2
Assets/Textures/HQGame/attribution.txt
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|
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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
|
427
Assets/Textures/HQGame/license_CC-BY-SA-4.0.txt
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|
||||||
|
Attribution-ShareAlike 4.0 International
|
||||||
|
|
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|
=======================================================================
|
||||||
|
|
||||||
|
Creative Commons Corporation ("Creative Commons") is not a law firm and
|
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|
does not provide legal services or legal advice. Distribution of
|
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|
Creative Commons public licenses does not create a lawyer-client or
|
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other relationship. Creative Commons makes its licenses and related
|
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information available on an "as-is" basis. Creative Commons gives no
|
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|
warranties regarding its licenses, any material licensed under their
|
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terms and conditions, or any related information. Creative Commons
|
||||||
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disclaims all liability for damages resulting from their use to the
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|
fullest extent possible.
|
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|
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Using Creative Commons Public Licenses
|
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|
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|
Creative Commons public licenses provide a standard set of terms and
|
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|
conditions that creators and other rights holders may use to share
|
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|
original works of authorship and other material subject to copyright
|
||||||
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and certain other rights specified in the public license below. The
|
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following considerations are for informational purposes only, are not
|
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exhaustive, and do not form part of our licenses.
|
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|
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Considerations for licensors: Our public licenses are
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intended for use by those authorized to give the public
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permission to use material in ways otherwise restricted by
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copyright and certain other rights. Our licenses are
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and conditions of the license they choose before applying it.
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Licensors should also secure all rights necessary before
|
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applying our licenses so that the public can reuse the
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material as expected. Licensors should clearly mark any
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material not subject to the license. This includes other CC-
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licensed material, or material used under an exception or
|
||||||
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limitation to copyright. More considerations for licensors:
|
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|
wiki.creativecommons.org/Considerations_for_licensors
|
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|
||||||
|
Considerations for the public: By using one of our public
|
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licenses, a licensor grants the public permission to use the
|
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licensed material under specified terms and conditions. If
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the licensor's permission is not necessary for any reason--for
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example, because of any applicable exception or limitation to
|
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copyright--then that use is not regulated by the license. Our
|
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licenses grant only permissions under copyright and certain
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other rights that a licensor has authority to grant. Use of
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the licensed material may still be restricted for other
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reasons, including because others have copyright or other
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rights in the material. A licensor may make special requests,
|
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such as asking that all changes be marked or described.
|
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Although not required by our licenses, you are encouraged to
|
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|
respect those requests where reasonable. More_considerations
|
||||||
|
for the public:
|
||||||
|
wiki.creativecommons.org/Considerations_for_licensees
|
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|
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|
=======================================================================
|
||||||
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|
||||||
|
Creative Commons Attribution-ShareAlike 4.0 International Public
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||||||
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License
|
||||||
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|
||||||
|
By exercising the Licensed Rights (defined below), You accept and agree
|
||||||
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to be bound by the terms and conditions of this Creative Commons
|
||||||
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Attribution-ShareAlike 4.0 International Public License ("Public
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License"). To the extent this Public License may be interpreted as a
|
||||||
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contract, You are granted the Licensed Rights in consideration of Your
|
||||||
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acceptance of these terms and conditions, and the Licensor grants You
|
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such rights in consideration of benefits the Licensor receives from
|
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making the Licensed Material available under these terms and
|
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conditions.
|
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|
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|
||||||
|
Section 1 -- Definitions.
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||||||
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|
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a. Adapted Material means material subject to Copyright and Similar
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Rights that is derived from or based upon the Licensed Material
|
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and in which the Licensed Material is translated, altered,
|
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arranged, transformed, or otherwise modified in a manner requiring
|
||||||
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permission under the Copyright and Similar Rights held by the
|
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Licensor. For purposes of this Public License, where the Licensed
|
||||||
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Material is a musical work, performance, or sound recording,
|
||||||
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Adapted Material is always produced where the Licensed Material is
|
||||||
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synched in timed relation with a moving image.
