Exam Done
This commit is contained in:
@@ -189,7 +189,7 @@ dae::Matrix dae::Camera::GetViewProjectionMatrix() const {
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return viewMatrix * ProjectionMatrix;
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}
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const dae::Vector3 &dae::Camera::GetPosition() {
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const dae::Vector3 & dae::Camera::GetPosition() const {
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return origin;
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}
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@@ -29,7 +29,7 @@ namespace dae {
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Matrix GetViewProjectionMatrix() const;
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const Vector3 &GetPosition();
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const Vector3 & GetPosition() const;
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void SetPosition(const Vector3& position);
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const Vector3 GetRotation() const;
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@@ -22,8 +22,6 @@ BaseEffect::BaseEffect(ID3D11Device *devicePtr, const std::wstring &filePath) {
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}
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BaseEffect::~BaseEffect() {
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m_EffectPtr->Release();
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m_EffectPtr = nullptr;
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}
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ID3DX11Effect *BaseEffect::LoadEffect(ID3D11Device *devicePtr, const std::wstring &filePath) {
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@@ -31,6 +29,7 @@ ID3DX11Effect *BaseEffect::LoadEffect(ID3D11Device *devicePtr, const std::wstrin
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ID3D10Blob *errorBlobPtr{nullptr};
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ID3DX11Effect *effectPtr;
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DWORD shaderFlags = 0;
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#if defined( DEBUG ) || defined( _DEBUG )
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shaderFlags |= D3DCOMPILE_DEBUG;
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@@ -55,6 +54,7 @@ ID3DX11Effect *BaseEffect::LoadEffect(ID3D11Device *devicePtr, const std::wstrin
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ss << errorsPtr[i];
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OutputDebugStringW(ss.str().c_str());
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errorBlobPtr->Release();
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errorBlobPtr = nullptr;
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return nullptr;
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@@ -11,6 +11,13 @@
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#include "../Material.h"
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#include "../Math/Matrix.h"
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enum class TechniqueType {
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Point = 0,
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Linear = 1,
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Anisotropic = 2
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};
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class BaseEffect {
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public:
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BaseEffect(ID3D11Device* devicePtr, const std::wstring& filePath);
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@@ -11,6 +11,7 @@ Effect::Effect(ID3D11Device *devicePtr, const std::wstring &filePath)
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if(!m_LightPosVariablePtr->IsValid())
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std::wcout << L"gLightDirection Vector is not valid" << std::endl;
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m_SamplerVariablePtr = m_EffectPtr->GetVariableByName("gSampleState")->AsSampler();
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if(!m_SamplerVariablePtr->IsValid())
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std::wcout << L"gSampleState Sampler is not valid" << std::endl;
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@@ -105,6 +106,13 @@ Effect::~Effect() {
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for(auto sampler : m_SamplerStates){
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sampler->Release();
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}
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for(auto rasterizer : m_RasterizerStates){
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rasterizer->Release();
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}
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m_EffectPtr->Release();
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m_EffectPtr = nullptr;
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}
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void Effect::SetWorldMatrix(const dae::Matrix &world) const {
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@@ -3,11 +3,7 @@
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#include "BaseEffect.h"
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#include <array>
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enum class TechniqueType {
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Point = 0,
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Linear = 1,
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Anisotropic = 2
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};
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enum class CullMode {
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None = 0,
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@@ -10,14 +10,64 @@ FireEffect::FireEffect(ID3D11Device *devicePtr, const std::wstring &filePath) :
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m_DiffuseMapVariablePtr = m_EffectPtr->GetVariableByName("gDiffuseMap")->AsShaderResource();
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if (!m_DiffuseMapVariablePtr->IsValid())
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std::wcout << L"gDiffuseMap ShaderResource is not valid" << std::endl;
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m_SamplerVariablePtr = m_EffectPtr->GetVariableByName("gSampleState")->AsSampler();
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if(!m_SamplerVariablePtr->IsValid())
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std::wcout << L"gSampleState Sampler is not valid" << std::endl;
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InitSamplers(devicePtr);
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}
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FireEffect::~FireEffect() {
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m_DiffuseMapVariablePtr->Release();
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m_DiffuseMapVariablePtr = nullptr;
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m_SamplerVariablePtr->Release();
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m_SamplerVariablePtr = nullptr;
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m_EffectPtr->Release();
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m_EffectPtr = nullptr;
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}
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void FireEffect::SetMaterial(Material *material) {
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if(material->diffuseTexturePtr)
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m_DiffuseMapVariablePtr->SetResource(material->diffuseTexturePtr->GetSrv());
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}
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}
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void FireEffect::NextSamplingState() {
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switch(m_TechniqueType){
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case TechniqueType::Point:
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m_TechniqueType = TechniqueType::Linear;
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break;
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case TechniqueType::Linear:
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m_TechniqueType = TechniqueType::Anisotropic;
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break;
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case TechniqueType::Anisotropic:
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m_TechniqueType = TechniqueType::Point;
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break;
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}
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m_SamplerVariablePtr->SetSampler(0,m_SamplerStates[static_cast<int>(m_TechniqueType)]);
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}
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void FireEffect::InitSamplers(ID3D11Device *devicePtr) {
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D3D11_SAMPLER_DESC samplerDesc{};
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samplerDesc.Filter = D3D11_FILTER_ANISOTROPIC;
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samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
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devicePtr->CreateSamplerState(&samplerDesc, &m_SamplerStates[static_cast<int>(TechniqueType::Anisotropic)]);
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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devicePtr->CreateSamplerState(&samplerDesc, &m_SamplerStates[static_cast<int>(TechniqueType::Linear)]);
