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Added vertex shader PNCTT and started implementation of DiffuseSampler2. (#43)
Added vertex shader PNCTT and implementation of DiffuseSampler2.
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@ -55,6 +55,10 @@ namespace CodeWalker.Rendering
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public struct BasicShaderPSGeomVars
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{
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public uint EnableTexture;
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public uint EnableTexture2;
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public uint pad1;
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public uint pad2;
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public uint pad3;
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public uint EnableTint;
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public uint EnableNormalMap;
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public uint EnableSpecMap;
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@ -119,6 +123,7 @@ namespace CodeWalker.Rendering
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bool disposed = false;
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VertexShader basicvspnct;
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VertexShader basicvspnctt;
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VertexShader basicvspncct;
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VertexShader basicvspncctt;
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VertexShader basicvspnccttt;
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@ -168,6 +173,7 @@ namespace CodeWalker.Rendering
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public BasicShader(Device device)
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{
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byte[] vspnctbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCT.cso");
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byte[] vspncttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTT.cso");
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byte[] vspncctbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCT.cso");
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byte[] vspnccttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTT.cso");
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byte[] vspncctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTT.cso");
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@ -184,6 +190,7 @@ namespace CodeWalker.Rendering
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byte[] psbytes = File.ReadAllBytes("Shaders\\BasicPS.cso");
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basicvspnct = new VertexShader(device, vspnctbytes);
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basicvspnctt = new VertexShader(device, vspncttbytes);
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basicvspncct = new VertexShader(device, vspncctbytes);
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basicvspncctt = new VertexShader(device, vspnccttbytes);
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basicvspnccttt = new VertexShader(device, vspncctttbytes);
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@ -214,11 +221,12 @@ namespace CodeWalker.Rendering
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//supported layouts - requires Position, Normal, Colour, Texcoord
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layouts.Add(VertexType.Default, new InputLayout(device, vspnctbytes, VertexTypeDefault.GetLayout()));
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layouts.Add(VertexType.PNCH2, new InputLayout(device, vspnctbytes, VertexTypePNCH2.GetLayout()));
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layouts.Add(VertexType.PNCTT, new InputLayout(device, vspnctbytes, VertexTypePNCTT.GetLayout()));
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layouts.Add(VertexType.PNCTTT, new InputLayout(device, vspnctbytes, VertexTypePNCTTT.GetLayout()));
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layouts.Add(VertexType.PBBNCT, new InputLayout(device, vspnctbytes, VertexTypePBBNCT.GetLayout()));
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layouts.Add(VertexType.PBBNCTT, new InputLayout(device, vspnctbytes, VertexTypePBBNCTT.GetLayout()));
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layouts.Add(VertexType.PBBNCTTT, new InputLayout(device, vspnctbytes, VertexTypePBBNCTTT.GetLayout()));
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layouts.Add(VertexType.PNCTT, new InputLayout(device, vspncttbytes, VertexTypePNCTT.GetLayout()));
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layouts.Add(VertexType.PNCTTT, new InputLayout(device, vspncttbytes, VertexTypePNCTTT.GetLayout()));
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layouts.Add(VertexType.PBBNCTT, new InputLayout(device, vspncttbytes, VertexTypePBBNCTT.GetLayout()));
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layouts.Add(VertexType.PBBNCTTT, new InputLayout(device, vspncttbytes, VertexTypePBBNCTTT.GetLayout()));
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layouts.Add(VertexType.PNCCT, new InputLayout(device, vspncctbytes, VertexTypePNCCT.GetLayout()));
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layouts.Add(VertexType.PBBNCCT, new InputLayout(device, vspncctbytes, VertexTypePBBNCCT.GetLayout()));
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@ -360,12 +368,14 @@ namespace CodeWalker.Rendering
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{
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case VertexType.Default:
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case VertexType.PNCH2:
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case VertexType.PBBNCT:
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vs = basicvspnct;
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break;
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case VertexType.PNCTT:
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case VertexType.PNCTTT:
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case VertexType.PBBNCT:
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case VertexType.PBBNCTT:
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case VertexType.PBBNCTTT:
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vs = basicvspnct;
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vs = basicvspnctt;
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break;
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case VertexType.PNCCT:
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case VertexType.PBBNCCT:
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@ -515,6 +525,7 @@ namespace CodeWalker.Rendering
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public override void SetGeomVars(DeviceContext context, RenderableGeometry geom)
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{
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RenderableTexture texture = null;
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RenderableTexture texture2 = null;
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RenderableTexture tintpal = null;
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RenderableTexture bumptex = null;
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RenderableTexture spectex = null;
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@ -568,11 +579,13 @@ namespace CodeWalker.Rendering
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texture = itex;
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isdistmap = true;
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break;
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case MetaName.DiffuseSampler2:
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texture2 = itex;
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break;
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case MetaName.heightSampler:
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case MetaName.EnvironmentSampler:
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//case MetaName.SnowSampler0:
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//case MetaName.SnowSampler1:
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//case MetaName.DiffuseSampler2:
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//case MetaName.DiffuseSampler3:
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//case MetaName.DirtSampler:
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//case MetaName.DirtBumpSampler:
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@ -605,6 +618,7 @@ namespace CodeWalker.Rendering
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bool usediff = ((texture != null) && (texture.ShaderResourceView != null));
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bool usediff2 = ((texture2 != null) && (texture2.ShaderResourceView != null));
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bool usebump = ((bumptex != null) && (bumptex.ShaderResourceView != null));
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bool usespec = ((spectex != null) && (spectex.ShaderResourceView != null));
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bool usedetl = ((detltex != null) && (detltex.ShaderResourceView != null));
