Exam Done

This commit is contained in:
2025-01-13 17:12:23 +01:00
parent 5e28e5fff4
commit 0d556f12b4
29 changed files with 837 additions and 59 deletions

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@@ -20,6 +20,8 @@ set(SOURCES
"src/Effects/BaseEffect.cpp" "src/Effects/BaseEffect.cpp"
"src/Effects/FireEffect.cpp" "src/Effects/FireEffect.cpp"
"src/PerlinNoise.hpp"
"src/Scenes/BaseScene.cpp" "src/Scenes/BaseScene.cpp"
"src/Scenes/MainScene.cpp" "src/Scenes/MainScene.cpp"
"src/Scenes/DioramaScene.cpp" "src/Scenes/DioramaScene.cpp"

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@@ -1,5 +1,6 @@
float4x4 gWorldViewProj : WorldViewProjection; float4x4 gWorldViewProj : WorldViewProjection;
float4x4 gWorldMatrix : WorldMatrix; float4x4 gWorldMatrix : WorldMatrix;
SamplerState gSampleState : SampleState;
texture2D gDiffuseMap : DiffuseMap; texture2D gDiffuseMap : DiffuseMap;
@@ -79,7 +80,7 @@ VS_OUTPUT VS(VS_INPUT input){
} }
float4 PS(VS_OUTPUT input) : SV_TARGET{ float4 PS(VS_OUTPUT input) : SV_TARGET{
return gDiffuseMap.Sample(samPoint, input.TexCoord); return gDiffuseMap.Sample(gSampleState, input.TexCoord);
} }

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@@ -104,7 +104,7 @@ float3 Shade(VS_OUTPUT input)
// Compute Phong specular lighting // Compute Phong specular lighting
float ks = (specularSample.x + specularSample.y + specularSample.z) / 3.f; float ks = (specularSample.x + specularSample.y + specularSample.z) / 3.f;
float3 specular = Phong(ks, glossSample * gShininess, invLightDirection, invViewDirection, normal); float3 specular = Phong(ks, glossSample * gShininess, gLightDirection, invViewDirection, normal);
// Compute observed area based on the cosine of the light angle // Compute observed area based on the cosine of the light angle
float cosAngle = dot(invLightDirection, normal); float cosAngle = dot(invLightDirection, normal);

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@@ -189,7 +189,7 @@ dae::Matrix dae::Camera::GetViewProjectionMatrix() const {
return viewMatrix * ProjectionMatrix; return viewMatrix * ProjectionMatrix;
} }
const dae::Vector3 &dae::Camera::GetPosition() { const dae::Vector3 & dae::Camera::GetPosition() const {
return origin; return origin;
} }

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@@ -29,7 +29,7 @@ namespace dae {
Matrix GetViewProjectionMatrix() const; Matrix GetViewProjectionMatrix() const;
const Vector3 &GetPosition(); const Vector3 & GetPosition() const;
void SetPosition(const Vector3& position); void SetPosition(const Vector3& position);
const Vector3 GetRotation() const; const Vector3 GetRotation() const;

