*
This commit is contained in:
@@ -0,0 +1,26 @@
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# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
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# File Created: 22.09.2015 22:34:25
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newmtl RedCube
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||||
Ns 9.999999
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||||
Ni 1.500000
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||||
d 1.000000
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||||
Tr 0.000000
|
||||
Tf 1.000000 1.000000 1.000000
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||||
illum 2
|
||||
Ka 1.000000 0.000000 0.000000
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||||
Kd 1.000000 0.000000 0.000000
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||||
Ks 0.000000 0.000000 0.000000
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||||
Ke 0.000000 0.000000 0.000000
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||||
|
||||
newmtl BlueCube
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||||
Ns 9.999999
|
||||
Ni 1.500000
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||||
d 1.000000
|
||||
Tr 0.000000
|
||||
Tf 1.000000 1.000000 1.000000
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||||
illum 2
|
||||
Ka 0.047059 0.000000 1.000000
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||||
Kd 0.047059 0.000000 1.000000
|
||||
Ks 0.000000 0.000000 0.000000
|
||||
Ke 0.000000 0.000000 0.000000
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@@ -0,0 +1,105 @@
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# 3dA Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
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# File Created: 22.09.2015 22:34:25
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mtllib Boxes.mtl
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#
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# object RedBox
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#
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v -0.500000 0.000000 0.500000
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v -0.500000 0.000000 -0.500000
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||||
v 0.500000 0.000000 -0.500000
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||||
v 0.500000 0.000000 0.500000
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||||
v -0.500000 1.000000 0.500000
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||||
v 0.500000 1.000000 0.500000
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||||
v 0.500000 1.000000 -0.500000
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||||
v -0.500000 1.000000 -0.500000
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||||
# 8 vertices
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||||
|
||||
vn 0.000000 -1.000000 -0.000000
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||||
vn 0.000000 1.000000 -0.000000
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||||
vn 0.000000 0.000000 1.000000
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||||
vn 1.000000 0.000000 -0.000000
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||||
vn 0.000000 0.000000 -1.000000
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||||
vn -1.000000 0.000000 -0.000000
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||||
# 6 vertex normals
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||||
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||||
vt 1.000000 0.000000 0.000000
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||||
vt 1.000000 1.000000 0.000000
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vt 0.000000 1.000000 0.000000
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||||
vt 0.000000 0.000000 0.000000
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||||
# 4 texture coords
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g RedBox
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||||
usemtl RedCube
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||||
s 2
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f 1/1/1 2/2/1 3/3/1
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f 3/3/1 4/4/1 1/1/1
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||||
s 4
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f 5/4/2 6/1/2 7/2/2
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f 7/2/2 8/3/2 5/4/2
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s 8
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f 1/4/3 4/1/3 6/2/3
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||||
f 6/2/3 5/3/3 1/4/3
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s 16
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||||
f 4/4/4 3/1/4 7/2/4
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||||
f 7/2/4 6/3/4 4/4/4
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s 32
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||||
f 3/4/5 2/1/5 8/2/5
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||||
f 8/2/5 7/3/5 3/4/5
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||||
s 64
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||||
f 2/4/6 1/1/6 5/2/6
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f 5/2/6 8/3/6 2/4/6
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# 12 faces
