Merge pull request #7 from xLightling/a8_textures

A8: Textures
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Lightling 2022-03-27 17:02:29 -04:00 committed by GitHub
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The assets contained within this archive from https://goldenwere.itch.io/hqgame are licensed by Lightling under CC-BY-SA-4.0 as of 2021
Lightling is @ http://lightling.xyz/ | contactlightling@gmail.com

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<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-endgame-deepfloor_bump.tga">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-endgame-dirt.tga">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-endgame-floor_albedo.tga">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-endgame-floor_bump.tga">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-endgame-wall_albedo.tga">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-endgame-wall_bump.tga">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-endgame-water.tga">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-tile.tga">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-vrgrid-a.tga">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-vrgrid-b.tga">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-wall_albedo.tga">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-wall_bump.tga">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-wood.tga">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-endgame-deepfloor_albedo.png">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-endgame-deepfloor_bump.png">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-endgame-floor_albedo.png">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-endgame-floor_bump.png">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-endgame-deepfloor_specular.png">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-endgame-floor_specular.png">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-endgame-deepfloor_emissive.png">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-endgame-floor_emissive.png">
<Filter>Assets\Textures\HQGame</Filter>
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<None Include="Helpers.hlsli">
@ -140,5 +224,6 @@
<None Include="Lights.hlsli">
<Filter>Shaders</Filter>
</None>
<None Include="packages.config" />
</ItemGroup>
</Project>

