mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-27 09:22:53 +08:00
346 lines
12 KiB
C#
346 lines
12 KiB
C#
|
using SharpDX.Direct3D11;
|
|||
|
using SharpDX.DXGI;
|
|||
|
using System;
|
|||
|
using System.Collections.Generic;
|
|||
|
using System.IO;
|
|||
|
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 SharpDX;
|
|||
|
using CodeWalker.GameFiles;
|
|||
|
using CodeWalker.World;
|
|||
|
|
|||
|
namespace CodeWalker.Rendering
|
|||
|
{
|
|||
|
|
|||
|
public struct CableShaderVSSceneVars
|
|||
|
{
|
|||
|
public Matrix ViewProj;
|
|||
|
}
|
|||
|
public struct CableShaderVSEntityVars
|
|||
|
{
|
|||
|
public Vector4 CamRel;
|
|||
|
public Quaternion Orientation;
|
|||
|
public uint HasSkeleton;
|
|||
|
public uint HasTransforms;
|
|||
|
public uint TintPaletteIndex;
|
|||
|
public uint Pad1;
|
|||
|
public Vector3 Scale;
|
|||
|
public uint IsInstanced;
|
|||
|
}
|
|||
|
public struct CableShaderVSModelVars
|
|||
|
{
|
|||
|
public Matrix Transform;
|
|||
|
}
|
|||
|
public struct CableShaderVSGeomVars
|
|||
|
{
|
|||
|
public uint EnableTint;
|
|||
|
public float TintYVal;
|
|||
|
public uint IsDecal;
|
|||
|
public uint Pad5;
|
|||
|
}
|
|||
|
public struct CableShaderPSSceneVars
|
|||
|
{
|
|||
|
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 struct CableShaderPSGeomVars
|
|||
|
{
|
|||
|
public uint EnableTexture;
|
|||
|
public uint EnableTint;
|
|||
|
public uint Pad100;
|
|||
|
public uint Pad101;
|
|||
|
}
|
|||
|
|
|||
|
public class CableShader : Shader, IDisposable
|
|||
|
{
|
|||
|
bool disposed = false;
|
|||
|
|
|||
|
VertexShader vs;
|
|||
|
PixelShader ps;
|
|||
|
GpuVarsBuffer<CableShaderVSSceneVars> VSSceneVars;
|
|||
|
GpuVarsBuffer<CableShaderVSEntityVars> VSEntityVars;
|
|||
|
GpuVarsBuffer<CableShaderVSModelVars> VSModelVars;
|
|||
|
GpuVarsBuffer<CableShaderVSGeomVars> VSGeomVars;
|
|||
|
GpuVarsBuffer<CableShaderPSSceneVars> PSSceneVars;
|
|||
|
GpuVarsBuffer<CableShaderPSGeomVars> PSGeomVars;
|
|||
|
SamplerState texsampler;
|
|||
|
|
|||
|
public WorldRenderMode RenderMode = WorldRenderMode.Default;
|
|||
|
public int RenderVertexColourIndex = 1;
|
|||
|
public int RenderTextureCoordIndex = 1;
|
|||
|
public int RenderTextureSamplerCoord = 1;
|
|||
|
public MetaName RenderTextureSampler = MetaName.DiffuseSampler;
|
|||
|
|
|||
|
|
|||
|
private Dictionary<VertexType, InputLayout> layouts = new Dictionary<VertexType, InputLayout>();
|
|||
|
|
|||
|
public CableShader(Device device)
|
|||
|
{
|
|||
|
byte[] vsbytes = File.ReadAllBytes("Shaders\\CableVS.cso");
|
|||
|
byte[] psbytes = File.ReadAllBytes("Shaders\\CablePS.cso");
|
|||
|
|
|||
|
vs = new VertexShader(device, vsbytes);
|
|||
|
ps = new PixelShader(device, psbytes);
|
|||
|
|
|||
|
|
|||
|
VSSceneVars = new GpuVarsBuffer<CableShaderVSSceneVars>(device);
|
|||
|
VSEntityVars = new GpuVarsBuffer<CableShaderVSEntityVars>(device);
|
|||
|
VSModelVars = new GpuVarsBuffer<CableShaderVSModelVars>(device);
|
|||
|
VSGeomVars = new GpuVarsBuffer<CableShaderVSGeomVars>(device);
|
|||
|
PSSceneVars = new GpuVarsBuffer<CableShaderPSSceneVars>(device);
|
|||
|
PSGeomVars = new GpuVarsBuffer<CableShaderPSGeomVars>(device);
|
|||
|
|
|||
|
|
|||
|
//supported layout - requires Position, Normal, Colour, Texcoord
|
|||
|
layouts.Add(VertexType.Default, new InputLayout(device, vsbytes, VertexTypeDefault.GetLayout()));
|
|||
|
|
|||
|
|
|||
|
|
|||
|
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,
|
|||
|
});
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
private void SetVertexShader(DeviceContext context, VertexType type)
|
|||
|
{
|
|||
|
switch (type)
|
|||
|
{
|
|||
|
case VertexType.Default:
|
|||
|
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;
|
|||
|
|
|||
|
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;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
VSSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
|
|||
|
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.Update(context);
|
|||
|
PSSceneVars.SetPSCBuffer(context, 0);
|
|||
|
|
|||
|
if (shadowmap != null)
|
|||
|
{
|
|||
|
shadowmap.SetFinalRenderResources(context);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
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.Vars.HasSkeleton = rend.Renderable.HasSkeleton ? 1u : 0;
|
|||
|
VSEntityVars.Vars.HasTransforms = rend.Renderable.HasTransforms ? 1u : 0;
|
|||
|
VSEntityVars.Vars.TintPaletteIndex = rend.TintPaletteIndex;
|
|||
|
VSEntityVars.Vars.IsInstanced = 0;
|
|||
|
VSEntityVars.Update(context);
|
|||
|
VSEntityVars.SetVSCBuffer(context, 2);
|
|||
|
}
|
|||
|
|
|||
|
public override void SetModelVars(DeviceContext context, RenderableModel model)
|
|||
|
{
|
|||
|
if (!model.UseTransform) return;
|
|||
|
VSModelVars.Vars.Transform = Matrix.Transpose(model.Transform);
|
|||
|
VSModelVars.Update(context);
|
|||
|
VSModelVars.SetVSCBuffer(context, 3);
|
|||
|
}
|
|||
|
|
|||
|
public override void SetGeomVars(DeviceContext context, RenderableGeometry geom)
|
|||
|
{
|
|||
|
RenderableTexture texture = null; // ((geom.Textures != null) && (geom.Textures.Length > 0)) ? geom.Textures[0] : 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];
|
|||
|
switch (ihash)
|
|||
|
{
|
|||
|
case MetaName.DiffuseSampler:
|
|||
|
texture = itex;
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
////fallback try get first texture... eventaully remove this! (helps with water for now)
|
|||
|
//int index = 0;
|
|||
|
//while (((texture == null) || (texture.Texture2D == null)) && (index < geom.Textures.Length))
|
|||
|
//{
|
|||
|
// texture = geom.Textures[index];
|
|||
|
// index++;
|
|||
|
//}
|
|||
|
}
|
|||
|
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.Texture2D != null) && (texture.ShaderResourceView != null));
|
|||
|
|
|||
|
PSGeomVars.Vars.EnableTexture = usediff ? 1u : 0u;
|
|||
|
PSGeomVars.Vars.EnableTint = 0u;
|
|||
|
PSGeomVars.Update(context);
|
|||
|
PSGeomVars.SetPSCBuffer(context, 2);
|
|||
|
|
|||
|
VSGeomVars.Vars.EnableTint = 0u;
|
|||
|
VSGeomVars.Vars.TintYVal = 0u;
|
|||
|
VSGeomVars.Vars.IsDecal = 0u;
|
|||
|
VSGeomVars.Update(context);
|
|||
|
VSGeomVars.SetVSCBuffer(context, 4);
|
|||
|
|
|||
|
|
|||
|
//context.VertexShader.SetSampler(0, texsampler);
|
|||
|
context.PixelShader.SetSampler(0, texsampler);
|
|||
|
//context.PixelShader.SetSampler(1, texsamplerc);
|
|||
|
if (usediff)
|
|||
|
{
|
|||
|
texture.SetPSResource(context, 0);
|
|||
|
//context.PixelShader.SetShaderResource(0, difftex.ShaderResourceView);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
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.SetSampler(0, null);
|
|||
|
context.PixelShader.SetSampler(0, null);
|
|||
|
context.PixelShader.SetShaderResource(0, null);
|
|||
|
context.VertexShader.SetShaderResource(0, null);
|
|||
|
context.VertexShader.SetShaderResource(1, null);
|
|||
|
context.VertexShader.Set(null);
|
|||
|
context.PixelShader.Set(null);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
public void Dispose()
|
|||
|
{
|
|||
|
if (disposed) return;
|
|||
|
|
|||
|
|
|||
|
if (texsampler != null)
|
|||
|
{
|
|||
|
texsampler.Dispose();
|
|||
|
texsampler = null;
|
|||
|
}
|
|||
|
|
|||
|
foreach (InputLayout layout in layouts.Values)
|
|||
|
{
|
|||
|
layout.Dispose();
|
|||
|
}
|
|||
|
layouts.Clear();
|
|||
|
|
|||
|
VSSceneVars.Dispose();
|
|||
|
VSEntityVars.Dispose();
|
|||
|
VSModelVars.Dispose();
|
|||
|
VSGeomVars.Dispose();
|
|||
|
PSSceneVars.Dispose();
|
|||
|
PSGeomVars.Dispose();
|
|||
|
|
|||
|
|
|||
|
ps.Dispose();
|
|||
|
vs.Dispose();
|
|||
|
|
|||
|
disposed = true;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|