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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For the avoidance of doubt, this Section 6(b) does not affect any
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||||
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||||
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BIN
Assets/Textures/HQGame/structure-blocked.tga
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BIN
Assets/Textures/HQGame/structure-carpet.tga
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BIN
Assets/Textures/HQGame/structure-endgame-deepfloor_albedo.png
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After Width: | Height: | Size: 455 KiB |
BIN
Assets/Textures/HQGame/structure-endgame-deepfloor_albedo.tga
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BIN
Assets/Textures/HQGame/structure-endgame-deepfloor_bump.png
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After Width: | Height: | Size: 397 KiB |
BIN
Assets/Textures/HQGame/structure-endgame-deepfloor_bump.tga
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BIN
Assets/Textures/HQGame/structure-endgame-deepfloor_emissive.png
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After Width: | Height: | Size: 372 KiB |
BIN
Assets/Textures/HQGame/structure-endgame-deepfloor_specular.png
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After Width: | Height: | Size: 290 KiB |
BIN
Assets/Textures/HQGame/structure-endgame-dirt.tga
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BIN
Assets/Textures/HQGame/structure-endgame-floor_albedo.png
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After Width: | Height: | Size: 509 KiB |
BIN
Assets/Textures/HQGame/structure-endgame-floor_albedo.tga
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BIN
Assets/Textures/HQGame/structure-endgame-floor_bump.png
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After Width: | Height: | Size: 474 KiB |
BIN
Assets/Textures/HQGame/structure-endgame-floor_bump.tga
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BIN
Assets/Textures/HQGame/structure-endgame-floor_emissive.png
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After Width: | Height: | Size: 60 KiB |
BIN
Assets/Textures/HQGame/structure-endgame-floor_specular.png
Normal file
After Width: | Height: | Size: 288 KiB |
BIN
Assets/Textures/HQGame/structure-endgame-wall_albedo.tga
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BIN
Assets/Textures/HQGame/structure-endgame-wall_bump.tga
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BIN
Assets/Textures/HQGame/structure-endgame-water.tga
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BIN
Assets/Textures/HQGame/structure-tile.tga
Normal file
BIN
Assets/Textures/HQGame/structure-vrgrid-a.tga
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||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
</Project>
|
97
Game.cpp
|
@ -7,6 +7,7 @@
|
|||
#pragma comment(lib, "d3dcompiler.lib")
|
||||
#include <d3dcompiler.h>
|
||||
#include <iostream>
|
||||
#include "WICTextureLoader.h"
|
||||
|
||||
// For the DirectX Math library
|
||||
using namespace DirectX;
|
||||
|
@ -60,6 +61,7 @@ void Game::Init()
|