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#
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# object BlueBox
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#
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v -0.500000 0.000000 1.978305
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||||
v -0.500000 0.000000 0.978305
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||||
v 0.500000 0.000000 0.978305
|
||||
v 0.500000 0.000000 1.978305
|
||||
v -0.500000 1.000000 1.978305
|
||||
v 0.500000 1.000000 1.978305
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||||
v 0.500000 1.000000 0.978305
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||||
v -0.500000 1.000000 0.978305
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||||
# 8 vertices
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||||
|
||||
vn 0.000000 -1.000000 -0.000000
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||||
vn 0.000000 1.000000 -0.000000
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||||
vn 0.000000 0.000000 1.000000
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||||
vn 1.000000 0.000000 -0.000000
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||||
vn 0.000000 0.000000 -1.000000
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||||
vn -1.000000 0.000000 -0.000000
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||||
# 6 vertex normals
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||||
|
||||
vt 1.000000 0.000000 0.000000
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vt 1.000000 1.000000 0.000000
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vt 0.000000 1.000000 0.000000
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vt 0.000000 0.000000 0.000000
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# 4 texture coords
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g BlueBox
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usemtl BlueCube
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s 2
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f 9/5/7 10/6/7 11/7/7
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f 11/7/7 12/8/7 9/5/7
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s 4
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f 13/8/8 14/5/8 15/6/8
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||||
f 15/6/8 16/7/8 13/8/8
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s 8
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f 9/8/9 12/5/9 14/6/9
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f 14/6/9 13/7/9 9/8/9
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||||
s 16
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||||
f 12/8/10 11/5/10 15/6/10
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||||
f 15/6/10 14/7/10 12/8/10
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||||
s 32
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||||
f 11/8/11 10/5/11 16/6/11
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||||
f 16/6/11 15/7/11 11/8/11
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s 64
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f 10/8/12 9/5/12 13/6/12
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f 13/6/12 16/7/12 10/8/12
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# 12 faces
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||||
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||||
@@ -0,0 +1,3 @@
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1.0
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||||
{6799A53E-CBB1-451A-82C7-E5F10C33EBCA}
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||||
14435573237290376
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||||
@@ -0,0 +1,57 @@
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struct VS_INPUT {
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||||
float4 vPosition : POSITION;
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float3 normal : NORMAL;
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||||
float2 uv0 : UV0;
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||||
float2 uv1 : UV1;
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||||
};
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||||
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||||
struct VS_OUTPUT {
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float4 vPosition : SV_POSITION;
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||||
float3 normal : TEXCOORD0;
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float2 uv0 : TEXCOORD1;
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||||
float2 uv1 : TEXCOORD2;
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||||
float3 worldPos : TEXCOORD3;
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||||
};
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||||
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||||
cbuffer TestBuffer : register(b3) {
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float4x4 mWorld;
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||||
float4x4 mView;
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float4x4 mProjection;
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float4 cameraWorldPos;
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||||
}
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||||
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||||
