updated componenttemplates
This commit is contained in:
@@ -1,13 +1,16 @@
|
||||
#include "DeferredRenderableComponent.h"
|
||||
#include "WickedEngine.h"
|
||||
|
||||
DeferredRenderableComponent::DeferredRenderableComponent(bool ssao, bool ssr) :ssao(ssao), ssr(ssr){
|
||||
DeferredRenderableComponent::DeferredRenderableComponent() :ssao(false), ssr(false){
|
||||
static const float lightShaftQuality = .4f;
|
||||
static const float bloomDownSample = 4.f;
|
||||
static const float particleDownSample = 1.0f;
|
||||
static const float reflectionDownSample = 0.5f;
|
||||
static const float ssaoQuality = 0.3f;
|
||||
|
||||
wiRenderer::SetEnviromentMap(nullptr);
|
||||
wiRenderer::SetColorGrading(nullptr);
|
||||
|
||||
rtSun.resize(2);
|
||||
rtSun[0].Initialize(
|
||||
screenW
|
||||
@@ -126,11 +129,6 @@ void DeferredRenderableComponent::Compose(){
|
||||
|
||||
RenderColorGradedComposition();
|
||||
|
||||
wiImage::BatchBegin();
|
||||
ImageEffects fx = ImageEffects(0, 0, 200, 200);
|
||||
fx.blendFlag = BLENDMODE_OPAQUE;
|
||||
fx.mipLevel = 4.5f;
|
||||
wiImage::Draw(rtBloom.back().shaderResource[0], fx);
|
||||
}
|
||||
|
||||
void DeferredRenderableComponent::RenderReflections(){
|
||||
|
||||
@@ -1,7 +1,5 @@
|
||||
#pragma once
|
||||
#include "RenderableComponent.h"
|
||||
#include "RenderTarget.h"
|
||||
#include "DepthTarget.h"
|
||||
|
||||
|
||||
class DeferredRenderableComponent :
|
||||
@@ -36,13 +34,12 @@ private:
|
||||
void RenderComposition2();
|
||||
void RenderColorGradedComposition();
|
||||
|
||||
protected:
|
||||
bool ssr, ssao;
|
||||
public:
|
||||
DeferredRenderableComponent(bool ssao, bool ssr);
|
||||
~DeferredRenderableComponent();
|
||||
|
||||
virtual void Load() = 0;
|
||||
virtual void Start() = 0;
|
||||
DeferredRenderableComponent();
|
||||
~DeferredRenderableComponent();
|
||||
|
||||
void Update();
|
||||
void Render();
|
||||
void Compose();
|
||||
|
||||
@@ -1,17 +1,31 @@
|
||||
#pragma once
|
||||
#include "CommonInclude.h"
|
||||
#include "RenderTarget.h"
|
||||
#include "DepthTarget.h"
|
||||
|
||||
class RenderableComponent
|
||||
{
|
||||
public:
|
||||
static int screenW, screenH;
|
||||
|
||||
virtual void Load() = 0;
|
||||
virtual void Start() = 0;
|
||||
virtual void Update() = 0;
|
||||
//Render the composition by layers
|
||||
virtual void Render() = 0;
|
||||
RenderableComponent(){}
|
||||
~RenderableComponent(){}
|
||||
|
||||
//initialize component
|
||||
virtual void Initialize(){};
|
||||
//load (graphics) resources
|
||||
virtual void Load(){};
|
||||
//delete resources
|
||||
virtual void Unload(){};
|
||||
//start component, load temporary resources
|
||||
virtual void Start(){};
|
||||
//unload temporary resources
|
||||
virtual void Stop(){};
|
||||
//update logic
|
||||
virtual void Update(){};
|
||||
//Render to layers, rendertargets, etc
|
||||
virtual void Render(){};
|
||||
//Compose the rendered layers (for example blend the layers together as Images)
|
||||
virtual void Compose() = 0;
|
||||
virtual void Compose(){};
|
||||
};
|
||||
|
||||
|
||||
@@ -3920,6 +3920,9 @@ void wiRenderer::DrawWorldTransparent(const XMMATRIX& newView, ID3D11ShaderResou
|
||||
|
||||
void wiRenderer::DrawSky(const XMVECTOR& newCenter, ID3D11DeviceContext* context)
|
||||
{
|
||||
if (enviroMap == nullptr)
|
||||
return;
|
||||
|
||||
//context->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
