Added follow cam
Added "Controlled" mesh classes Added Global Lighting Class Added Gamepad controls Split terrain nodes into Height and Perlin classes Fixed Splitmesh node stuff
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@ -11,16 +11,19 @@ cbuffer ConstantBuffer
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float shininess; // The shininess factor
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float opacity; // The opacity (transparency) of the material. 0 = fully transparent, 1 = fully opaque
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// Vars to deal with the water, also padding because the cbuffer needs to be a multiple of 16
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float waterHeight;
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float waterShininess;
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float4 waterColor;
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// Padded with a float array, floats being 4 bytes each, the above just hits the multiple of 16 but added extra incase this was the issue, will remove later most likely
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float padding[4];
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}
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Texture2D BlendMap : register(t0);
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Texture2DArray TexturesArray : register(t1);
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Texture2D WaterNormalMap : register(t2);
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Texture2D rngNoiseMap : register(t3);
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Texture2D snowTest : register(t3);
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SamplerState ss
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{
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@ -42,6 +45,7 @@ struct PixelShaderInput
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{
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float4 Position : SV_POSITION;
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float4 PositionWS: TEXCOORD2;
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float4 PositionOG: TEXCOORD4;
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float4 NormalWS : TEXCOORD3;
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float2 TexCoord : TEXCOORD0;
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float2 BlendMapTexCoord : TEXCOORD1;
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@ -63,14 +67,17 @@ PixelShaderInput VShader(VertexShaderInput vin)
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{
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PixelShaderInput output;
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float3 position = vin.Position;
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output.PositionOG = output.PositionWS = mul(worldTransformation, float4(position, 1.0f));
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output.TexCoord = vin.TexCoord;
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// Check if the y pos is lower than the water point, and set the position to it minus a tiny offset because the textures were clipping and causing a weird effect
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if (position.y < waterHeight)
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{
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position.y = waterHeight - 0.01f;
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position.y = waterHeight;
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}
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output.Position = mul(completeTransformation, float4(position, 1.0f));
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output.PositionWS = mul(worldTransformation, float4(position, 1.0f));
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output.NormalWS = float4(mul((float3x3)worldTransformation, vin.Normal), 1.0f);
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output.TexCoord = vin.TexCoord;
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output.BlendMapTexCoord = vin.BlendMapTexCoord;
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return output;
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}
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@ -87,11 +94,15 @@ float4 PShader(PixelShaderInput input) : SV_TARGET
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float4 directionToLight = normalize(-lightVector);
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float surfaceShininess = shininess;
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float4 adjustedNormal = normalize(input.NormalWS);
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if (input.PositionWS.y < waterHeight)
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float currentHeightPer = (waterHeight - input.PositionOG.y) / waterHeight;
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if (input.PositionOG.y < waterHeight)
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{
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float3 n0 = (float3)WaterNormalMap.Sample(ss, input.TexCoord);
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// Sample the normal from the water normal map and calculate it with the worldtransform
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float3 n0 = 2.0f * (float3)WaterNormalMap.Sample(ss, input.TexCoord) - 1.0f;
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float4 n2 = float4(mul((float3x3)worldTransformation, n0), 1.0f);
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adjustedNormal = n2;
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adjustedNormal = normalize(n2);
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surfaceShininess = waterShininess;
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}
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@ -110,11 +121,11 @@ float4 PShader(PixelShaderInput input) : SV_TARGET
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float4 ambientLight = ambientColor * diffuseCoefficient;
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float4 color;
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float4 randSamp = rngNoiseMap.Sample(ss, input.BlendMapTexCoord);
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// Randomly rotate the UV coordinates using the noise map
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float2 scaleCenter = float2(0.5f, 0.5f);
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float currentScale = randSamp.r;
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float2 scaledUV = frac(UVRotate(input.TexCoord, scaleCenter, currentScale)); // (input.TexCoord - scaleCenter) * currentScale + scaleCenter;
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// The noise map is greyscale so we only need to check 1 channel since they should all be the same value
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float2 scaledUV = frac(UVRotate(input.TexCoord, scaleCenter, input.BlendMapTexCoord.x)); // (input.TexCoord - scaleCenter) * currentScale + scaleCenter;
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float2 xChange = ddx(scaledUV);
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float2 yChange = ddy(scaledUV);
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@ -133,7 +144,8 @@ float4 PShader(PixelShaderInput input) : SV_TARGET
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float4 c1 = TexturesArray.SampleGrad(ss, float3(scaledUV, 1.0f), xChange, yChange);
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float4 c2 = TexturesArray.SampleGrad(ss, float3(scaledUV, 2.0f), xChange, yChange);
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float4 c3 = TexturesArray.SampleGrad(ss, float3(scaledUV, 3.0f), xChange, yChange);
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float4 c4 = TexturesArray.SampleGrad(ss, float3(scaledUV, 4.0f), xChange, yChange);
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//float4 c4 = TexturesArray.SampleGrad(ss, float3(scaledUV, 4.0f), xChange, yChange);
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float4 c4 = snowTest.SampleGrad(ss, float2(scaledUV), xChange, yChange);
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// Sample the blend map.
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float4 t = BlendMap.Sample(ss, input.BlendMapTexCoord);
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@ -146,9 +158,10 @@ float4 PShader(PixelShaderInput input) : SV_TARGET
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color = lerp(color, c4, t.a);
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// Combine all components
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if (input.PositionWS.y < waterHeight)
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if (input.PositionOG.y < waterHeight)
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{
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color = color * waterColor;
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// Tint the water
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color = saturate(color) * waterColor;
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}
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color = (ambientLight + diffuse) * color;
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color = saturate(color + specular);
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