Texture2D diffuse : register(t0);
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||||
Texture2D tex2 : register(t1);
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SamplerState MeshTextureSampler;
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||||
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||||
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||||
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VS_OUTPUT main_vs(VS_INPUT v) {
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VS_OUTPUT o;
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float4x4 wvp = mul(mul(mProjection, mView), mWorld);
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o.vPosition = mul(wvp, float4(v.vPosition.xyz, 1));
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o.normal = mul((float3x3)mWorld, v.normal);
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o.uv0 = v.uv0;
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o.uv1 = v.uv1;
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o.worldPos = mul((float3x3)mWorld, v.vPosition.xyz);
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return o;
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}
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#include "lighting/cook_torrance_term.inc"
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float4 main_ps(VS_OUTPUT input) : SV_Target
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{
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float3 ambient = float3(0.3f, 0.3f, 0.4f);
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||||
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||||
float4 diffuseColor = 1.0f;// diffuse.Sample(MeshTextureSampler, input.uv0);
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float3 worldPos = input.worldPos;
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float3 camPos = cameraWorldPos.xyz;
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float3 viewDir = normalize(camPos - worldPos);
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float3 sun = normalize(float3(-1, 1, -1));
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float3 surfaceColor = cook_torrance(normalize(input.normal), viewDir, sun, 0.1f, 1.0f, float3(1,1,1), diffuseColor.rgb);
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return float4(surfaceColor + ambient * diffuseColor, 1);
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}
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@@ -0,0 +1,64 @@
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struct VS_INPUT
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{
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||||
float4 vPosition : POSITION;
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||||
float3 normal : NORMAL;
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float2 uv0 : UV0;
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||||
float2 uv1 : UV1;
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||||
};
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||||
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||||
struct VS_OUTPUT {
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||||
float4 vPosition : SV_POSITION;
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float3 normal : TEXCOORD0;
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float2 uv0 : TEXCOORD1;
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||||
float2 uv1 : TEXCOORD2;
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||||
float3 worldPos : TEXCOORD3;
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float3 viewPos : TEXCOORD4;
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};
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cbuffer TestBuffer : register(b3) {
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float4x4 mWorld;
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float4x4 mView;
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float4x4 mProjection;
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float4 cameraWorldPos;
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float4 _DiffuseColor;
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}
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Texture2D diffuse : register(t0);
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Texture2D tex2 : register(t1);
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SamplerState MeshTextureSampler;
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VS_OUTPUT main_vs(VS_INPUT v){
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VS_OUTPUT o;
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float4x4 wv = mul(mView, mWorld);
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float4x4 wvp = mul(mul(mProjection, mView), mWorld);
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o.vPosition = mul(wvp, float4(v.vPosition.xyz,1));
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o.normal = mul((float3x3)mWorld, v.normal);
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o.uv0 = v.uv0;
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o.uv1 = v.uv1;
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o.worldPos = mul((float3x3)mWorld, v.vPosition.xyz);
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o.viewPos = mul(wv, float4(v.vPosition.xyz, 1));
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return o;