|||
// geometry to draw and some simple camera matrices.
|
||||
// - You'll be expanding and/or replacing these later
|
||||
LoadShaders();
|
||||
LoadTextures();
|
||||
LoadLighting();
|
||||
CreateBasicGeometry();
|
||||
|
||||
|
@ -83,50 +85,88 @@ void Game::LoadShaders()
|
|||
pixelShader = std::make_shared<SimplePixelShader>(device, context, GetFullPathTo_Wide(L"SimplePixelShader.cso").c_str());
|
||||
|
||||
XMFLOAT3 white = XMFLOAT3(1.0f, 1.0f, 1.0f);
|
||||
XMFLOAT3 deeppink = XMFLOAT3(1.0f, 0.08f, 0.4f);
|
||||
XMFLOAT3 deepcoral = XMFLOAT3(1.0f, 0.39f, 0.22f);
|
||||
|
||||
materials = {
|
||||
std::make_shared<Material>(white, 0, vertexShader, pixelShader),
|
||||
std::make_shared<Material>(deeppink, 0, vertexShader, pixelShader),
|
||||
std::make_shared<Material>(deepcoral, 0, vertexShader, pixelShader),
|
||||
std::make_shared<Material>(white, 0, vertexShader, pixelShader),
|
||||
};
|
||||
}
|
||||
|
||||
void Game::LoadTextures()
|
||||
{
|
||||
Microsoft::WRL::ComPtr<ID3D11SamplerState> sampler;
|
||||
|
||||
D3D11_SAMPLER_DESC sampDesc = {};
|
||||
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
sampDesc.Filter = D3D11_FILTER_ANISOTROPIC;
|
||||
sampDesc.MaxAnisotropy = 16;
|
||||
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
device->CreateSamplerState(&sampDesc, sampler.GetAddressOf());
|
||||
|
||||
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView>
|
||||
deepFloorEmissive,
|
||||
deepFloorSpecular,
|
||||
deepFloorAlbedo,
|
||||
floorEmissive,
|
||||
floorSpecular,
|
||||
floorAlbedo;
|
||||
|
||||
// taking the preprocessor macro from the demo because I don't like typing
|
||||
#define GetTex(pathToTexture, shaderResourceView) CreateWICTextureFromFile(device.Get(), context.Get(), GetFullPathTo_Wide(pathToTexture).c_str(), 0, shaderResourceView.GetAddressOf());
|
||||
|
||||
GetTex(L"Assets/Textures/HQGame/structure-endgame-deepfloor_emissive.png", deepFloorEmissive);
|
||||
GetTex(L"Assets/Textures/HQGame/structure-endgame-deepfloor_specular.png", deepFloorSpecular);
|
||||
GetTex(L"Assets/Textures/HQGame/structure-endgame-deepfloor_albedo.png", deepFloorAlbedo);
|
||||
GetTex(L"Assets/Textures/HQGame/structure-endgame-floor_emissive.png", floorEmissive);
|
||||
GetTex(L"Assets/Textures/HQGame/structure-endgame-floor_specular.png", floorSpecular);
|
||||
GetTex(L"Assets/Textures/HQGame/structure-endgame-floor_albedo.png", floorAlbedo);
|
||||
|
||||
materials[0]->PushSampler("BasicSampler", sampler);
|
||||
materials[0]->PushTexture("Albedo", deepFloorAlbedo);
|
||||
materials[0]->PushTexture("Specular", deepFloorSpecular);
|
||||
materials[0]->PushTexture("Emissive", deepFloorEmissive);
|
||||
materials[1]->PushSampler("BasicSampler", sampler);
|
||||
materials[1]->PushTexture("Albedo", floorAlbedo);
|
||||
materials[1]->PushTexture("Specular", floorSpecular);
|
||||
materials[1]->PushTexture("Emissive", floorEmissive);
|
||||
}
|
||||
|
||||
void Game::LoadLighting()
|
||||
{
|
||||
ambient = XMFLOAT3(0.05f, 0.05f, 0.20f);
|
||||
ambient = XMFLOAT3(0.1f, 0.1f, 0.15f);
|
||||
|
||||
Light directionalLight0 = {};
|
||||
directionalLight0.Type = LIGHT_TYPE_DIRECTIONAL;
|
||||