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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devicePtr->CreateSamplerState(&samplerDesc, &m_SamplerStates[static_cast<int>(TechniqueType::Point)]);
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m_SamplerVariablePtr->SetSampler(0,m_SamplerStates[static_cast<int>(m_TechniqueType)]);
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}
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@@ -6,6 +6,7 @@
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#define GP1_DIRECTX_FIREEFFECT_H
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#include <array>
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#include "BaseEffect.h"
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class FireEffect: public BaseEffect {
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@@ -16,8 +17,20 @@ public:
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void SetMaterial(Material *material) override;
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void NextSamplingState() override;
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private:
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void InitSamplers(ID3D11Device* devicePtr);
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ID3DX11EffectShaderResourceVariable *m_DiffuseMapVariablePtr{};
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ID3DX11EffectSamplerVariable *m_SamplerVariablePtr{};
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std::array<ID3D11SamplerState*, 3> m_SamplerStates{};
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TechniqueType m_TechniqueType{TechniqueType::Linear};
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};
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@@ -43,6 +43,7 @@ std::optional<Sample> TriangleHitTest(const Vector3& fragPos, const VertexOut& v
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v1.uv * depth * normWeights.y / v1.position.w +
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v2.uv * depth * normWeights.z / v2.position.w;
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const float interpolatedDepth = 1 / (normWeights.x / v0.position.w + normWeights.y / v1.position.w + normWeights.z / v2.position.w);
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auto interpolate =
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@@ -199,12 +199,11 @@ void InstancedMesh::UpdateInstanceData(ID3D11DeviceContext *deviceContextPtr, co
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HRESULT result = deviceContextPtr->Map(m_InstanceBufferPtr, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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assert(result == S_OK && "Mapping instance buffer failed");
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assert(mappedResource.pData != nullptr && "Mapped resource data is null");
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if (!instanceData.empty()) {
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// Ensure that the data fits in the buffer
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std::memcpy(mappedResource.pData, instanceData.data(), sizeof(InstancedData) * instanceData.size());
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std::memcpy(mappedResource.pData, instanceData.data(), sizeof(InstancedData) * instanceData.size()); // NOLINT(*-undefined-memory-manipulation)
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}
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deviceContextPtr->Unmap(m_InstanceBufferPtr, 0);
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@@ -8,7 +8,6 @@
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#include <d3d11.h>
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#include <vector>
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struct alignas(16) InstancedData {
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Matrix worldMatrix;
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Vector4 color;
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@@ -60,6 +59,7 @@ private:
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std::shared_ptr<Material> m_Material{};
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PrimitiveTopology m_PrimitiveTopology{PrimitiveTopology::TriangleList};
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};
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@@ -297,5 +297,10 @@ namespace dae {
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return *this;
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}
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void Matrix::SetTranslation(Vector3 vector3) {
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data[3] = {vector3, 1};
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}
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#pragma endregion
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}
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@@ -56,7 +56,9 @@ namespace dae {
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Matrix operator*(const Matrix& m) const;
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const Matrix& operator*=(const Matrix& m);
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private:
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void SetTranslation(Vector3 vector3);
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private:
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//Row-Major Matrix
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Vector4 data[4]
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@@ -71,5 +73,5 @@ namespace dae {
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// v1x v1y v1z v1w
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// v2x v2y v2z v2w
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// v3x v3y v3z v3w
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};
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};
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}
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@@ -98,21 +98,17 @@ Mesh::~Mesh() {
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void Mesh::Render(ID3D11DeviceContext *deviceContextPtr, const Matrix &worldViewProj) const {
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m_EffectPtr->SetWorldViewProjMatrix(worldViewProj);
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m_EffectPtr->SetWorldMatrix(m_WorldMatrix);
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//1. Set primitive topology
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deviceContextPtr->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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//2. Set input layout
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deviceContextPtr->IASetInputLayout(m_InputLayoutPtr);
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//3. Set vertex buffer
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constexpr UINT stride = sizeof(VertexIn);
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constexpr UINT offset = 0;
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deviceContextPtr->IASetVertexBuffers(0, 1, &m_VertexBufferPtr, &stride, &offset);
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//4. Set index buffer
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deviceContextPtr->IASetIndexBuffer(m_IndexBufferPtr, DXGI_FORMAT_R32_UINT, 0);
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//5. Draw
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D3DX11_TECHNIQUE_DESC techniqueDesc{};
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m_EffectPtr->GetTechniquePtr()->GetDesc(&techniqueDesc);
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for (UINT p{}; p < techniqueDesc.Passes; p++) {
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659
project/src/PerlinNoise.hpp
Normal file
659
project/src/PerlinNoise.hpp
Normal file
@@ -0,0 +1,659 @@
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//----------------------------------------------------------------------------------------
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//
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// siv::PerlinNoise
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// Perlin noise library for modern C++
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//
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// Copyright (C) 2013-2021 Ryo Suzuki <reputeless@gmail.com>
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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//----------------------------------------------------------------------------------------
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# pragma once
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# include <cstdint>
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# include <algorithm>
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# include <array>
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# include <iterator>
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# include <numeric>
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# include <random>
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# include <type_traits>
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# if __has_include(<concepts>) && defined(__cpp_concepts)
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# include <concepts>
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# endif
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// Library major version
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# define SIVPERLIN_VERSION_MAJOR 3
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// Library minor version
