{"shas":[["e4d4da165d0e66f40eafb8a641e288b8d7389752","da700d488314f717d87058aca2016dcdad4c0188@gmail.com","Added function D3DHandler::initShadowMaps(), which creates depthStencilViews and shaderResourceViews to be used\nwhen creating the shadow maps.\nAdded function D3DObject::drawShadow(), which draws geometry using a different technique.\nAdded a vertex shader, a samplerstate and rasterizerstate in effect.fx to be used when rendering shadows.","David Grelsson"],["0d108181be25914e0c27b5bad5ab8c9ab161ddc1","da700d488314f717d87058aca2016dcdad4c0188@gmail.com","Added function Light::getPos to get light position.\nStarted writing on function D3DHandler::drawShadows. Note, D3DHandler::drawShadows is not yet finished.","David Grelsson"],["36e5cd8dd1b504cc2903b9e4d359970ee23a7495","da700d488314f717d87058aca2016dcdad4c0188@gmail.com","Function D3DHandler::drawShadows now draws to six depth maps and sends them to the graphics card as shader resources.","David Grelsson"],["b5c0fe20b8779a73027bd9f362ed758c5535e55f","da700d488314f717d87058aca2016dcdad4c0188@gmail.com","Shadow mapping works!\n\nAdded an additional rendertarget in D3DHandler to store shadowcoeffiecent.\n\nAdded six textures and six matrices necessary for shadow calculations in the effect file.\nVertex shaders VS and VSBlendmap and pixel shaders  PSBlendmap adn psDefferd now preforms shadow calculations.\nPixel shader psLight now samples from the new render target and applies the shadow coefficient to finalCol.","David Grelsson"],["8661750054919ca9dcd70243a84a403db8280749","da700d488314f717d87058aca2016dcdad4c0188@gmail.com","Trying to fix git error.\n\nWhen trying to push new branch to git I got this error:\n\"fatal: feature_shadowMap cannot be resolved to branch\"\nI read a forum post saying that an additional commit might\nfix the problem.\n\nI have not made any changes to the program.","David Grelsson"],["68b99b41609a2478fef29f728f534095ae072e5b","da700d488314f717d87058aca2016dcdad4c0188@gmail.com","Cleaned the effect file.\n\nMoved shadow calculation to sepperate function to be called in the pixel shader\nresulting in less code repetition.","David Grelsson"],["00dcaf3baf82866982a3041005abb85d50f31254","da700d488314f717d87058aca2016dcdad4c0188@gmail.com","Removed shadow render target.\n\nRealized that I did not need a render target for the shadow coefficient. Instead I multiply the\nalbedo with the shadow coefficient so the shadow is incorporated in the albedo texture.","David Grelsson"],["25d0998f88776b894c63a5307bc2dd1ba302f739","da700d488314f717d87058aca2016dcdad4c0188@gmail.com","Changed lighting back to normal.\n\nI have been working without lights while implementing shadows.","David Grelsson"]],"repo":"BiceMaster/DV1407---DV1416-Projekt","actor":"davidgrelsson","ref":"refs/heads/master","size":8,"head":"25d0998f88776b894c63a5307bc2dd1ba302f739","actor_gravatar":"f29070e8418f64cfcb427318e9d21ab1","push_id":26612359}