directionalLight0.Direction = XMFLOAT3(1, 0, 0);
|
||||
directionalLight0.Color = XMFLOAT3(1, 0, 0);
|
||||
directionalLight0.Intensity = 1;
|
||||
directionalLight0.Direction = XMFLOAT3(1, 0.5f, 0.5f);
|
||||
directionalLight0.Color = XMFLOAT3(1, 1, 1);
|
||||
directionalLight0.Intensity = 0.5f;
|
||||
|
||||
Light directionalLight1 = {};
|
||||
directionalLight1.Type = LIGHT_TYPE_DIRECTIONAL;
|
||||
directionalLight1.Direction = XMFLOAT3(0, -1, 0);
|
||||
directionalLight1.Color = XMFLOAT3(0, 1, 0);
|
||||
directionalLight1.Intensity = 1;
|
||||
directionalLight1.Direction = XMFLOAT3(-0.25f, -1, 0.75f);
|
||||
directionalLight1.Color = XMFLOAT3(1, 1, 1);
|
||||
directionalLight1.Intensity = 0.5f;
|
||||
|
||||
Light directionalLight2 = {};
|
||||
directionalLight2.Type = LIGHT_TYPE_DIRECTIONAL;
|
||||
directionalLight2.Direction = XMFLOAT3(-1, 1, -0.5f);
|
||||
directionalLight2.Color = XMFLOAT3(0, 0, 1);
|
||||
directionalLight2.Intensity = 1;
|
||||
directionalLight2.Color = XMFLOAT3(1, 1, 1);
|
||||
directionalLight2.Intensity = 0.5f;
|
||||
|
||||
Light pointLight0 = {};
|
||||
pointLight0.Type = LIGHT_TYPE_POINT;
|
||||
pointLight0.Position = XMFLOAT3(-2, -2, 0);
|
||||
pointLight0.Color = XMFLOAT3(1, 1, 0);
|
||||
pointLight0.Intensity = 1;
|
||||
pointLight0.Position = XMFLOAT3(-1.5f, 0, 0);
|
||||
pointLight0.Color = XMFLOAT3(1, 1, 1);
|
||||
pointLight0.Intensity = 0.5f;
|
||||
pointLight0.Range = 10;
|
||||
|
||||
Light pointLight1 = {};
|
||||
pointLight1.Type = LIGHT_TYPE_POINT;
|
||||
pointLight1.Position = XMFLOAT3(2, 2, 0);
|
||||
pointLight1.Color = XMFLOAT3(0, 1, 1);
|
||||
pointLight1.Intensity = 1;
|
||||
pointLight1.Position = XMFLOAT3(1.5f, 0, 0);
|
||||
pointLight1.Color = XMFLOAT3(1, 1, 1);
|
||||
pointLight1.Intensity = 0.25f;
|
||||
pointLight1.Range = 10;
|
||||
|
||||
lights = {
|
||||
|
@ -171,10 +211,10 @@ void Game::CreateBasicGeometry()
|
|||
std::make_shared<Entity>(materials[0], shapes[0]),
|
||||
std::make_shared<Entity>(materials[0], shapes[1]),
|
||||
std::make_shared<Entity>(materials[0], shapes[2]),
|
||||
std::make_shared<Entity>(materials[0], shapes[3]),
|
||||
std::make_shared<Entity>(materials[0], shapes[4]),
|
||||
std::make_shared<Entity>(materials[0], shapes[5]),
|
||||
std::make_shared<Entity>(materials[0], shapes[6]),
|
||||
std::make_shared<Entity>(materials[1], shapes[3]),
|
||||
std::make_shared<Entity>(materials[1], shapes[4]),
|
||||
std::make_shared<Entity>(materials[1], shapes[5]),
|
||||
std::make_shared<Entity>(materials[1], shapes[6]),
|
||||
};
|
||||
|
||||
for (int i = 0; i < entities.size(); ++i)
|
||||
|
@ -210,8 +250,11 @@ void Game::Update(float deltaTime, float totalTime)
|
|||
|
||||
for (int i = 0; i < entities.size(); ++i)
|
||||
{
|
||||
entities[i]->GetTransform()->SetRotation(1.0f * (i + 1) * sin(totalTime), 1.0f * (i + 1) * sin(totalTime), 1.0f * (i + 1) * sin(totalTime));
|
||||
entities[i]->GetMaterial()->SetRoughness(sin(totalTime * 4) * 0.5f + 0.49f);
|
||||
entities[i]->GetTransform()->SetRotation(sin(totalTime / 720) * 360, 0, 0);
|
||||
entities[i]->GetMaterial()->SetRoughness(sin(totalTime) * 0.5f + 0.49f);
|
||||
entities[i]->GetMaterial()->SetUVOffset(DirectX::XMFLOAT2(cos(totalTime * 4) * 0.5f + 0.49f, cos(totalTime * 4) * 0.5f + 0.49f));