|
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|
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b. Adapter's License means the license You apply to Your Copyright
|
||||||
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and Similar Rights in Your contributions to Adapted Material in
|
||||||
|
accordance with the terms and conditions of this Public License.
|
||||||
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|
||||||
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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.
|
||||||
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|
||||||
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d. Copyright and Similar Rights means copyright and/or similar rights
|
||||||
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closely related to copyright including, without limitation,
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performance, broadcast, sound recording, and Sui Generis Database
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||||||
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Rights, without regard to how the rights are labeled or
|
||||||
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categorized. For purposes of this Public License, the rights
|
||||||
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specified in Section 2(b)(1)-(2) are not Copyright and Similar
|
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Rights.
|
||||||
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|
||||||
|
e. Effective Technological Measures means those measures that, in the
|
||||||
|
absence of proper authority, may not be circumvented under laws
|
||||||
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fulfilling obligations under Article 11 of the WIPO Copyright
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||||||
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Treaty adopted on December 20, 1996, and/or similar international
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agreements.
|
||||||
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|
||||||
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f. Exceptions and Limitations means fair use, fair dealing, and/or
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any other exception or limitation to Copyright and Similar Rights
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||||||
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that applies to Your use of the Licensed Material.
|
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|
||||||
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g. License Elements means the license attributes listed in the name
|
||||||
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of a Creative Commons Public License. The License Elements of this
|
||||||
|
Public License are Attribution and ShareAlike.
|
||||||
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|
||||||
|
h. Licensed Material means the artistic or literary work, database,
|
||||||
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or other material to which the Licensor applied this Public
|
||||||
|
License.
|
||||||
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|
||||||
|
i. Licensed Rights means the rights granted to You subject to the
|
||||||
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terms and conditions of this Public License, which are limited to
|
||||||
|
all Copyright and Similar Rights that apply to Your use of the
|
||||||
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Licensed Material and that the Licensor has authority to license.
|
||||||
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|
||||||
|
j. Licensor means the individual(s) or entity(ies) granting rights
|
||||||
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under this Public License.
|
||||||
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|
||||||
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k. Share means to provide material to the public by any means or
|
||||||
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process that requires permission under the Licensed Rights, such
|
||||||
|
as reproduction, public display, public performance, distribution,
|
||||||
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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.
|
||||||
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|
||||||
|
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:
|
||||||
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|
||||||
|
a. reproduce and Share the Licensed Material, in whole or
|
||||||
|
in part; and
|
||||||
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|
||||||
|
b. produce, reproduce, and Share Adapted Material.
|
||||||
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|
||||||
|
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.
|
||||||
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|
||||||
|
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
|
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Licensed Material not stated herein are separate from and
|
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independent of the terms and conditions of this Public License.
|
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Section 8 -- Interpretation.
|
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|
a. For the avoidance of doubt, this Public License does not, and
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shall not be interpreted to, reduce, limit, restrict, or impose
|
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conditions on any use of the Licensed Material that could lawfully
|
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be made without permission under this Public License.
|
||||||
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b. To the extent possible, if any provision of this Public License is
|
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deemed unenforceable, it shall be automatically reformed to the
|
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|
minimum extent necessary to make it enforceable. If the provision
|
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|
cannot be reformed, it shall be severed from this Public License
|
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without affecting the enforceability of the remaining terms and
|
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|
conditions.
|
||||||
|
|
||||||
|
c. No term or condition of this Public License will be waived and no
|
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|
failure to comply consented to unless expressly agreed to by the
|
||||||
|
Licensor.
|
||||||
|
|
||||||
|
d. Nothing in this Public License constitutes or may be interpreted
|
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|
as a limitation upon, or waiver of, any privileges and immunities
|
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that apply to the Licensor or You, including from the legal
|
||||||
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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
|
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|
of Creative Commons without its prior written consent including,
|
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|
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.
|
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|
|
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|
Creative Commons may be contacted at creativecommons.org.