View file

@ -7,6 +7,7 @@
#pragma comment(lib, "d3dcompiler.lib")
#include <d3dcompiler.h>
#include <iostream>
#include "WICTextureLoader.h"
// For the DirectX Math library
using namespace DirectX;
@ -60,6 +61,7 @@ void Game::Init()
// geometry to draw and some simple camera matrices.
// - You'll be expanding and/or replacing these later
LoadShaders();
LoadTextures();
LoadLighting();
CreateBasicGeometry();
@ -83,50 +85,88 @@ void Game::LoadShaders()
pixelShader = std::make_shared<SimplePixelShader>(device, context, GetFullPathTo_Wide(L"SimplePixelShader.cso").c_str());
XMFLOAT3 white = XMFLOAT3(1.0f, 1.0f, 1.0f);
XMFLOAT3 deeppink = XMFLOAT3(1.0f, 0.08f, 0.4f);
XMFLOAT3 deepcoral = XMFLOAT3(1.0f, 0.39f, 0.22f);
materials = {
std::make_shared<Material>(white, 0, vertexShader, pixelShader),
std::make_shared<Material>(deeppink, 0, vertexShader, pixelShader),
std::make_shared<Material>(deepcoral, 0, vertexShader, pixelShader),
std::make_shared<Material>(white, 0, vertexShader, pixelShader),
};
}
void Game::LoadTextures()
{
Microsoft::WRL::ComPtr<ID3D11SamplerState> sampler;
D3D11_SAMPLER_DESC sampDesc = {};
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.Filter = D3D11_FILTER_ANISOTROPIC;
sampDesc.MaxAnisotropy = 16;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
device->CreateSamplerState(&sampDesc, sampler.GetAddressOf());
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView>
deepFloorEmissive,
deepFloorSpecular,
deepFloorAlbedo,
floorEmissive,
floorSpecular,
floorAlbedo;
// taking the preprocessor macro from the demo because I don't like typing
#define GetTex(pathToTexture, shaderResourceView) CreateWICTextureFromFile(device.Get(), context.Get(), GetFullPathTo_Wide(pathToTexture).c_str(), 0, shaderResourceView.GetAddressOf());
GetTex(L"Assets/Textures/HQGame/structure-endgame-deepfloor_emissive.png", deepFloorEmissive);
GetTex(L"Assets/Textures/HQGame/structure-endgame-deepfloor_specular.png", deepFloorSpecular);
GetTex(L"Assets/Textures/HQGame/structure-endgame-deepfloor_albedo.png", deepFloorAlbedo);
GetTex(L"Assets/Textures/HQGame/structure-endgame-floor_emissive.png", floorEmissive);
GetTex(L"Assets/Textures/HQGame/structure-endgame-floor_specular.png", floorSpecular);
GetTex(L"Assets/Textures/HQGame/structure-endgame-floor_albedo.png", floorAlbedo);
materials[0]->PushSampler("BasicSampler", sampler);
materials[0]->PushTexture("Albedo", deepFloorAlbedo);
materials[0]->PushTexture("Specular", deepFloorSpecular);
materials[0]->PushTexture("Emissive", deepFloorEmissive);
materials[1]->PushSampler("BasicSampler", sampler);
materials[1]->PushTexture("Albedo", floorAlbedo);
materials[1]->PushTexture("Specular", floorSpecular);
materials[1]->PushTexture("Emissive", floorEmissive);
}
void Game::LoadLighting()
{
ambient = XMFLOAT3(0.05f, 0.05f, 0.20f);
ambient = XMFLOAT3(0.1f, 0.1f, 0.15f);
Light directionalLight0 = {};
directionalLight0.Type = LIGHT_TYPE_DIRECTIONAL;
directionalLight0.Direction = XMFLOAT3(1, 0, 0);
directionalLight0.Color = XMFLOAT3(1, 0, 0);
directionalLight0.Intensity = 1;
directionalLight0.Direction = XMFLOAT3(1, 0.5f, 0.5f);
directionalLight0.Color = XMFLOAT3(1, 1, 1);
directionalLight0.Intensity = 0.5f;
Light directionalLight1 = {};