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# define SIVPERLIN_VERSION_MINOR 0
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// Library revision version
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# define SIVPERLIN_VERSION_REVISION 0
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// Library version
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# define SIVPERLIN_VERSION ((SIVPERLIN_VERSION_MAJOR * 100 * 100) + (SIVPERLIN_VERSION_MINOR * 100) + (SIVPERLIN_VERSION_REVISION))
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// [[nodiscard]] for constructors
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# if (201907L <= __has_cpp_attribute(nodiscard))
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# define SIVPERLIN_NODISCARD_CXX20 [[nodiscard]]
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# else
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# define SIVPERLIN_NODISCARD_CXX20
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# endif
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// std::uniform_random_bit_generator concept
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# if __cpp_lib_concepts
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# define SIVPERLIN_CONCEPT_URBG template <std::uniform_random_bit_generator URBG>
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# define SIVPERLIN_CONCEPT_URBG_ template <std::uniform_random_bit_generator URBG>
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# else
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# define SIVPERLIN_CONCEPT_URBG template <class URBG, std::enable_if_t<std::conjunction_v<std::is_invocable<URBG&>, std::is_unsigned<std::invoke_result_t<URBG&>>>>* = nullptr>
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# define SIVPERLIN_CONCEPT_URBG_ template <class URBG, std::enable_if_t<std::conjunction_v<std::is_invocable<URBG&>, std::is_unsigned<std::invoke_result_t<URBG&>>>>*>
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# endif
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// arbitrary value for increasing entropy
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# ifndef SIVPERLIN_DEFAULT_Y
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# define SIVPERLIN_DEFAULT_Y (0.12345)
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# endif
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// arbitrary value for increasing entropy
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# ifndef SIVPERLIN_DEFAULT_Z
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# define SIVPERLIN_DEFAULT_Z (0.34567)
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# endif
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namespace siv
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{
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template <class Float>
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class BasicPerlinNoise
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{
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public:
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static_assert(std::is_floating_point_v<Float>);
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///////////////////////////////////////
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//
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// Typedefs
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//
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using state_type = std::array<std::uint8_t, 256>;
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using value_type = Float;
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using default_random_engine = std::mt19937;
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using seed_type = typename default_random_engine::result_type;
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///////////////////////////////////////
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//
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// Constructors
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||||
//
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SIVPERLIN_NODISCARD_CXX20
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constexpr BasicPerlinNoise() noexcept;
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SIVPERLIN_NODISCARD_CXX20
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explicit BasicPerlinNoise(seed_type seed);
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SIVPERLIN_CONCEPT_URBG
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SIVPERLIN_NODISCARD_CXX20
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explicit BasicPerlinNoise(URBG&& urbg);
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///////////////////////////////////////
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//
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// Reseed
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||||
//
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||||
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||||
void reseed(seed_type seed);
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||||
|
||||
SIVPERLIN_CONCEPT_URBG
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void reseed(URBG&& urbg);
|
||||
|
||||
///////////////////////////////////////
|
||||
//
|
||||
// Serialization
|
||||
//
|
||||
|
||||
[[nodiscard]]
|
||||
constexpr const state_type& serialize() const noexcept;
|
||||
|
||||
constexpr void deserialize(const state_type& state) noexcept;
|
||||
|
||||
///////////////////////////////////////
|
||||
//
|
||||
// Noise (The result is in the range [-1, 1])
|
||||
//
|
||||
|
||||
[[nodiscard]]
|
||||
value_type noise1D(value_type x) const noexcept;
|
||||
|
||||
[[nodiscard]]
|
||||
value_type noise2D(value_type x, value_type y) const noexcept;
|
||||
|
||||
[[nodiscard]]
|
||||
value_type noise3D(value_type x, value_type y, value_type z) const noexcept;
|
||||
|
||||
///////////////////////////////////////
|
||||
//
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||||
// Noise (The result is remapped to the range [0, 1])
|
||||
//
|
||||
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||||
[[nodiscard]]
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||||
value_type noise1D_01(value_type x) const noexcept;
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||||
|
||||
[[nodiscard]]
|
||||
value_type noise2D_01(value_type x, value_type y) const noexcept;
|
||||
|
||||
[[nodiscard]]
|
||||
value_type noise3D_01(value_type x, value_type y, value_type z) const noexcept;
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||||
|
||||
///////////////////////////////////////
|
||||
//
|
||||
// Octave noise (The result can be out of the range [-1, 1])
|
||||
//
|
||||
|
||||
[[nodiscard]]
|
||||
value_type octave1D(value_type x, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
|
||||
|
||||
[[nodiscard]]
|
||||
value_type octave2D(value_type x, value_type y, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
|
||||
|
||||
[[nodiscard]]
|
||||
value_type octave3D(value_type x, value_type y, value_type z, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
|
||||
|
||||
///////////////////////////////////////
|
||||
//
|
||||
// Octave noise (The result is clamped to the range [-1, 1])
|
||||
//
|
||||
|
||||
[[nodiscard]]
|
||||
value_type octave1D_11(value_type x, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
|
||||
|
||||
[[nodiscard]]
|
||||
value_type octave2D_11(value_type x, value_type y, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
|
||||
|
||||
[[nodiscard]]
|
||||
value_type octave3D_11(value_type x, value_type y, value_type z, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
|
||||
|
||||
///////////////////////////////////////
|
||||
//
|
||||
// Octave noise (The result is clamped and remapped to the range [0, 1])
|
||||
//
|
||||
|
||||
[[nodiscard]]
|
||||
value_type octave1D_01(value_type x, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
|
||||
|
||||
[[nodiscard]]
|
||||
value_type octave2D_01(value_type x, value_type y, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
|
||||
|
||||
[[nodiscard]]
|
||||
value_type octave3D_01(value_type x, value_type y, value_type z, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
|
||||
|
||||
///////////////////////////////////////
|
||||
//
|
||||
// Octave noise (The result is normalized to the range [-1, 1])
|
||||
//
|
||||
|
||||
[[nodiscard]]
|
||||
value_type normalizedOctave1D(value_type x, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
|
||||
|
||||
[[nodiscard]]
|
||||
value_type normalizedOctave2D(value_type x, value_type y, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
|
||||
|
||||
[[nodiscard]]
|
||||
value_type normalizedOctave3D(value_type x, value_type y, value_type z, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
|
||||
|
||||
///////////////////////////////////////
|
||||
//
|
||||
// Octave noise (The result is normalized and remapped to the range [0, 1])
|
||||
//
|
||||
|
||||
[[nodiscard]]
|
||||
value_type normalizedOctave1D_01(value_type x, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
|
||||
|
||||
[[nodiscard]]
|
||||
value_type normalizedOctave2D_01(value_type x, value_type y, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
|
||||
|
||||
[[nodiscard]]
|
||||
value_type normalizedOctave3D_01(value_type x, value_type y, value_type z, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
|
||||
|
||||
private:
|
||||
|
||||
state_type m_permutation;
|
||||
};
|
||||
|
||||
using PerlinNoise = BasicPerlinNoise<double>;
|
||||
|
||||
namespace perlin_detail
|
||||
{
|
||||
////////////////////////////////////////////////
|
||||
//
|
||||
// These functions are provided for consistency.