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BIN
Assets/Textures/HQGame/structure-blocked.tga
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||||||
|
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(OutDir)/Assets/Textures/HQGame</DestinationFolders>
|
||||||
|
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(OutDir)/Assets/Textures/HQGame</DestinationFolders>
|
||||||
|
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)/Assets/Textures/HQGame</DestinationFolders>
|
||||||
|
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)/Assets/Textures/HQGame</DestinationFolders>
|
||||||
|
</CopyFileToFolders>
|
||||||
|
</ItemGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
<ImportGroup Label="ExtensionTargets">
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
<Import Project="packages\Microsoft.XAudio2.Redist.1.2.8\build\native\Microsoft.XAudio2.Redist.targets" Condition="Exists('packages\Microsoft.XAudio2.Redist.1.2.8\build\native\Microsoft.XAudio2.Redist.targets')" />
|
||||||
|
<Import Project="packages\directxtk_desktop_2017.2022.3.24.2\build\native\directxtk_desktop_2017.targets" Condition="Exists('packages\directxtk_desktop_2017.2022.3.24.2\build\native\directxtk_desktop_2017.targets')" />
|
||||||
</ImportGroup>
|
</ImportGroup>
|
||||||
|
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
|
||||||
|
<PropertyGroup>
|
||||||
|
<ErrorText>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}.</ErrorText>
|
||||||
|
</PropertyGroup>
|
||||||
|
<Error Condition="!Exists('packages\Microsoft.XAudio2.Redist.1.2.8\build\native\Microsoft.XAudio2.Redist.targets')" Text="$([System.String]::Format('$(ErrorText)', 'packages\Microsoft.XAudio2.Redist.1.2.8\build\native\Microsoft.XAudio2.Redist.targets'))" />
|
||||||
|
<Error Condition="!Exists('packages\directxtk_desktop_2017.2022.3.24.2\build\native\directxtk_desktop_2017.targets')" Text="$([System.String]::Format('$(ErrorText)', 'packages\directxtk_desktop_2017.2022.3.24.2\build\native\directxtk_desktop_2017.targets'))" />
|
||||||
|
</Target>
|
||||||
</Project>
|
</Project>
|
|
@ -22,6 +22,12 @@
|
||||||
<Filter Include="Assets\Models">
|
<Filter Include="Assets\Models">
|
||||||
<UniqueIdentifier>{70d904c1-abb7-4ffe-a6fd-58c67ea6f72b}</UniqueIdentifier>
|
<UniqueIdentifier>{70d904c1-abb7-4ffe-a6fd-58c67ea6f72b}</UniqueIdentifier>
|
||||||
</Filter>
|
</Filter>
|
||||||
|
<Filter Include="Assets\Textures">
|
||||||
|
<UniqueIdentifier>{073e5c75-8b30-4d03-9cc7-826640bc36be}</UniqueIdentifier>
|
||||||
|
</Filter>
|
||||||
|
<Filter Include="Assets\Textures\HQGame">
|
||||||
|
<UniqueIdentifier>{347d5c70-73d2-4716-b28c-06526433d151}</UniqueIdentifier>
|
||||||
|
</Filter>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="DXCore.cpp">
|
<ClCompile Include="DXCore.cpp">
|
||||||
|
@ -126,6 +132,84 @@
|
||||||
<CopyFileToFolders Include="Assets\Models\torus.obj">
|
<CopyFileToFolders Include="Assets\Models\torus.obj">
|
||||||
<Filter>Assets\Models</Filter>
|
<Filter>Assets\Models</Filter>
|
||||||
</CopyFileToFolders>
|
</CopyFileToFolders>
|
||||||
|
<CopyFileToFolders Include="Assets\Textures\HQGame\attribution.txt">
|
||||||
|
<Filter>Assets\Textures\HQGame</Filter>
|
||||||
|
</CopyFileToFolders>
|
||||||
|
<CopyFileToFolders Include="Assets\Textures\HQGame\license_CC-BY-SA-4.0.txt">
|
||||||
|
<Filter>Assets\Textures\HQGame</Filter>
|
||||||
|
</CopyFileToFolders>
|
||||||
|
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-blocked.tga">
