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Messages - Coco

Pages: 1 ... 616263 6465 ... 86
1861
The Flood / Re: Your favorite fetish porn?
« on: March 01, 2015, 03:47:05 PM »
BJ compilations played at hyper fast speeds.

1862
The Flood / Re: Is there a good friend you had you lost contact with?
« on: March 01, 2015, 03:43:57 PM »
Yeah, I had a really good friend since 1st grade.  He used to go to my college, and we spent a ton of our time together, and then he started acting weird and just disappeared...
He changed his phone number, deleted his Facebook, etc... and I haven't been able to contact him since.  It's been about 3 years now.

1863
The Flood / Re: which one are you?
« on: March 01, 2015, 03:40:17 PM »
16
15 if oral, etc... counts

1864
The Flood / Re: Awwww yiss
« on: March 01, 2015, 02:42:55 PM »
IM IN LOVE WITH THE COCO
IF U SNITCHIN I GO LOCO

1865
The Flood / Re: Awwww yiss
« on: March 01, 2015, 02:40:09 PM »
Good job you made a teapot do you want a sticker
Yes.

1866
The Flood / Re: Awwww yiss
« on: March 01, 2015, 02:03:23 PM »


Phong shading, yo.

1867
Gaming / Re: New Pokemon game announced
« on: February 28, 2015, 07:34:44 PM »
Awww sheeit, did I miss drama?

1868
Gaming / New Pokemon game announced
« on: February 28, 2015, 04:40:06 PM »


:^)

1869
YouTube


Sure you do.

1870
The Flood / Re: HAHAHAHAHA HOLY SHIT
« on: February 28, 2015, 02:20:19 PM »
Woah dude.  You shouldn't talk to airbenders like that.

1871
The Flood / Re: Awwww yiss
« on: February 28, 2015, 02:16:30 PM »
Implying half the people here understands that shit

Basically all that code, minus the shader file, which I didn't include, is responsible for making any 3D object you ever see on a screen not look like this:



Aka, giving it color, visible depth, making it sensitive to light, changing how it would reflect light based on what angle you're looking at it, etc... (aka aka ambient + diffuse + specular lighting)
I think that's pretty crazy.

I figured as much but I still can't decipher it

I've spent several hours this week trying to decipher DirectX's gibberish, and I only posted this because I'm way too excited that it's coming together, somewhat.

1872
The Flood / Re: Awwww yiss
« on: February 28, 2015, 02:10:35 PM »
Implying half the people here understands that shit

Basically all that code, minus the shader file, which I didn't include, is responsible for making any 3D object you ever see on a screen not look like this:



Aka, giving it color, visible depth, making it sensitive to light, changing how it would reflect light based on what angle you're looking at it, etc... (aka aka ambient + diffuse + specular lighting)
I think that's pretty crazy.

1873
The Flood / Re: If The Flood became its own company, what would it be like?
« on: February 28, 2015, 01:59:12 PM »
We'd probably sell dragon dildos, dank memes, the ganja, furry-tail butt-plugs, anime body-pillows, lube specifically marketed towards circle-jerking, and House of Cards t-shirts.

1874
The Flood / Awwww yiss
« on: February 28, 2015, 01:49:34 PM »


Got dat fine ass Gouraud shading implemented.  Working on Phong.  Thought I'd share.  Anyone ever toy around with DirectX before?  This shit is confusing as fuck, and it's as if DX9 has no documentation.

Code: [Select]
#pragma once
#include "d3dApp.h"
//=============================================================================
class BaseMaterial
{
protected:
    ID3DXEffect*        mEffect;               // the shader associate effect file

D3DXHANDLE mTech;

    //——-- Material Parameters ——-
    D3DXMATRIX          mWorldMat;
    D3DXMATRIX          mViewProjectionMat;

//——— Colors ———--
D3DXCOLOR mAmbientColor;
D3DXCOLOR mDiffuseColor;
D3DXCOLOR mSpecularColor;

float     m_Shininess;            // specualr power

//——— Lights ———--

D3DXCOLOR mAmbientLightColor;
D3DXCOLOR mDiffuseLightColor;
D3DXCOLOR mSpecularLightColor;

D3DXCOLOR mAttenuation;

    //———- Shader Handles ———-
    // Generic shader handles
    D3DXHANDLE          mWorldMatHandle;   
D3DXHANDLE          mViewProjectionMatHandle;
D3DXHANDLE mWorldInvTransHandle;

    D3DXHANDLE          mLightPosWHandle;       // Position (spot/point) / Direction (directional)
    D3DXHANDLE          mViewerPosWHandle;

    // Material specific shader handles
D3DXHANDLE mAmbientColHandle;
    D3DXHANDLE          mDIffuseColHandle;   
    D3DXHANDLE          mSpecularColHandle;

