mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2026-05-16 10:04:49 +08:00
Deferred shading
This commit is contained in:
@@ -145,6 +145,7 @@ namespace CodeWalker.Rendering
|
||||
VertexShader basicvscapsule;
|
||||
VertexShader basicvscylinder;
|
||||
PixelShader basicps;
|
||||
PixelShader basicpsdef;
|
||||
GpuVarsBuffer<BasicShaderVSSceneVars> VSSceneVars;
|
||||
GpuVarsBuffer<BasicShaderVSEntityVars> VSEntityVars;
|
||||
GpuVarsBuffer<BasicShaderVSModelVars> VSModelVars;
|
||||
@@ -174,6 +175,7 @@ namespace CodeWalker.Rendering
|
||||
public int RenderTextureSamplerCoord = 1;
|
||||
public ShaderParamNames RenderTextureSampler = ShaderParamNames.DiffuseSampler;
|
||||
public bool SpecularEnable = true;
|
||||
public bool Deferred = false;
|
||||
|
||||
Matrix3_s[] defaultBoneMatrices;
|
||||
bool defaultBoneMatricesBound = false;
|
||||
@@ -209,6 +211,7 @@ namespace CodeWalker.Rendering
|
||||
byte[] vscapsulebytes = File.ReadAllBytes("Shaders\\BasicVS_Capsule.cso");
|
||||
byte[] vscylinderbytes = File.ReadAllBytes("Shaders\\BasicVS_Cylinder.cso");
|
||||
byte[] psbytes = File.ReadAllBytes("Shaders\\BasicPS.cso");
|
||||
byte[] psdefbytes = File.ReadAllBytes("Shaders\\BasicPS_Deferred.cso");
|
||||
|
||||
basicvspnct = new VertexShader(device, vspnctbytes);
|
||||
basicvspnctt = new VertexShader(device, vspncttbytes);
|
||||
@@ -235,6 +238,7 @@ namespace CodeWalker.Rendering
|
||||
basicvscapsule = new VertexShader(device, vscapsulebytes);
|
||||
basicvscylinder = new VertexShader(device, vscylinderbytes);
|
||||
basicps = new PixelShader(device, psbytes);
|
||||
basicpsdef = new PixelShader(device, psdefbytes);
|
||||
|
||||
VSSceneVars = new GpuVarsBuffer<BasicShaderVSSceneVars>(device);
|
||||
VSEntityVars = new GpuVarsBuffer<BasicShaderVSEntityVars>(device);
|
||||
@@ -491,7 +495,7 @@ namespace CodeWalker.Rendering
|
||||
|
||||
public override void SetShader(DeviceContext context)
|
||||
{
|
||||
context.PixelShader.Set(basicps);
|
||||
context.PixelShader.Set(Deferred ? basicpsdef : basicps);
|
||||
}
|
||||
|
||||
public override bool SetInputLayout(DeviceContext context, VertexType type)
|
||||
@@ -1035,6 +1039,7 @@ namespace CodeWalker.Rendering
|
||||
ClothVertices.Dispose();
|
||||
|
||||
basicps.Dispose();
|
||||
basicpsdef.Dispose();
|
||||
basicvspnct.Dispose();
|
||||
basicvspnctt.Dispose();
|
||||
basicvspncttt.Dispose();
|
||||
|
||||
@@ -67,6 +67,7 @@ namespace CodeWalker.Rendering
|
||||
|
||||
VertexShader vs;
|
||||
PixelShader ps;
|
||||
PixelShader psdef;
|
||||