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@@ -22,8 +22,6 @@ BaseEffect::BaseEffect(ID3D11Device *devicePtr, const std::wstring &filePath) {
} }
BaseEffect::~BaseEffect() { BaseEffect::~BaseEffect() {
m_EffectPtr->Release();
m_EffectPtr = nullptr;
} }
ID3DX11Effect *BaseEffect::LoadEffect(ID3D11Device *devicePtr, const std::wstring &filePath) { ID3DX11Effect *BaseEffect::LoadEffect(ID3D11Device *devicePtr, const std::wstring &filePath) {
@@ -31,6 +29,7 @@ ID3DX11Effect *BaseEffect::LoadEffect(ID3D11Device *devicePtr, const std::wstrin
ID3D10Blob *errorBlobPtr{nullptr}; ID3D10Blob *errorBlobPtr{nullptr};
ID3DX11Effect *effectPtr; ID3DX11Effect *effectPtr;
DWORD shaderFlags = 0; DWORD shaderFlags = 0;
#if defined( DEBUG ) || defined( _DEBUG ) #if defined( DEBUG ) || defined( _DEBUG )
shaderFlags |= D3DCOMPILE_DEBUG; shaderFlags |= D3DCOMPILE_DEBUG;
@@ -55,6 +54,7 @@ ID3DX11Effect *BaseEffect::LoadEffect(ID3D11Device *devicePtr, const std::wstrin
ss << errorsPtr[i]; ss << errorsPtr[i];
OutputDebugStringW(ss.str().c_str()); OutputDebugStringW(ss.str().c_str());
errorBlobPtr->Release(); errorBlobPtr->Release();
errorBlobPtr = nullptr; errorBlobPtr = nullptr;
return nullptr; return nullptr;

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@@ -11,6 +11,13 @@
#include "../Material.h" #include "../Material.h"
#include "../Math/Matrix.h" #include "../Math/Matrix.h"
enum class TechniqueType {
Point = 0,
Linear = 1,
Anisotropic = 2
};
class BaseEffect { class BaseEffect {
public: public:
BaseEffect(ID3D11Device* devicePtr, const std::wstring& filePath); BaseEffect(ID3D11Device* devicePtr, const std::wstring& filePath);

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@@ -11,6 +11,7 @@ Effect::Effect(ID3D11Device *devicePtr, const std::wstring &filePath)
if(!m_LightPosVariablePtr->IsValid()) if(!m_LightPosVariablePtr->IsValid())
std::wcout << L"gLightDirection Vector is not valid" << std::endl; std::wcout << L"gLightDirection Vector is not valid" << std::endl;
m_SamplerVariablePtr = m_EffectPtr->GetVariableByName("gSampleState")->AsSampler(); m_SamplerVariablePtr = m_EffectPtr->GetVariableByName("gSampleState")->AsSampler();
if(!m_SamplerVariablePtr->IsValid()) if(!m_SamplerVariablePtr->IsValid())
std::wcout << L"gSampleState Sampler is not valid" << std::endl; std::wcout << L"gSampleState Sampler is not valid" << std::endl;
@@ -105,6 +106,13 @@ Effect::~Effect() {
for(auto sampler : m_SamplerStates){ for(auto sampler : m_SamplerStates){
sampler->Release(); sampler->Release();
} }
for(auto rasterizer : m_RasterizerStates){
rasterizer->Release();
}
m_EffectPtr->Release();
m_EffectPtr = nullptr;
} }
void Effect::SetWorldMatrix(const dae::Matrix &world) const { void Effect::SetWorldMatrix(const dae::Matrix &world) const {

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@@ -3,11 +3,7 @@
#include "BaseEffect.h" #include "BaseEffect.h"
#include <array> #include <array>
enum class TechniqueType {
Point = 0,
Linear = 1,
Anisotropic = 2
};
enum class CullMode { enum class CullMode {
None = 0, None = 0,

