CodeWalker/Rendering/Shaders/CloudsShader.cs

357 lines
15 KiB
C#
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2017-09-21 18:33:05 +08:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using CodeWalker.GameFiles;
using CodeWalker.World;
using SharpDX.Direct3D11;
using System.IO;
using SharpDX;
namespace CodeWalker.Rendering
{
public struct CloudsShaderVSSceneVars
{
public Matrix ViewProj;
public Matrix ViewInv;
}
public struct CloudsShaderVSEntityVars
{
public Vector4 CamRel;
public Quaternion Orientation;
public Vector4 Scale;
}
public struct CloudsShaderVSModelVars
{
public Matrix Transform;
}
public struct CloudsShaderPSSceneVars
{
public Vector4 LightDirection;
public uint EnableHDR;
public uint Pad0;
public uint Pad1;
public uint Pad2;
}
public struct CloudsShaderCloudsLocals
{
public Vector3 gSkyColor; // Offset: 0 Size: 12 [unused]
public float gPad00;
public Vector3 gEastMinusWestColor; // Offset: 16 Size: 12 [unused]
public float gPad01;
public Vector3 gWestColor; // Offset: 32 Size: 12 [unused]
public float gPad02;
public Vector3 gSunDirection; // Offset: 48 Size: 12
public float gPad03;
public Vector3 gSunColor; // Offset: 64 Size: 12
public float gPad04;
public Vector3 gCloudColor; // Offset: 80 Size: 12 [unused]
public float gPad05;
public Vector3 gAmbientColor; // Offset: 96 Size: 12 [unused]
public float gPad06;
public Vector3 gBounceColor; // Offset: 112 Size: 12 [unused]
public float gPad07;
public Vector4 gDensityShiftScale; // Offset: 128 Size: 16 [unused]
public Vector4 gScatterG_GSquared_PhaseMult_Scale;// Offset: 144 Size: 16
public Vector4 gPiercingLightPower_Strength_NormalStrength_Thickness;// Offset: 160 Size: 16
public Vector3 gScaleDiffuseFillAmbient; // Offset: 176 Size: 12 [unused]
public float gPad08;
public Vector3 gWrapLighting_MSAARef; // Offset: 192 Size: 12 [unused]
public float gPad09;
public Vector4 gNearFarQMult; // Offset: 208 Size: 16 [unused]
public Vector3 gAnimCombine; // Offset: 224 Size: 12 [unused]
public float gPad10;
public Vector3 gAnimSculpt; // Offset: 240 Size: 12 [unused]
public float gPad11;
public Vector3 gAnimBlendWeights; // Offset: 256 Size: 12 [unused]
public float gPad12;
public Vector4 gUVOffsetArr0; // Offset: 272 Size: 32
public Vector4 gUVOffsetArr1; // Offset: 272 Size: 32
public Matrix gCloudViewProj; // Offset: 304 Size: 64
public Vector4 gCameraPos; // Offset: 368 Size: 16
public Vector2 gUVOffset1; // Offset: 384 Size: 8
public Vector2 gUVOffset2; // Offset: 392 Size: 8
public Vector2 gUVOffset3; // Offset: 400 Size: 8
public Vector2 gRescaleUV1; // Offset: 408 Size: 8
public Vector2 gRescaleUV2; // Offset: 416 Size: 8
public Vector2 gRescaleUV3; // Offset: 424 Size: 8
public float gSoftParticleRange; // Offset: 432 Size: 4 [unused]
public float gEnvMapAlphaScale; // Offset: 436 Size: 4 [unused]
public Vector2 cloudLayerAnimScale1; // Offset: 440 Size: 8
public Vector2 cloudLayerAnimScale2; // Offset: 448 Size: 8
public Vector2 cloudLayerAnimScale3; // Offset: 456 Size: 8
};
public class CloudsShader : Shader, IDisposable
{
bool disposed = false;
VertexShader vs;
PixelShader ps;
GpuVarsBuffer<CloudsShaderCloudsLocals> CloudsLocalVars;
GpuVarsBuffer<CloudsShaderVSSceneVars> VSSceneVars;
GpuVarsBuffer<CloudsShaderVSEntityVars> VSEntityVars;