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}
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#include "lighting/cook_torrance_term.inc"
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float4 main_ps(VS_OUTPUT input) : SV_Target
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{
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float3 ambient = float3(0.3f, 0.3f, 0.4f);
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float4 diffuseColor = _DiffuseColor * diffuse.Sample(MeshTextureSampler, input.uv0);
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float3 worldPos = input.worldPos;
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float3 camPos = cameraWorldPos.xyz;
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float3 viewDir = normalize(camPos - worldPos);
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float3 sun = normalize(float3(-1, 1, -1));
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float3 surfaceColor = cook_torrance(normalize(input.normal), viewDir, sun, 0.7f, 0.1f, diffuseColor.rgb, diffuseColor.rgb);
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return float4(surfaceColor + ambient * diffuseColor, 1);
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}
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@@ -0,0 +1,32 @@
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struct VS_INPUT
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{
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||||
float4 position : POSITION;
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float4 color : COLOR;
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};
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||||
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||||
struct VS_OUTPUT {
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||||
float4 position : SV_POSITION;
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float4 color : TEXCOORD0;
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};
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||||
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cbuffer TestBuffer : register(b3) {
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||||
float4x4 mWorld;
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float4x4 mView;
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float4x4 mProjection;
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float alphaMul;
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}
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VS_OUTPUT main_vs(VS_INPUT v) {
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VS_OUTPUT o;
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float4x4 wvp = mul(mul(mProjection, mView), mWorld);
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o.position = mul(wvp, float4(v.position.xyz, 1));
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o.color = v.color;
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return o;
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}
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float4 main_ps(VS_OUTPUT input) : SV_Target{
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float4 color = input.color;
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color *= alphaMul;
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return color;
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}
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@@ -0,0 +1,70 @@
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#ifndef COOK_TORRANCE_TERM
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#define COOK_TORRANCE_TERM
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float4 cook_torrance(
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in float3 normal,
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in float3 viewer,
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in float3 light, float roughness_value, float ref_at_norm_incidence, float3 cSpecular, float3 cDiffuse)
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{
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// Compute any aliases and intermediary values
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// -------------------------------------------
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float3 half_vector = normalize( light + viewer );
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float NdotL = saturate( dot( normal, light ) );
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float NdotH = max( dot( normal, half_vector ) , 1.0e-7);
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float NdotV = saturate( dot( normal, viewer ) );
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float VdotH = saturate( dot( viewer, half_vector ) );
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float r_sq = roughness_value * roughness_value;
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// Evaluate the geometric term
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// --------------------------------
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float geo_numerator = 2.0f * NdotH;
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float geo_denominator = VdotH;
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float geo_b = (geo_numerator * NdotV ) / geo_denominator;