D3DXHANDLE mAmbientLightHandle;
D3DXHANDLE          mDIffuseLightHandle;
D3DXHANDLE          mSpecularLightHandle;

D3DXHANDLE mAttenuationHandle;
    D3DXHANDLE          mShininessHandle;   

// Light specific shader handles
D3DXHANDLE mLightDirHandle;


public:
    BaseMaterial(void);
BaseMaterial(D3DXCOLOR ambient, D3DXCOLOR diffuse, D3DXCOLOR specular);
    virtual ~BaseMaterial(void);

    void ConnectToEffect( ID3DXEffect* effect );
void Render(D3DXMATRIX& worldMat, D3DXMATRIX& view, D3DXMATRIX& projection, D3DXVECTOR3 lightDirection, ID3DXMesh* mesh);
};
Code: [Select]
#include "BaseMaterial.cpp"
#include "3DClasses\Vertex.h"
//=============================================================================
BaseMaterial::BaseMaterial(void)
{
    mEffect = NULL;
ConnectToEffect(mEffect);
}

BaseMaterial::BaseMaterial(D3DXCOLOR ambient, D3DXCOLOR diffuse, D3DXCOLOR specular)
:mAmbientColor(ambient),
mDiffuseColor(diffuse),
mSpecularColor(specular)
{
ConnectToEffect(mEffect);
mAmbientLightColor = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
mDiffuseLightColor = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
mSpecularLightColor = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);


m_Shininess = 3.2f;
}

//—————————————————————————--
// Relase shader, blah...
BaseMaterial::~BaseMaterial(void)
{
ReleaseCOM(mEffect);
}

//—————————————————————————--
// Connects mEffect to shader file, and associates parameters
void BaseMaterial::ConnectToEffect( ID3DXEffect* effect )
{
ID3DXBuffer* errors = 0;
HR(D3DXCreateEffectFromFile(gd3dDevice, "ambientdiffusespec.fx", 0, 0, D3DXSHADER_DEBUG, 0, &mEffect, &errors));

if (errors)
MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);



mAmbientColHandle = mEffect->GetParameterByName(0, "gAmbientMtrl");
mDIffuseColHandle = mEffect->GetParameterByName(0, "gDiffuseMtrl");
mSpecularColHandle = mEffect->GetParameterByName(0, "gSpecularMtrl");

mAmbientLightHandle = mEffect->GetParameterByName(0, "gAmbientLight");
mDIffuseLightHandle = mEffect->GetParameterByName(0, "gDiffuseLight");
mSpecularLightHandle = mEffect->GetParameterByName(0, "gSpecularLight");

mShininessHandle = mEffect->GetParameterByName(0, "gSpecularPower");
//mAttenuationHandle = mEffect->GetParameterByName(0, "gAttenuation012");

}

void BaseMaterial::Render(D3DXMATRIX& worldMat, D3DXMATRIX& view, D3DXMATRIX& projection, D3DXVECTOR3 lightDirection, ID3DXMesh* mesh)
{
mTech = mEffect->GetTechniqueByName("AmbientDiffuseSpecTech");
HR(mEffect->SetTechnique(mTech));

mWorldMatHandle = mEffect->GetParameterByName(0, "gWorld");
mViewProjectionMatHandle = mEffect->GetParameterByName(0, "gWVP");
mWorldInvTransHandle = mEffect->GetParameterByName(0, "gWorldInverseTranspose");


mLightDirHandle = mEffect->GetParameterByName(0, "gLightVecW");
//lightDirection = D3DXVECTOR3(0, 0, -1);

mViewerPosWHandle = mEffect->GetParameterByName(0, "gEyePosW");

D3DXMATRIX W, WIT;
D3DXMatrixIdentity(&W);
D3DXMatrixInverse(&WIT, 0, &W);
D3DXMatrixTranspose(&WIT, &WIT);

//Begin passes
UINT numPasses = 0;
HR(mEffect->Begin(&numPasses, 0));
for (UINT i = 0; i < numPasses; ++i)
{
HR(mEffect->BeginPass(i));
gd3dDevice->SetVertexDeclaration(VertexPN::Decl);

//Matricies
HR(mEffect->SetMatrix(mWorldMatHandle, &worldMat));
HR(mEffect->SetMatrix(mViewProjectionMatHandle, &(worldMat * view * projection)));
HR(mEffect->SetMatrix(mWorldInvTransHandle, &WIT));

// Light
HR(mEffect->SetValue(mLightDirHandle, &lightDirection, sizeof(D3DXVECTOR3)));

