utolsó, teljes változat
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5
Cam.cpp
5
Cam.cpp
@ -118,6 +118,11 @@ void eg3d::Cam::pitch(float drho) {
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constructViewMatrix();
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}
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const XMFLOAT3& eg3d::Cam::getViewDirection() const
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{
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return mVViewDirection;
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}
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// -----------------------------
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eg3d::ProjParams::ProjParams() {
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2
Cam.h
2
Cam.h
@ -64,6 +64,8 @@ namespace eg3d {
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void strafe(float ds); // kamera mozgatása a nézetre merõlegesen
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void yaw(float dphi); // kamera forgatása
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void pitch(float drho); // kamera billentése
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const XMFLOAT3& getViewDirection() const; // nézet irányának elkérése
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};
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}
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16
DXWindow.cpp
16
DXWindow.cpp
@ -384,6 +384,22 @@ namespace eg3d {
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XMFLOAT3 camPos = pCam->getViewParams().position;
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constantBuffer.camPosition = { camPos.x, camPos.y, camPos.z, 0.0 };
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// megvilágítás iránya
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//XMVECTOR lightDir = XMVectorSet(1.0, 1.0, 1.0, 0.0);
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XMFLOAT3 viewDir = pCam->getViewDirection();
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XMVECTOR lightDir;
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lightDir = XMLoadFloat3(&viewDir);
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lightDir = -XMVector4Normalize(lightDir);
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//lightDir = XMVector4Transform(lightDir, XMMatrixRotationY(lightAngle));
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lightDir = XMVector4Transform(lightDir, XMMatrixRotationY(0));
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XMStoreFloat4(&constantBuffer.lightDir, lightDir);
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// fény iránya
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lightAngle += 0.01f;
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if (lightAngle > XM_2PI) {
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lightAngle -= XM_2PI;
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}
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}
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bufferMapCopy(cbResource, static_cast<void *>(&constantBuffer), sizeof(constantBuffer));
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@ -87,6 +87,9 @@ namespace eg3d {
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// virtuális kamera
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Cam * pCam;
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// egyebek
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float lightAngle = 0.0f;
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void initDrawObjects(); // kirajzolandó objektumok inicializálása
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void setupInputLayout(); // input layout beállítása
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@ -7,7 +7,8 @@ struct VSInput // vertex shader bemeneti strukt
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struct VSOutput // vertex shader kimeneti struktúra
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{
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float4 position_H : SV_Position;
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float3 color : COLOR;
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float3 diffuse : DIFFUSE;
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float3 ambient : AMBIENT;
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float3 worldPosition : WORLDPOS;
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};
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@ -17,6 +18,8 @@ cbuffer CFrame : register(b0)
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float4x4 viewMatrix;
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float4x4 projMatrix;
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float4 camPosition;
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float4 lightDir;
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};
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cbuffer CEntity : register(b1)
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{
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@ -32,12 +35,18 @@ VSOutput vs_main(VSInput input)
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output.position_H = mul(worldCoords, mul(viewMatrix, projMatrix));
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// TODO fények
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float3 L = normalize(float3(1.0, 1.0, 0.5));
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float3 L = lightDir;
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float3 I = float3(1.0, 1.0, 0.8);
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float3 md = float3(1.0, 0.1, 0.1);
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float3 md = color.xyz; //float3(1.0, 0.9, 0.9);
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float3 Ia = float3(0.2, 0.2, 0.2);
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//float3 p = float3(1440, 370, -1365);
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output.color = (I * color.xyz) * max(dot(input.normal, L), 0);
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output.diffuse = (I * md) * max(dot(input.normal, L), 0);
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output.ambient = (Ia * md);
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/* / length(worldCoords.xyz -
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camPosition.xyz) * 200;*/
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output.worldPosition = worldCoords;
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@ -54,8 +63,9 @@ PSOutput ps_main(VSOutput input)
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PSOutput output;
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//output.color = float4(0.0f, 1.0f, 0.0f, 1.0f);
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output.color = float4(input.color, 1.0f) / length(input.worldPosition -
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camPosition.xyz) * 200;
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output.color = float4(input.diffuse, 1.0f) / length(input.worldPosition -
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camPosition.xyz) * 200 + float4(input.ambient, 1.0);
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//output.color = float4(input.color, 1.0);
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return output;
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}
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@ -15,6 +15,8 @@ struct CB_Frame
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DirectX::XMFLOAT4X4 viewMatrix; // nézet-mátrix
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DirectX::XMFLOAT4X4 projMatrix; // vetítési mátrix
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DirectX::XMFLOAT4 camPosition; // kamerapozíció
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DirectX::XMFLOAT4 lightDir; // fény iránya
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};
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struct CB_Entity {
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