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@@ -10,14 +10,64 @@ FireEffect::FireEffect(ID3D11Device *devicePtr, const std::wstring &filePath) :
m_DiffuseMapVariablePtr = m_EffectPtr->GetVariableByName("gDiffuseMap")->AsShaderResource(); m_DiffuseMapVariablePtr = m_EffectPtr->GetVariableByName("gDiffuseMap")->AsShaderResource();
if (!m_DiffuseMapVariablePtr->IsValid()) if (!m_DiffuseMapVariablePtr->IsValid())
std::wcout << L"gDiffuseMap ShaderResource is not valid" << std::endl; std::wcout << L"gDiffuseMap ShaderResource is not valid" << std::endl;
m_SamplerVariablePtr = m_EffectPtr->GetVariableByName("gSampleState")->AsSampler();
if(!m_SamplerVariablePtr->IsValid())
std::wcout << L"gSampleState Sampler is not valid" << std::endl;
InitSamplers(devicePtr);
} }
FireEffect::~FireEffect() { FireEffect::~FireEffect() {
m_DiffuseMapVariablePtr->Release(); m_DiffuseMapVariablePtr->Release();
m_DiffuseMapVariablePtr = nullptr; m_DiffuseMapVariablePtr = nullptr;
m_SamplerVariablePtr->Release();
m_SamplerVariablePtr = nullptr;
m_EffectPtr->Release();
m_EffectPtr = nullptr;
} }
void FireEffect::SetMaterial(Material *material) { void FireEffect::SetMaterial(Material *material) {
if(material->diffuseTexturePtr) if(material->diffuseTexturePtr)
m_DiffuseMapVariablePtr->SetResource(material->diffuseTexturePtr->GetSrv()); m_DiffuseMapVariablePtr->SetResource(material->diffuseTexturePtr->GetSrv());
} }
void FireEffect::NextSamplingState() {
switch(m_TechniqueType){
case TechniqueType::Point:
m_TechniqueType = TechniqueType::Linear;
break;
case TechniqueType::Linear:
m_TechniqueType = TechniqueType::Anisotropic;
break;
case TechniqueType::Anisotropic:
m_TechniqueType = TechniqueType::Point;
break;
}
m_SamplerVariablePtr->SetSampler(0,m_SamplerStates[static_cast<int>(m_TechniqueType)]);
}
void FireEffect::InitSamplers(ID3D11Device *devicePtr) {
D3D11_SAMPLER_DESC samplerDesc{};
samplerDesc.Filter = D3D11_FILTER_ANISOTROPIC;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
devicePtr->CreateSamplerState(&samplerDesc, &m_SamplerStates[static_cast<int>(TechniqueType::Anisotropic)]);
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
devicePtr->CreateSamplerState(&samplerDesc, &m_SamplerStates[static_cast<int>(TechniqueType::Linear)]);
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
devicePtr->CreateSamplerState(&samplerDesc, &m_SamplerStates[static_cast<int>(TechniqueType::Point)]);
m_SamplerVariablePtr->SetSampler(0,m_SamplerStates[static_cast<int>(m_TechniqueType)]);
}

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@@ -6,6 +6,7 @@
#define GP1_DIRECTX_FIREEFFECT_H #define GP1_DIRECTX_FIREEFFECT_H
#include <array>
#include "BaseEffect.h" #include "BaseEffect.h"
class FireEffect: public BaseEffect { class FireEffect: public BaseEffect {
@@ -16,8 +17,20 @@ public:
void SetMaterial(Material *material) override; void SetMaterial(Material *material) override;
void NextSamplingState() override;
private: private:
void InitSamplers(ID3D11Device* devicePtr);
ID3DX11EffectShaderResourceVariable *m_DiffuseMapVariablePtr{}; ID3DX11EffectShaderResourceVariable *m_DiffuseMapVariablePtr{};
ID3DX11EffectSamplerVariable *m_SamplerVariablePtr{};
std::array<ID3D11SamplerState*, 3> m_SamplerStates{};
TechniqueType m_TechniqueType{TechniqueType::Linear};
}; };

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@@ -43,6 +43,7 @@ std::optional<Sample> TriangleHitTest(const Vector3& fragPos, const VertexOut& v
v1.uv * depth * normWeights.y / v1.position.w + v1.uv * depth * normWeights.y / v1.position.w +
v2.uv * depth * normWeights.z / v2.position.w; v2.uv * depth * normWeights.z / v2.position.w;
const float interpolatedDepth = 1 / (normWeights.x / v0.position.w + normWeights.y / v1.position.w + normWeights.z / v2.position.w); const float interpolatedDepth = 1 / (normWeights.x / v0.position.w + normWeights.y / v1.position.w + normWeights.z / v2.position.w);
auto interpolate = auto interpolate =

