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 + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. Creative Commons makes its licenses and related +information available on an "as-is" basis. Creative Commons gives no +warranties regarding its licenses, any material licensed under their +terms and conditions, or any related information. Creative Commons +disclaims all liability for damages resulting from their use to the +fullest extent possible. + +Using Creative Commons Public Licenses + +Creative Commons public licenses provide a standard set of terms and +conditions that creators and other rights holders may use to share +original works of authorship and other material subject to copyright +and certain other rights specified in the public license below. The +following considerations are for informational purposes only, are not +exhaustive, and do not form part of our licenses. + + Considerations for licensors: Our public licenses are + intended for use by those authorized to give the public + permission to use material in ways otherwise restricted by + copyright and certain other rights. Our licenses are + irrevocable. Licensors should read and understand the terms + and conditions of the license they choose before applying it. + Licensors should also secure all rights necessary before + applying our licenses so that the public can reuse the + material as expected. Licensors should clearly mark any + material not subject to the license. This includes other CC- + licensed material, or material used under an exception or + limitation to copyright. More considerations for licensors: + wiki.creativecommons.org/Considerations_for_licensors + + Considerations for the public: By using one of our public + licenses, a licensor grants the public permission to use the + licensed material under specified terms and conditions. If + the licensor's permission is not necessary for any reason--for + example, because of any applicable exception or limitation to + copyright--then that use is not regulated by the license. Our + licenses grant only permissions under copyright and certain + other rights that a licensor has authority to grant. Use of + the licensed material may still be restricted for other + reasons, including because others have copyright or other + rights in the material. A licensor may make special requests, + such as asking that all changes be marked or described. + Although not required by our licenses, you are encouraged to + respect those requests where reasonable. More_considerations + for the public: + wiki.creativecommons.org/Considerations_for_licensees + +======================================================================= + +Creative Commons Attribution-ShareAlike 4.0 International Public +License + +By exercising the Licensed Rights (defined below), You accept and agree +to be bound by the terms and conditions of this Creative Commons +Attribution-ShareAlike 4.0 International Public License ("Public +License"). To the extent this Public License may be interpreted as a +contract, You are granted the Licensed Rights in consideration of Your +acceptance of these terms and conditions, and the Licensor grants You +such rights in consideration of benefits the Licensor receives from +making the Licensed Material available under these terms and +conditions. + + +Section 1 -- Definitions. + + a. Adapted Material means material subject to Copyright and Similar + Rights that is derived from or based upon the Licensed Material + and in which the Licensed Material is translated, altered, + arranged, transformed, or otherwise modified in a manner requiring + permission under the Copyright and Similar Rights held by the + Licensor. For purposes of this Public License, where the Licensed + Material is a musical work, performance, or sound recording, + Adapted Material is always produced where the Licensed Material is + synched in timed relation with a moving image. + + b. Adapter's License means the license You apply to Your Copyright + and Similar Rights in Your contributions to Adapted Material in + accordance with the terms and conditions of this Public License. + + c. BY-SA Compatible