GpuVarsBuffer<CloudsShaderVSModelVars> VSModelVars;
GpuVarsBuffer<CloudsShaderPSSceneVars> PSSceneVars;
SamplerState texsampler;
SamplerState texsampleranis;
InputLayout layout;
public bool EnableHDR { get; set; }
public bool AnisotropicFilter = false;
public CloudsShader(Device device)
{
byte[] vsbytes = File.ReadAllBytes("Shaders\\CloudsVS.cso");
byte[] psbytes = File.ReadAllBytes("Shaders\\CloudsPS.cso");
vs = new VertexShader(device, vsbytes);
ps = new PixelShader(device, psbytes);
CloudsLocalVars = new GpuVarsBuffer<CloudsShaderCloudsLocals>(device);
VSSceneVars = new GpuVarsBuffer<CloudsShaderVSSceneVars>(device);
VSEntityVars = new GpuVarsBuffer<CloudsShaderVSEntityVars>(device);
VSModelVars = new GpuVarsBuffer<CloudsShaderVSModelVars>(device);
PSSceneVars = new GpuVarsBuffer<CloudsShaderPSSceneVars>(device);
layout = new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.DefaultEx));
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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,
});
texsampleranis = new SamplerState(device, new SamplerStateDescription()
{
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
BorderColor = Color.Black,
ComparisonFunction = Comparison.Always,
Filter = Filter.Anisotropic,
MaximumAnisotropy = 8,
MaximumLod = float.MaxValue,
MinimumLod = 0,
MipLodBias = 0,
});
}
public void UpdateCloudsLocals(Clouds clouds, ShaderGlobalLights lights)
{
CloudsLocalVars.Vars.gSunDirection = lights.CurrentSunDir;
CloudsLocalVars.Vars.gSunColor = ((Vector4)lights.Params.LightDirColour).XYZ();
CloudsLocalVars.Vars.gUVOffset1 = clouds.AnimOverrides.UVOffset1;
CloudsLocalVars.Vars.gUVOffset2 = clouds.AnimOverrides.UVOffset2;
CloudsLocalVars.Vars.gUVOffset3 = clouds.AnimOverrides.UVOffset3;
CloudsLocalVars.Vars.gRescaleUV1 = clouds.AnimOverrides.RescaleUV1;
CloudsLocalVars.Vars.gRescaleUV2 = clouds.AnimOverrides.RescaleUV2;
CloudsLocalVars.Vars.gRescaleUV3 = clouds.AnimOverrides.RescaleUV3;
CloudsLocalVars.Vars.cloudLayerAnimScale1 = clouds.AnimOverrides.cloudLayerAnimScale1;
CloudsLocalVars.Vars.cloudLayerAnimScale2 = clouds.AnimOverrides.cloudLayerAnimScale2;
CloudsLocalVars.Vars.cloudLayerAnimScale3 = clouds.AnimOverrides.cloudLayerAnimScale3;
CloudsLocalVars.Vars.gUVOffsetArr0 = Vector4.Zero;
CloudsLocalVars.Vars.gUVOffsetArr1 = Vector4.Zero;
}
public override void SetShader(DeviceContext context)
{
context.VertexShader.Set(vs);
context.PixelShader.Set(ps);
}
public override void SetSceneVars(DeviceContext context, Camera camera, Shadowmap shadowmap, ShaderGlobalLights lights)
{
CloudsLocalVars.Update(context);
CloudsLocalVars.SetVSCBuffer(context, 0);
CloudsLocalVars.SetPSCBuffer(context, 0);
VSSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
VSSceneVars.Vars.ViewInv = Matrix.Transpose(camera.ViewInvMatrix);
VSSceneVars.Update(context);
VSSceneVars.SetVSCBuffer(context, 1);
PSSceneVars.Vars.LightDirection = new Vector4(lights.Params.LightDir, 0.0f);
PSSceneVars.Vars.EnableHDR = EnableHDR ? 1u : 0u;
PSSceneVars.Update(context);
PSSceneVars.SetPSCBuffer(context, 1);
}
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 = new Vector4(rend.Scale, 1.0f);
VSEntityVars.Update(context);
VSEntityVars.SetVSCBuffer(context, 2);
}
public override void SetModelVars(DeviceContext context, RenderableModel model)
{
//currently not used..
