utolsó, teljes változat

This commit is contained in:
Wiesner András 2020-08-01 18:14:33 +02:00
parent cc27d73ade
commit acfffaac18
6 changed files with 44 additions and 6 deletions

View File

@ -118,6 +118,11 @@ void eg3d::Cam::pitch(float drho) {
constructViewMatrix();
}
const XMFLOAT3& eg3d::Cam::getViewDirection() const
{
return mVViewDirection;
}
// -----------------------------
eg3d::ProjParams::ProjParams() {

2
Cam.h
View File

@ -64,6 +64,8 @@ namespace eg3d {
void strafe(float ds); // kamera mozgatása a nézetre merõlegesen
void yaw(float dphi); // kamera forgatása
void pitch(float drho); // kamera billentése
const XMFLOAT3& getViewDirection() const; // nézet irányának elkérése
};
}

View File

@ -384,6 +384,22 @@ namespace eg3d {
XMFLOAT3 camPos = pCam->getViewParams().position;
constantBuffer.camPosition = { camPos.x, camPos.y, camPos.z, 0.0 };
// megvilágítás iránya
//XMVECTOR lightDir = XMVectorSet(1.0, 1.0, 1.0, 0.0);
XMFLOAT3 viewDir = pCam->getViewDirection();
XMVECTOR lightDir;
lightDir = XMLoadFloat3(&viewDir);
lightDir = -XMVector4Normalize(lightDir);
//lightDir = XMVector4Transform(lightDir, XMMatrixRotationY(lightAngle));
lightDir = XMVector4Transform(lightDir, XMMatrixRotationY(0));
XMStoreFloat4(&constantBuffer.lightDir, lightDir);
// fény iránya
lightAngle += 0.01f;
if (lightAngle > XM_2PI) {
lightAngle -= XM_2PI;
}
}
bufferMapCopy(cbResource, static_cast<void *>(&constantBuffer), sizeof(constantBuffer));

View File

@ -87,6 +87,9 @@ namespace eg3d {
// virtuális kamera
Cam * pCam;
// egyebek
float lightAngle = 0.0f;
void initDrawObjects(); // kirajzolandó objektumok inicializálása
void setupInputLayout(); // input layout beállítása

View File

@ -7,7 +7,8 @@ struct VSInput // vertex shader bemeneti strukt
struct VSOutput // vertex shader kimeneti struktúra
{
float4 position_H : SV_Position;
float3 color : COLOR;
float3 diffuse : DIFFUSE;
float3 ambient : AMBIENT;
float3 worldPosition : WORLDPOS;
};
@ -17,6 +18,8 @@ cbuffer CFrame : register(b0)
float4x4 viewMatrix;
float4x4 projMatrix;
float4 camPosition;
float4 lightDir;
};
cbuffer CEntity : register(b1)
{
@ -32,12 +35,18 @@ VSOutput vs_main(VSInput input)
output.position_H = mul(worldCoords, mul(viewMatrix, projMatrix));
// TODO fények
float3 L = normalize(float3(1.0, 1.0, 0.5));
float3 L = lightDir;
float3 I = float3(1.0, 1.0, 0.8);
float3 md = float3(1.0, 0.1, 0.1);
float3 md = color.xyz; //float3(1.0, 0.9, 0.9);
float3 Ia = float3(0.2, 0.2, 0.2);
//float3 p = float3(1440, 370, -1365);
output.color = (I * color.xyz) * max(dot(input.normal, L), 0);
output.diffuse = (I * md) * max(dot(input.normal, L), 0);
output.ambient = (Ia * md);
/* / length(worldCoords.xyz -
camPosition.xyz) * 200;*/
output.worldPosition = worldCoords;
@ -54,8 +63,9 @@ PSOutput ps_main(VSOutput input)
PSOutput output;
//output.color = float4(0.0f, 1.0f, 0.0f, 1.0f);
output.color = float4(input.color, 1.0f) / length(input.worldPosition -
camPosition.xyz) * 200;
output.color = float4(input.diffuse, 1.0f) / length(input.worldPosition -
camPosition.xyz) * 200 + float4(input.ambient, 1.0);
//output.color = float4(input.color, 1.0);
return output;
}

View File

@ -15,6 +15,8 @@ struct CB_Frame
DirectX::XMFLOAT4X4 viewMatrix; // nézet-mátrix
DirectX::XMFLOAT4X4 projMatrix; // vetítési mátrix
DirectX::XMFLOAT4 camPosition; // kamerapozíció
DirectX::XMFLOAT4 lightDir; // fény iránya
};
struct CB_Entity {