License means a license listed at + creativecommons.org/compatiblelicenses, approved by Creative + Commons as essentially the equivalent of this Public License. + + d. Copyright and Similar Rights means copyright and/or similar rights + closely related to copyright including, without limitation, + performance, broadcast, sound recording, and Sui Generis Database + Rights, without regard to how the rights are labeled or + categorized. For purposes of this Public License, the rights + specified in Section 2(b)(1)-(2) are not Copyright and Similar + Rights. + + e. Effective Technological Measures means those measures that, in the + absence of proper authority, may not be circumvented under laws + fulfilling obligations under Article 11 of the WIPO Copyright + Treaty adopted on December 20, 1996, and/or similar international + agreements. + + f. Exceptions and Limitations means fair use, fair dealing, and/or + any other exception or limitation to Copyright and Similar Rights + that applies to Your use of the Licensed Material. + + g. License Elements means the license attributes listed in the name + of a Creative Commons Public License. The License Elements of this + Public License are Attribution and ShareAlike. + + h. Licensed Material means the artistic or literary work, database, + or other material to which the Licensor applied this Public + License. + + i. Licensed Rights means the rights granted to You subject to the + terms and conditions of this Public License, which are limited to + all Copyright and Similar Rights that apply to Your use of the + Licensed Material and that the Licensor has authority to license. + + j. Licensor means the individual(s) or entity(ies) granting rights + under this Public License. + + k. Share means to provide material to the public by any means or + process that requires permission under the Licensed Rights, such + as reproduction, public display, public performance, distribution, + dissemination, communication, or importation, and to make material + available to the public including in ways that members of the + public may access the material from a place and at a time + individually chosen by them. + + l. Sui Generis Database Rights means rights other than copyright + resulting from Directive 96/9/EC of the European Parliament and of + the Council of 11 March 1996 on the legal protection of databases, + as amended and/or succeeded, as well as other essentially + equivalent rights anywhere in the world. + + m. You means the individual or entity exercising the Licensed Rights + under this Public License. Your has a corresponding meaning. + + +Section 2 -- Scope. + + a. License grant. + + 1. Subject to the terms and conditions of this Public License, + the Licensor hereby grants You a worldwide, royalty-free, + non-sublicensable, non-exclusive, irrevocable license to + exercise the Licensed Rights in the Licensed Material to: + + a. reproduce and Share the Licensed Material, in whole or + in part; and + + b. produce, reproduce, and Share Adapted Material. + + 2. Exceptions and Limitations. For the avoidance of doubt, where + Exceptions and Limitations apply to Your use, this Public + License does not apply, and You do not need to comply with + its terms and conditions. + + 3. Term. The term of this Public License is specified in Section + 6(a). + + 4. Media and formats; technical modifications allowed. The + Licensor authorizes You to exercise the Licensed Rights in + all media and formats whether now known or hereafter created, + and to make technical modifications necessary to do so. The + Licensor waives and/or agrees not to assert any right or + authority to forbid You from making technical modifications + necessary to exercise the Licensed Rights, including + technical modifications necessary to circumvent Effective + Technological Measures. For purposes of this Public License, + simply making modifications authorized by this Section 2(a) + (4) never produces Adapted Material. + + 5. Downstream recipients. + + a. Offer from the Licensor -- Licensed Material. Every + recipient of the Licensed Material automatically + receives an offer from the Licensor