|
||||||
|
<Filter>Assets\Textures\HQGame</Filter>
|
||||||
|
</CopyFileToFolders>
|
||||||
|
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-carpet.tga">
|
||||||
|
<Filter>Assets\Textures\HQGame</Filter>
|
||||||
|
</CopyFileToFolders>
|
||||||
|
<CopyFileToFolders Include="Assets\Textures\HQGame\structure-endgame-deepfloor_albedo.tga">
|
||||||
|
<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>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<None Include="Helpers.hlsli">
|
<None Include="Helpers.hlsli">
|
||||||
|
@ -140,5 +224,6 @@
|
||||||
<None Include="Lights.hlsli">
|
<None Include="Lights.hlsli">
|
||||||
<Filter>Shaders</Filter>
|
<Filter>Shaders</Filter>
|
||||||
</None>
|
</None>
|
||||||
|
<None Include="packages.config" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
97
Game.cpp
|
@ -7,6 +7,7 @@
|
||||||
#pragma comment(lib, "d3dcompiler.lib")
|
#pragma comment(lib, "d3dcompiler.lib")
|
||||||
#include <d3dcompiler.h>
|
#include <d3dcompiler.h>
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
#include "WICTextureLoader.h"
|
||||||
|
|
||||||
// For the DirectX Math library
|
// For the DirectX Math library
|
||||||
using namespace DirectX;
|
using namespace DirectX;
|
||||||
|
@ -60,6 +61,7 @@ void Game::Init()
|
||||||
// geometry to draw and some simple camera matrices.
|
// geometry to draw and some simple camera matrices.
|
||||||
// - You'll be expanding and/or replacing these later
|
// - You'll be expanding and/or replacing these later
|
||||||
LoadShaders();
|
LoadShaders();
|
||||||
|
LoadTextures();
|
||||||
LoadLighting();
|
LoadLighting();
|
||||||
CreateBasicGeometry();
|
CreateBasicGeometry();
|
||||||
|
|
||||||
|
@ -83,50 +85,88 @@ void Game::LoadShaders()
|
||||||
pixelShader = std::make_shared<SimplePixelShader>(device, context, GetFullPathTo_Wide(L"SimplePixelShader.cso").c_str());
|
pixelShader = std::make_shared<SimplePixelShader>(device, context, GetFullPathTo_Wide(L"SimplePixelShader.cso").c_str());
|
||||||
|
|
||||||
XMFLOAT3 white = XMFLOAT3(1.0f, 1.0f, 1.0f);
|
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 = {
|
materials = {
|
||||||
std::make_shared<Material>(white, 0, vertexShader, pixelShader),
|
std::make_shared<Material>(white, 0, vertexShader, pixelShader),
|
||||||
std::make_shared<Material>(deeppink, 0, vertexShader, pixelShader),
|
std::make_shared<Material>(white, 0, vertexShader, pixelShader),
|
||||||
std::make_shared<Material>(deepcoral, 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()
|
void Game::LoadLighting()
|
||||||
{
|
{
|
||||||
ambient = XMFLOAT3(0.05f, 0.05f, 0.20f);
|
ambient = XMFLOAT3(0.1f, 0.1f, 0.15f);
|
||||||
|
|
||||||
Light directionalLight0 = {};
|
Light directionalLight0 = {};
|
||||||
directionalLight0.Type = LIGHT_TYPE_DIRECTIONAL;
|
directionalLight0.Type = LIGHT_TYPE_DIRECTIONAL;
|
||||||
directionalLight0.Direction = XMFLOAT3(1, 0, 0);
|
directionalLight0.Direction = XMFLOAT3(1, 0.5f, 0.5f);
|
||||||
directionalLight0.Color = XMFLOAT3(1, 0, 0);
|
directionalLight0.Color = XMFLOAT3(1, 1, 1);
|
||||||
directionalLight0.Intensity = 1;
|
directionalLight0.Intensity = 0.5f;
|
||||||
|
|
||||||
Light directionalLight1 = {};
|
Light directionalLight1 = {};
|
||||||
directionalLight1.Type = LIGHT_TYPE_DIRECTIONAL;
|
directionalLight1.Type = LIGHT_TYPE_DIRECTIONAL;
|
||||||
directionalLight1.Direction = XMFLOAT3(0, -1, 0);
|
directionalLight1.Direction = XMFLOAT3(-0.25f, -1, 0.75f);
|
||||||
directionalLight1.Color = XMFLOAT3(0, 1, 0);
