mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-30 10:52:55 +08:00
240 lines
7.5 KiB
C#
240 lines
7.5 KiB
C#
|
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 BoundingSphereVSSceneVars
|
|||
|
{
|
|||
|
public Matrix ViewProj;
|
|||
|
public Matrix ViewInv;
|
|||
|
public float SegmentCount;
|
|||
|
public float VertexCount;
|
|||
|
public float Pad1;
|
|||
|
public float Pad2;
|
|||
|
}
|
|||
|
public struct BoundingSphereVSSphereVars
|
|||
|
{
|
|||
|
public Vector3 Center;
|
|||
|
public float Radius;
|
|||
|
}
|
|||
|
public struct BoundingBoxVSSceneVars
|
|||
|
{
|
|||
|
public Matrix ViewProj;
|
|||
|
}
|
|||
|
public struct BoundingBoxVSBoxVars
|
|||
|
{
|
|||
|
public Quaternion Orientation;
|
|||
|
public Vector4 BBMin;
|
|||
|
public Vector4 BBRng; //max-min
|
|||
|
public Vector3 CamRel;
|
|||
|
public float Pad1;
|
|||
|
public Vector3 Scale;
|
|||
|
public float Pad2;
|
|||
|
}
|
|||
|
public struct BoundsPSColourVars
|
|||
|
{
|
|||
|
public Vector4 Colour;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
public class BoundsShader : Shader, IDisposable
|
|||
|
{
|
|||
|
bool disposed = false;
|
|||
|
|
|||
|
BoundsShaderMode mode = BoundsShaderMode.Sphere;
|
|||
|
VertexShader spherevs;
|
|||
|
VertexShader boxvs;
|
|||
|
PixelShader boundsps;
|
|||
|
|
|||
|
GpuVarsBuffer<BoundingSphereVSSceneVars> VSSphereSceneVars;
|
|||
|
GpuVarsBuffer<BoundingSphereVSSphereVars> VSSphereVars;
|
|||
|
GpuVarsBuffer<BoundingBoxVSSceneVars> VSBoxSceneVars;
|
|||
|
GpuVarsBuffer<BoundingBoxVSBoxVars> VSBoxVars;
|
|||
|
GpuVarsBuffer<BoundsPSColourVars> PSColourVars;
|
|||
|
|
|||
|
int SegmentCount = 64;
|
|||
|
int VertexCount = 65;
|
|||
|
UnitCube cube;
|
|||
|
|
|||
|
public BoundsShader(Device device)
|
|||
|
{
|
|||
|
byte[] spherevsbytes = File.ReadAllBytes("Shaders\\BoundingSphereVS.cso");
|
|||
|
byte[] boxvsbytes = File.ReadAllBytes("Shaders\\BoundingBoxVS.cso");
|
|||
|
byte[] psbytes = File.ReadAllBytes("Shaders\\BoundsPS.cso");
|
|||
|
|
|||
|
spherevs = new VertexShader(device, spherevsbytes);
|
|||
|
boxvs = new VertexShader(device, boxvsbytes);
|
|||
|
boundsps = new PixelShader(device, psbytes);
|
|||
|
|
|||
|
VSSphereSceneVars = new GpuVarsBuffer<BoundingSphereVSSceneVars>(device);
|
|||
|
VSSphereVars = new GpuVarsBuffer<BoundingSphereVSSphereVars>(device);
|
|||
|
VSBoxSceneVars = new GpuVarsBuffer<BoundingBoxVSSceneVars>(device);
|
|||
|
VSBoxVars = new GpuVarsBuffer<BoundingBoxVSBoxVars>(device);
|
|||
|
PSColourVars = new GpuVarsBuffer<BoundsPSColourVars>(device);
|
|||
|
|
|||
|
cube = new UnitCube(device, boxvsbytes, false, true, false);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
public void SetMode(BoundsShaderMode m)
|
|||
|
{
|
|||
|
mode = m;
|
|||
|
}
|
|||
|
|
|||
|
public override void SetShader(DeviceContext context)
|
|||
|
{
|
|||
|
switch (mode)
|
|||
|
{
|
|||
|
default:
|
|||
|
case BoundsShaderMode.Sphere:
|
|||
|
context.VertexShader.Set(spherevs);
|
|||
|
break;
|
|||
|
case BoundsShaderMode.Box:
|
|||
|
context.VertexShader.Set(boxvs);
|
|||
|
break;
|
|||
|
}
|
|||
|
context.PixelShader.Set(boundsps);
|
|||
|
}
|
|||
|
|
|||
|
public override bool SetInputLayout(DeviceContext context, VertexType type)
|
|||
|
{
|
|||
|
//switch (mode)
|
|||
|
//{
|
|||
|
// default:
|
|||
|
// case BoundsShaderMode.Sphere:
|
|||
|
// context.InputAssembler.InputLayout = null;
|
|||
|
// break;
|
|||
|
// case BoundsShaderMode.Box:
|
|||
|
// context.InputAssembler.InputLayout = cube.InputLayout;
|
|||
|
// break;
|
|||
|
//}
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
public override void SetSceneVars(DeviceContext context, Camera camera, Shadowmap shadowmap, ShaderGlobalLights lights)
|
|||
|
{
|
|||
|
switch (mode)
|
|||
|
{
|
|||
|
default:
|
|||
|
case BoundsShaderMode.Sphere:
|
|||
|
VSSphereSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
|
|||
|
VSSphereSceneVars.Vars.ViewInv = Matrix.Transpose(camera.ViewInvMatrix);
|
|||
|
VSSphereSceneVars.Vars.SegmentCount = (float)SegmentCount;
|
|||
|
VSSphereSceneVars.Vars.VertexCount = (float)VertexCount;
|
|||
|
VSSphereSceneVars.Update(context);
|
|||
|
VSSphereSceneVars.SetVSCBuffer(context, 0);
|
|||
|
break;
|
|||
|
case BoundsShaderMode.Box:
|
|||
|
VSBoxSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
|
|||
|
VSBoxSceneVars.Update(context);
|
|||
|
VSBoxSceneVars.SetVSCBuffer(context, 0);
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public void SetSphereVars(DeviceContext context, Vector3 center, float radius)
|
|||
|
{
|
|||
|
VSSphereVars.Vars.Center = center;
|
|||
|
VSSphereVars.Vars.Radius = radius;
|
|||
|
VSSphereVars.Update(context);
|
|||
|
VSSphereVars.SetVSCBuffer(context, 1);
|
|||
|
}
|
|||
|
|
|||
|
public void SetBoxVars(DeviceContext context, Vector3 camrel, Vector3 bbmin, Vector3 bbmax, Quaternion orientation, Vector3 scale)
|
|||
|
{
|
|||
|
VSBoxVars.Vars.Orientation = orientation;
|
|||
|
VSBoxVars.Vars.BBMin = new Vector4(bbmin, 0.0f);
|
|||
|
VSBoxVars.Vars.BBRng = new Vector4(bbmax - bbmin, 0.0f);
|
|||
|
VSBoxVars.Vars.CamRel = camrel;
|
|||
|
VSBoxVars.Vars.Scale = scale;
|
|||
|
VSBoxVars.Update(context);
|
|||
|
VSBoxVars.SetVSCBuffer(context, 1);
|
|||
|
}
|
|||
|
|
|||
|
public void SetColourVars(DeviceContext context, Vector4 colour)
|
|||
|
{
|
|||
|
PSColourVars.Vars.Colour = colour;
|
|||
|
PSColourVars.Update(context);
|
|||
|
PSColourVars.SetPSCBuffer(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 override void UnbindResources(DeviceContext context)
|
|||
|
{
|
|||
|
context.VertexShader.SetConstantBuffer(0, null);
|
|||
|
context.VertexShader.SetConstantBuffer(1, null);
|
|||
|
context.PixelShader.SetConstantBuffer(0, null);
|
|||
|
context.VertexShader.Set(null);
|
|||
|
context.PixelShader.Set(null);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
public void DrawSphere(DeviceContext context)
|
|||
|
{
|
|||
|
context.InputAssembler.InputLayout = null;
|
|||
|
context.InputAssembler.SetIndexBuffer(null, Format.Unknown, 0);
|
|||
|
context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.LineStrip;
|
|||
|
context.Draw(VertexCount, 0);
|
|||
|
}
|
|||
|
|
|||
|
public void DrawBox(DeviceContext context)
|
|||
|
{
|
|||
|
cube.Draw(context);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
public void Dispose()
|
|||
|
{
|
|||
|
if (disposed) return;
|
|||
|
|
|||
|
VSSphereSceneVars.Dispose();
|
|||
|
VSSphereVars.Dispose();
|
|||
|
VSBoxSceneVars.Dispose();
|
|||
|
VSBoxVars.Dispose();
|
|||
|
PSColourVars.Dispose();
|
|||
|
|
|||
|
cube.Dispose();
|
|||
|
|
|||
|
boundsps.Dispose();
|
|||
|
boxvs.Dispose();
|
|||
|
spherevs.Dispose();
|
|||
|
|
|||
|
disposed = true;
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
public enum BoundsShaderMode
|
|||
|
{
|
|||
|
None = 0,
|
|||
|
Sphere = 1,
|
|||
|
Box = 2,
|
|||
|
}
|
|||
|
|
|||
|
}
|