|
||||
BindPrimitiveTopology(TRIANGLELIST,context);
|
||||
//context->RSSetState(backFaceRS);
|
||||
|
||||
@@ -31,7 +31,9 @@
|
||||
#include "WickedHelper.h"
|
||||
#include "InputManager.h"
|
||||
|
||||
|
||||
#include "RenderableComponent.h"
|
||||
#include "ForwardRenderableComponent.h"
|
||||
#include "DeferredRenderableComponent.h"
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -329,6 +329,7 @@
|
||||
<ClCompile Include="DirectInput.cpp" />
|
||||
<ClCompile Include="EmittedParticle.cpp" />
|
||||
<ClCompile Include="Font.cpp" />
|
||||
<ClCompile Include="ForwardRenderableComponent.cpp" />
|
||||
<ClCompile Include="FrameRate.cpp" />
|
||||
<ClCompile Include="Frustum.cpp" />
|
||||
<ClCompile Include="HairParticle.cpp" />
|
||||
@@ -578,6 +579,7 @@
|
||||
<ClInclude Include="Client.h" />
|
||||
<ClInclude Include="CommonInclude.h" />
|
||||
<ClInclude Include="DeferredRenderableComponent.h" />
|
||||
<ClInclude Include="ForwardRenderableComponent.h" />
|
||||
<ClInclude Include="RenderableComponent.h" />
|
||||
<ClInclude Include="WickedEngine.h" />
|
||||
<ClInclude Include="CpuInfo.h" />
|
||||
|
||||
@@ -590,6 +590,9 @@
|
||||
<ClCompile Include="RenderableComponent.cpp">
|
||||
<Filter>ComponentTemplates</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="ForwardRenderableComponent.cpp">
|
||||
<Filter>ComponentTemplates</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="BackLog.h">
|
||||
@@ -1375,6 +1378,9 @@
|
||||
<ClInclude Include="CommonInclude.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="ForwardRenderableComponent.h">
|
||||
<Filter>ComponentTemplates</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\io_export_wicked_wi_bin.py" />
|
||||
|
||||
@@ -20,7 +20,7 @@ float4 main( VertexToPixel PSIn ) : SV_TARGET
|
||||
[branch]if(!unshaded){
|
||||
float4 material = materialMap.SampleLevel(Sampler,screenPos,0);
|
||||
float specular = material.w*specularMaximumIntensity;
|
||||
uint specular_power = material.z*1000;
|
||||
uint specular_power = material.z;
|
||||
float3 normal = norU.xyz;
|
||||
bool toonshaded = isToon(norU.w);
|
||||
|
||||
|
||||
@@ -95,7 +95,7 @@ PixelOutputType main(PixelInputType PSIn)
|
||||
|
||||
Out.col = float4((baseColor.rgb+colorMask.rgb)*(1+emit),1);
|
||||
Out.nor = float4((normal.xyz),properties);
|
||||
Out.vel = float4(PSIn.vel.xy*float2(-1,1),specular_power*0.001,spec.a);
|
||||
Out.vel = float4(PSIn.vel.xy*float2(-1,1),specular_power,spec.a);
|
||||
|
||||
|
||||
return Out;
|
||||
|
||||
@@ -18,7 +18,7 @@ float4 main(VertexToPixel PSIn) : SV_TARGET
|
||||
[branch]if(!unshaded){
|
||||
float4 material = materialMap.SampleLevel(Sampler,screenPos,0);
|
||||
float specular = material.w*specularMaximumIntensity;
|
||||
uint specular_power = material.z*1000;
|
||||
uint specular_power = material.z;
|
||||
float3 normal = norU.xyz;
|
||||
bool toonshaded = isToon(norU.w);
|
||||
|
||||
|
||||
@@ -22,7 +22,7 @@ float4 main(VertexToPixel PSIn) : SV_TARGET
|
||||
[branch]if(!unshaded){
|
||||
float4 material = materialMap.SampleLevel(Sampler,screenPos,0);
|
||||
float specular = material.w*specularMaximumIntensity;
|
||||
uint specular_power = material.z*1000;
|
||||
uint specular_power = material.z;
|
||||
float3 normal = norU.xyz;
|
||||
bool toonshaded = isToon(norU.w);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user