|
||||
// You may get different results from std::shuffle() with different standard library implementations.
|
||||
//
|
||||
SIVPERLIN_CONCEPT_URBG
|
||||
[[nodiscard]]
|
||||
inline std::uint64_t Random(const std::uint64_t max, URBG&& urbg)
|
||||
{
|
||||
return (urbg() % (max + 1));
|
||||
}
|
||||
|
||||
template <class RandomIt, class URBG>
|
||||
inline void Shuffle(RandomIt first, RandomIt last, URBG&& urbg)
|
||||
{
|
||||
if (first == last)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
using difference_type = typename std::iterator_traits<RandomIt>::difference_type;
|
||||
|
||||
for (RandomIt it = first + 1; it < last; ++it)
|
||||
{
|
||||
const std::uint64_t n = static_cast<std::uint64_t>(it - first);
|
||||
std::iter_swap(it, first + static_cast<difference_type>(Random(n, std::forward<URBG>(urbg))));
|
||||
}
|
||||
}
|
||||
//
|
||||
////////////////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
[[nodiscard]]
|
||||
inline constexpr Float Fade(const Float t) noexcept
|
||||
{
|
||||
return t * t * t * (t * (t * 6 - 15) + 10);
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
[[nodiscard]]
|
||||
inline constexpr Float Lerp(const Float a, const Float b, const Float t) noexcept
|
||||
{
|
||||
return (a + (b - a) * t);
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
[[nodiscard]]
|
||||
inline constexpr Float Grad(const std::uint8_t hash, const Float x, const Float y, const Float z) noexcept
|
||||
{
|
||||
const std::uint8_t h = hash & 15;
|
||||
const Float u = h < 8 ? x : y;
|
||||
const Float v = h < 4 ? y : h == 12 || h == 14 ? x : z;
|
||||
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
[[nodiscard]]
|
||||
inline constexpr Float Remap_01(const Float x) noexcept
|
||||
{
|
||||
return (x * Float(0.5) + Float(0.5));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
[[nodiscard]]
|
||||
inline constexpr Float Clamp_11(const Float x) noexcept
|
||||
{
|
||||
return std::clamp(x, Float(-1.0), Float(1.0));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
[[nodiscard]]
|
||||
inline constexpr Float RemapClamp_01(const Float x) noexcept
|
||||
{
|
||||
if (x <= Float(-1.0))
|
||||
{
|
||||
return Float(0.0);
|
||||
}
|
||||
else if (Float(1.0) <= x)
|
||||
{
|
||||
return Float(1.0);
|
||||
}
|
||||
|
||||
return (x * Float(0.5) + Float(0.5));
|
||||
}
|
||||
|
||||
template <class Noise, class Float>
|
||||
[[nodiscard]]
|
||||
inline auto Octave1D(const Noise& noise, Float x, const std::int32_t octaves, const Float persistence) noexcept
|
||||
{
|
||||
using value_type = Float;
|
||||
value_type result = 0;
|
||||
value_type amplitude = 1;
|
||||
|
||||
for (std::int32_t i = 0; i < octaves; ++i)
|
||||
{
|
||||
result += (noise.noise1D(x) * amplitude);
|
||||
x *= 2;
|
||||
amplitude *= persistence;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
template <class Noise, class Float>
|
||||
[[nodiscard]]
|
||||
inline auto Octave2D(const Noise& noise, Float x, Float y, const std::int32_t octaves, const Float persistence) noexcept
|
||||
{
|
||||
using value_type = Float;
|
||||
value_type result = 0;
|
||||
value_type amplitude = 1;
|
||||
|
||||
for (std::int32_t i = 0; i < octaves; ++i)
|
||||
{
|
||||
result += (noise.noise2D(x, y) * amplitude);
|
||||
x *= 2;
|
||||
y *= 2;
|
||||
amplitude *= persistence;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
template <class Noise, class Float>
|
||||
[[nodiscard]]
|
||||
inline auto Octave3D(const Noise& noise, Float x, Float y, Float z, const std::int32_t octaves, const Float persistence) noexcept
|
||||
{
|
||||
using value_type = Float;
|
||||
value_type result = 0;
|
||||
value_type amplitude = 1;
|
||||
|
||||
for (std::int32_t i = 0; i < octaves; ++i)
|
||||
{
|
||||
result += (noise.noise3D(x, y, z) * amplitude);
|
||||
x *= 2;
|
||||
y *= 2;
|
||||
z *= 2;
|
||||
amplitude *= persistence;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
[[nodiscard]]
|
||||
inline constexpr Float MaxAmplitude(const std::int32_t octaves, const Float persistence) noexcept
|
||||
{
|
||||
using value_type = Float;
|
||||
value_type result = 0;
|
||||
value_type amplitude = 1;
|
||||
|
||||
for (std::int32_t i = 0; i < octaves; ++i)
|
||||
{
|
||||
result += amplitude;
|
||||
amplitude *= persistence;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline constexpr BasicPerlinNoise<Float>::BasicPerlinNoise() noexcept
|
||||
: m_permutation{ 151,160,137,91,90,15,
|
||||
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
|
||||
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
|
||||
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
|
||||
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
|
||||
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
|
||||
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
|
||||
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
|
||||
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
|
||||
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
|
||||
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
|
||||
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
|
||||
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 } {}
|
||||
|
||||
template <class Float>
|
||||
inline BasicPerlinNoise<Float>::BasicPerlinNoise(const seed_type seed)
|
||||