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@@ -199,12 +199,11 @@ void InstancedMesh::UpdateInstanceData(ID3D11DeviceContext *deviceContextPtr, co
HRESULT result = deviceContextPtr->Map(m_InstanceBufferPtr, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); HRESULT result = deviceContextPtr->Map(m_InstanceBufferPtr, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
assert(result == S_OK && "Mapping instance buffer failed"); assert(result == S_OK && "Mapping instance buffer failed");
assert(mappedResource.pData != nullptr && "Mapped resource data is null"); assert(mappedResource.pData != nullptr && "Mapped resource data is null");
if (!instanceData.empty()) { if (!instanceData.empty()) {
// Ensure that the data fits in the buffer // Ensure that the data fits in the buffer
std::memcpy(mappedResource.pData, instanceData.data(), sizeof(InstancedData) * instanceData.size()); std::memcpy(mappedResource.pData, instanceData.data(), sizeof(InstancedData) * instanceData.size()); // NOLINT(*-undefined-memory-manipulation)
} }
deviceContextPtr->Unmap(m_InstanceBufferPtr, 0); deviceContextPtr->Unmap(m_InstanceBufferPtr, 0);

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@@ -8,7 +8,6 @@
#include <d3d11.h> #include <d3d11.h>
#include <vector> #include <vector>
struct alignas(16) InstancedData { struct alignas(16) InstancedData {
Matrix worldMatrix; Matrix worldMatrix;
Vector4 color; Vector4 color;
@@ -60,6 +59,7 @@ private:
std::shared_ptr<Material> m_Material{}; std::shared_ptr<Material> m_Material{};
PrimitiveTopology m_PrimitiveTopology{PrimitiveTopology::TriangleList}; PrimitiveTopology m_PrimitiveTopology{PrimitiveTopology::TriangleList};
}; };

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@@ -297,5 +297,10 @@ namespace dae {
return *this; return *this;
} }
void Matrix::SetTranslation(Vector3 vector3) {
data[3] = {vector3, 1};
}
#pragma endregion #pragma endregion
} }

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@@ -56,6 +56,8 @@ namespace dae {
Matrix operator*(const Matrix& m) const; Matrix operator*(const Matrix& m) const;
const Matrix& operator*=(const Matrix& m); const Matrix& operator*=(const Matrix& m);
void SetTranslation(Vector3 vector3);
private: private:
//Row-Major Matrix //Row-Major Matrix

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@@ -98,21 +98,17 @@ Mesh::~Mesh() {
void Mesh::Render(ID3D11DeviceContext *deviceContextPtr, const Matrix &worldViewProj) const { void Mesh::Render(ID3D11DeviceContext *deviceContextPtr, const Matrix &worldViewProj) const {
m_EffectPtr->SetWorldViewProjMatrix(worldViewProj); m_EffectPtr->SetWorldViewProjMatrix(worldViewProj);
m_EffectPtr->SetWorldMatrix(m_WorldMatrix); m_EffectPtr->SetWorldMatrix(m_WorldMatrix);
//1. Set primitive topology
deviceContextPtr->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); deviceContextPtr->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
//2. Set input layout
deviceContextPtr->IASetInputLayout(m_InputLayoutPtr); deviceContextPtr->IASetInputLayout(m_InputLayoutPtr);
//3. Set vertex buffer
constexpr UINT stride = sizeof(VertexIn); constexpr UINT stride = sizeof(VertexIn);
constexpr UINT offset = 0; constexpr UINT offset = 0;
deviceContextPtr->IASetVertexBuffers(0, 1, &m_VertexBufferPtr, &stride, &offset); deviceContextPtr->IASetVertexBuffers(0, 1, &m_VertexBufferPtr, &stride, &offset);
//4. Set index buffer
deviceContextPtr->IASetIndexBuffer(m_IndexBufferPtr, DXGI_FORMAT_R32_UINT, 0); deviceContextPtr->IASetIndexBuffer(m_IndexBufferPtr, DXGI_FORMAT_R32_UINT, 0);
//5. Draw
D3DX11_TECHNIQUE_DESC techniqueDesc{}; D3DX11_TECHNIQUE_DESC techniqueDesc{};
m_EffectPtr->GetTechniquePtr()->GetDesc(&techniqueDesc); m_EffectPtr->GetTechniquePtr()->GetDesc(&techniqueDesc);
for (UINT p{}; p < techniqueDesc.Passes; p++) { for (UINT p{}; p < techniqueDesc.Passes; p++) {

