CodeWalker/Rendering/Shaders/CableShader.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 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 EnableWind;
public Vector4 WindOverrideParams;
public Vector4 globalAnimUV0;
public Vector4 globalAnimUV1;
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}
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 ShaderParamNames RenderTextureSampler = ShaderParamNames.DiffuseSampler;
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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 ShaderParamNames.DiffuseSampler:
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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.Vars.EnableWind = 0u;
VSGeomVars.Vars.WindOverrideParams = Vector4.Zero;
VSGeomVars.Vars.globalAnimUV0 = Vector4.Zero;
VSGeomVars.Vars.globalAnimUV1 = Vector4.Zero;
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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;
}
}
}