CodeWalker/Rendering/Shaders/PathShader.cs

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C#
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using SharpDX;
using SharpDX.Direct3D11;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Device = SharpDX.Direct3D11.Device;
using Buffer = SharpDX.Direct3D11.Buffer;
using MapFlags = SharpDX.Direct3D11.MapFlags;
using CodeWalker.GameFiles;
using System.IO;
using SharpDX.DXGI;
using CodeWalker.World;
namespace CodeWalker.Rendering
{
public struct PathShaderVSSceneVars
{
public Matrix ViewProj;
public Vector4 CameraPos;
public Vector4 LightColour;
}
public class PathShader : Shader, IDisposable
{
bool disposed = false;
VertexShader boxvs;
PixelShader boxps;
VertexShader dynvs;
VertexShader vs;
PixelShader ps;
GpuVarsBuffer<PathShaderVSSceneVars> VSSceneVars;
InputLayout layout;
UnitCube cube;
bool UseDynamicVerts = false;
GpuCBuffer<VertexTypePC> vertices; //for selection polys/lines use
public PathShader(Device device)
{
byte[] boxvsbytes = File.ReadAllBytes("Shaders\\PathBoxVS.cso");
byte[] boxpsbytes = File.ReadAllBytes("Shaders\\PathBoxPS.cso");
byte[] dynvsbytes = File.ReadAllBytes("Shaders\\PathDynVS.cso");
byte[] vsbytes = File.ReadAllBytes("Shaders\\PathVS.cso");
byte[] psbytes = File.ReadAllBytes("Shaders\\PathPS.cso");
boxvs = new VertexShader(device, boxvsbytes);
boxps = new PixelShader(device, boxpsbytes);
dynvs = new VertexShader(device, dynvsbytes);
vs = new VertexShader(device, vsbytes);
ps = new PixelShader(device, psbytes);
VSSceneVars = new GpuVarsBuffer<PathShaderVSSceneVars>(device);
layout = new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PC));
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cube = new UnitCube(device, boxvsbytes, true, false, true);
vertices = new GpuCBuffer<VertexTypePC>(device, 1000); //should be more than needed....
}
public override void SetShader(DeviceContext context)
{
if (UseDynamicVerts)
{
context.VertexShader.Set(dynvs);
//context.InputAssembler.SetVertexBuffers(0, null);
context.InputAssembler.SetIndexBuffer(null, Format.Unknown, 0);
}
else
{
context.VertexShader.Set(vs);
}
context.PixelShader.Set(ps);
}
public override bool SetInputLayout(DeviceContext context, VertexType type)
{
if (UseDynamicVerts)
{
context.InputAssembler.InputLayout = null;
}
else
{
context.InputAssembler.InputLayout = layout;
}
return true;
}
public override void SetSceneVars(DeviceContext context, Camera camera, Shadowmap shadowmap, ShaderGlobalLights lights)
{
VSSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
VSSceneVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
VSSceneVars.Vars.LightColour = new Vector4(1.0f, 1.0f, 1.0f, lights.HdrIntensity * 2.0f);
VSSceneVars.Update(context);
VSSceneVars.SetVSCBuffer(context, 0);
}
public override void SetEntityVars(DeviceContext context, ref RenderableInst rend)
{
//don't use this one
}
public override void SetModelVars(DeviceContext context, RenderableModel model)
{
//don't use this
}
public override void SetGeomVars(DeviceContext context, RenderableGeometry geom)
{
//don't use this
}
public void RenderBatches(DeviceContext context, List<RenderablePathBatch> batches, Camera camera, ShaderGlobalLights lights)
{
UseDynamicVerts = false;
SetShader(context);
SetInputLayout(context, VertexType.PC);
SetSceneVars(context, camera, null, lights);
context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList;
context.InputAssembler.SetIndexBuffer(null, Format.R16_UInt, 0);
for (int i = 0; i < batches.Count; i++)
{
var pbatch = batches[i];
if (pbatch.TriangleVertexBuffer == null) continue;
if (pbatch.TriangleVertexCount == 0) continue;
context.InputAssembler.SetVertexBuffers(0, pbatch.TriangleVBBinding);
context.Draw(pbatch.TriangleVertexCount, 0);
}
context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.LineList;
context.InputAssembler.SetIndexBuffer(null, Format.R16_UInt, 0);
for (int i = 0; i < batches.Count; i++)
{
var pbatch = batches[i];
if (pbatch.PathVertexBuffer == null) continue;
if (pbatch.PathVertexCount == 0) continue;
context.InputAssembler.SetVertexBuffers(0, pbatch.PathVBBinding);
context.Draw(pbatch.PathVertexCount, 0);
}
context.VertexShader.Set(boxvs);
context.PixelShader.Set(boxps);
VSSceneVars.SetVSCBuffer(context, 0);
foreach (var batch in batches)
{
if (batch.NodeBuffer == null) continue;
context.VertexShader.SetShaderResource(0, batch.NodeBuffer.SRV);
cube.DrawInstanced(context, batch.Nodes.Length);
}
UnbindResources(context);
}
public void RenderTriangles(DeviceContext context, List<VertexTypePC> verts, Camera camera, ShaderGlobalLights lights)
{
UseDynamicVerts = true;
SetShader(context);
SetInputLayout(context, VertexType.PC);
SetSceneVars(context, camera, null, lights);
int drawn = 0;
int tricount = verts.Count / 3;
int maxcount = vertices.StructCount / 3;
while (drawn < tricount)
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{
vertices.Clear();
int offset = drawn*3;
int bcount = Math.Min(tricount - drawn, maxcount);
for (int i = 0; i < bcount; i++)
{
int t = offset + (i * 3);
vertices.Add(verts[t + 0]);
vertices.Add(verts[t + 1]);
vertices.Add(verts[t + 2]);
}
drawn += bcount;
vertices.Update(context);
vertices.SetVSResource(context, 0);
context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList;
context.Draw(vertices.CurrentCount, 0);
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}
}
public void RenderLines(DeviceContext context, List<VertexTypePC> verts, Camera camera, ShaderGlobalLights lights)
{
UseDynamicVerts = true;
SetShader(context);
SetInputLayout(context, VertexType.PC);
SetSceneVars(context, camera, null, lights);
int drawn = 0;
int linecount = verts.Count / 2;
int maxcount = vertices.StructCount / 2;
while (drawn < linecount)
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{
vertices.Clear();
int offset = drawn * 2;
int bcount = Math.Min(linecount - drawn, maxcount);
for (int i = 0; i < bcount; i++)
{
int t = offset + (i * 2);
vertices.Add(verts[t + 0]);
vertices.Add(verts[t + 1]);
}
drawn += bcount;
vertices.Update(context);
vertices.SetVSResource(context, 0);
context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.LineList;
context.Draw(vertices.CurrentCount, 0);
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}
}
public override void UnbindResources(DeviceContext context)
{
context.VertexShader.SetConstantBuffer(0, null);
context.VertexShader.SetShaderResource(0, null);
context.VertexShader.Set(null);
context.PixelShader.Set(null);
}
public void Dispose()
{
if (disposed) return;
disposed = true;
VSSceneVars.Dispose();
vertices.Dispose();
layout.Dispose();
cube.Dispose();
ps.Dispose();
vs.Dispose();
dynvs.Dispose();
boxvs.Dispose();
boxps.Dispose();
}
}
}