CodeWalker/Rendering/Shaders/WaterShader.cs

565 lines
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C#
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2017-09-21 18:33:05 +08:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using CodeWalker.GameFiles;
using CodeWalker.World;
using SharpDX.Direct3D11;
using SharpDX;
using System.IO;
namespace CodeWalker.Rendering
{
public struct WaterShaderVSSceneVars
{
public Matrix ViewProj;
public Vector4 WaterVector;
public float ScaledTime;
public float ScnPad0;
public float ScnPad1;
public float ScnPad2;
}
public struct WaterShaderVSEntityVars
{
public Vector4 CamRel;
public Quaternion Orientation;
public Vector3 Scale;
public uint EntPad0;
}
public struct WaterShaderVSGeomVars
{
public Vector4 WaterParams;
public uint EnableFlow;
public uint ShaderMode;
public uint GeoPad1;
public uint GeoPad2;
public float RippleSpeed;
public float GeoPad3;
public float GeoPad4;
public float GeoPad5;
}
public struct WaterShaderPSSceneVars
{
public ShaderGlobalLightParams GlobalLights;
public uint EnableShadows;
public uint RenderMode;//0=default, 1=normals, 2=tangents, 3=colours, 4=texcoords, 5=diffuse, 6=normalmap, 7=spec, 8=direct
public uint RenderModeIndex; //colour/texcoord index
public uint RenderSamplerCoord; //which texcoord to use in single texture mode
public uint EnableWaterbumps;//if the waterbump textures are ready..
public uint EnableFogtex; //if the fog texture is ready
public uint ScnPad1;
public uint ScnPad2;
public Vector4 gFlowParams;
public Vector4 CameraPos;
public Vector4 WaterFogParams; //xy = base location, zw = inverse size
}
public struct WaterShaderPSGeomVars
{
public uint EnableTexture;
public uint EnableBumpMap;
public uint EnableFoamMap;
public uint ShaderMode;
public float SpecularIntensity;
public float SpecularFalloff;
public float GeoPad1;
public float GeoPad2;
public float WaveOffset; //for terrainfoam
public float WaterHeight; //for terrainfoam
public float WaveMovement; //for terrainfoam
public float HeightOpacity; //for terrainfoam
public float RippleSpeed;
public float RippleScale;
public float RippleBumpiness;
public float GeoPad3;
}
public class WaterShader : Shader
{
bool disposed = false;
VertexShader vspt;
VertexShader vspct;
VertexShader vspnct;
VertexShader vspnctx;
PixelShader ps;
GpuVarsBuffer<WaterShaderVSSceneVars> VSSceneVars;
GpuVarsBuffer<WaterShaderVSEntityVars> VSEntityVars;
GpuVarsBuffer<WaterShaderVSGeomVars> VSGeomVars;
GpuVarsBuffer<WaterShaderPSSceneVars> PSSceneVars;
GpuVarsBuffer<WaterShaderPSGeomVars> PSGeomVars;
SamplerState texsampler;
SamplerState texsampleranis;
SamplerState texsamplerflow;
private Dictionary<VertexType, InputLayout> layouts = new Dictionary<VertexType, InputLayout>();
public bool AnisotropicFilter = false;
public WorldRenderMode RenderMode = WorldRenderMode.Default;
public int RenderVertexColourIndex = 1;
public int RenderTextureCoordIndex = 1;
public int RenderTextureSamplerCoord = 1;
public ShaderParamNames RenderTextureSampler = ShaderParamNames.DiffuseSampler;
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public double CurrentRealTime = 0;
public float CurrentElapsedTime = 0;
public bool SpecularEnable = true;
public RenderableTexture waterbump { get; set; }
public RenderableTexture waterbump2 { get; set; }
public RenderableTexture waterfog { get; set; }
//check dt1_21_reflproxy and dt1_05_reflproxy