GpuVarsBuffer<CableShaderVSSceneVars> VSSceneVars;
|
||||
GpuVarsBuffer<CableShaderVSEntityVars> VSEntityVars;
|
||||
GpuVarsBuffer<CableShaderVSModelVars> VSModelVars;
|
||||
@@ -80,6 +81,7 @@ namespace CodeWalker.Rendering
|
||||
public int RenderTextureCoordIndex = 1;
|
||||
public int RenderTextureSamplerCoord = 1;
|
||||
public ShaderParamNames RenderTextureSampler = ShaderParamNames.DiffuseSampler;
|
||||
public bool Deferred = false;
|
||||
|
||||
|
||||
private Dictionary<VertexType, InputLayout> layouts = new Dictionary<VertexType, InputLayout>();
|
||||
@@ -88,9 +90,11 @@ namespace CodeWalker.Rendering
|
||||
{
|
||||
byte[] vsbytes = File.ReadAllBytes("Shaders\\CableVS.cso");
|
||||
byte[] psbytes = File.ReadAllBytes("Shaders\\CablePS.cso");
|
||||
byte[] psdefbytes = File.ReadAllBytes("Shaders\\CablePS_Deferred.cso");
|
||||
|
||||
vs = new VertexShader(device, vsbytes);
|
||||
ps = new PixelShader(device, psbytes);
|
||||
psdef = new PixelShader(device, psdefbytes);
|
||||
|
||||
|
||||
VSSceneVars = new GpuVarsBuffer<CableShaderVSSceneVars>(device);
|
||||
@@ -137,7 +141,7 @@ namespace CodeWalker.Rendering
|
||||
|
||||
public override void SetShader(DeviceContext context)
|
||||
{
|
||||
context.PixelShader.Set(ps);
|
||||
context.PixelShader.Set(Deferred ? psdef : ps);
|
||||
}
|
||||
|
||||
public override bool SetInputLayout(DeviceContext context, VertexType type)
|
||||
@@ -344,6 +348,7 @@ namespace CodeWalker.Rendering
|
||||
|
||||
|
||||
ps.Dispose();
|
||||
psdef.Dispose();
|
||||
vs.Dispose();
|
||||
|
||||
disposed = true;
|
||||
|
||||
@@ -0,0 +1,375 @@
|
||||
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 SharpDX.Direct3D11;
|
||||
using System.IO;
|
||||
using CodeWalker.GameFiles;
|
||||
using CodeWalker.World;
|
||||
using SharpDX;
|
||||
using SharpDX.DXGI;
|
||||
using SharpDX.Mathematics.Interop;
|
||||
|
||||
namespace CodeWalker.Rendering
|
||||
{
|
||||
|
||||
public struct DeferredLightVSVars
|
||||
{
|
||||
public Matrix ViewProj;
|
||||
public Vector4 CameraPos;
|
||||
public uint LightType; //0=directional, 1=Point, 2=Spot, 4=Capsule
|
||||
public uint IsLOD; //useful or not?
|
||||
public uint Pad0;
|
||||
public uint Pad1;
|
||||
}
|
||||
public struct DeferredLightPSVars
|
||||
{
|
||||
public ShaderGlobalLightParams GlobalLights;
|
||||
public Matrix ViewProjInv;
|
||||
public Vector4 CameraPos;
|
||||
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 uint LightType; //0=directional, 1=Point, 2=Spot, 4=Capsule
|
||||
public uint IsLOD; //useful or not?