{
|
||||
reseed(seed);
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
SIVPERLIN_CONCEPT_URBG_
|
||||
inline BasicPerlinNoise<Float>::BasicPerlinNoise(URBG&& urbg)
|
||||
{
|
||||
reseed(std::forward<URBG>(urbg));
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline void BasicPerlinNoise<Float>::reseed(const seed_type seed)
|
||||
{
|
||||
reseed(default_random_engine{ seed });
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
SIVPERLIN_CONCEPT_URBG_
|
||||
inline void BasicPerlinNoise<Float>::reseed(URBG&& urbg)
|
||||
{
|
||||
std::iota(m_permutation.begin(), m_permutation.end(), uint8_t{ 0 });
|
||||
|
||||
perlin_detail::Shuffle(m_permutation.begin(), m_permutation.end(), std::forward<URBG>(urbg));
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline constexpr const typename BasicPerlinNoise<Float>::state_type& BasicPerlinNoise<Float>::serialize() const noexcept
|
||||
{
|
||||
return m_permutation;
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline constexpr void BasicPerlinNoise<Float>::deserialize(const state_type& state) noexcept
|
||||
{
|
||||
m_permutation = state;
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::noise1D(const value_type x) const noexcept
|
||||
{
|
||||
return noise3D(x,
|
||||
static_cast<value_type>(SIVPERLIN_DEFAULT_Y),
|
||||
static_cast<value_type>(SIVPERLIN_DEFAULT_Z));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::noise2D(const value_type x, const value_type y) const noexcept
|
||||
{
|
||||
return noise3D(x,
|
||||
y,
|
||||
static_cast<value_type>(SIVPERLIN_DEFAULT_Z));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::noise3D(const value_type x, const value_type y, const value_type z) const noexcept
|
||||
{
|
||||
const value_type _x = std::floor(x);
|
||||
const value_type _y = std::floor(y);
|
||||
const value_type _z = std::floor(z);
|
||||
|
||||
const std::int32_t ix = static_cast<std::int32_t>(_x) & 255;
|
||||
const std::int32_t iy = static_cast<std::int32_t>(_y) & 255;
|
||||
const std::int32_t iz = static_cast<std::int32_t>(_z) & 255;
|
||||
|
||||
const value_type fx = (x - _x);
|
||||
const value_type fy = (y - _y);
|
||||
const value_type fz = (z - _z);
|
||||
|
||||
const value_type u = perlin_detail::Fade(fx);
|
||||
const value_type v = perlin_detail::Fade(fy);
|
||||
const value_type w = perlin_detail::Fade(fz);
|
||||
|
||||
const std::uint8_t A = (m_permutation[ix & 255] + iy) & 255;
|
||||
const std::uint8_t B = (m_permutation[(ix + 1) & 255] + iy) & 255;
|
||||
|
||||
const std::uint8_t AA = (m_permutation[A] + iz) & 255;
|
||||
const std::uint8_t AB = (m_permutation[(A + 1) & 255] + iz) & 255;
|
||||
|
||||
const std::uint8_t BA = (m_permutation[B] + iz) & 255;
|
||||
const std::uint8_t BB = (m_permutation[(B + 1) & 255] + iz) & 255;
|
||||
|
||||
const value_type p0 = perlin_detail::Grad(m_permutation[AA], fx, fy, fz);
|
||||
const value_type p1 = perlin_detail::Grad(m_permutation[BA], fx - 1, fy, fz);
|
||||
const value_type p2 = perlin_detail::Grad(m_permutation[AB], fx, fy - 1, fz);
|
||||
const value_type p3 = perlin_detail::Grad(m_permutation[BB], fx - 1, fy - 1, fz);
|
||||
const value_type p4 = perlin_detail::Grad(m_permutation[(AA + 1) & 255], fx, fy, fz - 1);
|
||||
const value_type p5 = perlin_detail::Grad(m_permutation[(BA + 1) & 255], fx - 1, fy, fz - 1);
|
||||
const value_type p6 = perlin_detail::Grad(m_permutation[(AB + 1) & 255], fx, fy - 1, fz - 1);
|
||||
const value_type p7 = perlin_detail::Grad(m_permutation[(BB + 1) & 255], fx - 1, fy - 1, fz - 1);
|
||||
|
||||
const value_type q0 = perlin_detail::Lerp(p0, p1, u);
|
||||
const value_type q1 = perlin_detail::Lerp(p2, p3, u);
|
||||
const value_type q2 = perlin_detail::Lerp(p4, p5, u);
|
||||
const value_type q3 = perlin_detail::Lerp(p6, p7, u);
|
||||
|
||||
const value_type r0 = perlin_detail::Lerp(q0, q1, v);
|
||||
const value_type r1 = perlin_detail::Lerp(q2, q3, v);
|
||||
|
||||
return perlin_detail::Lerp(r0, r1, w);
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::noise1D_01(const value_type x) const noexcept
|
||||
{
|
||||
return perlin_detail::Remap_01(noise1D(x));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::noise2D_01(const value_type x, const value_type y) const noexcept
|
||||
{
|
||||
return perlin_detail::Remap_01(noise2D(x, y));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::noise3D_01(const value_type x, const value_type y, const value_type z) const noexcept
|
||||
{
|
||||
return perlin_detail::Remap_01(noise3D(x, y, z));
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave1D(const value_type x, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::Octave1D(*this, x, octaves, persistence);
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave2D(const value_type x, const value_type y, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::Octave2D(*this, x, y, octaves, persistence);
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave3D(const value_type x, const value_type y, const value_type z, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::Octave3D(*this, x, y, z, octaves, persistence);