|
||||
entities[i]->GetMaterial()->SetUVScale(DirectX::XMFLOAT2(sin(totalTime) * 0.5f + 0.49f, sin(totalTime) * 0.5f + 0.49f));
|
||||
entities[i]->GetMaterial()->SetEmitAmount(cos(totalTime) * 0.5f + 0.49f);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -220,8 +263,8 @@ void Game::Update(float deltaTime, float totalTime)
|
|||
// --------------------------------------------------------
|
||||
void Game::Draw(float deltaTime, float totalTime)
|
||||
{
|
||||
// Background color (Cornflower Blue in this case) for clearing
|
||||
static const float color[4] = { 0.4f, 0.6f, 0.75f, 0.0f };
|
||||
// Background color for clearing
|
||||
static const float color[4] = { 0.1f, 0.1f, 0.1f, 0.0f };
|
||||
|
||||
// Clear the render target and depth buffer (erases what's on the screen)
|
||||
// - Do this ONCE PER FRAME
|
||||
|
|
3
Game.h
|
@ -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();
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
56
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> _camera,
|
|||
|
||||
pixelShader->SetFloat3("cameraPosition", _camera->GetTransform()->GetPosition());
|
||||
pixelShader->SetFloat("roughness", GetRoughness());
|
||||
pixelShader->SetFloat3("tint", GetTint());
|
||||
pixelShader->SetFloat2("scale", GetUVScale());
|
||||
pixelShader->SetFloat2("offset", GetUVOffset());
|
||||
pixelShader->SetFloat3("ambient", _ambient);
|
||||
pixelShader->SetFloat("emitAmount", GetEmitAmount());
|
||||
pixelShader->SetFloat3("tint", GetTint());
|
||||
pixelShader->SetData("lights", &_lights[0], sizeof(Light) * (int)_lights.size());
|
||||
pixelShader->CopyAllBufferData();
|
||||
pixelShader->SetShader();
|
||||
|
||||
for (auto& t : textures)
|
||||
{
|
||||
pixelShader->SetShaderResourceView(t.first.c_str(), t.second.Get());
|
||||
}
|
||||
for (auto& s : samplers)
|
||||
{
|
||||
pixelShader->SetSamplerState(s.first.c_str(), s.second.Get());
|
||||
}
|
||||
}
|
||||
|
||||
DirectX::XMFLOAT3 Material::GetTint()
|
||||
|
@ -39,11 +53,26 @@ DirectX::XMFLOAT3 Material::GetTint()
|
|||
return tint;
|
||||
}
|
||||
|
||||
DirectX::XMFLOAT2 Material::GetUVScale()
|
||||
{
|
||||
return uvScale;
|
||||
}
|
||||
|
||||
DirectX::XMFLOAT2 Material::GetUVOffset()
|
||||
{
|
||||
return uvOffset;
|
||||
}
|
||||
|
||||
float Material::GetRoughness()
|
||||
{
|
||||
return roughness;
|
||||
}
|
||||
|
||||
float Material::GetEmitAmount()
|
||||
{
|
||||
return emitAmount;
|
||||
}
|
||||
|
||||
std::shared_ptr<SimpleVertexShader> Material::GetVertexShader()
|
||||
{
|
||||
return vertexShader;
|
||||
|
@ -59,6 +88,16 @@ void Material::SetTint(DirectX::XMFLOAT3 _tint)
|
|||
tint = _tint;
|
||||
}
|
||||
|
||||
void Material::SetUVScale(DirectX::XMFLOAT2 _scale)
|
||||
{
|
||||
uvScale = _scale;
|
||||
}
|
||||
|
||||
void Material::SetUVOffset(DirectX::XMFLOAT2 _offset)
|
||||
{
|
||||
uvOffset = _offset;
|
||||
}
|
||||
|
||||
void Material::SetRoughness(float _roughness)
|
||||
{
|
||||
if (_roughness > 1)
|
||||
|
@ -75,6 +114,11 @@ void Material::SetRoughness(float _roughness)
|
|||
}
|
||||
}
|
||||
|
||||
void Material::SetEmitAmount(float _emit)
|
||||