public WaterShader(Device device)
{
byte[] vsptbytes = File.ReadAllBytes("Shaders\\WaterVS_PT.cso");
byte[] vspctbytes = File.ReadAllBytes("Shaders\\WaterVS_PCT.cso");
byte[] vspnctbytes = File.ReadAllBytes("Shaders\\WaterVS_PNCT.cso");
byte[] vspnctxbytes = File.ReadAllBytes("Shaders\\WaterVS_PNCTX.cso");
byte[] psbytes = File.ReadAllBytes("Shaders\\WaterPS.cso");
vspt = new VertexShader(device, vsptbytes);
vspct = new VertexShader(device, vspctbytes);
vspnct = new VertexShader(device, vspnctbytes);
vspnctx = new VertexShader(device, vspnctxbytes);
ps = new PixelShader(device, psbytes);
VSSceneVars = new GpuVarsBuffer<WaterShaderVSSceneVars>(device);
VSEntityVars = new GpuVarsBuffer<WaterShaderVSEntityVars>(device);
VSGeomVars = new GpuVarsBuffer<WaterShaderVSGeomVars>(device);
PSSceneVars = new GpuVarsBuffer<WaterShaderPSSceneVars>(device);
PSGeomVars = new GpuVarsBuffer<WaterShaderPSGeomVars>(device);
layouts.Add(VertexType.PT, new InputLayout(device, vsptbytes, VertexTypeGTAV.GetLayout(VertexType.PT)));
layouts.Add(VertexType.PCT, new InputLayout(device, vspctbytes, VertexTypeGTAV.GetLayout(VertexType.PCT)));
layouts.Add(VertexType.Default, new InputLayout(device, vspnctbytes, VertexTypeGTAV.GetLayout(VertexType.Default)));
layouts.Add(VertexType.DefaultEx, new InputLayout(device, vspnctxbytes, VertexTypeGTAV.GetLayout(VertexType.DefaultEx)));
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texsampler = new SamplerState(device, new SamplerStateDescription()
{
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
BorderColor = Color.Black,
ComparisonFunction = Comparison.Always,
Filter = Filter.MinMagMipLinear,
MaximumAnisotropy = 1,
MaximumLod = float.MaxValue,
MinimumLod = 0,
MipLodBias = 0,
});
texsampleranis = new SamplerState(device, new SamplerStateDescription()
{
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
BorderColor = Color.Black,
ComparisonFunction = Comparison.Always,
Filter = Filter.Anisotropic,
MaximumAnisotropy = 8,
MaximumLod = float.MaxValue,
MinimumLod = 0,
MipLodBias = 0,
});
texsamplerflow = new SamplerState(device, new SamplerStateDescription()
{
AddressU = TextureAddressMode.Clamp,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
BorderColor = Color.White,
ComparisonFunction = Comparison.Always,
Filter = Filter.MinMagMipPoint,
MaximumAnisotropy = 1,
MaximumLod = float.MaxValue,
MinimumLod = 0,
MipLodBias = 0,
});
}
private void SetVertexShader(DeviceContext context, VertexType type)
{
VertexShader vs = vspnct;
switch (type)
{
case VertexType.PT:
vs = vspt;
break;
case VertexType.PCT:
vs = vspct;
break;
case VertexType.Default:
vs = vspnct;
break;
case VertexType.DefaultEx:
vs = vspnctx;
break;
default:
break;
}
context.VertexShader.Set(vs);
}
public override void SetShader(DeviceContext context)
{
context.PixelShader.Set(ps);
}
public override bool SetInputLayout(DeviceContext context, VertexType type)
{
InputLayout l;
if (layouts.TryGetValue(type, out l))
{
SetVertexShader(context, type);
context.InputAssembler.InputLayout = l;
return true;
}
return false;
}
public override void SetSceneVars(DeviceContext context, Camera camera, Shadowmap shadowmap, ShaderGlobalLights lights)
{
uint rendermode = 0;
uint rendermodeind = 1;
SpecularEnable = lights.SpecularEnabled;
switch (RenderMode)
{
case WorldRenderMode.VertexNormals:
rendermode = 1;
break;
case WorldRenderMode.VertexTangents:
rendermode = 2;
break;
case WorldRenderMode.VertexColour:
rendermode = 3;
rendermodeind = (uint)RenderVertexColourIndex;
break;
case WorldRenderMode.TextureCoord:
rendermode = 4;
rendermodeind = (uint)RenderTextureCoordIndex;
break;
case WorldRenderMode.SingleTexture:
rendermode = 8;//direct mode
break;
}
float phspd = 4.0f;
float phspdi = 1.0f / phspd;
float phspdh = phspd * 0.5f;
float t = (float)(CurrentRealTime - (Math.Floor(CurrentRealTime * 0.001) * 1000.0))*1.0f;
float ta = t * 2.0f;
float tb = ta + (phspdh);
float t1 = (ta * phspdi - (float)Math.Floor(ta * phspdi)) * phspd;
float t2 = (tb * phspdi - (float)Math.Floor(tb * phspdi)) * phspd;
float s1 = ((t1 < phspdh) ? t1 : phspd - t1) * phspdi * 1.0f;
float s2 = ((t2 < phspdh) ? t2 : phspd - t2) * phspdi * 1.0f;
//float s1 = ((float)Math.Cos(t1 * phspdi * Math.PI * 2) + 1.0f) * 0.5f;
//float s2 = ((float)Math.Cos(t2 * phspdi * Math.PI * 2) + 1.0f) * 0.5f;
float gFlowX = t1*0.5f;
float gFlowY = t2*0.5f;
float gFlowZ = s1;
float gFlowW = s2;
Vector2 fogtexMin = new Vector2(-4000.0f, -4000.0f); //aka water quads min/max
Vector2 fogtexMax = new Vector2(4500.0f, 8000.0f);
Vector2 fogtexInv = 1.0f / (fogtexMax - fogtexMin);
bool usewaterbumps = (waterbump != null) && (waterbump.ShaderResourceView != null) && (waterbump2 != null) && (waterbump2.ShaderResourceView != null);
bool usefogtex = (waterfog != null) && (waterfog.ShaderResourceView != null);
VSSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
VSSceneVars.Vars.WaterVector = Vector4.Zero;
VSSceneVars.Vars.ScaledTime = t * 0.1f;
VSSceneVars.Update(context);
VSSceneVars.SetVSCBuffer(context, 0);
PSSceneVars.Vars.GlobalLights = lights.Params;
PSSceneVars.Vars.EnableShadows = (shadowmap != null) ? 1u : 0u;
PSSceneVars.Vars.RenderMode = rendermode;
PSSceneVars.Vars.RenderModeIndex = rendermodeind;
PSSceneVars.Vars.RenderSamplerCoord = (uint)RenderTextureSamplerCoord;
PSSceneVars.Vars.EnableWaterbumps = usewaterbumps ? 1u : 0u;
PSSceneVars.Vars.EnableFogtex = usefogtex ? 1u : 0u;
PSSceneVars.Vars.gFlowParams = new Vector4(gFlowX, gFlowY, gFlowZ, gFlowW);
PSSceneVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
PSSceneVars.Vars.WaterFogParams = new Vector4(fogtexMin, fogtexInv.X, fogtexInv.Y);
PSSceneVars.Update(context);
PSSceneVars.SetPSCBuffer(context, 0);
if (shadowmap != null)
{
shadowmap.SetFinalRenderResources(context);
}
if (usewaterbumps)
{
context.PixelShader.SetShaderResource(4, waterbump.ShaderResourceView);
context.PixelShader.SetShaderResource(5, waterbump2.ShaderResourceView);
}
if (usefogtex)
{
context.PixelShader.SetShaderResource(6, waterfog.ShaderResourceView);
}
}
public override void SetEntityVars(DeviceContext context, ref RenderableInst rend)
{
VSEntityVars.Vars.CamRel = new Vector4(rend.CamRel, 0.0f);
VSEntityVars.Vars.Orientation = rend.Orientation;
VSEntityVars.Vars.Scale = rend.Scale;
VSEntityVars.Update(context);
VSEntityVars.SetVSCBuffer(context, 2);
}
public override void SetModelVars(DeviceContext context, RenderableModel model)
{
}
public override void SetGeomVars(DeviceContext context, RenderableGeometry geom)
{
RenderableTexture texture = null;
RenderableTexture bumptex = null;
RenderableTexture flowtex = null;
RenderableTexture foamtex = null;
RenderableTexture fogtex = null;
if ((geom.RenderableTextures != null) && (geom.RenderableTextures.Length > 0))
{
if (RenderMode == WorldRenderMode.Default)