|
||||
public uint Pad0;
|
||||
public uint Pad1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public class DeferredScene
|
||||
{
|
||||
|
||||
public GpuMultiTexture GBuffers; // diffuse, normals, specular, irradiance
|
||||
|
||||
SamplerState SampleStatePoint;
|
||||
SamplerState SampleStateLinear;
|
||||
BlendState BlendState;
|
||||
long WindowSizeVramUsage = 0;
|
||||
int Width = 0;
|
||||
int Height = 0;
|
||||
ViewportF Viewport;
|
||||
|
||||
VertexShader LightVS;
|
||||
PixelShader LightPS;
|
||||
UnitCone LightCone;
|
||||
UnitSphere LightSphere;
|
||||
UnitCapsule LightCapsule;
|
||||
UnitQuad LightQuad;
|
||||
InputLayout LightQuadLayout;
|
||||
|
||||
|
||||
GpuVarsBuffer<DeferredLightVSVars> LightVSVars;
|
||||
GpuVarsBuffer<DeferredLightPSVars> LightPSVars;
|
||||
|
||||
|
||||
|
||||
public long VramUsage
|
||||
{
|
||||
get
|
||||
{
|
||||
return WindowSizeVramUsage;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public DeferredScene(DXManager dxman)
|
||||
{
|
||||
var device = dxman.device;
|
||||
|
||||
byte[] bLightVS = File.ReadAllBytes("Shaders\\LightVS.cso");
|
||||
byte[] bLightPS = File.ReadAllBytes("Shaders\\LightPS.cso");
|
||||
|
||||
LightVS = new VertexShader(device, bLightVS);
|
||||
LightPS = new PixelShader(device, bLightPS);
|
||||
LightCone = new UnitCone(device, bLightVS, 4, false);
|
||||
LightSphere = new UnitSphere(device, bLightVS, 4, true);
|
||||
LightCapsule = new UnitCapsule(device, bLightVS, 4, false);
|
||||
LightQuad = new UnitQuad(device, true);
|
||||
LightQuadLayout = new InputLayout(device, bLightVS, new[]
|
||||
{
|
||||
new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
|
||||
new InputElement("TEXCOORD", 0, Format.R32G32_Float, 16, 0),
|
||||
});
|
||||
|
||||
LightVSVars = new GpuVarsBuffer<DeferredLightVSVars>(device);
|
||||
LightPSVars = new GpuVarsBuffer<DeferredLightPSVars>(device);
|
||||
|
||||
TextureAddressMode a = TextureAddressMode.Clamp;
|
||||
Color4 b = new Color4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
Comparison c = Comparison.Always;
|
||||
SampleStatePoint = DXUtility.CreateSamplerState(device, a, b, c, Filter.MinMagMipPoint, 0, 1.0f, 1.0f, 0.0f);
|
||||
SampleStateLinear = DXUtility.CreateSamplerState(device, a, b, c, Filter.MinMagMipLinear, 0, 1.0f, 1.0f, 0.0f);
|
||||
|
||||
BlendState = DXUtility.CreateBlendState(device, false, BlendOperation.Add, BlendOption.One, BlendOption.Zero, BlendOperation.Add, BlendOption.One, BlendOption.Zero, ColorWriteMaskFlags.All);
|
||||
|
||||
}
|
||||
public void Dispose()
|
||||
{
|
||||
DisposeBuffers();
|
||||
|
||||
if (BlendState != null)
|
||||
{
|
||||
BlendState.Dispose();
|
||||
BlendState = null;
|
||||
}
|
||||
if (SampleStateLinear != null)
|
||||
{
|
||||
SampleStateLinear.Dispose();
|
||||
SampleStateLinear = null;
|
||||
}
|
||||
if (SampleStatePoint != null)
|
||||
{
|
||||
SampleStatePoint.Dispose();
|
||||
SampleStatePoint = null;
|
||||
}
|
||||
if (LightVSVars != null)
|
||||
{
|
||||
LightVSVars.Dispose();
|
||||
LightVSVars = null;
|
