,DTid);
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float4 GUI;
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uint2 index = DTid.xy/2 + uint2((uint)Output.Length.x/(uint)2,0);
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@ -42,4 +39,5 @@ void main( uint3 DTid : SV_DispatchThreadID )
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Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1);
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//Output[DTid.xy] = float4(Ambient[DTid.xy/2 + uint2(0,Output.Length.y*0.5f)].xyz,1);
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//Output[DTid.xy] = Ambient[DTid.xy];
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}
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