{
for (int i = 0; i < geom.RenderableTextures.Length; i++)
{
var itex = geom.RenderableTextures[i];
var ihash = geom.TextureParamHashes[i];
if (itex == null) continue;
switch (ihash)
{
case ShaderParamNames.DiffuseSampler:
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texture = itex;
break;
case ShaderParamNames.BumpSampler:
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bumptex = itex;
break;
case ShaderParamNames.FlowSampler:
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flowtex = itex;
break;
case ShaderParamNames.FoamSampler:
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foamtex = itex;
break;
case ShaderParamNames.FogSampler:
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fogtex = itex;
break;
default:
if (texture == null) texture = itex;
break;
}
}
}
else if (RenderMode == WorldRenderMode.SingleTexture)
{
for (int i = 0; i < geom.RenderableTextures.Length; i++)
{
var itex = geom.RenderableTextures[i];
var ihash = geom.TextureParamHashes[i];
if (ihash == RenderTextureSampler)
{
texture = itex;
break;
}
}
}
}
bool usediff = ((texture != null) && (texture.ShaderResourceView != null));
bool usebump = ((bumptex != null) && (bumptex.ShaderResourceView != null));
bool useflow = ((flowtex != null) && (flowtex.ShaderResourceView != null));
bool usefoam = ((foamtex != null) && (foamtex.ShaderResourceView != null));
bool usefog = ((fogtex != null) && (fogtex.ShaderResourceView != null));
uint shaderMode = 0;
var shaderFile = geom.DrawableGeom.Shader.FileName;
switch (shaderFile.Hash)
{
case 1529202445://{water_river.sps}
case 4064804434://{water_riverlod.sps}
case 2871265627://{water_riverocean.sps}
case 1507348828://{water_rivershallow.sps}
case 3945561843://{water_fountain.sps}
case 4234404348://{water_shallow.sps}
case 1077877097://{water_poolenv.sps}
break;
case 1471966282://{water_decal.sps} (should this be in decal batch?)
case 3053856997://{water_riverfoam.sps}
shaderMode = 1;
break;
case 3066724854://{water_terrainfoam.sps}
shaderMode = 2;
break;
default:
break;
}
PSGeomVars.Vars.EnableTexture = usediff ? 1u : 0u;
PSGeomVars.Vars.EnableBumpMap = usebump ? 1u : 0u;
PSGeomVars.Vars.EnableFoamMap = usefoam ? 1u : 0u;
PSGeomVars.Vars.ShaderMode = shaderMode;
PSGeomVars.Vars.SpecularIntensity = SpecularEnable ? 1.0f : 0.0f;// geom.specularIntensityMult;
PSGeomVars.Vars.SpecularFalloff = 1.0f;// geom.specularFalloffMult;
PSGeomVars.Vars.WaveOffset = geom.WaveOffset; //for terrainfoam
PSGeomVars.Vars.WaterHeight = geom.WaterHeight; //for terrainfoam
PSGeomVars.Vars.WaveMovement = geom.WaveMovement; //for terrainfoam
PSGeomVars.Vars.HeightOpacity = geom.HeightOpacity; //for terrainfoam
PSGeomVars.Vars.RippleSpeed = geom.RippleSpeed;
PSGeomVars.Vars.RippleScale = geom.RippleScale;
PSGeomVars.Vars.RippleBumpiness = geom.RippleBumpiness;
PSGeomVars.Update(context);
PSGeomVars.SetPSCBuffer(context, 2);
VSGeomVars.Vars.EnableFlow = useflow ? 1u : 0u;
VSGeomVars.Vars.ShaderMode = shaderMode;
VSGeomVars.Vars.WaterParams = Vector4.Zero;
VSGeomVars.Vars.RippleSpeed = geom.RippleSpeed;
VSGeomVars.Update(context);
VSGeomVars.SetVSCBuffer(context, 3);
context.VertexShader.SetSampler(0, texsamplerflow);
context.PixelShader.SetSampler(0, AnisotropicFilter ? texsampleranis : texsampler);
if (usediff)
{
texture.SetPSResource(context, 0);
}
if (usebump)
{
bumptex.SetPSResource(context, 2);
}