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float geo_c = (geo_numerator * NdotL ) / geo_denominator;
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float geo = min( 1.0f, min( geo_b, geo_c ) );
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||||
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||||
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||||
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||||
// Now evaluate the roughness term
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// -------------------------------
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float roughness;
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float roughness_a = 1.0f / ( 4.0f * r_sq * pow( NdotH, 4 ) );
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||||
float roughness_b = NdotH * NdotH - 1.0f;
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float roughness_c = r_sq * NdotH * NdotH;
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roughness = roughness_a * exp( roughness_b / roughness_c );
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||||
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||||
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// Next evaluate the Fresnel value
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// -------------------------------
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float fresnel = pow( 1.0f - VdotH, 5.0f );
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fresnel *= ( 1.0f - ref_at_norm_incidence );
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fresnel += ref_at_norm_incidence;
|
||||
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||||
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||||
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// Put all the terms together to compute
|
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// the specular term in the equation
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// -------------------------------------
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float3 Rs_numerator = ( fresnel * geo * roughness );
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float Rs_denominator = max(1.0e-7, NdotV * NdotL);
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float3 Rs = Rs_numerator/ Rs_denominator;
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||||
|
||||
|
||||
|
||||
// Put all the parts together to generate
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// the final colour
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// --------------------------------------
|
||||
|
||||
|
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Rs = max(0, Rs);
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float3 final = max(0.0f, NdotL) *cDiffuse + (1 * Rs );
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||||
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||||
// Return the result
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// -----------------
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||||
return float4( final, 1.0f );
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||||
}
|
||||
|
||||
#endif
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@@ -0,0 +1,47 @@
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struct VS_INPUT
|
||||
{
|
||||
float4 vPosition : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float2 uv0 : UV0;
|
||||
float2 uv1 : UV1;
|
||||
};
|
||||
|
||||
struct VS_OUTPUT {
|
||||
float4 vPosition : SV_POSITION;
|
||||
float3 normal : TEXCOORD0;
|
||||
float2 uv0 : TEXCOORD1;
|
||||
float2 uv1 : TEXCOORD2;
|
||||
};
|
||||
|
||||
cbuffer TestBuffer : register(b3) {
|
||||
float4x4 mWorld;
|
||||
float4x4 mView;
|
||||
float4x4 mProjection;
|
||||
}
|
||||
|
||||
Texture2D tex : register(t0);
|
||||
Texture2D tex2 : register(t1);
|
||||
SamplerState MeshTextureSampler;
|
||||
|
||||
VS_OUTPUT main_vs(VS_INPUT v) {
|
||||
VS_OUTPUT o;
|
||||
|
||||
float4x4 wvp = mul(mul(mProjection, mView), mWorld);
|
||||
|
||||
o.vPosition = mul(wvp, float4(v.vPosition.xyz, 1));
|
||||
|
||||
o.normal = mul((float3x3)mWorld, v.normal);
|
||||
o.uv0 = v.uv0;
|
||||
o.uv1 = v.uv1;
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
float4 main_ps(VS_OUTPUT input) : SV_Target
|
||||
{
|
||||
float3 sun = normalize(float3(-1,1,-1));
|
||||
float lit = dot(sun, input.normal);
|
||||
float3 diffuse = float3(1, 0, 0);
|
||||
|
||||
return float4(diffuse * lit, 1);
|
||||
}
|
||||
@@ -0,0 +1,63 @@
|
||||
struct VS_INPUT
|
||||
{
|
||||
float4 vPosition : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float2 uv0 : UV0;
|
||||
float2 uv1 : UV1;
|
||||
};
|
||||
|
||||
struct VS_OUTPUT {
|
||||
float4 vPosition : SV_POSITION;
|
||||
float3 normal : TEXCOORD0;
|
||||
float2 uv0 : TEXCOORD1;
|
||||
float2 uv1 : TEXCOORD2;
|
||||
float3 worldPos : TEXCOORD3;
|
||||
float3 viewPos : TEXCOORD4;
|
||||
};
|
||||
|
||||
cbuffer TestBuffer : register(b3) {
|
||||
float4x4 mWorld;
|
||||
float4x4 mView;
|
||||
float4x4 mProjection;
|
||||
float4 cameraWorldPos;
|
||||
}
|
||||
|
||||
Texture2D diffuse : register(t0);
|
||||
SamplerState MeshTextureSampler : register(s0);
|
||||
|
||||
|
||||
|
||||
VS_OUTPUT main_vs(VS_INPUT v){
|
||||
VS_OUTPUT o;
|
||||
|
||||
|
||||
float4x4 wv = mul(mView, mWorld);
|
||||
float4x4 wvp = mul(mul(mProjection, mView), mWorld);
|
||||
|
||||
o.vPosition = mul(wvp, float4(v.vPosition.xyz,1));