to exercise the + Licensed Rights under the terms and conditions of this + Public License. + + b. Additional offer from the Licensor -- Adapted Material. + Every recipient of Adapted Material from You + automatically receives an offer from the Licensor to + exercise the Licensed Rights in the Adapted Material + under the conditions of the Adapter's License You apply. + + c. No downstream restrictions. You may not offer or impose + any additional or different terms or conditions on, or + apply any Effective Technological Measures to, the + Licensed Material if doing so restricts exercise of the + Licensed Rights by any recipient of the Licensed + Material. + + 6. No endorsement. Nothing in this Public License constitutes or + may be construed as permission to assert or imply that You + are, or that Your use of the Licensed Material is, connected + with, or sponsored, endorsed, or granted official status by, + the Licensor or others designated to receive attribution as + provided in Section 3(a)(1)(A)(i). + + b. Other rights. + + 1. Moral rights, such as the right of integrity, are not + licensed under this Public License, nor are publicity, + privacy, and/or other similar personality rights; however, to + the extent possible, the Licensor waives and/or agrees not to + assert any such rights held by the Licensor to the limited + extent necessary to allow You to exercise the Licensed + Rights, but not otherwise. + + 2. Patent and trademark rights are not licensed under this + Public License. + + 3. To the extent possible, the Licensor waives any right to + collect royalties from You for the exercise of the Licensed + Rights, whether directly or through a collecting society + under any voluntary or waivable statutory or compulsory + licensing scheme. In all other cases the Licensor expressly + reserves any right to collect such royalties. + + +Section 3 -- License Conditions. + +Your exercise of the Licensed Rights is expressly made subject to the +following conditions. + + a. Attribution. + + 1. If You Share the Licensed Material (including in modified + form), You must: + + a. retain the following if it is supplied by the Licensor + with the Licensed Material: + + i. identification of the creator(s) of the Licensed + Material and any others designated to receive + attribution, in any reasonable manner requested by + the Licensor (including by pseudonym if + designated); + + ii. a copyright notice; + + iii. a notice that refers to this Public License; + + iv. a notice that refers to the disclaimer of + warranties; + + v. a URI or hyperlink to the Licensed Material to the + extent reasonably practicable; + + b. indicate if You modified the Licensed Material and + retain an indication of any previous modifications; and + + c. indicate the Licensed Material is licensed under this + Public License, and include the text of, or the URI or + hyperlink to, this Public License. + + 2. You may satisfy the conditions in Section 3(a)(1) in any + reasonable manner based on the medium, means, and context in + which You Share the Licensed Material. For example, it may be + reasonable to satisfy the conditions by providing a URI or + hyperlink to a resource that includes the required + information. + + 3. If requested by the Licensor, You must remove any of the + information required by Section 3(a)(1)(A) to the extent + reasonably practicable. + + b. ShareAlike. + + In addition to the conditions in Section 3(a), if You Share + Adapted Material You produce, the following conditions also apply. + + 1. The Adapter's License You apply must be a Creative Commons + license with the same License Elements, this version or + later, or a BY-SA Compatible License. + + 2. You must include the text of, or the URI or hyperlink to, the + Adapter's License You apply. You may satisfy this condition + in any reasonable manner based on the medium, means, and + context in which You Share Adapted Material. + + 3. You may not offer or impose any additional or different terms + or conditions on, or apply any Effective Technological + Measures to, Adapted Material that restrict exercise of the + rights granted under the Adapter's License