final(?) scene/code cleanup

This commit is contained in:
lightling 2022-04-21 15:37:06 -04:00
parent 601897d98c
commit 61232a9bd3
Signed by: lightling
GPG key ID: 016F11E0AA296B67

View file

@ -83,20 +83,20 @@ void Game::LoadShadersAndMaterials()
XMFLOAT3 deepPurple = XMFLOAT3(0.1f, 0.02f, 0.1f); XMFLOAT3 deepPurple = XMFLOAT3(0.1f, 0.02f, 0.1f);
materials = { materials = {
std::make_shared<Material>(MATTYPE_STANDARD, white, 0, vertexShader, pixelShader), //0 std::make_shared<Material>(MATTYPE_STANDARD, white, 0, vertexShader, pixelShader), //0: blueish bronze material with reflection map
std::make_shared<Material>(MATTYPE_PBR, white, 0, vertexShaderPBR, pixelShaderPBR), //1 std::make_shared<Material>(MATTYPE_PBR, white, 0, vertexShaderPBR, pixelShaderPBR), //1: bronze PBR
std::make_shared<Material>(MATTYPE_PBR, white, 0, vertexShaderPBR, pixelShaderPBR), //2 std::make_shared<Material>(MATTYPE_PBR, white, 0, vertexShaderPBR, pixelShaderPBR), //2: cobblestone PBR
std::make_shared<Material>(MATTYPE_PBR, white, 0, vertexShaderPBR, pixelShaderPBR), //3 std::make_shared<Material>(MATTYPE_PBR, white, 0, vertexShaderPBR, pixelShaderPBR), //3: metallic diamond-pattern floor PBR
std::make_shared<Material>(MATTYPE_PBR, white, 0, vertexShaderPBR, pixelShaderPBR), //4 std::make_shared<Material>(MATTYPE_PBR, white, 0, vertexShaderPBR, pixelShaderPBR), //4: paint PBR
std::make_shared<Material>(MATTYPE_PBR, white, 0, vertexShaderPBR, pixelShaderPBR), //5 std::make_shared<Material>(MATTYPE_PBR, white, 0, vertexShaderPBR, pixelShaderPBR), //5: rough metal PBR
std::make_shared<Material>(MATTYPE_PBR, white, 0, vertexShaderPBR, pixelShaderPBR), //6 std::make_shared<Material>(MATTYPE_PBR, white, 0, vertexShaderPBR, pixelShaderPBR), //6: scratched metal PBR
std::make_shared<Material>(MATTYPE_PBR, white, 0, vertexShaderPBR, pixelShaderPBR), //7 std::make_shared<Material>(MATTYPE_PBR, white, 0, vertexShaderPBR, pixelShaderPBR), //7: wood PBR
std::make_shared<Material>(MATTYPE_STANDARD, white, 0, vertexShader, pixelShader), //8 std::make_shared<Material>(MATTYPE_STANDARD, white, 0, vertexShader, pixelShader), //8: transparent floor grate for scene 1
std::make_shared<Material>(MATTYPE_TOON, white, 0, vertexShader, pixelShaderToon), //9 std::make_shared<Material>(MATTYPE_TOON, white, 0, vertexShader, pixelShaderToon), //9: cushion toon
std::make_shared<Material>(MATTYPE_TOON, deepPurple, 0, vertexShader, pixelShaderToon), //10 std::make_shared<Material>(MATTYPE_TOON, deepPurple, 0, vertexShader, pixelShaderToon), //10: emissive lava toon
std::make_shared<Material>(MATTYPE_STANDARD, white, 0, vertexShader, pixelShaderToon), //11 std::make_shared<Material>(MATTYPE_STANDARD, white, 0, vertexShader, pixelShader), //11: lava toon
std::make_shared<Material>(MATTYPE_PBR, white, 0, vertexShader, pixelShaderPBR), //12 std::make_shared<Material>(MATTYPE_PBR, white, 0, vertexShader, pixelShaderPBR), //12: fence PBR