|
directionalLight1.Color = XMFLOAT3(1, 1, 1);
|
||||||
directionalLight1.Intensity = 1;
|
directionalLight1.Intensity = 0.5f;
|
||||||
|
|
||||||
Light directionalLight2 = {};
|
Light directionalLight2 = {};
|
||||||
directionalLight2.Type = LIGHT_TYPE_DIRECTIONAL;
|
directionalLight2.Type = LIGHT_TYPE_DIRECTIONAL;
|
||||||
directionalLight2.Direction = XMFLOAT3(-1, 1, -0.5f);
|
directionalLight2.Direction = XMFLOAT3(-1, 1, -0.5f);
|
||||||
directionalLight2.Color = XMFLOAT3(0, 0, 1);
|
directionalLight2.Color = XMFLOAT3(1, 1, 1);
|
||||||
directionalLight2.Intensity = 1;
|
directionalLight2.Intensity = 0.5f;
|
||||||
|
|
||||||
Light pointLight0 = {};
|
Light pointLight0 = {};
|
||||||
pointLight0.Type = LIGHT_TYPE_POINT;
|
pointLight0.Type = LIGHT_TYPE_POINT;
|
||||||
pointLight0.Position = XMFLOAT3(-2, -2, 0);
|
pointLight0.Position = XMFLOAT3(-1.5f, 0, 0);
|
||||||
pointLight0.Color = XMFLOAT3(1, 1, 0);
|
pointLight0.Color = XMFLOAT3(1, 1, 1);
|
||||||
pointLight0.Intensity = 1;
|
pointLight0.Intensity = 0.5f;
|
||||||
pointLight0.Range = 10;
|
pointLight0.Range = 10;
|
||||||
|
|
||||||
Light pointLight1 = {};
|
Light pointLight1 = {};
|
||||||
pointLight1.Type = LIGHT_TYPE_POINT;
|
pointLight1.Type = LIGHT_TYPE_POINT;
|
||||||
pointLight1.Position = XMFLOAT3(2, 2, 0);
|
pointLight1.Position = XMFLOAT3(1.5f, 0, 0);
|
||||||
pointLight1.Color = XMFLOAT3(0, 1, 1);
|
pointLight1.Color = XMFLOAT3(1, 1, 1);
|
||||||
pointLight1.Intensity = 1;
|
pointLight1.Intensity = 0.25f;
|
||||||
pointLight1.Range = 10;
|
pointLight1.Range = 10;
|
||||||
|
|
||||||
lights = {
|
lights = {
|
||||||
|
@ -171,10 +211,10 @@ void Game::CreateBasicGeometry()
|
||||||
std::make_shared<Entity>(materials[0], shapes[0]),
|
std::make_shared<Entity>(materials[0], shapes[0]),
|
||||||
std::make_shared<Entity>(materials[0], shapes[1]),
|
std::make_shared<Entity>(materials[0], shapes[1]),
|
||||||
std::make_shared<Entity>(materials[0], shapes[2]),
|
std::make_shared<Entity>(materials[0], shapes[2]),
|
||||||
std::make_shared<Entity>(materials[0], shapes[3]),
|
std::make_shared<Entity>(materials[1], shapes[3]),
|
||||||
std::make_shared<Entity>(materials[0], shapes[4]),
|
std::make_shared<Entity>(materials[1], shapes[4]),
|
||||||
std::make_shared<Entity>(materials[0], shapes[5]),
|
std::make_shared<Entity>(materials[1], shapes[5]),
|
||||||
std::make_shared<Entity>(materials[0], shapes[6]),
|
std::make_shared<Entity>(materials[1], shapes[6]),
|
||||||
};
|
};
|
||||||
|
|
||||||
for (int i = 0; i < entities.size(); ++i)
|
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)
|
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]->GetTransform()->SetRotation(sin(totalTime / 720) * 360, 0, 0);
|
||||||
entities[i]->GetMaterial()->SetRoughness(sin(totalTime * 4) * 0.5f + 0.49f);
|
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)
|
void Game::Draw(float deltaTime, float totalTime)
|
||||||
{
|
{
|
||||||
// Background color (Cornflower Blue in this case) for clearing
|
// Background color for clearing
|
||||||
static const float color[4] = { 0.4f, 0.6f, 0.75f, 0.0f };
|
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)
|
// Clear the render target and depth buffer (erases what's on the screen)
|
||||||
// - Do this ONCE PER FRAME
|
// - Do this ONCE PER FRAME
|
||||||
|
|
3
Game.h
|
@ -33,7 +33,8 @@ private:
|
||||||
bool vsync;
|
bool vsync;
|
||||||
|
|
||||||
// Initialization helper methods - feel free to customize, combine, etc.