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave1D_11(const value_type x, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::Clamp_11(octave1D(x, octaves, persistence));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave2D_11(const value_type x, const value_type y, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::Clamp_11(octave2D(x, y, octaves, persistence));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave3D_11(const value_type x, const value_type y, const value_type z, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::Clamp_11(octave3D(x, y, z, octaves, persistence));
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave1D_01(const value_type x, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::RemapClamp_01(octave1D(x, octaves, persistence));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave2D_01(const value_type x, const value_type y, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::RemapClamp_01(octave2D(x, y, octaves, persistence));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave3D_01(const value_type x, const value_type y, const value_type z, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::RemapClamp_01(octave3D(x, y, z, octaves, persistence));
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::normalizedOctave1D(const value_type x, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return (octave1D(x, octaves, persistence) / perlin_detail::MaxAmplitude(octaves, persistence));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::normalizedOctave2D(const value_type x, const value_type y, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return (octave2D(x, y, octaves, persistence) / perlin_detail::MaxAmplitude(octaves, persistence));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::normalizedOctave3D(const value_type x, const value_type y, const value_type z, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return (octave3D(x, y, z, octaves, persistence) / perlin_detail::MaxAmplitude(octaves, persistence));
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::normalizedOctave1D_01(const value_type x, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::Remap_01(normalizedOctave1D(x, octaves, persistence));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::normalizedOctave2D_01(const value_type x, const value_type y, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::Remap_01(normalizedOctave2D(x, y, octaves, persistence));
|
||||
}
|
||||
|
||||
template <class Float>
|
||||
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::normalizedOctave3D_01(const value_type x, const value_type y, const value_type z, const std::int32_t octaves, const value_type persistence) const noexcept
|
||||
{
|
||||
return perlin_detail::Remap_01(normalizedOctave3D(x, y, z, octaves, persistence));
|
||||
}
|
||||
}
|
||||
|
||||
# undef SIVPERLIN_NODISCARD_CXX20
|
||||
# undef SIVPERLIN_CONCEPT_URBG
|
||||
# undef SIVPERLIN_CONCEPT_URBG_
|
||||
@@ -37,7 +37,7 @@ namespace dae {
|
||||
InitializeSDLRasterizer();
|
||||
|
||||
m_pScene = new MainScene();
|
||||
m_pScene->Initialize(m_DevicePtr, m_DeviceContextPtr);
|
||||
m_pScene->Initialize(m_DevicePtr, m_DeviceContextPtr, nullptr);
|
||||
|
||||
if (!m_pScene->GetMeshes().empty()) {
|
||||
m_pFireMesh = m_pScene->GetMeshes().back();
|
||||
@@ -409,8 +409,8 @@ namespace dae {
|
||||
|
||||
Vector4 vertPos{WorldViewProjectionMatrix.TransformPoint({vert.position, 1})};
|
||||
|
||||
const Vector3 normal{mesh->GetWorldMatrix().TransformVector(vert.normal)};
|
||||
const Vector3 tangent{mesh->GetWorldMatrix().TransformVector(vert.tangent)};
|
||||
const Vector3 normal{mesh->GetWorldMatrix().TransformVector(vert.normal).Normalized()};
|
||||
const Vector3 tangent{mesh->GetWorldMatrix().TransformVector(vert.tangent).Normalized()};
|
||||
|
||||
|
||||
vertPos.x /= vertPos.w;
|
||||
@@ -433,8 +433,9 @@ namespace dae {
|
||||
vertex_out.normal = normal;
|
||||
vertex_out.tangent = tangent;
|
||||
vertex_out.mesh = mesh;
|
||||
// vertex_out.viewDir = WorldViewProjectionMatrix.TransformVector(vert.viewDir);
|
||||
vertex_out.valid = isValid;
|
||||
vertex_out.viewDir = (mesh->GetWorldMatrix().TransformPoint(vertex_out.position)
|
||||
- m_Camera.GetPosition().ToPoint4()).Normalized().GetXYZ();
|
||||
|
||||
vertices_out.push_back(vertex_out);
|
||||
}
|
||||
@@ -465,27 +466,31 @@ namespace dae {
|
||||
constexpr ColorRGB ambient{.03f, .03f, .03f};
|
||||
|
||||
if (m_useNormals) {
|
||||
|
||||
const Vector3 biNormal{Vector3::Cross(normal, sample.tangent)};
|
||||
|
||||
const Matrix tangentToWorld{
|
||||
sample.tangent,
|
||||
biNormal,
|
||||
normal,
|
||||
{0.f, 0.f, 0.f}
|
||||
};
|
||||
|
||||
const ColorRGB normalSample{sample.mesh->GetMaterial()->normalTexturePtr->Sample(sample.uv)};
|
||||
const Vector4 normalMapSample{
|
||||
|
||||
Vector4 normalMapSample{
|
||||
2.f * normalSample.r - 1.f,
|
||||
2.f * normalSample.g - 1.f,
|
||||
2.f * normalSample.b - 1.f,
|
||||
0.f
|
||||
};
|
||||
|
||||
const Vector3 biNormal{Vector3::Cross(normal, sample.tangent)};
|
||||
const Matrix tangentToWorld{
|
||||
Vector4{sample.tangent, 0.f},
|
||||
Vector4{biNormal, 0.f},
|
||||
Vector4{normal, 0.f},
|
||||
Vector4{0.f, 0.f, 0.f, 1.f}
|
||||
};
|
||||
normal = tangentToWorld.TransformVector(normalMapSample).Normalized();
|
||||
}
|
||||
|
||||
const ColorRGB diffuseSample{currentMaterial->diffuseTexturePtr->Sample(sample.uv)};
|
||||
double invPi = 1.0 / PI;
|
||||