std::make_shared<Material>(MATTYPE_STANDARD, white, 0, vertexShader, pixelShader), //13 std::make_shared<Material>(MATTYPE_STANDARD, white, 0, vertexShader, pixelShader), //13: transparent floor grate for scene 2
}; };
} }
@ -174,6 +174,7 @@ void Game::LoadTextures()
materials[0]->LoadTexture(L"Assets/Textures/PBR/bronze_normals.png", TEXTYPE_NORMAL, device.Get(), context.Get()); materials[0]->LoadTexture(L"Assets/Textures/PBR/bronze_normals.png", TEXTYPE_NORMAL, device.Get(), context.Get());
materials[0]->LoadTexture(L"Assets/Textures/PBR/bronze_roughness.png", TEXTYPE_SPECULAR, device.Get(), context.Get()); materials[0]->LoadTexture(L"Assets/Textures/PBR/bronze_roughness.png", TEXTYPE_SPECULAR, device.Get(), context.Get());
materials[0]->SetNormalIntensity(2.5f); materials[0]->SetNormalIntensity(2.5f);
materials[0]->SetTint(DirectX::XMFLOAT3(0.25f, 0.25f, 0.85f));
materials[1]->PushSampler("BasicSampler", sampler); materials[1]->PushSampler("BasicSampler", sampler);
materials[1]->LoadTexture(L"Assets/Textures/PBR/bronze_albedo.png", TEXTYPE_ALBEDO, device.Get(), context.Get()); materials[1]->LoadTexture(L"Assets/Textures/PBR/bronze_albedo.png", TEXTYPE_ALBEDO, device.Get(), context.Get());
@ -350,8 +351,8 @@ void Game::LoadScene(int _currentScene)
void Game::LoadScene1() void Game::LoadScene1()
{ {
camera->GetTransform()->SetPosition(0.0f, 5.0f, -15.0f); camera->GetTransform()->SetPosition(0.0f, 9.0f, -15.0f);
camera->GetTransform()->SetRotation(0, 0, 0); camera->GetTransform()->SetRotation(0.1f, 0, 0);
ambient = XMFLOAT3(0.01f, 0.01f, 0.015f); ambient = XMFLOAT3(0.01f, 0.01f, 0.015f);
@ -482,6 +483,7 @@ void Game::LoadScene2()
materials[0]->SwapTexture(TEXTYPE_REFLECTION, demoCubemap2); materials[0]->SwapTexture(TEXTYPE_REFLECTION, demoCubemap2);
materials[0]->SetUVScale(DirectX::XMFLOAT2(1, 1)); materials[0]->SetUVScale(DirectX::XMFLOAT2(1, 1));
materials[2]->SetUVScale(DirectX::XMFLOAT2(1, 1)); materials[2]->SetUVScale(DirectX::XMFLOAT2(1, 1));
materials[11]->SetEmitAmount(DirectX::XMFLOAT3(1, 1, 1));
} }
void Game::UpdateScene1(float deltaTime, float totalTime) void Game::UpdateScene1(float deltaTime, float totalTime)
@ -494,7 +496,7 @@ void Game::UpdateScene1(float deltaTime, float totalTime)
} }
materials[11]->SetUVOffset(DirectX::XMFLOAT2(0, -tan(totalTime / 4) * 0.15f)); materials[11]->SetUVOffset(DirectX::XMFLOAT2(0, -tan(totalTime / 4) * 0.15f));
materials[11]->SetEmitAmount(DirectX::XMFLOAT3(sin(totalTime / 1) * 0.25f + 0.1f, sin(totalTime / 1) * 0.25f + 0.1f, sin(totalTime / 1) * 0.25f + 0.1f)); materials[11]->SetEmitAmount(DirectX::XMFLOAT3(sin(totalTime / 1) * 0.25f + 0.25f, sin(totalTime / 1) * 0.25f + 0.25f, sin(totalTime / 1) * 0.25f + 0.25f));
} }
void Game::UpdateScene2(float deltaTime, float totalTime) void Game::UpdateScene2(float deltaTime, float totalTime)