|
// Initialization helper methods - feel free to customize, combine, etc.
|
||||||
void LoadShaders();
|
void LoadShaders();
|
||||||
|
void LoadTextures();
|
||||||
void LoadLighting();
|
void LoadLighting();
|
||||||
void CreateBasicGeometry();
|
void CreateBasicGeometry();
|
||||||
|
|
||||||
|
|
|
@ -10,7 +10,7 @@ float3 getView(float3 cameraPosition, float3 pixelWorldPosition)
|
||||||
// gets reflection vector, needed per light
|
// gets reflection vector, needed per light
|
||||||
float3 getReflection(float3 direction, float3 normal)
|
float3 getReflection(float3 direction, float3 normal)
|
||||||
{
|
{
|
||||||
return reflect(direction, normal);
|
return reflect(-direction, normal);
|
||||||
}
|
}
|
||||||
|
|
||||||
// gets specular exponent: (1-roughness) * max
|
// gets specular exponent: (1-roughness) * max
|
||||||
|
|
56
Material.cpp
|
@ -10,6 +10,8 @@ Material::Material(
|
||||||
roughness = _roughness;
|
roughness = _roughness;
|
||||||
vertexShader = _vertexShader;
|
vertexShader = _vertexShader;
|
||||||
pixelShader = _pixelShader;
|
pixelShader = _pixelShader;
|
||||||
|
uvOffset = DirectX::XMFLOAT2(0, 0);
|
||||||
|
uvScale = DirectX::XMFLOAT2(1, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
Material::~Material()
|
Material::~Material()
|
||||||
|
@ -27,11 +29,23 @@ void Material::Activate(Transform* _transform, std::shared_ptr<Camera> _camera,
|
||||||
|
|
||||||
pixelShader->SetFloat3("cameraPosition", _camera->GetTransform()->GetPosition());
|
pixelShader->SetFloat3("cameraPosition", _camera->GetTransform()->GetPosition());
|
||||||
pixelShader->SetFloat("roughness", GetRoughness());
|
pixelShader->SetFloat("roughness", GetRoughness());
|
||||||
pixelShader->SetFloat3("tint", GetTint());
|
pixelShader->SetFloat2("scale", GetUVScale());
|
||||||
|
pixelShader->SetFloat2("offset", GetUVOffset());
|
||||||
pixelShader->SetFloat3("ambient", _ambient);
|
pixelShader->SetFloat3("ambient", _ambient);
|
||||||
|
pixelShader->SetFloat("emitAmount", GetEmitAmount());
|
||||||
|
pixelShader->SetFloat3("tint", GetTint());
|
||||||
pixelShader->SetData("lights", &_lights[0], sizeof(Light) * (int)_lights.size());
|
pixelShader->SetData("lights", &_lights[0], sizeof(Light) * (int)_lights.size());
|
||||||
pixelShader->CopyAllBufferData();
|
pixelShader->CopyAllBufferData();
|
||||||
pixelShader->SetShader();
|
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()
|
DirectX::XMFLOAT3 Material::GetTint()
|
||||||
|
@ -39,11 +53,26 @@ DirectX::XMFLOAT3 Material::GetTint()
|
||||||
return tint;
|
return tint;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
DirectX::XMFLOAT2 Material::GetUVScale()
|
||||||
|
{
|
||||||
|
return uvScale;
|
||||||
|
}
|
||||||
|
|
||||||
|
DirectX::XMFLOAT2 Material::GetUVOffset()
|
||||||
|
{
|
||||||
|
return uvOffset;
|
||||||
|
}
|
||||||
|
|
||||||
float Material::GetRoughness()
|
float Material::GetRoughness()
|
||||||
{
|
{
|
||||||
return roughness;
|
return roughness;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float Material::GetEmitAmount()
|
||||||
|
{
|
||||||
|
return emitAmount;
|
||||||
|
}