const ColorRGB lambert{diffuseSample * lightIntensity * invPi};
|
||||
double invPi = 1.0f / PI;
|
||||
const ColorRGB lambert{diffuseSample * lightIntensity / PI};
|
||||
|
||||
//TODO: ask why deviding by PI causses Segmentation fault
|
||||
// const ColorRGB lambert{ diffuseSample * lightIntensity / PI };
|
||||
@@ -494,12 +499,16 @@ namespace dae {
|
||||
float specularReflectance{1.f};
|
||||
float shininess{25.f};
|
||||
|
||||
specularReflectance *= currentMaterial->glossTexturePtr->Sample(sample.uv).r;
|
||||
shininess *= currentMaterial->specularTexturePtr->Sample(sample.uv).r;
|
||||
specularReflectance *= currentMaterial->specularTexturePtr->Sample(sample.uv).r;
|
||||
shininess *= currentMaterial->glossTexturePtr->Sample(sample.uv).r;
|
||||
|
||||
const float cosAngle = Vector3::Dot(normal, -lightDirection);
|
||||
|
||||
const ColorRGB specular = specularReflectance * powf(cosAngle, shininess) * colors::White;
|
||||
const Vector3 reflect = Vector3::Reflect(lightDirection, normal);
|
||||
float cosSpecular = Vector3::Dot(reflect, sample.viewDirection);
|
||||
cosSpecular = std::max(cosSpecular, 0.f);
|
||||
|
||||
const ColorRGB specular = specularReflectance * powf(cosSpecular, shininess) * colors::White;
|
||||
|
||||
if (cosAngle < 0) {
|
||||
return ambient;
|
||||
@@ -507,6 +516,7 @@ namespace dae {
|
||||
|
||||
switch (m_ShadeMode) {
|
||||
case ShadeMode::ObservedArea:
|
||||
color = ColorRGB{cosAngle, cosAngle, cosAngle};
|
||||
break;
|
||||
case ShadeMode::Diffuse:
|
||||
color = lambert;
|
||||
@@ -516,10 +526,10 @@ namespace dae {
|
||||
break;
|
||||
case ShadeMode::Combined:
|
||||
color = lambert + specular + ambient;
|
||||
color *= ColorRGB{cosAngle, cosAngle, cosAngle};
|
||||
break;
|
||||
}
|
||||
|
||||
color *= ColorRGB{cosAngle, cosAngle, cosAngle};
|
||||
|
||||
return color;
|
||||
}
|
||||
@@ -554,10 +564,6 @@ namespace dae {
|
||||
std::string mode = m_isHitbox ? "ON" : "OFF";
|
||||
std::cout << MAGENTA << "[SOFTWARE]" << BLUE << " Hitbox " << mode << RESET << std::endl;
|
||||
|
||||
|
||||
std::cout << "Camera pos: " << m_Camera.GetPosition().x << " " << m_Camera.GetPosition().y << " " << m_Camera.GetPosition().z << std::endl;
|
||||
std::cout << "Camera rot: " << m_Camera.GetRotation().x << " " << m_Camera.GetRotation().y << " " << m_Camera.GetRotation().z << std::endl;
|
||||
|
||||
}
|
||||
|
||||
void Renderer::CycleRenderingMode() {
|
||||
@@ -694,7 +700,7 @@ namespace dae {
|
||||
m_Camera.SetPosition(m_SceneCameraPositions[m_CurrentScene].first);
|
||||
m_Camera.SetRotation(m_SceneCameraPositions[m_CurrentScene].second);
|
||||
|
||||
m_pScene->Initialize(m_DevicePtr, m_DeviceContextPtr);
|
||||
m_pScene->Initialize(m_DevicePtr, m_DeviceContextPtr, &m_Camera);
|
||||
|
||||
|
||||
if (m_CurrentScene == SceneNames::Main) {
|
||||
|
||||
@@ -17,7 +17,7 @@ public:
|
||||
|
||||
virtual ~BaseScene() = default;
|
||||
|
||||
virtual void Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr) = 0;
|
||||
virtual void Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr, Camera *camera) = 0;
|
||||
|
||||
virtual void Update() = 0;
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
#include <iostream>
|
||||
|
||||
|
||||
void DioramaScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr) {
|
||||
void DioramaScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr, Camera *camera) {
|
||||
|
||||
std::vector<std::unique_ptr<Utils::MaterialMesh>> materialMeshes;
|
||||
Utils::LoadObjWithMaterials("resources/scene.obj", materialMeshes, true, DevicePtr);
|
||||
|
||||
@@ -7,7 +7,7 @@ class DioramaScene : public BaseScene {
|
||||
public:
|
||||
void Cleanup() override;
|
||||
|
||||
void Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr) override;
|
||||
void Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr, Camera *camera) override;
|
||||
|
||||
std::vector<Mesh *> &GetMeshes() override;
|
||||
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#include "../Utils.h"
|
||||
#include "../Effects/Effect.h"
|
||||
|
||||
void InstancedScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr) {
|
||||
void InstancedScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr, Camera *camera) {
|
||||
m_DeviceContextPtr = DeviceContextPtr;
|
||||
|
||||
std::vector<VertexIn> vertices{};
|
||||
@@ -20,15 +20,30 @@ void InstancedScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *De
|
||||
std::shared_ptr<Material> cubeMaterial = std::make_shared<Material>();
|
||||
cubeMaterial->diffuseTexturePtr = Texture::LoadFromFile("resources/grass_block.png", DevicePtr);
|
||||
|
||||
// std::vector<InstancedData> instanceData;
|
||||
// for (int x = 0; x < 100; ++x) {
|
||||
// for (int y = 0; y < 100; ++y) {
|
||||
// InstancedData data;
|
||||
// float scale = 2;
|
||||
// //Generate sine wave based on x and y
|
||||
// float YOffset = sin(x * 0.5f + SDL_GetTicks() * 0.001f) + cos(y * 0.5f + SDL_GetTicks() * 0.001f);
|
||||
// //Add random but predictable randomness
|
||||
// YOffset += (x * 0.1f + y * 0.1f) * 0.1f;
|
||||
// data.worldMatrix = Matrix::CreateTranslation(x * scale, YOffset, y * scale);
|
||||
// data.worldMatrix *= Matrix::CreateScale(0.5f, 0.5f, 0.5f);
|
||||
// data.color = Vector4(float(x) / 255.f, float(y) / 255.f, 1.f, 1.0f);
|
||||