You apply. + + +Section 4 -- Sui Generis Database Rights. + +Where the Licensed Rights include Sui Generis Database Rights that +apply to Your use of the Licensed Material: + + a. for the avoidance of doubt, Section 2(a)(1) grants You the right + to extract, reuse, reproduce, and Share all or a substantial + portion of the contents of the database; + + b. if You include all or a substantial portion of the database + contents in a database in which You have Sui Generis Database + Rights, then the database in which You have Sui Generis Database + Rights (but not its individual contents) is Adapted Material, + + including for purposes of Section 3(b); and + c. You must comply with the conditions in Section 3(a) if You Share + all or a substantial portion of the contents of the database. + +For the avoidance of doubt, this Section 4 supplements and does not +replace Your obligations under this Public License where the Licensed +Rights include other Copyright and Similar Rights. + + +Section 5 -- Disclaimer of Warranties and Limitation of Liability. + + a. UNLESS OTHERWISE SEPARATELY UNDERTAKEN BY THE LICENSOR, TO THE + EXTENT POSSIBLE, THE LICENSOR OFFERS THE LICENSED MATERIAL AS-IS + AND AS-AVAILABLE, AND MAKES NO REPRESENTATIONS OR WARRANTIES OF + ANY KIND CONCERNING THE LICENSED MATERIAL, WHETHER EXPRESS, + IMPLIED, STATUTORY, OR OTHER. THIS INCLUDES, WITHOUT LIMITATION, + WARRANTIES OF TITLE, MERCHANTABILITY, FITNESS FOR A PARTICULAR + PURPOSE, NON-INFRINGEMENT, ABSENCE OF LATENT OR OTHER DEFECTS, + ACCURACY, OR THE PRESENCE OR ABSENCE OF ERRORS, WHETHER OR NOT + KNOWN OR DISCOVERABLE. WHERE DISCLAIMERS OF WARRANTIES ARE NOT + ALLOWED IN FULL OR IN PART, THIS DISCLAIMER MAY NOT APPLY TO YOU. + + b. TO THE EXTENT POSSIBLE, IN NO EVENT WILL THE LICENSOR BE LIABLE + TO YOU ON ANY LEGAL THEORY (INCLUDING, WITHOUT LIMITATION, + NEGLIGENCE) OR OTHERWISE FOR ANY DIRECT, SPECIAL, INDIRECT, + INCIDENTAL, CONSEQUENTIAL, PUNITIVE, EXEMPLARY, OR OTHER LOSSES, + COSTS, EXPENSES, OR DAMAGES ARISING OUT OF THIS PUBLIC LICENSE OR + USE OF THE LICENSED MATERIAL, EVEN IF THE LICENSOR HAS BEEN + ADVISED OF THE POSSIBILITY OF SUCH LOSSES, COSTS, EXPENSES, OR + DAMAGES. WHERE A LIMITATION OF LIABILITY IS NOT ALLOWED IN FULL OR + IN PART, THIS LIMITATION MAY NOT APPLY TO YOU. + + c. The disclaimer of warranties and limitation of liability provided + above shall be interpreted in a manner that, to the extent + possible, most closely approximates an absolute disclaimer and + waiver of all liability. + + +Section 6 -- Term and Termination. + + a. This Public License applies for the term of the Copyright and + Similar Rights licensed here. However, if You fail to comply with + this Public License, then Your rights under this Public License + terminate automatically. + + b. Where Your right to use the Licensed Material has terminated under + Section 6(a), it reinstates: + + 1. automatically as of the date the violation is cured, provided + it is cured within 30 days of Your discovery of the + violation; or + + 2. upon express reinstatement by the Licensor. + + For the avoidance of doubt, this Section 6(b) does not affect any + right the Licensor may have to seek remedies for Your violations + of this Public License. + + c. For the avoidance of doubt, the Licensor may also offer the + Licensed Material under separate terms or conditions or stop + distributing the Licensed Material at any time; however, doing so + will not terminate this Public License. + + d. Sections 1, 5, 6, 7, and 8 survive termination of this Public + License. + + +Section 7 -- Other Terms and Conditions. + + a. The Licensor shall not be bound by any additional or different + terms or conditions communicated by You unless expressly agreed. + + b. Any arrangements, understandings, or agreements regarding the + Licensed Material not stated herein are separate from and + independent of the terms and conditions of this Public License. + + +Section 8 -- Interpretation. + + a. For the avoidance of doubt, this Public License does not, and + shall not be interpreted to, reduce, limit, restrict, or impose + conditions on any use of the Licensed Material that