|
||||||
|
|
||||||
std::shared_ptr<SimpleVertexShader> Material::GetVertexShader()
|
std::shared_ptr<SimpleVertexShader> Material::GetVertexShader()
|
||||||
{
|
{
|
||||||
return vertexShader;
|
return vertexShader;
|
||||||
|
@ -59,6 +88,16 @@ void Material::SetTint(DirectX::XMFLOAT3 _tint)
|
||||||
tint = _tint;
|
tint = _tint;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Material::SetUVScale(DirectX::XMFLOAT2 _scale)
|
||||||
|
{
|
||||||
|
uvScale = _scale;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Material::SetUVOffset(DirectX::XMFLOAT2 _offset)
|
||||||
|
{
|
||||||
|
uvOffset = _offset;
|
||||||
|
}
|
||||||
|
|
||||||
void Material::SetRoughness(float _roughness)
|
void Material::SetRoughness(float _roughness)
|
||||||
{
|
{
|
||||||
if (_roughness > 1)
|
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)
|
void Material::SetVertexShader(std::shared_ptr<SimpleVertexShader> _vertexShader)
|
||||||
{
|
{
|
||||||
vertexShader = _vertexShader;
|
vertexShader = _vertexShader;
|
||||||
|
@ -84,3 +128,13 @@ void Material::SetPixelShader(std::shared_ptr<SimplePixelShader> _pixelShader)
|
||||||
{
|
{
|
||||||
pixelShader = _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 });
|
||||||
|
}
|
||||||
|
|
15
Material.h
|
@ -24,18 +24,33 @@ public:
|
||||||
std::vector<Light> _lights);
|
std::vector<Light> _lights);
|
||||||
|
|
||||||
DirectX::XMFLOAT3 GetTint();
|
DirectX::XMFLOAT3 GetTint();
|
||||||
|
DirectX::XMFLOAT2 GetUVScale();
|
||||||
|
DirectX::XMFLOAT2 GetUVOffset();
|
||||||
float GetRoughness();
|
float GetRoughness();
|
||||||
|
float GetEmitAmount();
|
||||||
std::shared_ptr<SimpleVertexShader> GetVertexShader();
|
std::shared_ptr<SimpleVertexShader> GetVertexShader();
|
||||||
std::shared_ptr<SimplePixelShader> GetPixelShader();
|
std::shared_ptr<SimplePixelShader> GetPixelShader();
|
||||||
|
|
||||||
void SetTint(DirectX::XMFLOAT3 _tint);
|
void SetTint(DirectX::XMFLOAT3 _tint);
|
||||||
|
void SetUVScale(DirectX::XMFLOAT2 _scale);
|
||||||
|
void SetUVOffset(DirectX::XMFLOAT2 _offset);
|
||||||
void SetRoughness(float _roughness);
|
void SetRoughness(float _roughness);
|
||||||
|
void SetEmitAmount(float _emit);
|
||||||
void SetVertexShader(std::shared_ptr<SimpleVertexShader> _vertexShader);
|
void SetVertexShader(std::shared_ptr<SimpleVertexShader> _vertexShader);
|
||||||
void SetPixelShader(std::shared_ptr<SimplePixelShader> _pixelShader);
|
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:
|
private:
|
||||||
DirectX::XMFLOAT3 tint;
|
DirectX::XMFLOAT3 tint;
|
||||||
float roughness;
|
float roughness;
|
||||||
|
float emitAmount;
|
||||||
|
DirectX::XMFLOAT2 uvScale;
|
||||||
|
DirectX::XMFLOAT2 uvOffset;
|
||||||
std::shared_ptr<SimpleVertexShader> vertexShader;
|
std::shared_ptr<SimpleVertexShader> vertexShader;
|
||||||
std::shared_ptr<SimplePixelShader> pixelShader;
|
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;
|
||||||
};
|
};
|
||||||
|
|
|
@ -9,11 +9,19 @@ cbuffer ExternalData : register(b0)
|
||||||
{
|
{
|
||||||
float3 cameraPosition;
|
float3 cameraPosition;
|
||||||
float roughness;
|
