CodeWalker/Rendering/Shaders/MarkerShader.cs

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C#
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2017-09-21 18:33:05 +08:00
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 MarkerShaderVSSceneVars
{
public Matrix ViewProj;
public Matrix ViewInv;
public Vector4 ScreenScale; //xy = 1/wh
}
public struct MarkerShaderVSMarkerVars
{
public Vector4 CamRel;
public Vector2 Size;
public Vector2 Offset;
}
public class MarkerShader : Shader, IDisposable
{
bool disposed = false;
VertexShader markervs;
PixelShader markerps;
GpuVarsBuffer<MarkerShaderVSSceneVars> VSSceneVars;
GpuVarsBuffer<MarkerShaderVSMarkerVars> VSMarkerVars;
SamplerState texsampler;
InputLayout layout;
public MarkerShader(Device device)
{
byte[] vsbytes = File.ReadAllBytes("Shaders\\MarkerVS.cso");
byte[] psbytes = File.ReadAllBytes("Shaders\\MarkerPS.cso");
markervs = new VertexShader(device, vsbytes);
markerps = new PixelShader(device, psbytes);
VSSceneVars = new GpuVarsBuffer<MarkerShaderVSSceneVars>(device);
VSMarkerVars = new GpuVarsBuffer<MarkerShaderVSMarkerVars>(device);
layout = new InputLayout(device, vsbytes, new[]
{
new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
new InputElement("TEXCOORD", 0, Format.R32G32_Float, 16, 0),
});
texsampler = new SamplerState(device, new SamplerStateDescription()
{
AddressU = TextureAddressMode.Clamp,
AddressV = TextureAddressMode.Clamp,
AddressW = TextureAddressMode.Clamp,
BorderColor = Color.Transparent,
ComparisonFunction = Comparison.Always,
Filter = Filter.MinMagMipLinear,
MaximumAnisotropy = 1,
MaximumLod = float.MaxValue,
MinimumLod = 0,
MipLodBias = 0,
});
}
public override void SetShader(DeviceContext context)
{
context.VertexShader.Set(markervs);
context.PixelShader.Set(markerps);
}
public override bool SetInputLayout(DeviceContext context, VertexType type)
{
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.ViewInv = Matrix.Transpose(camera.ViewInvMatrix);
VSSceneVars.Vars.ScreenScale = new Vector4(0.5f / camera.Width, 0.5f / camera.Height, camera.Width, camera.Height);
VSSceneVars.Update(context);
VSSceneVars.SetVSCBuffer(context, 0);
}
public void SetMarkerVars(DeviceContext context, Vector3 camrel, Vector2 size, Vector2 offset)
{
VSMarkerVars.Vars.CamRel = new Vector4(camrel, 0.0f);
VSMarkerVars.Vars.Size = size;
VSMarkerVars.Vars.Offset = offset;
VSMarkerVars.Update(context);
VSMarkerVars.SetVSCBuffer(context, 1);
}
public void SetTexture(DeviceContext context, ShaderResourceView srv)
{
context.PixelShader.SetSampler(0, texsampler);
context.PixelShader.SetShaderResource(0, srv);
}
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.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;
}
layout.Dispose();
VSSceneVars.Dispose();
VSMarkerVars.Dispose();
markerps.Dispose();
markervs.Dispose();
disposed = true;
}
}
}