could lawfully + be made without permission under this Public License. + + b. To the extent possible, if any provision of this Public License is + deemed unenforceable, it shall be automatically reformed to the + minimum extent necessary to make it enforceable. If the provision + cannot be reformed, it shall be severed from this Public License + without affecting the enforceability of the remaining terms and + conditions. + + c. No term or condition of this Public License will be waived and no + failure to comply consented to unless expressly agreed to by the + Licensor. + + d. Nothing in this Public License constitutes or may be interpreted + as a limitation upon, or waiver of, any privileges and immunities + that apply to the Licensor or You, including from the legal + processes of any jurisdiction or authority. + + +======================================================================= + +Creative Commons is not a party to its public +licenses. Notwithstanding, Creative Commons may elect to apply one of +its public licenses to material it publishes and in those instances +will be considered the “Licensor.” The text of the Creative Commons +public licenses is dedicated to the public domain under the CC0 Public +Domain Dedication. Except for the limited purpose of indicating that +material is shared under a Creative Commons public license or as +otherwise permitted by the Creative Commons policies published at +creativecommons.org/policies, Creative Commons does not authorize the +use of the trademark "Creative Commons" or any other trademark or logo +of Creative Commons without its prior written consent including, +without limitation, in connection with any unauthorized modifications +to any of its public licenses or any other arrangements, +understandings, or agreements concerning use of licensed material. For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. diff --git a/Assets/Textures/HQGame/structure-blocked.tga b/Assets/Textures/HQGame/structure-blocked.tga new file mode 100644 index 0000000..fe7ecb2 Binary files /dev/null and b/Assets/Textures/HQGame/structure-blocked.tga differ diff --git a/Assets/Textures/HQGame/structure-carpet.tga b/Assets/Textures/HQGame/structure-carpet.tga new file mode 100644 index 0000000..943a33c Binary files /dev/null and b/Assets/Textures/HQGame/structure-carpet.tga differ diff --git a/Assets/Textures/HQGame/structure-endgame-deepfloor_albedo.png b/Assets/Textures/HQGame/structure-endgame-deepfloor_albedo.png new file mode 100644 index 0000000..73a4590 Binary files /dev/null and b/Assets/Textures/HQGame/structure-endgame-deepfloor_albedo.png differ diff --git a/Assets/Textures/HQGame/structure-endgame-deepfloor_albedo.tga b/Assets/Textures/HQGame/structure-endgame-deepfloor_albedo.tga new file mode 100644 index 0000000..44ddf35 Binary files /dev/null and b/Assets/Textures/HQGame/structure-endgame-deepfloor_albedo.tga differ diff --git a/Assets/Textures/HQGame/structure-endgame-deepfloor_bump.png b/Assets/Textures/HQGame/structure-endgame-deepfloor_bump.png new file mode 100644 index 0000000..e6399d8 Binary files /dev/null and b/Assets/Textures/HQGame/structure-endgame-deepfloor_bump.png differ diff --git a/Assets/Textures/HQGame/structure-endgame-deepfloor_bump.tga b/Assets/Textures/HQGame/structure-endgame-deepfloor_bump.tga new file mode 100644 index 0000000..d419164 Binary files /dev/null and b/Assets/Textures/HQGame/structure-endgame-deepfloor_bump.tga differ diff --git a/Assets/Textures/HQGame/structure-endgame-deepfloor_emissive.png b/Assets/Textures/HQGame/structure-endgame-deepfloor_emissive.png new file mode 100644 index 0000000..9500c43 Binary files /dev/null and b/Assets/Textures/HQGame/structure-endgame-deepfloor_emissive.png differ diff --git a/Assets/Textures/HQGame/structure-endgame-deepfloor_specular.png b/Assets/Textures/HQGame/structure-endgame-deepfloor_specular.png new file mode 100644 index 0000000..cc34877 Binary files /dev/null and b/Assets/Textures/HQGame/structure-endgame-deepfloor_specular.png differ diff --git a/Assets/Textures/HQGame/structure-endgame-dirt.tga b/Assets/Textures/HQGame/structure-endgame-dirt.tga new file mode 