{
|
||||
emitAmount = _emit;
|
||||
}
|
||||
|
||||
void Material::SetVertexShader(std::shared_ptr<SimpleVertexShader> _vertexShader)
|
||||
{
|
||||
vertexShader = _vertexShader;
|
||||
|
@ -84,3 +128,13 @@ void Material::SetPixelShader(std::shared_ptr<SimplePixelShader> _pixelShader)
|
|||
{
|
||||
pixelShader = _pixelShader;
|
||||
}
|
||||
|
||||
void Material::PushSampler(std::string _name, Microsoft::WRL::ComPtr<ID3D11SamplerState> _sampler)
|
||||
{
|
||||
samplers.insert({ _name, _sampler });
|
||||
}
|
||||
|
||||
void Material::PushTexture(std::string _name, Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> _texture)
|
||||
{
|
||||
textures.insert({ _name, _texture });
|
||||
}
|
||||
|
|
15
Material.h
|
@ -24,18 +24,33 @@ public:
|
|||
std::vector<Light> _lights);
|
||||
|
||||
DirectX::XMFLOAT3 GetTint();
|
||||
DirectX::XMFLOAT2 GetUVScale();
|
||||
DirectX::XMFLOAT2 GetUVOffset();
|
||||
float GetRoughness();
|
||||
float GetEmitAmount();
|
||||
std::shared_ptr<SimpleVertexShader> GetVertexShader();
|
||||
std::shared_ptr<SimplePixelShader> GetPixelShader();
|
||||
|
||||
void SetTint(DirectX::XMFLOAT3 _tint);
|
||||
void SetUVScale(DirectX::XMFLOAT2 _scale);
|
||||
void SetUVOffset(DirectX::XMFLOAT2 _offset);
|
||||
void SetRoughness(float _roughness);
|
||||
void SetEmitAmount(float _emit);
|
||||
void SetVertexShader(std::shared_ptr<SimpleVertexShader> _vertexShader);
|
||||
void SetPixelShader(std::shared_ptr<SimplePixelShader> _pixelShader);
|
||||
|
||||
void PushSampler(std::string _name, Microsoft::WRL::ComPtr<ID3D11SamplerState> _sampler);
|
||||
void PushTexture(std::string _name, Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> _texture);
|
||||
|
||||
private:
|
||||
DirectX::XMFLOAT3 tint;
|
||||
float roughness;
|
||||
float emitAmount;
|
||||
DirectX::XMFLOAT2 uvScale;
|
||||
DirectX::XMFLOAT2 uvOffset;
|
||||
std::shared_ptr<SimpleVertexShader> vertexShader;
|
||||
std::shared_ptr<SimplePixelShader> pixelShader;
|
||||
|
||||
std::unordered_map<std::string, Microsoft::WRL::ComPtr<ID3D11SamplerState>> samplers;
|
||||
std::unordered_map<std::string, Microsoft::WRL::ComPtr<ID3D11ShaderResourceView>> textures;
|
||||
};
|
||||
|
|
|
@ -9,11 +9,19 @@ cbuffer ExternalData : register(b0)
|
|||
{
|
||||
float3 cameraPosition;
|
||||
float roughness;
|
||||
float2 offset;
|
||||
float2 scale;
|
||||
float3 ambient;
|
||||
float emitAmount;
|
||||
float3 tint;
|
||||
Light lights[LIGHT_COUNT];
|
||||
}
|
||||
|
||||
Texture2D Albedo : register(t0);
|
||||
Texture2D Specular : register(t1);
|
||||
Texture2D Emissive : register(t2);
|
||||
SamplerState BasicSampler : register(s0);
|
||||
|
||||
// Gets the specular value for any light
|
||||
float calculateSpecular(float3 normal, float3 direction, float3 view, float roughness)
|
||||
{
|
||||
|
@ -25,22 +33,22 @@ float calculateSpecular(float3 normal, float3 direction, float3 view, float roug
|
|||
}
|
||||
|
||||
// Gets the RGB value of a pixel with a directional light
|
||||
float3 calculateDirectionalLight(Light light, float3 normal, float3 view, float roughness, float3 surfaceColor)
|
||||
float3 calculateDirectionalLight(Light light, float3 normal, float3 view, float roughness, float3 surfaceColor, float specularValue)