||||
}
|
||||
if (LightPSVars != null)
|
||||
{
|
||||
LightPSVars.Dispose();
|
||||
LightPSVars = null;
|
||||
}
|
||||
if (LightQuadLayout != null)
|
||||
{
|
||||
LightQuadLayout.Dispose();
|
||||
LightQuadLayout = null;
|
||||
}
|
||||
if (LightQuad != null)
|
||||
{
|
||||
LightQuad.Dispose();
|
||||
LightQuad = null;
|
||||
}
|
||||
if (LightCone != null)
|
||||
{
|
||||
LightCone.Dispose();
|
||||
LightCone = null;
|
||||
}
|
||||
if (LightSphere != null)
|
||||
{
|
||||
LightSphere.Dispose();
|
||||
LightSphere = null;
|
||||
}
|
||||
if (LightCapsule != null)
|
||||
{
|
||||
LightCapsule.Dispose();
|
||||
LightCapsule = null;
|
||||
}
|
||||
if (LightPS != null)
|
||||
{
|
||||
LightPS.Dispose();
|
||||
LightPS = null;
|
||||
}
|
||||
if (LightVS != null)
|
||||
{
|
||||
LightVS.Dispose();
|
||||
LightVS = null;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnWindowResize(DXManager dxman)
|
||||
{
|
||||
DisposeBuffers();
|
||||
|
||||
var device = dxman.device;
|
||||
|
||||
|
||||
|
||||
int uw = Width = dxman.backbuffer.Description.Width;
|
||||
int uh = Height = dxman.backbuffer.Description.Height;
|
||||
Viewport = new ViewportF();
|
||||
Viewport.Width = (float)uw;
|
||||
Viewport.Height = (float)uh;
|
||||
Viewport.MinDepth = 0.0f;
|
||||
Viewport.MaxDepth = 1.0f;
|
||||
Viewport.X = 0.0f;
|
||||
Viewport.Y = 0.0f;
|
||||
|
||||
|
||||
GBuffers = new GpuMultiTexture(device, uw, uh, 4, Format.R8G8B8A8_UNorm, true, Format.D32_Float);
|
||||
WindowSizeVramUsage += GBuffers.VramUsage;
|
||||
|
||||
}
|
||||
public void DisposeBuffers()
|
||||
{
|
||||
if (GBuffers != null)
|
||||
{
|
||||
GBuffers.Dispose();
|
||||
GBuffers = null;
|
||||
}
|
||||
WindowSizeVramUsage = 0;
|
||||
}
|
||||
|
||||
public void Clear(DeviceContext context)
|
||||
{
|
||||
//Color4 clearColour = new Color4(0.2f, 0.4f, 0.6f, 0.0f);
|
||||
Color4 clearColour = new Color4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
GBuffers.Clear(context, clearColour);
|
||||
}
|
||||
public void ClearDepth(DeviceContext context)
|
||||
{
|
||||
GBuffers.ClearDepth(context);
|
||||
}
|
||||
public void SetPrimary(DeviceContext context)
|
||||
{
|
||||
GBuffers.SetRenderTargets(context);
|
||||
context.Rasterizer.SetViewport(Viewport);
|
||||
}
|
||||
|
||||
public void RenderLights(DeviceContext context, Camera camera, Shadowmap globalShadows, ShaderGlobalLights globalLights)
|
||||
{
|
||||
uint rendermode = 0;
|
||||
uint rendermodeind = 1;
|
||||
|
||||
//first full-screen directional light pass, for sun/moon
|
||||
//discard pixels where scene depth is 0, since nothing was rendered there
|
||||
//blend mode: overwrite
|
||||
|
||||
context.VertexShader.Set(LightVS);
|
||||
context.PixelShader.Set(LightPS);
|
||||
|
||||
LightVSVars.Vars.ViewProj = Matrix.Identity; //Matrix.Transpose(camera.ViewProjMatrix);
|
||||
LightVSVars.Vars.CameraPos = Vector4.Zero; //new Vector4(camera.Position, 0.0f);
|
||||
LightVSVars.Vars.LightType = 0;
|
||||
LightVSVars.Vars.IsLOD = 0;
|
||||
LightVSVars.Vars.Pad0 = 0;
|
||||