directionalLight1.Type = LIGHT_TYPE_DIRECTIONAL;
directionalLight1.Direction = XMFLOAT3(0, -1, 0);
directionalLight1.Color = XMFLOAT3(0, 1, 0);
directionalLight1.Intensity = 1;
directionalLight1.Direction = XMFLOAT3(-0.25f, -1, 0.75f);
directionalLight1.Color = XMFLOAT3(1, 1, 1);
directionalLight1.Intensity = 0.5f;
Light directionalLight2 = {};
directionalLight2.Type = LIGHT_TYPE_DIRECTIONAL;
directionalLight2.Direction = XMFLOAT3(-1, 1, -0.5f);
directionalLight2.Color = XMFLOAT3(0, 0, 1);
directionalLight2.Intensity = 1;
directionalLight2.Color = XMFLOAT3(1, 1, 1);
directionalLight2.Intensity = 0.5f;
Light pointLight0 = {};
pointLight0.Type = LIGHT_TYPE_POINT;
pointLight0.Position = XMFLOAT3(-2, -2, 0);
pointLight0.Color = XMFLOAT3(1, 1, 0);
pointLight0.Intensity = 1;
pointLight0.Position = XMFLOAT3(-1.5f, 0, 0);
pointLight0.Color = XMFLOAT3(1, 1, 1);
pointLight0.Intensity = 0.5f;
pointLight0.Range = 10;
Light pointLight1 = {};
pointLight1.Type = LIGHT_TYPE_POINT;
pointLight1.Position = XMFLOAT3(2, 2, 0);
pointLight1.Color = XMFLOAT3(0, 1, 1);
pointLight1.Intensity = 1;
pointLight1.Position = XMFLOAT3(1.5f, 0, 0);
pointLight1.Color = XMFLOAT3(1, 1, 1);
pointLight1.Intensity = 0.25f;
pointLight1.Range = 10;
lights = {
@ -171,10 +211,10 @@ void Game::CreateBasicGeometry()
std::make_shared<Entity>(materials[0], shapes[0]),
std::make_shared<Entity>(materials[0], shapes[1]),
std::make_shared<Entity>(materials[0], shapes[2]),
std::make_shared<Entity>(materials[0], shapes[3]),
std::make_shared<Entity>(materials[0], shapes[4]),
std::make_shared<Entity>(materials[0], shapes[5]),
std::make_shared<Entity>(materials[0], shapes[6]),
std::make_shared<Entity>(materials[1], shapes[3]),
std::make_shared<Entity>(materials[1], shapes[4]),
std::make_shared<Entity>(materials[1], shapes[5]),
std::make_shared<Entity>(materials[1], shapes[6]),
};
for (int i = 0; i < entities.size(); ++i)
@ -210,8 +250,11 @@ void Game::Update(float deltaTime, float totalTime)
for (int i = 0; i < entities.size(); ++i)
{
entities[i]->GetTransform()->SetRotation(1.0f * (i + 1) * sin(totalTime), 1.0f * (i + 1) * sin(totalTime), 1.0f * (i + 1) * sin(totalTime));
entities[i]->GetMaterial()->SetRoughness(sin(totalTime * 4) * 0.5f + 0.49f);
entities[i]->GetTransform()->SetRotation(sin(totalTime / 720) * 360, 0, 0);
entities[i]->GetMaterial()->SetRoughness(sin(totalTime) * 0.5f + 0.49f);
entities[i]->GetMaterial()->SetUVOffset(DirectX::XMFLOAT2(cos(totalTime * 4) * 0.5f + 0.49f, cos(totalTime * 4) * 0.5f + 0.49f));
entities[i]->GetMaterial()->SetUVScale(DirectX::XMFLOAT2(sin(totalTime) * 0.5f + 0.49f, sin(totalTime) * 0.5f + 0.49f));
entities[i]->GetMaterial()->SetEmitAmount(cos(totalTime) * 0.5f + 0.49f);
}
}
@ -220,8 +263,8 @@ void Game::Update(float deltaTime, float totalTime)
// --------------------------------------------------------
void Game::Draw(float deltaTime, float totalTime)
{
// Background color (Cornflower Blue in this case) for clearing
static const float color[4] = { 0.4f, 0.6f, 0.75f, 0.0f };
// Background color for clearing
static const float color[4] = { 0.1f, 0.1f, 0.1f, 0.0f };
// Clear the render target and depth buffer (erases what's on the screen)
// - Do this ONCE PER FRAME

