CodeWalker/Rendering/Shaders/ShadowShader.cs

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C#
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2017-09-21 18:33:05 +08:00
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 ShadowShaderVSSceneVars
{
public Matrix ViewProj;
public Vector4 WindVector;
}
public struct ShadowShaderVSEntityVars
{
public Vector4 CamRel;
public Quaternion Orientation;
public uint HasSkeleton;
public uint HasTransforms;
public uint TintPaletteIndex;
public uint Pad1;
public Vector3 Scale;
public uint Pad2;
}
public struct ShadowShaderVSModelVars
{
public Matrix Transform;
}
//public struct ShadowShaderVSGeomVars
//{
// public uint EnableTint;
// public float TintYVal;
// public uint IsDecal;
// public uint Pad5;
//}
public struct ShadowShaderGeomVars
{
public uint EnableTexture;
public uint EnableTint;
public uint IsDecal;
public uint EnableWind;
public Vector4 WindOverrideParams;
}
public class ShadowShader : Shader, IDisposable
{
bool disposed = false;
VertexShader shadowvs;
VertexShader shadowvs_skin;
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PixelShader shadowps;
GpuVarsBuffer<ShadowShaderVSSceneVars> VSSceneVars;
GpuVarsBuffer<ShadowShaderVSEntityVars> VSEntityVars;
GpuVarsBuffer<ShadowShaderVSModelVars> VSModelVars;
GpuVarsBuffer<ShadowShaderGeomVars> GeomVars;
GpuABuffer<Matrix3_s> BoneMatrices;
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GpuABuffer<Vector4> ClothVertices;
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SamplerState texsampler;
SamplerState texsamplerc;
//public bool DecalMode = false;
public Vector4 WindVector { get; set; }
Matrix3_s[] defaultBoneMatrices;
bool defaultBoneMatricesBound = false;
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private Dictionary<VertexType, InputLayout> layouts = new Dictionary<VertexType, InputLayout>();
public ShadowShader(Device device)
{
byte[] vsbytes = File.ReadAllBytes("Shaders\\ShadowVS.cso");
byte[] vssbytes = File.ReadAllBytes("Shaders\\ShadowVS_Skin.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\ShadowPS.cso");
shadowvs = new VertexShader(device, vsbytes);
shadowvs_skin = new VertexShader(device, vssbytes);
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shadowps = new PixelShader(device, psbytes);
VSSceneVars = new GpuVarsBuffer<ShadowShaderVSSceneVars>(device);
VSEntityVars = new GpuVarsBuffer<ShadowShaderVSEntityVars>(device);
VSModelVars = new GpuVarsBuffer<ShadowShaderVSModelVars>(device);
GeomVars = new GpuVarsBuffer<ShadowShaderGeomVars>(device);
BoneMatrices = new GpuABuffer<Matrix3_s>(device, 255);
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ClothVertices = new GpuABuffer<Vector4>(device, 254);
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//supported layouts - requires Position, Normal, Colour, Texcoord
layouts.Add(VertexType.Default, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.Default)));
layouts.Add(VertexType.DefaultEx, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.DefaultEx)));
layouts.Add(VertexType.PNCCT, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCT)));
layouts.Add(VertexType.PNCCTTTT, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTTTT)));
layouts.Add(VertexType.PNCTTTX, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTTX)));
layouts.Add(VertexType.PNCTTTX_2, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTTX_2)));
layouts.Add(VertexType.PNCTTTX_3, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTTX_3)));
layouts.Add(VertexType.PNCTTTTX, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTTTX)));
layouts.Add(VertexType.PNCTTX, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTX)));
layouts.Add(VertexType.PNCCTTX, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTTX)));
layouts.Add(VertexType.PNCCTTX_2, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTTX_2)));
layouts.Add(VertexType.PNCCTTTX, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTTTX)));
layouts.Add(VertexType.PNCCTT, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTT)));
layouts.Add(VertexType.PNCCTX, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTX)));
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layouts.Add(VertexType.PNCH2, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCH2, VertexDeclarationTypes.GTAV3)));
layouts.Add(VertexType.PCCH2H4, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PCCH2H4, VertexDeclarationTypes.GTAV2)));
layouts.Add(VertexType.PNCTT, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTT)));