LightVSVars.Vars.Pad1 = 0;
|
||||
LightVSVars.Update(context);
|
||||
LightVSVars.SetVSCBuffer(context, 0);
|
||||
|
||||
LightPSVars.Vars.GlobalLights = globalLights.Params;
|
||||
LightPSVars.Vars.ViewProjInv = Matrix.Transpose(camera.ViewProjInvMatrix);
|
||||
LightPSVars.Vars.CameraPos = Vector4.Zero; //new Vector4(camera.Position, 0.0f);
|
||||
LightPSVars.Vars.EnableShadows = (globalShadows != null) ? 1u : 0u;
|
||||
LightPSVars.Vars.RenderMode = rendermode;
|
||||
LightPSVars.Vars.RenderModeIndex = rendermodeind;
|
||||
LightPSVars.Vars.RenderSamplerCoord = 0;// (uint)RenderTextureSamplerCoord;
|
||||
LightPSVars.Vars.LightType = 0;
|
||||
LightPSVars.Vars.IsLOD = 0;
|
||||
LightPSVars.Vars.Pad0 = 0;
|
||||
LightPSVars.Vars.Pad1 = 0;
|
||||
LightPSVars.Update(context);
|
||||
LightPSVars.SetPSCBuffer(context, 0);
|
||||
|
||||
context.PixelShader.SetShaderResources(0, GBuffers.DepthSRV);
|
||||
context.PixelShader.SetShaderResources(2, GBuffers.SRVs);
|
||||
|
||||
if (globalShadows != null)
|
||||
{
|
||||
globalShadows.SetFinalRenderResources(context);
|
||||
}
|
||||
|
||||
context.InputAssembler.InputLayout = LightQuadLayout;
|
||||
LightQuad.Draw(context);
|
||||
|
||||
|
||||
context.VertexShader.Set(null);
|
||||
context.PixelShader.Set(null);
|
||||
context.PixelShader.SetShaderResources(0, null, null, null);
|
||||
context.PixelShader.SetSamplers(0, null, null);
|
||||
}
|
||||
|
||||
|
||||
public void RenderLights(DeviceContext context, Camera camera, List<RenderableLODLights> lodlights)
|
||||
{
|
||||
//instanced rendering of all other lights, using appropriate shapes
|
||||
//blend mode: additive
|
||||
|
||||
|
||||
context.VertexShader.Set(LightVS);
|
||||
context.PixelShader.Set(LightPS);
|
||||
|
||||
LightVSVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
|
||||
LightVSVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
|
||||
LightVSVars.Vars.LightType = 0;
|
||||
LightVSVars.Vars.IsLOD = 0;
|
||||
LightVSVars.Vars.Pad0 = 0;
|
||||
LightVSVars.Vars.Pad1 = 0;
|
||||
|
||||
//LightPSVars.Vars.GlobalLights = globalLights.Params;
|
||||
LightPSVars.Vars.ViewProjInv = Matrix.Transpose(camera.ViewProjInvMatrix);
|
||||
LightPSVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
|
||||
LightPSVars.Vars.EnableShadows = 0;// (globalShadows != null) ? 1u : 0u;
|
||||
LightPSVars.Vars.RenderMode = 0;// rendermode;
|
||||
LightPSVars.Vars.RenderModeIndex = 1;// rendermodeind;
|
||||
LightPSVars.Vars.RenderSamplerCoord = 0;// (uint)RenderTextureSamplerCoord;
|
||||
LightPSVars.Vars.LightType = 0;
|
||||
LightPSVars.Vars.IsLOD = 0;
|
||||
LightPSVars.Vars.Pad0 = 0;
|
||||
LightPSVars.Vars.Pad1 = 0;
|
||||
|
||||
context.PixelShader.SetShaderResources(0, GBuffers.DepthSRV);
|
||||
context.PixelShader.SetShaderResources(2, GBuffers.SRVs);
|
||||
|
||||
//if (globalShadows != null)
|
||||
//{
|
||||
// globalShadows.SetFinalRenderResources(context);
|
||||
//}
|
||||
|
||||
|
||||
foreach (var rll in lodlights)
|
||||
{
|
||||
if (rll.PointsBuffer != null)
|
||||
{
|
||||