659
project/src/PerlinNoise.hpp Normal file
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@@ -0,0 +1,659 @@
//----------------------------------------------------------------------------------------
//
// siv::PerlinNoise
// Perlin noise library for modern C++
//
// Copyright (C) 2013-2021 Ryo Suzuki <reputeless@gmail.com>
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
//----------------------------------------------------------------------------------------
# pragma once
# include <cstdint>
# include <algorithm>
# include <array>
# include <iterator>
# include <numeric>
# include <random>
# include <type_traits>
# if __has_include(<concepts>) && defined(__cpp_concepts)
# include <concepts>
# endif
// Library major version
# define SIVPERLIN_VERSION_MAJOR 3
// Library minor version
# define SIVPERLIN_VERSION_MINOR 0
// Library revision version
# define SIVPERLIN_VERSION_REVISION 0
// Library version
# define SIVPERLIN_VERSION ((SIVPERLIN_VERSION_MAJOR * 100 * 100) + (SIVPERLIN_VERSION_MINOR * 100) + (SIVPERLIN_VERSION_REVISION))
// [[nodiscard]] for constructors
# if (201907L <= __has_cpp_attribute(nodiscard))
# define SIVPERLIN_NODISCARD_CXX20 [[nodiscard]]
# else
# define SIVPERLIN_NODISCARD_CXX20
# endif
// std::uniform_random_bit_generator concept
# if __cpp_lib_concepts
# define SIVPERLIN_CONCEPT_URBG template <std::uniform_random_bit_generator URBG>
# define SIVPERLIN_CONCEPT_URBG_ template <std::uniform_random_bit_generator URBG>
# else
# 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>
# 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&>>>>*>
# endif
// arbitrary value for increasing entropy
# ifndef SIVPERLIN_DEFAULT_Y
# define SIVPERLIN_DEFAULT_Y (0.12345)
# endif
// arbitrary value for increasing entropy
# ifndef SIVPERLIN_DEFAULT_Z
# define SIVPERLIN_DEFAULT_Z (0.34567)
# endif
namespace siv
{
template <class Float>
class BasicPerlinNoise
{
public:
static_assert(std::is_floating_point_v<Float>);
///////////////////////////////////////
//
// Typedefs
//
using state_type = std::array<std::uint8_t, 256>;
using value_type = Float;
using default_random_engine = std::mt19937;
using seed_type = typename default_random_engine::result_type;
///////////////////////////////////////
//
// Constructors
//
SIVPERLIN_NODISCARD_CXX20
constexpr BasicPerlinNoise() noexcept;
SIVPERLIN_NODISCARD_CXX20
explicit BasicPerlinNoise(seed_type seed);
SIVPERLIN_CONCEPT_URBG
SIVPERLIN_NODISCARD_CXX20
explicit BasicPerlinNoise(URBG&& urbg);
///////////////////////////////////////
//
// Reseed
//
void reseed(seed_type seed);
SIVPERLIN_CONCEPT_URBG
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;
///////////////////////////////////////
//
// Noise (The result is remapped to the range [0, 1])
//
[[nodiscard]]
value_type noise1D_01(value_type x) const noexcept;
[[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;
///////////////////////////////////////
//
// 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_

