diff --git a/Assets/Textures/HQGame/attribution.txt b/Assets/Textures/HQGame/attribution.txt
new file mode 100644
index 0000000..a39a762
--- /dev/null
+++ b/Assets/Textures/HQGame/attribution.txt
@@ -0,0 +1,2 @@
+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
diff --git a/Assets/Textures/HQGame/license_CC-BY-SA-4.0.txt b/Assets/Textures/HQGame/license_CC-BY-SA-4.0.txt
new file mode 100644
index 0000000..2e72ca1
--- /dev/null
+++ b/Assets/Textures/HQGame/license_CC-BY-SA-4.0.txt
@@ -0,0 +1,427 @@
+Attribution-ShareAlike 4.0 International
+
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+Creative Commons may be contacted at creativecommons.org.
diff --git a/Assets/Textures/HQGame/structure-blocked.tga b/Assets/Textures/HQGame/structure-blocked.tga
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index 9a57e96..5d29ec5 100644
--- a/DX11Starter.vcxproj
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@@ -308,9 +308,393 @@
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+ false
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+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
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+ false
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+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+ $(OutDir)/Assets/Textures/HQGame
+
+
+
+
+
+
+ This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.
+
+
+
+
\ No newline at end of file
diff --git a/DX11Starter.vcxproj.filters b/DX11Starter.vcxproj.filters
index c75eb6f..ba641ac 100644
--- a/DX11Starter.vcxproj.filters
+++ b/DX11Starter.vcxproj.filters
@@ -22,6 +22,12 @@
{70d904c1-abb7-4ffe-a6fd-58c67ea6f72b}
+
+ {073e5c75-8b30-4d03-9cc7-826640bc36be}
+
+
+ {347d5c70-73d2-4716-b28c-06526433d151}
+
@@ -126,6 +132,84 @@
Assets\Models
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
+
+ Assets\Textures\HQGame
+
@@ -140,5 +224,6 @@
Shaders
+
\ No newline at end of file
diff --git a/Game.cpp b/Game.cpp
index ecb4030..3cfb69f 100644
--- a/Game.cpp
+++ b/Game.cpp
@@ -7,6 +7,7 @@
#pragma comment(lib, "d3dcompiler.lib")
#include
#include
+#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(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(white, 0, vertexShader, pixelShader),
- std::make_shared(deeppink, 0, vertexShader, pixelShader),
- std::make_shared(deepcoral, 0, vertexShader, pixelShader),
+ std::make_shared(white, 0, vertexShader, pixelShader),
};
}
+void Game::LoadTextures()
+{
+ Microsoft::WRL::ComPtr 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
+ 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(materials[0], shapes[0]),
std::make_shared(materials[0], shapes[1]),
std::make_shared(materials[0], shapes[2]),
- std::make_shared(materials[0], shapes[3]),
- std::make_shared(materials[0], shapes[4]),
- std::make_shared(materials[0], shapes[5]),
- std::make_shared(materials[0], shapes[6]),
+ std::make_shared(materials[1], shapes[3]),
+ std::make_shared(materials[1], shapes[4]),
+ std::make_shared(materials[1], shapes[5]),
+ std::make_shared(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
diff --git a/Game.h b/Game.h
index 7a58050..b8be745 100644
--- a/Game.h
+++ b/Game.h
@@ -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();
diff --git a/Helpers.hlsli b/Helpers.hlsli
index 80f6e47..f674ce4 100644
--- a/Helpers.hlsli
+++ b/Helpers.hlsli
@@ -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
diff --git a/Material.cpp b/Material.cpp
index bacbf08..25a2bfd 100644
--- a/Material.cpp
+++ b/Material.cpp
@@ -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,
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 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 _vertexShader)
{
vertexShader = _vertexShader;
@@ -84,3 +128,13 @@ void Material::SetPixelShader(std::shared_ptr _pixelShader)
{
pixelShader = _pixelShader;
}
+
+void Material::PushSampler(std::string _name, Microsoft::WRL::ComPtr _sampler)
+{
+ samplers.insert({ _name, _sampler });
+}
+
+void Material::PushTexture(std::string _name, Microsoft::WRL::ComPtr _texture)
+{
+ textures.insert({ _name, _texture });
+}
diff --git a/Material.h b/Material.h
index 656f48a..c3df313 100644
--- a/Material.h
+++ b/Material.h
@@ -24,18 +24,33 @@ public:
std::vector _lights);
DirectX::XMFLOAT3 GetTint();
+ DirectX::XMFLOAT2 GetUVScale();
+ DirectX::XMFLOAT2 GetUVOffset();
float GetRoughness();
+ float GetEmitAmount();
std::shared_ptr GetVertexShader();
std::shared_ptr 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 _vertexShader);
void SetPixelShader(std::shared_ptr _pixelShader);
+ void PushSampler(std::string _name, Microsoft::WRL::ComPtr _sampler);
+ void PushTexture(std::string _name, Microsoft::WRL::ComPtr _texture);
+
private:
DirectX::XMFLOAT3 tint;
float roughness;
+ float emitAmount;
+ DirectX::XMFLOAT2 uvScale;
+ DirectX::XMFLOAT2 uvOffset;
std::shared_ptr vertexShader;
std::shared_ptr pixelShader;
+
+ std::unordered_map> samplers;
+ std::unordered_map> textures;
};
diff --git a/SimplePixelShader.hlsl b/SimplePixelShader.hlsl
index bb0bd6a..7fa6b0b 100644
--- a/SimplePixelShader.hlsl
+++ b/SimplePixelShader.hlsl
@@ -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);
}
diff --git a/packages.config b/packages.config
new file mode 100644
index 0000000..572f747
--- /dev/null
+++ b/packages.config
@@ -0,0 +1,5 @@
+
+
+
+
+
\ No newline at end of file