//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)
{
switch (geom.DrawableGeom.Shader.FileName.Hash)
{
case 4103916155://{clouds_animsoft.sps}
case 1097000161://{clouds_altitude.sps}
case 1481470665://{clouds_soft.sps}
case 2184108982://{clouds_fast.sps}
case 4192928948://{clouds_anim.sps}
break;
default:
break;
}
RenderableTexture DensitySampler = null;
RenderableTexture NormalSampler = null;
RenderableTexture DetailDensitySampler = null;
RenderableTexture DetailNormalSampler = null;
RenderableTexture DetailDensity2Sampler = null;
RenderableTexture DetailNormal2Sampler = null;
RenderableTexture DepthMapTexSampler = null;
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.DensitySampler:
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DensitySampler = itex;
break;
case ShaderParamNames.normalSampler:
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NormalSampler = itex;
break;
case ShaderParamNames.DetailDensitySampler:
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DetailDensitySampler = itex;
break;
case ShaderParamNames.DetailNormalSampler:
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DetailNormalSampler = itex;
break;
case ShaderParamNames.DetailDensity2Sampler:
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DetailDensity2Sampler = itex;
break;
case ShaderParamNames.DetailNormal2Sampler:
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DetailNormal2Sampler = itex;
break;
case ShaderParamNames.DepthMapTexSampler:
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DepthMapTexSampler = itex;
break;
default:
break;
}
}
}
bool usedens = ((DensitySampler != null) && (DensitySampler.ShaderResourceView != null));
bool usenorm = ((NormalSampler != null) && (NormalSampler.ShaderResourceView != null));
bool usedden = ((DetailDensitySampler != null) && (DetailDensitySampler.ShaderResourceView != null));
bool usednrm = ((DetailNormalSampler != null) && (DetailNormalSampler.ShaderResourceView != null));
bool useddn2 = ((DetailDensity2Sampler != null) && (DetailDensity2Sampler.ShaderResourceView != null));
bool usednm2 = ((DetailNormal2Sampler != null) && (DetailNormal2Sampler.ShaderResourceView != null));
bool usedept = ((DepthMapTexSampler != null) && (DepthMapTexSampler.ShaderResourceView != null));
if (usedens)
{
DensitySampler.SetPSResource(context, 0);
}
if (usenorm)
{
NormalSampler.SetPSResource(context, 1);
}
if (usedden)
{
DetailDensitySampler.SetPSResource(context, 2);
}
if (usednrm)
{
DetailNormalSampler.SetPSResource(context, 3);
}
if (useddn2)
{
DetailDensity2Sampler.SetPSResource(context, 4);
}
if (usednm2)
{
DetailNormal2Sampler.SetPSResource(context, 5);
}
if (usedept)
{
DepthMapTexSampler.SetPSResource(context, 6);
}
context.PixelShader.SetSampler(0, AnisotropicFilter ? texsampleranis : texsampler);
}
public override bool SetInputLayout(DeviceContext context, VertexType type)
{
if (type != VertexType.DefaultEx)
{
return false;
}
context.InputAssembler.InputLayout = layout;
return true;
}
public override void UnbindResources(DeviceContext context)
{
context.VertexShader.SetConstantBuffer(0, null);
context.PixelShader.SetConstantBuffer(0, null);
context.VertexShader.SetConstantBuffer(1, null);
context.PixelShader.SetConstantBuffer(1, null);
context.VertexShader.SetConstantBuffer(2, 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;
disposed = true;
texsampler.Dispose();
layout.Dispose();
CloudsLocalVars.Dispose();
VSSceneVars.Dispose();
VSEntityVars.Dispose();
VSModelVars.Dispose();
PSSceneVars.Dispose();
ps.Dispose();
vs.Dispose();
}
}
}