layouts.Add(VertexType.PNCTTT, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTT)));
layouts.Add(VertexType.PBBNCT, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCT)));
layouts.Add(VertexType.PBBNCTX, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTX)));
layouts.Add(VertexType.PBBNCTT, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTT)));
layouts.Add(VertexType.PBBNCTTT, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTTT)));
layouts.Add(VertexType.PBBNCCT, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCCT)));
layouts.Add(VertexType.PBBNCCTT, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCCTT)));//TODO
layouts.Add(VertexType.PBBNCCTX, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCCTX)));
layouts.Add(VertexType.PBBNCTTX, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTTX)));
layouts.Add(VertexType.PBBNCTTTX, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTTTX)));//TODO
layouts.Add(VertexType.PBBNCCTTX, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCCTTX)));//TODO
//PBBCCT todo
//PBBNC todo
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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,
});
texsamplerc = new SamplerState(device, new SamplerStateDescription()
{
AddressU = TextureAddressMode.Clamp,
AddressV = TextureAddressMode.Clamp,
AddressW = TextureAddressMode.Clamp,
BorderColor = Color.Black,
ComparisonFunction = Comparison.Always,
Filter = Filter.MinMagMipPoint,
MaximumAnisotropy = 1,
MaximumLod = float.MaxValue,
MinimumLod = 0,
MipLodBias = 0,
});
defaultBoneMatrices = new Matrix3_s[255];
for (int i = 0; i < 255; i++)
{
defaultBoneMatrices[i].Row1 = Vector4.UnitX;
defaultBoneMatrices[i].Row2 = Vector4.UnitY;
defaultBoneMatrices[i].Row3 = Vector4.UnitZ;
}
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}
public override void SetShader(DeviceContext context)
{
context.PixelShader.Set(shadowps);
}
public override bool SetInputLayout(DeviceContext context, VertexType type)
{
InputLayout l;
if (layouts.TryGetValue(type, out l))
{
VertexShader vs = shadowvs;
switch (type)
{
case VertexType.PBBNCT:
case VertexType.PBBNCTX:
case VertexType.PBBNCTT:
case VertexType.PBBNCTTT:
case VertexType.PBBNCCT:
case VertexType.PBBNCCTT:
case VertexType.PBBNCCTX:
case VertexType.PBBNCTTX:
case VertexType.PBBNCTTTX:
case VertexType.PBBNCCTTX:
vs = shadowvs_skin;
break;
}
context.VertexShader.Set(vs);
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context.InputAssembler.InputLayout = l;
return true;
}
return false;
}
public override void SetSceneVars(DeviceContext context, Camera camera, Shadowmap shadowmap, ShaderGlobalLights lights)
{
}
public void SetSceneVars(DeviceContext context, Matrix shadowviewproj)
{
VSSceneVars.Vars.ViewProj = Matrix.Transpose(shadowviewproj);
VSSceneVars.Vars.WindVector = WindVector;
VSSceneVars.Update(context);
VSSceneVars.SetVSCBuffer(context, 0);
}
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.Update(context);
VSEntityVars.SetVSCBuffer(context, 1);
}
public override void SetModelVars(DeviceContext context, RenderableModel model)
{
if (model.Owner.Skeleton?.BoneTransforms != null)
{
SetBoneMatrices(context, model.Owner.Skeleton.BoneTransforms);
defaultBoneMatricesBound = false;
}
else if (!defaultBoneMatricesBound)
{
SetBoneMatrices(context, defaultBoneMatrices);
defaultBoneMatricesBound = true;
}
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if (model.Owner.Cloth?.Vertices != null)
{
SetClothVertices(context, model.Owner.Cloth.Vertices);
}
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if (!model.UseTransform) return;
VSModelVars.Vars.Transform = Matrix.Transpose(model.Transform);
VSModelVars.Update(context);
VSModelVars.SetVSCBuffer(context, 2);
}
public override void SetGeomVars(DeviceContext context, RenderableGeometry geom)
{
RenderableTexture texture = null; // ((geom.Textures != null) && (geom.Textures.Length > 0)) ? geom.Textures[0] : null;
//RenderableTexture tintpal = null;
//float tntpalind = 0.0f;
if ((geom.RenderableTextures != null) && (geom.RenderableTextures.Length > 0))
{
for (int i = 0; i < geom.RenderableTextures.Length; i++)
{
var itex = geom.RenderableTextures[i];
var ihash = geom.TextureParamHashes[i];
switch (ihash)
{
case ShaderParamNames.DiffuseSampler:
case ShaderParamNames.TextureSampler_layer0:
case ShaderParamNames.TextureSampler_layer1:
case ShaderParamNames.TextureSampler_layer2:
case ShaderParamNames.TextureSampler_layer3:
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texture = itex;
break;
}
if (texture != null) break;
}