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@ -658,6 +672,7 @@ namespace CodeWalker.Rendering
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PSGeomVars.Vars.EnableTexture = usediff ? 1u : 0u;
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PSGeomVars.Vars.EnableTexture2 = usediff2 ? 1u : 0u;
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PSGeomVars.Vars.EnableTint = pstintflag;
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PSGeomVars.Vars.EnableNormalMap = usebump ? 1u : 0u;
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PSGeomVars.Vars.EnableSpecMap = usespec ? 1u : 0u;
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@ -706,6 +721,10 @@ namespace CodeWalker.Rendering
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{
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detltex.SetPSResource(context, 4);
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}
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if (usediff2)
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{
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texture2.SetPSResource(context, 5);
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}
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if (usetint)
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{
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tintpal.SetVSResource(context, 0);
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@ -864,6 +883,7 @@ namespace CodeWalker.Rendering
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context.PixelShader.SetShaderResource(2, null);
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context.PixelShader.SetShaderResource(3, null);
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context.PixelShader.SetShaderResource(4, null);
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context.PixelShader.SetShaderResource(5, null);
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context.VertexShader.SetShaderResource(0, null);
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context.VertexShader.SetShaderResource(1, null);
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context.VertexShader.SetShaderResource(2, null);
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@ -902,6 +922,7 @@ namespace CodeWalker.Rendering
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basicps.Dispose();
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basicvspnct.Dispose();
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basicvspnctt.Dispose();
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basicvspncct.Dispose();
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basicvspncctt.Dispose();
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basicvspnccttt.Dispose();
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@ -4,6 +4,7 @@ Texture2D<float4> Colourmap : register(t0);
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Texture2D<float4> Bumpmap : register(t2);
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Texture2D<float4> Specmap : register(t3);
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Texture2D<float4> Detailmap : register(t4);
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Texture2D<float4> Colourmap2 : register(t5);
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SamplerState TextureSS : register(s0);
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@ -18,6 +19,10 @@ cbuffer PSSceneVars : register(b0)
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cbuffer PSGeomVars : register(b2)
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{
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uint EnableTexture;
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uint EnableTexture2;
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uint pad1;
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uint pad2;
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uint pad3;
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uint EnableTint;
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uint EnableNormalMap;
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uint EnableSpecMap;
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@ -74,6 +79,12 @@ float4 main(VS_OUTPUT input) : SV_TARGET
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c = Colourmap.Sample(TextureSS, texc);
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if (EnableTexture2 == 1)
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{
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float4 c2 = Colourmap2.Sample(TextureSS, input.Texcoord1);
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c = c2.a * c2 + (1 - c2.a) * c;
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}
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if (IsDistMap) c = float4(c.rgb*2, (c.r+c.g+c.b) - 1);
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if ((IsDecal == 0) && (c.a <= 0.33)) discard;
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if ((IsDecal == 1) && (c.a <= 0.0)) discard;
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40
Shaders/BasicVS_PNCTT.hlsl
Normal file
40
Shaders/BasicVS_PNCTT.hlsl
Normal file
@ -0,0 +1,40 @@
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#include "BasicVS.hlsli"
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struct VS_INPUT
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{
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float4 Position : POSITION;
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float3 Normal : NORMAL;
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float2 Texcoord0 : TEXCOORD0;
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float2 Texcoord1 : TEXCOORD1;
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float4 Colour0 : COLOR0;
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};
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VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
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{
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VS_OUTPUT output;
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float3 opos = ModelTransform(input.Position.xyz, input.Colour0.xyz, input.Colour0.xyz, iid);
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float4 cpos = ScreenTransform(opos);
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float3 bnorm = NormalTransform(input.Normal);
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float3 btang = 0.5;// NormalTransform(float3(1, 0, 0)); //no tangent to use on this vertex type...
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float4 tnt = ColourTint(input.Colour0.b, 0, iid); //colour tinting if enabled
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float4 lightspacepos;
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float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos);
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output.LightShadow = lightspacepos;
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output.Shadows = float4(shadowdepth, 0, 0, 0);
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output.Position = cpos;
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output.CamRelPos = opos;
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output.Normal = bnorm;
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output.Texcoord0 = input.Texcoord0;
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output.Texcoord1 = input.Texcoord1;
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output.Texcoord2 = 0.5;// input.Texcoord;
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output.Colour0 = input.Colour0;
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output.Colour1 = float4(0.5, 0.5, 0.5, 1); //input.Colour;
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output.Tint = tnt;
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output.Tangent = float4(btang, 1);
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output.Bitangent = float4(cross(btang, bnorm), 0);
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return output;
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}
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@ -196,6 +196,16 @@
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
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</FxCompile>
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<FxCompile Include="BasicVS_PNCTT.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
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</FxCompile>
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<FxCompile Include="BasicVS_PNCTTTX.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
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@ -22,6 +22,7 @@
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<FxCompile Include="ShadowVS.hlsl" />
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<FxCompile Include="ShadowPS.hlsl" />
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<FxCompile Include="BasicVS_PNCT.hlsl" />
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<FxCompile Include="BasicVS_PNCTT.hlsl" />
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<FxCompile Include="BasicVS_PNCTX.hlsl" />
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<FxCompile Include="BasicVS_PNCCT.hlsl" />
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<FxCompile Include="BasicVS_PNCCTT.hlsl" />
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