View File

@@ -37,7 +37,7 @@ namespace dae {
InitializeSDLRasterizer(); InitializeSDLRasterizer();
m_pScene = new MainScene(); m_pScene = new MainScene();
m_pScene->Initialize(m_DevicePtr, m_DeviceContextPtr); m_pScene->Initialize(m_DevicePtr, m_DeviceContextPtr, nullptr);
if (!m_pScene->GetMeshes().empty()) { if (!m_pScene->GetMeshes().empty()) {
m_pFireMesh = m_pScene->GetMeshes().back(); m_pFireMesh = m_pScene->GetMeshes().back();
@@ -409,8 +409,8 @@ namespace dae {
Vector4 vertPos{WorldViewProjectionMatrix.TransformPoint({vert.position, 1})}; Vector4 vertPos{WorldViewProjectionMatrix.TransformPoint({vert.position, 1})};
const Vector3 normal{mesh->GetWorldMatrix().TransformVector(vert.normal)}; const Vector3 normal{mesh->GetWorldMatrix().TransformVector(vert.normal).Normalized()};
const Vector3 tangent{mesh->GetWorldMatrix().TransformVector(vert.tangent)}; const Vector3 tangent{mesh->GetWorldMatrix().TransformVector(vert.tangent).Normalized()};
vertPos.x /= vertPos.w; vertPos.x /= vertPos.w;
@@ -433,8 +433,9 @@ namespace dae {
vertex_out.normal = normal; vertex_out.normal = normal;
vertex_out.tangent = tangent; vertex_out.tangent = tangent;
vertex_out.mesh = mesh; vertex_out.mesh = mesh;
// vertex_out.viewDir = WorldViewProjectionMatrix.TransformVector(vert.viewDir);
vertex_out.valid = isValid; 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); vertices_out.push_back(vertex_out);
} }
@@ -465,27 +466,31 @@ namespace dae {
constexpr ColorRGB ambient{.03f, .03f, .03f}; constexpr ColorRGB ambient{.03f, .03f, .03f};
if (m_useNormals) { 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 ColorRGB normalSample{sample.mesh->GetMaterial()->normalTexturePtr->Sample(sample.uv)};
const Vector4 normalMapSample{
Vector4 normalMapSample{
2.f * normalSample.r - 1.f, 2.f * normalSample.r - 1.f,
2.f * normalSample.g - 1.f, 2.f * normalSample.g - 1.f,
2.f * normalSample.b - 1.f, 2.f * normalSample.b - 1.f,
0.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(); normal = tangentToWorld.TransformVector(normalMapSample).Normalized();
} }
const ColorRGB diffuseSample{currentMaterial->diffuseTexturePtr->Sample(sample.uv)}; const ColorRGB diffuseSample{currentMaterial->diffuseTexturePtr->Sample(sample.uv)};
double invPi = 1.0 / PI; double invPi = 1.0f / PI;
const ColorRGB lambert{diffuseSample * lightIntensity * invPi}; const ColorRGB lambert{diffuseSample * lightIntensity / PI};
//TODO: ask why deviding by PI causses Segmentation fault //TODO: ask why deviding by PI causses Segmentation fault
// const ColorRGB lambert{ diffuseSample * lightIntensity / PI }; // const ColorRGB lambert{ diffuseSample * lightIntensity / PI };
@@ -494,12 +499,16 @@ namespace dae {
float specularReflectance{1.f}; float specularReflectance{1.f};
float shininess{25.f}; float shininess{25.f};
specularReflectance *= currentMaterial->glossTexturePtr->Sample(sample.uv).r; specularReflectance *= currentMaterial->specularTexturePtr->Sample(sample.uv).r;
shininess *= currentMaterial->specularTexturePtr->Sample(sample.uv).r; shininess *= currentMaterial->glossTexturePtr->Sample(sample.uv).r;
const float cosAngle = Vector3::Dot(normal, -lightDirection); 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) { if (cosAngle < 0) {
return ambient; return ambient;
@@ -507,6 +516,7 @@ namespace dae {
switch (m_ShadeMode) { switch (m_ShadeMode) {
case ShadeMode::ObservedArea: case ShadeMode::ObservedArea:
color = ColorRGB{cosAngle, cosAngle, cosAngle};
break; break;
case ShadeMode::Diffuse: case ShadeMode::Diffuse:
color = lambert; color = lambert;
@@ -516,10 +526,10 @@ namespace dae {
break; break;
case ShadeMode::Combined: case ShadeMode::Combined:
color = lambert + specular + ambient; color = lambert + specular + ambient;
color *= ColorRGB{cosAngle, cosAngle, cosAngle};
break; break;
} }
color *= ColorRGB{cosAngle, cosAngle, cosAngle};
return color; return color;
} }
@@ -554,10 +564,6 @@ namespace dae {
std::string mode = m_isHitbox ? "ON" : "OFF"; std::string mode = m_isHitbox ? "ON" : "OFF";
std::cout << MAGENTA << "[SOFTWARE]" << BLUE << " Hitbox " << mode << RESET << std::endl; 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() { void Renderer::CycleRenderingMode() {
@@ -694,7 +700,7 @@ namespace dae {
m_Camera.SetPosition(m_SceneCameraPositions[m_CurrentScene].first); m_Camera.SetPosition(m_SceneCameraPositions[m_CurrentScene].first);
m_Camera.SetRotation(m_SceneCameraPositions[m_CurrentScene].second); 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) { if (m_CurrentScene == SceneNames::Main) {