////try get default diffuse texture
//if ((geom.DiffuseSampler >= 0) && (geom.DiffuseSampler < geom.Textures.Length))
//{
// texture = geom.Textures[geom.DiffuseSampler];
//}
//if ((texture == null) && (geom.TextureSampler_layer0 >= 0) && (geom.TextureSampler_layer0 < geom.Textures.Length))
//{
// texture = geom.Textures[geom.TextureSampler_layer0];
//}
//if ((texture == null) && (geom.TextureSampler_layer1 >= 0) && (geom.TextureSampler_layer1 < geom.Textures.Length))
//{
// texture = geom.Textures[geom.TextureSampler_layer1];
//}
//if ((texture == null) && (geom.TextureSampler_layer2 >= 0) && (geom.TextureSampler_layer2 < geom.Textures.Length))
//{
// texture = geom.Textures[geom.TextureSampler_layer2];
//}
//if ((texture == null) && (geom.TextureSampler_layer3 >= 0) && (geom.TextureSampler_layer3 < geom.Textures.Length))
//{
// texture = geom.Textures[geom.TextureSampler_layer3];
//}
//fallback try get first texture... eventaully remove this! (helps with water for now)
int index = 0;
while (((texture == null)) && (index < geom.RenderableTextures.Length))
{
texture = geom.RenderableTextures[index];
index++;
}
//if ((geom.PaletteTexture >= 0) && (geom.PaletteTexture < geom.Textures.Length))
//{
// tintpal = geom.Textures[geom.PaletteTexture];
// if (tintpal.Texture != null)
// {
// //this is slightly dodgy but vsentvarsdata should have the correct value in it...
// tntpalind = (vsentvarsdata.TintPaletteIndex + 0.5f) / tintpal.Texture.Height;
// }
//}
}
bool usediff = ((texture != null) && (texture.ShaderResourceView != null));
uint windflag = 0;
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uint tintflag = 0;
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var shaderFile = geom.DrawableGeom.Shader.FileName;
switch (shaderFile.Hash)
{
case 2245870123: //trees_normal_diffspec_tnt.sps
case 3334613197: //trees_tnt.sps
case 1229591973://{trees_normal_spec_tnt.sps}
case 2322653400://{trees.sps}
case 3192134330://{trees_normal.sps}
case 1224713457://{trees_normal_spec.sps}
case 4265705004://{trees_normal_diffspec.sps}
windflag = 1;
break;
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case 231364109: //weapon_normal_spec_cutout_palette.sps
case 3294641629://weapon_normal_spec_detail_palette.sps
case 731050667: //weapon_normal_spec_palette.sps
tintflag = 2; //use diffuse sampler alpha for tint lookup! (ignore texture alpha in PS)
break;
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}
GeomVars.Vars.EnableTexture = usediff ? 1u : 0u;
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GeomVars.Vars.EnableTint = tintflag;// usetint ? 1u : 0u;
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GeomVars.Vars.IsDecal = 0u;// DecalMode ? 1u : 0u;
GeomVars.Vars.EnableWind = windflag;
GeomVars.Vars.WindOverrideParams = geom.WindOverrideParams;
GeomVars.Update(context);
GeomVars.SetPSCBuffer(context, 0);
GeomVars.SetVSCBuffer(context, 3);
context.VertexShader.SetSampler(0, texsamplerc);
context.PixelShader.SetSampler(0, texsampler);
//context.PixelShader.SetSampler(1, texsamplerc);
if (usediff)
{
texture.SetPSResource(context, 0);
}
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if (geom.BoneTransforms != null)
{
SetBoneMatrices(context, geom.BoneTransforms);
defaultBoneMatricesBound = false;
}
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}
public void SetBoneMatrices(DeviceContext context, Matrix3_s[] matrices)
{
BoneMatrices.Update(context, matrices);
BoneMatrices.SetVSCBuffer(context, 7);
}
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public void SetClothVertices(DeviceContext context, Vector4[] vertices)
{
ClothVertices.Update(context, vertices);
ClothVertices.SetVSCBuffer(context, 8);
}
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public override void UnbindResources(DeviceContext context)
{
context.VertexShader.SetConstantBuffer(0, null);
context.VertexShader.SetConstantBuffer(1, null);
context.VertexShader.SetConstantBuffer(2, null);
context.VertexShader.SetConstantBuffer(3, null);
context.PixelShader.SetConstantBuffer(0, null);
context.VertexShader.SetSampler(0, null);
context.PixelShader.SetSampler(0, null);
context.PixelShader.SetShaderResource(0, 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();
GeomVars.Dispose();
BoneMatrices.Dispose();
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ClothVertices.Dispose();
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shadowps.Dispose();
shadowvs.Dispose();
shadowvs_skin.Dispose();
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disposed = true;
}
}
}