100644 index 0000000..9189409 Binary files /dev/null and b/Assets/Textures/HQGame/structure-endgame-dirt.tga differ diff --git a/Assets/Textures/HQGame/structure-endgame-floor_albedo.png b/Assets/Textures/HQGame/structure-endgame-floor_albedo.png new file mode 100644 index 0000000..4a65888 Binary files /dev/null and b/Assets/Textures/HQGame/structure-endgame-floor_albedo.png differ diff --git a/Assets/Textures/HQGame/structure-endgame-floor_albedo.tga b/Assets/Textures/HQGame/structure-endgame-floor_albedo.tga new file mode 100644 index 0000000..da29f2f Binary files /dev/null and b/Assets/Textures/HQGame/structure-endgame-floor_albedo.tga differ diff --git a/Assets/Textures/HQGame/structure-endgame-floor_bump.png b/Assets/Textures/HQGame/structure-endgame-floor_bump.png new file mode 100644 index 0000000..763790f Binary files /dev/null and b/Assets/Textures/HQGame/structure-endgame-floor_bump.png differ diff --git a/Assets/Textures/HQGame/structure-endgame-floor_bump.tga b/Assets/Textures/HQGame/structure-endgame-floor_bump.tga new file mode 100644 index 0000000..9f2ae31 Binary files /dev/null and b/Assets/Textures/HQGame/structure-endgame-floor_bump.tga differ diff --git a/Assets/Textures/HQGame/structure-endgame-floor_emissive.png b/Assets/Textures/HQGame/structure-endgame-floor_emissive.png new file mode 100644 index 0000000..8ff9ebd Binary files /dev/null and b/Assets/Textures/HQGame/structure-endgame-floor_emissive.png differ diff --git a/Assets/Textures/HQGame/structure-endgame-floor_specular.png b/Assets/Textures/HQGame/structure-endgame-floor_specular.png new file mode 100644 index 0000000..50ab350 Binary files /dev/null and b/Assets/Textures/HQGame/structure-endgame-floor_specular.png differ diff --git a/Assets/Textures/HQGame/structure-endgame-wall_albedo.tga b/Assets/Textures/HQGame/structure-endgame-wall_albedo.tga new file mode 100644 index 0000000..e04662a Binary files /dev/null and b/Assets/Textures/HQGame/structure-endgame-wall_albedo.tga differ diff --git a/Assets/Textures/HQGame/structure-endgame-wall_bump.tga b/Assets/Textures/HQGame/structure-endgame-wall_bump.tga new file mode 100644 index 0000000..d80128b Binary files /dev/null and b/Assets/Textures/HQGame/structure-endgame-wall_bump.tga differ diff --git a/Assets/Textures/HQGame/structure-endgame-water.tga b/Assets/Textures/HQGame/structure-endgame-water.tga new file mode 100644 index 0000000..88e7103 Binary files /dev/null and b/Assets/Textures/HQGame/structure-endgame-water.tga differ diff --git a/Assets/Textures/HQGame/structure-tile.tga b/Assets/Textures/HQGame/structure-tile.tga new file mode 100644 index 0000000..7b02842 Binary files /dev/null and b/Assets/Textures/HQGame/structure-tile.tga differ diff --git a/Assets/Textures/HQGame/structure-vrgrid-a.tga b/Assets/Textures/HQGame/structure-vrgrid-a.tga new file mode 100644 index 0000000..00a994e Binary files /dev/null and b/Assets/Textures/HQGame/structure-vrgrid-a.tga differ diff --git a/Assets/Textures/HQGame/structure-vrgrid-b.tga b/Assets/Textures/HQGame/structure-vrgrid-b.tga new file mode 100644 index 0000000..2b7da23 Binary files /dev/null and b/Assets/Textures/HQGame/structure-vrgrid-b.tga differ diff --git a/Assets/Textures/HQGame/structure-wall_albedo.tga b/Assets/Textures/HQGame/structure-wall_albedo.tga new file mode 100644 index 0000000..f886617 Binary files /dev/null and b/Assets/Textures/HQGame/structure-wall_albedo.tga differ diff --git a/Assets/Textures/HQGame/structure-wall_bump.tga b/Assets/Textures/HQGame/structure-wall_bump.tga new file mode 100644 index 0000000..04449c8 Binary files /dev/null and b/Assets/Textures/HQGame/structure-wall_bump.tga differ diff --git a/Assets/Textures/HQGame/structure-wood.tga b/Assets/Textures/HQGame/structure-wood.tga new file mode 100644 index 0000000..5827780 Binary files /dev/null and b/Assets/Textures/HQGame/structure-wood.tga differ diff --git a/DX11Starter.vcxproj b/DX11Starter.vcxproj index 9a57e96..5d29ec5 100644 --- a/DX11Starter.vcxproj +++ b/DX11Starter.vcxproj @@ -308,9 +308,393 @@ + + + + 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 + + + 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