|
||||
{
|
||||
float3 lightDirection = normalize(light.Direction);
|
||||
float diffuse = getDiffuse(normal, -lightDirection);
|
||||
float specular = calculateSpecular(normal, lightDirection, view, roughness);
|
||||
float specular = calculateSpecular(normal, lightDirection, view, roughness) * specularValue;
|
||||
|
||||
return (diffuse * surfaceColor + specular) * light.Intensity * light.Color;
|
||||
}
|
||||
|
||||
// Gets the RGB value of a pixel with a point light
|
||||
float3 calculatePointLight(Light light, float3 normal, float3 view, float3 worldPosition, float roughness, float3 surfaceColor)
|
||||
float3 calculatePointLight(Light light, float3 normal, float3 view, float3 worldPosition, float roughness, float3 surfaceColor, float specularValue)
|
||||
{
|
||||
float3 lightDirection = normalize(worldPosition - light.Position);
|
||||
float3 lightDirection = normalize(light.Position - worldPosition);
|
||||
float attenuation = getAttenuation(light.Position, worldPosition, light.Range);
|
||||
float diffuse = getDiffuse(normal, -lightDirection);
|
||||
float specular = calculateSpecular(normal, lightDirection, view, roughness);
|
||||
float diffuse = getDiffuse(normal, lightDirection);
|
||||
float specular = calculateSpecular(normal, lightDirection, view, roughness) * specularValue;
|
||||
|
||||
return (diffuse * surfaceColor + specular) * attenuation * light.Intensity * light.Color;
|
||||
}
|
||||
|
@ -50,12 +58,16 @@ float4 main(VertexToPixel input) : SV_TARGET
|
|||
{
|
||||
// ensure input normals are normalized
|
||||
input.normal = normalize(input.normal);
|
||||
input.uv = input.uv * scale + offset;
|
||||
|
||||
// view only needs calculated once, so pre-calculate here and pass it to lights
|
||||
float3 view = getView(cameraPosition, input.worldPosition);
|
||||
|
||||
// start with ambient light and material tint
|
||||
float3 light = ambient * tint;
|
||||
float4 albedo = Albedo.Sample(BasicSampler, input.uv).rgba;
|
||||
float specular = Specular.Sample(BasicSampler, input.uv).r;
|
||||
float3 emit = Emissive.Sample(BasicSampler, input.uv).rgb;
|
||||
float3 surface = albedo.rgb * tint;
|
||||
float3 light = ambient * surface;
|
||||
|
||||
// loop through lights
|
||||
for (int i = 0; i < LIGHT_COUNT; i++)
|
||||
|
@ -63,13 +75,13 @@ float4 main(VertexToPixel input) : SV_TARGET
|
|||
switch (lights[i].Type)
|
||||
{
|
||||
case LIGHT_TYPE_DIRECTIONAL:
|
||||
light += calculateDirectionalLight(lights[i], input.normal, view, roughness, tint);
|
||||
light += calculateDirectionalLight(lights[i], input.normal, view, roughness, surface, specular);
|
||||
break;
|
||||
case LIGHT_TYPE_POINT:
|
||||
light += calculatePointLight(lights[i], input.normal, view, input.worldPosition, roughness, tint);
|
||||
light += calculatePointLight(lights[i], input.normal, view, input.worldPosition, roughness, surface, specular);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return float4(light, 1);
|
||||
return float4(light + (emit * emitAmount), albedo.a);
|
||||
}
|
||||
|
|
5
packages.config
Normal file
|
@ -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>
|