View File

@@ -17,7 +17,7 @@ public:
virtual ~BaseScene() = default; 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; virtual void Update() = 0;

View File

@@ -10,7 +10,7 @@
#include <iostream> #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; std::vector<std::unique_ptr<Utils::MaterialMesh>> materialMeshes;
Utils::LoadObjWithMaterials("resources/scene.obj", materialMeshes, true, DevicePtr); Utils::LoadObjWithMaterials("resources/scene.obj", materialMeshes, true, DevicePtr);

View File

@@ -7,7 +7,7 @@ class DioramaScene : public BaseScene {
public: public:
void Cleanup() override; void Cleanup() override;
void Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr) override; void Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr, Camera *camera) override;
std::vector<Mesh *> &GetMeshes() override; std::vector<Mesh *> &GetMeshes() override;

View File

@@ -6,7 +6,7 @@
#include "../Utils.h" #include "../Utils.h"
#include "../Effects/Effect.h" #include "../Effects/Effect.h"
void InstancedScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr) { void InstancedScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr, Camera *camera) {
m_DeviceContextPtr = DeviceContextPtr; m_DeviceContextPtr = DeviceContextPtr;
std::vector<VertexIn> vertices{}; std::vector<VertexIn> vertices{};
@@ -20,15 +20,30 @@ void InstancedScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *De
std::shared_ptr<Material> cubeMaterial = std::make_shared<Material>(); std::shared_ptr<Material> cubeMaterial = std::make_shared<Material>();
cubeMaterial->diffuseTexturePtr = Texture::LoadFromFile("resources/grass_block.png", DevicePtr); 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; std::vector<InstancedData> instanceData;
for (int x = 0; x < 100; ++x) { for (int x = 0; x < 100; ++x) {
for (int y = 0; y < 100; ++y) { for (int y = 0; y < 100; ++y) {
InstancedData data; InstancedData data;
float scale = 2; 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); 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::CreateTranslation(x * scale, YOffset, y * scale);
data.worldMatrix *= Matrix::CreateScale(0.5f, 0.5f, 0.5f); 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); 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); m_instancedMeshes[0]->UpdateInstanceData(m_DeviceContextPtr, instanceData);
} }
} }