float roughness;
|
||||||
|
float2 offset;
|
||||||
|
float2 scale;
|
||||||
float3 ambient;
|
float3 ambient;
|
||||||
|
float emitAmount;
|
||||||
float3 tint;
|
float3 tint;
|
||||||
Light lights[LIGHT_COUNT];
|
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
|
// Gets the specular value for any light
|
||||||
float calculateSpecular(float3 normal, float3 direction, float3 view, float roughness)
|
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
|
// 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);
|
float3 lightDirection = normalize(light.Direction);
|
||||||
float diffuse = getDiffuse(normal, -lightDirection);
|
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;
|
return (diffuse * surfaceColor + specular) * light.Intensity * light.Color;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Gets the RGB value of a pixel with a point light
|
// 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 attenuation = getAttenuation(light.Position, worldPosition, light.Range);
|
||||||
float diffuse = getDiffuse(normal, -lightDirection);
|
float diffuse = getDiffuse(normal, lightDirection);
|
||||||
float specular = calculateSpecular(normal, lightDirection, view, roughness);
|
float specular = calculateSpecular(normal, lightDirection, view, roughness) * specularValue;
|
||||||
|
|
||||||
return (diffuse * surfaceColor + specular) * attenuation * light.Intensity * light.Color;
|
return (diffuse * surfaceColor + specular) * attenuation * light.Intensity * light.Color;
|
||||||
}
|
}
|
||||||
|
@ -50,12 +58,16 @@ float4 main(VertexToPixel input) : SV_TARGET
|
||||||
{
|
{
|
||||||
// ensure input normals are normalized
|
// ensure input normals are normalized
|
||||||
input.normal = normalize(input.normal);
|
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
|
// view only needs calculated once, so pre-calculate here and pass it to lights
|
||||||
float3 view = getView(cameraPosition, input.worldPosition);
|
float3 view = getView(cameraPosition, input.worldPosition);
|
||||||
|
|
||||||
// start with ambient light and material tint
|
float4 albedo = Albedo.Sample(BasicSampler, input.uv).rgba;
|
||||||
float3 light = ambient * tint;
|
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
|
// loop through lights
|
||||||
for (int i = 0; i < LIGHT_COUNT; i++)
|
for (int i = 0; i < LIGHT_COUNT; i++)
|
||||||
|
@ -63,13 +75,13 @@ float4 main(VertexToPixel input) : SV_TARGET
|
||||||
switch (lights[i].Type)
|
switch (lights[i].Type)
|
||||||
{
|
{
|
||||||
case LIGHT_TYPE_DIRECTIONAL:
|
case LIGHT_TYPE_DIRECTIONAL:
|
||||||
light += calculateDirectionalLight(lights[i], input.normal, view, roughness, tint);
|
light += calculateDirectionalLight(lights[i], input.normal, view, roughness, surface, specular);
|
||||||
break;
|
break;
|
||||||
case LIGHT_TYPE_POINT:
|
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;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return float4(light, 1);
|
return float4(light + (emit * emitAmount), albedo.a);
|
||||||
}
|
}
|
||||||
|
|
5
packages.config
Normal 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>
|