|
||||
|
||||
o.normal = mul((float3x3)mWorld, v.normal);
|
||||
o.uv0 = v.uv0;
|
||||
o.uv1 = v.uv1;
|
||||
o.worldPos = mul((float3x3)mWorld, v.vPosition.xyz);
|
||||
o.viewPos = mul(wv, float4(v.vPosition.xyz, 1));
|
||||
return o;
|
||||
}
|
||||
|
||||
#include "lighting/cook_torrance_term.inc"
|
||||
|
||||
float4 main_ps(VS_OUTPUT input) : SV_Target
|
||||
{
|
||||
float3 ambient = float3(0.3f, 0.3f, 0.4f);
|
||||
|
||||
float4 diffuseColor = diffuse.Sample(MeshTextureSampler, input.uv0);
|
||||
return diffuseColor;
|
||||
float3 worldPos = input.worldPos;
|
||||
float3 camPos = cameraWorldPos.xyz;
|
||||
float3 viewDir = normalize(camPos - worldPos);
|
||||
float3 sun = normalize(float3(-1, 1, -1));
|
||||
|
||||
float3 surfaceColor = cook_torrance(normalize(input.normal), viewDir, sun, 0.7f, 0.1f, diffuseColor.rgb, diffuseColor.rgb);
|
||||
|
||||
return float4(surfaceColor + ambient * diffuseColor, 1);
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
layout(location = 0) in vec3 fragColor;
|
||||
|
||||
layout(location = 0) out vec4 outColor;
|
||||
|
||||
void main() {
|
||||
outColor = vec4(fragColor, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
|
||||
layout(binding = 0) uniform UniformBufferObject {
|
||||
mat4 model;
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
} ubo;
|
||||
|
||||
layout(location = 0) in vec3 inPosition;
|
||||
layout(location = 2) in vec3 inColor;
|
||||
|
||||
layout(location = 0) out vec3 fragColor;
|
||||
|
||||
void main() {
|
||||
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition.xyz, 1.0);
|
||||
fragColor = vec3(inColor.xyz);
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,13 @@
|
||||
#ifndef BoundsView_h__
|
||||
#define BoundsView_h__
|
||||
|
||||
#include <RenderFramework/ObjectsFactory.h>
|
||||
|
||||
LOBJECT(BoundsView, Component)
|
||||
public:
|
||||
void tick(float deltaTime) override {
|
||||
LEngine::Instance()->GetActiveScene()->GetGizmos().SetMatrix(transform()->GetGlobalTransform());
|
||||
LEngine::Instance()->GetActiveScene()->GetGizmos().DrawBounds(gameObject->GetComponent<MeshRenderer>()->GetMesh()->GetBounds());
|
||||
}
|
||||
};
|
||||
#endif // BoundsView_h__
|
||||
@@ -0,0 +1,29 @@
|
||||
cmake_minimum_required(VERSION 3.16)
|
||||
|
||||
add_executable(GameEditor)
|
||||
|
||||
target_sources(GameEditor
|
||||
PRIVATE
|
||||
BoundsView.h
|
||||
FreeCameraController.h
|
||||
GameEditor.cpp
|
||||
GameEditor.h
|
||||
LFrameworkConfig.h
|
||||
)
|
||||
|
||||
#target_include_directories(GameEditor
|
||||
#PRIVATE
|
||||
#
|
||||
#)
|
||||
|
||||
target_link_libraries(GameEditor
|
||||
PRIVATE
|
||||
RenderFramework
|
||||
LFramework
|
||||
LFramework::Input
|
||||
)
|
||||
|
||||
target_compile_definitions(GameEditor
|
||||
PRIVATE
|
||||
ASSETS_DIR=L"${CMAKE_CURRENT_LIST_DIR}/../Assets"
|
||||
)
|
||||
@@ -0,0 +1,65 @@
|
||||
#pragma once
|
||||
|
||||
#include <RenderFramework/Component.h>
|
||||
#include "lframework/Input/Input.h"
|
||||
#include <iostream>
|
||||
#include <RenderFramework/Transform.h>
|
||||
#include <RenderFramework/ObjectsFactory.h>
|
||||
|
||||
LOBJECT(FreeCameraController, Component)
|
||||
public:
|
||||
float mouse_speed;
|
||||
float move_speed = 3.0f;
|
||||
static constexpr float pi = 3.14159265358979f;
|
||||
|
||||
FreeCameraController() : mouse_speed(0.01f){
|
||||
_angle_x = _angle_y = 0.0f;
|
||||
}
|
||||
|
||||
virtual void tick(float deltaTime) override {
|
||||
auto mice = Input::Instance()->mice();
|
||||
auto mouse = mice[0];
|
||||
_angle_x += mouse_speed * mouse->GetDx();
|
||||
_angle_y += mouse_speed * mouse->GetDy();
|
||||
|
||||
_angle_y = clamp(_angle_y, -pi / 2.0f, pi / 2.0f);
|
||||
|
||||
auto rv = Quaternion_f::angleAxis(_angle_y, float3(1.0f, 0.0f, 0.0f));
|
||||
auto rh = Quaternion_f::angleAxis(_angle_x, float3(0.0f, 1.0f, 0.0f));
|
||||
|
||||
/* if (mouse->GetDx() != 0) {
|
||||
std::cout << "Mouse DX: " << mouse->GetDx() << std::endl;
|
||||
}
|
||||
if (mouse->GetDy() != 0) {
|
||||
std::cout << "Mouse DY: " << mouse->GetDy() << std::endl;
|
||||
}*/
|
||||
|
||||
gameObject->transform->SetLocalRotation(lm::mul(rh, rv));
|
||||
|
||||
|
||||
|
||||
auto keyboards = Input::Instance()->keyboards();
|
||||
auto keyboard = keyboards[0];
|
||||
|
||||
if(keyboard->GetKeyState(0x57)){
|
||||
gameObject->transform->SetLocalPosition(gameObject->transform->GetLocalPosition() + gameObject->transform->forward() * (deltaTime * move_speed));
|
||||
}
|
||||
|
||||
if (keyboard->GetKeyState(0x53)) {
|
||||
gameObject->transform->SetLocalPosition(gameObject->transform->GetLocalPosition() - gameObject->transform->forward() * (deltaTime * move_speed));
|
||||
}
|
||||
|
||||
if (keyboard->GetKeyState(0x41)) {
|
||||
gameObject->transform->SetLocalPosition(gameObject->transform->GetLocalPosition() - gameObject->transform->right() * (deltaTime * move_speed));
|
||||
}
|
||||
|
||||
if (keyboard->GetKeyState(0x44)) {
|
||||
gameObject->transform->SetLocalPosition(gameObject->transform->GetLocalPosition() + gameObject->transform->right() * (deltaTime * move_speed));
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
private:
|
||||
float _angle_x;
|
||||
float _angle_y;
|
||||
};
|
||||
Binary file not shown.
@@ -0,0 +1 @@
|
||||
#pragma once
|
||||
@@ -0,0 +1,4 @@
|
||||
#pragma once
|
||||
|
||||
|
||||
#define LF_INPUT
|
||||
Reference in New Issue
Block a user