//Ambient + Diffuse + Specular
HR(mEffect->SetValue(mAmbientColHandle, &mAmbientColor, sizeof(D3DXCOLOR)));
HR(mEffect->SetValue(mDIffuseColHandle, &mDiffuseColor, sizeof(D3DXCOLOR)));
HR(mEffect->SetValue(mSpecularColHandle, &mSpecularColor, sizeof(D3DXCOLOR)));

HR(mEffect->SetValue(mAmbientLightHandle, &mAmbientLightColor, sizeof(D3DXCOLOR)));
HR(mEffect->SetValue(mDIffuseLightHandle, &mDiffuseLightColor, sizeof(D3DXCOLOR)));
HR(mEffect->SetValue(mSpecularLightHandle, &mSpecularLightColor, sizeof(D3DXCOLOR)));

//HR(mEffect->SetValue(mAttenuationHandle, &mAttenuation, sizeof(D3DXCOLOR)));
HR(mEffect->SetFloat(mShininessHandle, m_Shininess));

HR(mEffect->CommitChanges());

//Mesh
HR(gd3dDevice->SetTransform(D3DTS_WORLD, &worldMat));
HR(gd3dDevice->SetTransform(D3DTS_VIEW, &view));
HR(gd3dDevice->SetTransform(D3DTS_PROJECTION, &projection));
mesh->DrawSubset(0);


HR(mEffect->EndPass());
}

mEffect->End();

}



1875
Serious / Re: We're winning #GG
« on: February 28, 2015, 01:30:12 PM »
It's best to not associate yourself with GamerGate, as well as feminist gamers.  You just get lumped in with the massive retards who are trying to make the headlines.

1876
The Flood / Re: What I've learned in my time here
« on: February 28, 2015, 01:18:43 PM »
Can't you guys see that you're tearing this family apart?

1877
The Flood / Re: What I've learned in my time here
« on: February 28, 2015, 12:28:48 PM »
I agree.

1878
The Flood / Re: I would like to join the Sep7agon web development team
« on: February 27, 2015, 04:14:55 PM »
That was intense.

1879
Gaming / Re: Come in here if you're bored
« on: February 27, 2015, 01:44:53 PM »
2ez

1880
The Flood / Re: Do you dislike sports?
« on: February 27, 2015, 12:39:10 PM »
Playing sports?  No.
Watching sports?  Yes.  That's boring as shit.  The only exception I have are "extreme" sports like skateboarding, BMX, snowboarding, longboarding, etc...

1881
The Flood / Re: What color is this dress?
« on: February 27, 2015, 12:27:04 PM »
YouTube

1882
Gaming / Re: did you ever play Halo with any Bungie employees?
« on: February 27, 2015, 11:26:58 AM »
Yup.  I think it was one game of H3 and 2 games of Reach.

I also got my ass kicked by the 343 pros at the H5 Beta
YouTube


1883
The Flood / Re: Rip in pieces South East
« on: February 25, 2015, 05:35:48 PM »
>Rain

It's like -20 in New England, and Mass is buried.

1884
The Flood / Re: Hey Flood guess what!
« on: February 25, 2015, 05:26:31 PM »
Could have sworn I've seen you mention a current wife before.

Congrats, dude!

1885
The Flood / Re: Oh lord, the cringe.
« on: February 25, 2015, 05:22:23 PM »
>Gets mad that you're gawking at MtG nerds
>Posts cringe content about fedoras, bronies, weebs, etc...
>Totallydifferent.jp2

Git shrekt

1886
Gaming / Re: March Games with Gold
« on: February 25, 2015, 05:18:23 PM »
I'd consider Infinite pretty different from BS1.  It's worth a try.  It's got a pretty good ending, too.

1887
Gaming / Re: Show me your stats
« on: February 25, 2015, 05:08:28 PM »


Div 1 in a lot of stuff.  Mostly medic related (revives, assault score), and most of the generic stuff (K/D, KPM, Accuracy, etc...)

1888
Gaming / March Games with Gold
« on: February 25, 2015, 04:33:28 PM »
The Xbox Games with Gold for March is pretty decent.

Xbone:
-Rayman Legends
-IDARB

Xbox 360:
-Bioshock Infinite
-Tomb Raider

I'm pretty happy.  I already have the 360 games, but Rayman Legends is perfect: it's the kind of game I think looks extremely fun, just not one that I want to spend $30 on.  Origins was great, as well.  Plus, I think it's the first AAA game that Xboners have gotten out of GwG.

1889
Gaming / Re: Dying Light Ultra Rare Edition costs $386,000!
« on: February 24, 2015, 01:17:30 PM »
I could buy a house in Detroit for the price of a VCR and get the exact same experience.

1890
The Flood / Re: Have you ever cried while jerking off?
« on: February 24, 2015, 01:14:05 PM »
Nah, I get all the crying out beforehand.

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