// instanceData.push_back(data);
|
||||
// }
|
||||
// }
|
||||
|
||||
std::vector<InstancedData> instanceData;
|
||||
for (int x = 0; x < 100; ++x) {
|
||||
for (int y = 0; y < 100; ++y) {
|
||||
InstancedData data;
|
||||
float scale = 2;
|
||||
//Generate sine wave based on x and y
|
||||
|
||||
//use the perlin noise to generate the YOffset
|
||||
float YOffset = sin(x * 0.5f + SDL_GetTicks() * 0.001f) + cos(y * 0.5f + SDL_GetTicks() * 0.001f);
|
||||
//Add random but predictable randomness
|
||||
YOffset += (x * 0.1f + y * 0.1f) * 0.1f;
|
||||
data.worldMatrix = Matrix::CreateTranslation(x * scale, YOffset, y * scale);
|
||||
data.worldMatrix *= Matrix::CreateScale(0.5f, 0.5f, 0.5f);
|
||||
data.color = Vector4(float(x) / 255.f, float(y) / 255.f, 1.f, 1.0f);
|
||||
@@ -92,4 +107,5 @@ void InstancedScene::Update() {
|
||||
}
|
||||
m_instancedMeshes[0]->UpdateInstanceData(m_DeviceContextPtr, instanceData);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -4,10 +4,11 @@
|
||||
#include "BaseScene.h"
|
||||
#include "../Camera.h"
|
||||
#include "../InstancedMesh.h"
|
||||
#include "../PerlinNoise.hpp"
|
||||
|
||||
class InstancedScene : public BaseScene {
|
||||
public:
|
||||
void Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr) override;
|
||||
void Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr, Camera *camera) override;
|
||||
|
||||
void Render(ID3D11DeviceContext* devicePtr, ID3D11RenderTargetView *renderTargetViewPtr, ID3D11DepthStencilView *depthStencilViewPtr, const Camera& camera) override;
|
||||
|
||||
@@ -27,6 +28,9 @@ private:
|
||||
//Kind of hack since InstancedMesh doesnt extend mesh
|
||||
std::vector<InstancedMesh*> m_instancedMeshes;
|
||||
std::vector<std::shared_ptr<Material>> m_materials;
|
||||
|
||||
const siv::PerlinNoise::seed_type seed = 123456u;
|
||||
const siv::PerlinNoise m_perlinNoise{seed};
|
||||
};
|
||||
|
||||
#endif //GP1_DIRECTX_INSTANCEDSCENE_H
|
||||
|
||||
@@ -11,12 +11,12 @@
|
||||
#include <cassert>
|
||||
|
||||
|
||||
void MainScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr) {
|
||||
void MainScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr, Camera *camera) {
|
||||
|
||||
std::vector<VertexIn> vertices{};
|
||||
std::vector<uint32_t> indices{};
|
||||
|
||||
if (!Utils::ParseOBJNew("resources/vehicle.obj", vertices, indices, false)) {
|
||||
if (!Utils::ParseOBJNew("resources/vehicle.obj", vertices, indices, true)) {
|
||||
assert(true && "Model failed to load");
|
||||
}
|
||||
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
|
||||
class MainScene : public BaseScene {
|
||||
public:
|
||||
void Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr) override;
|
||||
void Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr, Camera *camera) override;
|
||||
|
||||
void Cleanup() override;
|
||||
|
||||
|
||||
@@ -3,9 +3,9 @@
|
||||
#include "../Utils.h"
|
||||
#include "../Effects/Effect.h"
|
||||
|
||||
void PlanetScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr) {
|
||||
void PlanetScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr, Camera *camera) {
|
||||
m_DeviceContextPtr = DeviceContextPtr;
|
||||
|
||||
m_Camera = camera;
|
||||
std::vector<VertexIn> vertices{};
|
||||
std::vector<uint32_t> indices{};
|
||||
|
||||
@@ -90,6 +90,7 @@ void PlanetScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *Devic
|
||||
|
||||
auto* skyboxEffect = new Effect(DevicePtr, L"resources/SimpleDiffuse.fx");
|
||||
m_meshes.push_back(new Mesh(DevicePtr, vertices, indices, skyboxMaterial, skyboxEffect));
|
||||
m_skyboxMesh = m_meshes.back();
|
||||
|
||||
Matrix worldMatrix = m_meshes.back()->GetWorldMatrix();
|
||||
worldMatrix *= Matrix::CreateScale(0.1f, 0.1f, 0.1f);
|
||||
@@ -133,4 +134,11 @@ void PlanetScene::Update() {
|
||||
}
|
||||
|
||||
m_instancedMeshes[0]->UpdateInstanceData(m_DeviceContextPtr, m_InstancedData);
|
||||
|
||||
//set the skybox to the camera
|
||||
Matrix skyboxMatrix = m_skyboxMesh->GetWorldMatrix();
|
||||
|
||||
Vector3 cameraPos = m_Camera->GetPosition();
|
||||
skyboxMatrix.SetTranslation(cameraPos);
|
||||
m_skyboxMesh->SetWorldMatrix(skyboxMatrix);
|
||||
}
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
|
||||
class PlanetScene : public BaseScene {
|
||||
public:
|
||||
void Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr) override;
|
||||
void Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr, Camera *camera) override;
|
||||
|
||||
void Render(ID3D11DeviceContext* devicePtr, ID3D11RenderTargetView *renderTargetViewPtr, ID3D11DepthStencilView *depthStencilViewPtr, const Camera& camera) override;
|
||||
|
||||
@@ -29,6 +29,10 @@ private:
|
||||
std::vector<InstancedMesh*> m_instancedMeshes;
|
||||
std::vector<InstancedData> m_InstancedData;
|
||||
std::vector<std::shared_ptr<Material>> m_materials;
|
||||
|
||||
Mesh* m_skyboxMesh;
|
||||
|
||||
Camera* m_Camera;
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -52,6 +52,7 @@ Texture::Texture(SDL_Surface *surfacePtr, ID3D11Device *devicePtr) {
|
||||
|
||||
hr = devicePtr->CreateShaderResourceView(m_TexturePtr, &SRVDesc, &m_TextureResourceViewPtr);
|
||||
|
||||
|
||||
m_SurfacePtr = surfacePtr;
|
||||
m_pSurfacePixels = static_cast<Uint32 *>(surfacePtr->pixels);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user