3
Game.h
View file

@ -33,7 +33,8 @@ private:
bool vsync;
// Initialization helper methods - feel free to customize, combine, etc.
void LoadShaders();
void LoadShaders();
void LoadTextures();
void LoadLighting();
void CreateBasicGeometry();

View file

@ -10,7 +10,7 @@ float3 getView(float3 cameraPosition, float3 pixelWorldPosition)
// gets reflection vector, needed per light
float3 getReflection(float3 direction, float3 normal)
{
return reflect(direction, normal);
return reflect(-direction, normal);
}
// gets specular exponent: (1-roughness) * max

View file

@ -10,6 +10,8 @@ Material::Material(
roughness = _roughness;
vertexShader = _vertexShader;
pixelShader = _pixelShader;
uvOffset = DirectX::XMFLOAT2(0, 0);
uvScale = DirectX::XMFLOAT2(1, 1);
}
Material::~Material()
@ -27,11 +29,23 @@ void Material::Activate(Transform* _transform, std::shared_ptr<Camera> _camera,
pixelShader->SetFloat3("cameraPosition", _camera->GetTransform()->GetPosition());
pixelShader->SetFloat("roughness", GetRoughness());
pixelShader->SetFloat3("tint", GetTint());
pixelShader->SetFloat2("scale", GetUVScale());
pixelShader->SetFloat2("offset", GetUVOffset());
pixelShader->SetFloat3("ambient", _ambient);
pixelShader->SetFloat("emitAmount", GetEmitAmount());
pixelShader->SetFloat3("tint", GetTint());
pixelShader->SetData("lights", &_lights[0], sizeof(Light) * (int)_lights.size());
pixelShader->CopyAllBufferData();
pixelShader->SetShader();
for (auto& t : textures)
{
pixelShader->SetShaderResourceView(t.first.c_str(), t.second.Get());
}
for (auto& s : samplers)
{
pixelShader->SetSamplerState(s.first.c_str(), s.second.Get());
}
}
DirectX::XMFLOAT3 Material::GetTint()
@ -39,11 +53,26 @@ DirectX::XMFLOAT3 Material::GetTint()
return tint;
}
DirectX::XMFLOAT2 Material::GetUVScale()
{
return uvScale;
}
DirectX::XMFLOAT2 Material::GetUVOffset()
{
return uvOffset;
}
float Material::GetRoughness()
{
return roughness;
}
float Material::GetEmitAmount()
{
return emitAmount;
}
std::shared_ptr<SimpleVertexShader> Material::GetVertexShader()
{
return vertexShader;
@ -59,6 +88,16 @@ void Material::SetTint(DirectX::XMFLOAT3 _tint)
tint = _tint;
}
void Material::SetUVScale(DirectX::XMFLOAT2 _scale)
{
uvScale = _scale;
}
void Material::SetUVOffset(DirectX::XMFLOAT2 _offset)
{
uvOffset = _offset;
}
void Material::SetRoughness(float _roughness)
{
if (_roughness > 1)
@ -75,6 +114,11 @@ void Material::SetRoughness(float _roughness)
}
}
void Material::SetEmitAmount(float _emit)
{
emitAmount = _emit;
}
void Material::SetVertexShader(std::shared_ptr<SimpleVertexShader> _vertexShader)
{
vertexShader = _vertexShader;
@ -84,3 +128,13 @@ void Material::SetPixelShader(std::shared_ptr<SimplePixelShader> _pixelShader)
{
pixelShader = _pixelShader;
}
void Material::PushSampler(std::string _name, Microsoft::WRL::ComPtr<ID3D11SamplerState> _sampler)
{
samplers.insert({ _name, _sampler });
}
void Material::PushTexture(std::string _name, Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> _texture)
{
textures.insert({ _name, _texture });
}

View file

@ -24,18 +24,33 @@ public:
std::vector<Light> _lights);
DirectX::XMFLOAT3 GetTint();
DirectX::XMFLOAT2 GetUVScale();
DirectX::XMFLOAT2 GetUVOffset();
float GetRoughness();
float GetEmitAmount();
std::shared_ptr<SimpleVertexShader> GetVertexShader();
std::shared_ptr<SimplePixelShader> GetPixelShader();
void SetTint(DirectX::XMFLOAT3 _tint);
void SetUVScale(DirectX::XMFLOAT2 _scale);
void SetUVOffset(DirectX::XMFLOAT2 _offset);
void SetRoughness(float _roughness);
void SetEmitAmount(float _emit);
void SetVertexShader(std::shared_ptr<SimpleVertexShader> _vertexShader);
void SetPixelShader(std::shared_ptr<SimplePixelShader> _pixelShader);
void PushSampler(std::string _name, Microsoft::WRL::ComPtr<ID3D11SamplerState> _sampler);
void PushTexture(std::string _name, Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> _texture);
private:
DirectX::XMFLOAT3 tint;
float roughness;
float emitAmount;
DirectX::XMFLOAT2 uvScale;
DirectX::XMFLOAT2 uvOffset;
std::shared_ptr<SimpleVertexShader> vertexShader;
std::shared_ptr<SimplePixelShader> pixelShader;
std::unordered_map<std::string, Microsoft::WRL::ComPtr<ID3D11SamplerState>> samplers;
std::unordered_map<std::string, Microsoft::WRL::ComPtr<ID3D11ShaderResourceView>> textures;
};