if (usefoam)
{
foamtex.SetPSResource(context, 3);
}
if (useflow)
{
flowtex.SetVSResource(context, 0);
}
}
public void RenderWaterQuad(DeviceContext context, RenderableWaterQuad quad)
{
SetInputLayout(context, VertexType.PCT);
VSEntityVars.Vars.CamRel = new Vector4(quad.CamRel, 0.0f);
VSEntityVars.Vars.Orientation = Quaternion.Identity;
VSEntityVars.Vars.Scale = Vector3.One;
VSEntityVars.Update(context);
VSEntityVars.SetVSCBuffer(context, 2);
PSGeomVars.Vars.EnableTexture = 0;
PSGeomVars.Vars.EnableBumpMap = 0;
PSGeomVars.Vars.EnableFoamMap = 0;
PSGeomVars.Vars.ShaderMode = 0; //normal water render
PSGeomVars.Vars.SpecularIntensity = SpecularEnable ? 4.2f : 0.0f;// geom.specularIntensityMult;
PSGeomVars.Vars.SpecularFalloff = 1600.0f;// geom.specularFalloffMult;
PSGeomVars.Vars.WaveOffset = 0.0f;// geom.WaveOffset; //for terrainfoam
PSGeomVars.Vars.WaterHeight = 0.0f;// geom.WaterHeight; //for terrainfoam
PSGeomVars.Vars.WaveMovement = 0.0f;// geom.WaveMovement; //for terrainfoam
PSGeomVars.Vars.HeightOpacity = 0.0f;// geom.HeightOpacity; //for terrainfoam
PSGeomVars.Vars.RippleSpeed = 2.1f;// geom.RippleSpeed;
PSGeomVars.Vars.RippleScale = 0.02f;// geom.RippleScale;
PSGeomVars.Vars.RippleBumpiness = 4.5f;// geom.RippleBumpiness;
PSGeomVars.Update(context);
PSGeomVars.SetPSCBuffer(context, 2);
VSGeomVars.Vars.EnableFlow = 0; //no flow for water quads...
VSGeomVars.Vars.ShaderMode = 0; //normal water
VSGeomVars.Vars.WaterParams = Vector4.Zero;
VSGeomVars.Vars.RippleSpeed = 1.0f;// geom.RippleSpeed;
VSGeomVars.Update(context);
VSGeomVars.SetVSCBuffer(context, 3);
context.VertexShader.SetSampler(0, texsamplerflow);
context.PixelShader.SetSampler(0, AnisotropicFilter ? texsampleranis : texsampler);
quad.Render(context);
}
public override void UnbindResources(DeviceContext context)
{
context.VertexShader.SetConstantBuffer(0, null);
context.PixelShader.SetConstantBuffer(0, null);
context.VertexShader.SetConstantBuffer(1, null); //shadowmap
context.PixelShader.SetConstantBuffer(1, null); //shadowmap
context.PixelShader.SetShaderResource(1, null);//shadowmap
context.PixelShader.SetSampler(1, null); //shadowmap
context.VertexShader.SetConstantBuffer(2, null);
context.VertexShader.SetConstantBuffer(3, null);
context.PixelShader.SetConstantBuffer(2, null);
context.VertexShader.SetConstantBuffer(4, null);
context.VertexShader.SetConstantBuffer(5, null);
context.VertexShader.SetConstantBuffer(6, null);
context.VertexShader.SetSampler(0, null);
context.PixelShader.SetSampler(0, null);
context.PixelShader.SetShaderResource(0, null);
context.PixelShader.SetShaderResource(2, null);
context.PixelShader.SetShaderResource(3, null);
context.PixelShader.SetShaderResource(4, null);
context.PixelShader.SetShaderResource(5, null);
context.VertexShader.SetShaderResource(0, null);
context.VertexShader.SetShaderResource(1, null);
context.VertexShader.SetShaderResource(2, null);
context.VertexShader.Set(null);
context.PixelShader.Set(null);
}
public void Dispose()
{
if (disposed) return;
texsampler.Dispose();
texsampleranis.Dispose();
texsamplerflow.Dispose();
foreach (InputLayout layout in layouts.Values)
{
layout.Dispose();
}
layouts.Clear();
VSSceneVars.Dispose();
VSEntityVars.Dispose();
VSGeomVars.Dispose();
PSSceneVars.Dispose();
PSGeomVars.Dispose();
ps.Dispose();
vspt.Dispose();
vspct.Dispose();
vspnct.Dispose();
vspnctx.Dispose();
disposed = true;
}
}
}