View File

@@ -4,10 +4,11 @@
#include "BaseScene.h" #include "BaseScene.h"
#include "../Camera.h" #include "../Camera.h"
#include "../InstancedMesh.h" #include "../InstancedMesh.h"
#include "../PerlinNoise.hpp"
class InstancedScene : public BaseScene { class InstancedScene : public BaseScene {
public: 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; 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 //Kind of hack since InstancedMesh doesnt extend mesh
std::vector<InstancedMesh*> m_instancedMeshes; std::vector<InstancedMesh*> m_instancedMeshes;
std::vector<std::shared_ptr<Material>> m_materials; 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 #endif //GP1_DIRECTX_INSTANCEDSCENE_H

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@@ -11,12 +11,12 @@
#include <cassert> #include <cassert>
void MainScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr) { void MainScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr, Camera *camera) {
std::vector<VertexIn> vertices{}; std::vector<VertexIn> vertices{};
std::vector<uint32_t> indices{}; 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"); assert(true && "Model failed to load");
} }

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@@ -12,7 +12,7 @@
class MainScene : public BaseScene { class MainScene : public BaseScene {
public: public:
void Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr) override; void Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr, Camera *camera) override;
void Cleanup() override; void Cleanup() override;

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@@ -3,9 +3,9 @@
#include "../Utils.h" #include "../Utils.h"
#include "../Effects/Effect.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_DeviceContextPtr = DeviceContextPtr;
m_Camera = camera;
std::vector<VertexIn> vertices{}; std::vector<VertexIn> vertices{};
std::vector<uint32_t> indices{}; 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"); auto* skyboxEffect = new Effect(DevicePtr, L"resources/SimpleDiffuse.fx");
m_meshes.push_back(new Mesh(DevicePtr, vertices, indices, skyboxMaterial, skyboxEffect)); m_meshes.push_back(new Mesh(DevicePtr, vertices, indices, skyboxMaterial, skyboxEffect));
m_skyboxMesh = m_meshes.back();
Matrix worldMatrix = m_meshes.back()->GetWorldMatrix(); Matrix worldMatrix = m_meshes.back()->GetWorldMatrix();
worldMatrix *= Matrix::CreateScale(0.1f, 0.1f, 0.1f); worldMatrix *= Matrix::CreateScale(0.1f, 0.1f, 0.1f);
@@ -133,4 +134,11 @@ void PlanetScene::Update() {
} }
m_instancedMeshes[0]->UpdateInstanceData(m_DeviceContextPtr, m_InstancedData); 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);
} }

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@@ -8,7 +8,7 @@
class PlanetScene : public BaseScene { class PlanetScene : public BaseScene {
public: 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; void Render(ID3D11DeviceContext* devicePtr, ID3D11RenderTargetView *renderTargetViewPtr, ID3D11DepthStencilView *depthStencilViewPtr, const Camera& camera) override;
@@ -29,6 +29,10 @@ private:
std::vector<InstancedMesh*> m_instancedMeshes; std::vector<InstancedMesh*> m_instancedMeshes;
std::vector<InstancedData> m_InstancedData; std::vector<InstancedData> m_InstancedData;
std::vector<std::shared_ptr<Material>> m_materials; std::vector<std::shared_ptr<Material>> m_materials;
Mesh* m_skyboxMesh;
Camera* m_Camera;
}; };

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@@ -52,6 +52,7 @@ Texture::Texture(SDL_Surface *surfacePtr, ID3D11Device *devicePtr) {
hr = devicePtr->CreateShaderResourceView(m_TexturePtr, &SRVDesc, &m_TextureResourceViewPtr); hr = devicePtr->CreateShaderResourceView(m_TexturePtr, &SRVDesc, &m_TextureResourceViewPtr);
m_SurfacePtr = surfacePtr; m_SurfacePtr = surfacePtr;
m_pSurfacePixels = static_cast<Uint32 *>(surfacePtr->pixels); m_pSurfacePixels = static_cast<Uint32 *>(surfacePtr->pixels);
} }