View file

@ -9,11 +9,19 @@ cbuffer ExternalData : register(b0)
{
float3 cameraPosition;
float roughness;
float2 offset;
float2 scale;
float3 ambient;
float emitAmount;
float3 tint;
Light lights[LIGHT_COUNT];
}
Texture2D Albedo : register(t0);
Texture2D Specular : register(t1);
Texture2D Emissive : register(t2);
SamplerState BasicSampler : register(s0);
// Gets the specular value for any light
float calculateSpecular(float3 normal, float3 direction, float3 view, float roughness)
{
@ -25,22 +33,22 @@ float calculateSpecular(float3 normal, float3 direction, float3 view, float roug
}
// Gets the RGB value of a pixel with a directional light
float3 calculateDirectionalLight(Light light, float3 normal, float3 view, float roughness, float3 surfaceColor)
float3 calculateDirectionalLight(Light light, float3 normal, float3 view, float roughness, float3 surfaceColor, float specularValue)
{
float3 lightDirection = normalize(light.Direction);
float diffuse = getDiffuse(normal, -lightDirection);
float specular = calculateSpecular(normal, lightDirection, view, roughness);
float specular = calculateSpecular(normal, lightDirection, view, roughness) * specularValue;
return (diffuse * surfaceColor + specular) * light.Intensity * light.Color;
}
// Gets the RGB value of a pixel with a point light
float3 calculatePointLight(Light light, float3 normal, float3 view, float3 worldPosition, float roughness, float3 surfaceColor)
float3 calculatePointLight(Light light, float3 normal, float3 view, float3 worldPosition, float roughness, float3 surfaceColor, float specularValue)
{
float3 lightDirection = normalize(worldPosition - light.Position);
float3 lightDirection = normalize(light.Position - worldPosition);
float attenuation = getAttenuation(light.Position, worldPosition, light.Range);
float diffuse = getDiffuse(normal, -lightDirection);
float specular = calculateSpecular(normal, lightDirection, view, roughness);
float diffuse = getDiffuse(normal, lightDirection);
float specular = calculateSpecular(normal, lightDirection, view, roughness) * specularValue;
return (diffuse * surfaceColor + specular) * attenuation * light.Intensity * light.Color;
}
@ -50,12 +58,16 @@ float4 main(VertexToPixel input) : SV_TARGET
{
// ensure input normals are normalized
input.normal = normalize(input.normal);
input.uv = input.uv * scale + offset;
// view only needs calculated once, so pre-calculate here and pass it to lights
float3 view = getView(cameraPosition, input.worldPosition);
// start with ambient light and material tint
float3 light = ambient * tint;
float4 albedo = Albedo.Sample(BasicSampler, input.uv).rgba;
float specular = Specular.Sample(BasicSampler, input.uv).r;
float3 emit = Emissive.Sample(BasicSampler, input.uv).rgb;
float3 surface = albedo.rgb * tint;
float3 light = ambient * surface;
// loop through lights
for (int i = 0; i < LIGHT_COUNT; i++)
@ -63,13 +75,13 @@ float4 main(VertexToPixel input) : SV_TARGET
switch (lights[i].Type)
{
case LIGHT_TYPE_DIRECTIONAL:
light += calculateDirectionalLight(lights[i], input.normal, view, roughness, tint);
light += calculateDirectionalLight(lights[i], input.normal, view, roughness, surface, specular);
break;
case LIGHT_TYPE_POINT:
light += calculatePointLight(lights[i], input.normal, view, input.worldPosition, roughness, tint);
light += calculatePointLight(lights[i], input.normal, view, input.worldPosition, roughness, surface, specular);
break;
}
}
return float4(light, 1);
return float4(light + (emit * emitAmount), albedo.a);
}

5
packages.config Normal file
View file

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="directxtk_desktop_2017" version="2022.3.24.2" targetFramework="native" />
<package id="Microsoft.XAudio2.Redist" version="1.2.8" targetFramework="native" />
</packages>