context.VertexShader.SetShaderResources(0, rll.PointsBuffer.SRV);
|
||||
context.PixelShader.SetShaderResources(6, rll.PointsBuffer.SRV);
|
||||
LightVSVars.Vars.LightType = 1;
|
||||
LightVSVars.Update(context);
|
||||
LightVSVars.SetVSCBuffer(context, 0);
|
||||
LightPSVars.Vars.LightType = 1;
|
||||
LightPSVars.Update(context);
|
||||
LightPSVars.SetPSCBuffer(context, 0);
|
||||
LightSphere.DrawInstanced(context, rll.PointsBuffer.StructCount);
|
||||
}
|
||||
if (rll.SpotsBuffer != null)
|
||||
{
|
||||
context.VertexShader.SetShaderResources(0, rll.SpotsBuffer.SRV);
|
||||
context.PixelShader.SetShaderResources(6, rll.SpotsBuffer.SRV);
|
||||
LightVSVars.Vars.LightType = 2;
|
||||
LightVSVars.Update(context);
|
||||
LightVSVars.SetVSCBuffer(context, 0);
|
||||
LightPSVars.Vars.LightType = 2;
|
||||
LightPSVars.Update(context);
|
||||
LightPSVars.SetPSCBuffer(context, 0);
|
||||
LightCone.DrawInstanced(context, rll.SpotsBuffer.StructCount);
|
||||
}
|
||||
if (rll.CapsBuffer != null)
|
||||
{
|
||||
context.VertexShader.SetShaderResources(0, rll.CapsBuffer.SRV);
|
||||
context.PixelShader.SetShaderResources(6, rll.CapsBuffer.SRV);
|
||||
LightVSVars.Vars.LightType = 4;
|
||||
LightVSVars.Update(context);
|
||||
LightVSVars.SetVSCBuffer(context, 0);
|
||||
LightPSVars.Vars.LightType = 4;
|
||||
LightPSVars.Update(context);
|
||||
LightPSVars.SetPSCBuffer(context, 0);
|
||||
LightCapsule.DrawInstanced(context, rll.CapsBuffer.StructCount);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
context.VertexShader.Set(null);
|
||||
context.PixelShader.Set(null);
|
||||
context.PixelShader.SetShaderResources(0, null, null, null);
|
||||
context.PixelShader.SetSamplers(0, null, null);
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -78,6 +78,7 @@ namespace CodeWalker.Rendering
|
||||
VertexShader pnctttxvs;
|
||||
VertexShader pncttxvs;
|
||||
PixelShader terrainps;
|
||||
PixelShader terrainpsdef;
|
||||
GpuVarsBuffer<TerrainShaderVSSceneVars> VSSceneVars;
|
||||
GpuVarsBuffer<TerrainShaderVSEntityVars> VSEntityVars;
|
||||
GpuVarsBuffer<TerrainShaderVSModelVars> VSModelVars;
|
||||
@@ -93,6 +94,7 @@ namespace CodeWalker.Rendering
|
||||
public int RenderTextureCoordIndex = 1;
|
||||
public int RenderTextureSamplerCoord = 1;
|
||||
public ShaderParamNames RenderTextureSampler = ShaderParamNames.DiffuseSampler;
|
||||
public bool Deferred = false;
|
||||
|
||||
private Dictionary<VertexType, InputLayout> layouts = new Dictionary<VertexType, InputLayout>();
|
||||
|
||||
@@ -107,6 +109,7 @@ namespace CodeWalker.Rendering
|
||||
byte[] vspnctttx = File.ReadAllBytes("Shaders\\TerrainVS_PNCTTTX.cso");
|
||||
byte[] vspncttx = File.ReadAllBytes("Shaders\\TerrainVS_PNCTTX.cso");
|
||||
byte[] psbytes = File.ReadAllBytes("Shaders\\TerrainPS.cso");
|
||||
byte[] psdefbytes = File.ReadAllBytes("Shaders\\TerrainPS_Deferred.cso");
|
||||
|
||||
pncctvs = new VertexShader(device, vspncct);
|
||||
pnccttvs = new VertexShader(device, vspncctt);
|
||||
@@ -116,6 +119,7 @@ namespace CodeWalker.Rendering
|
||||
pnctttxvs = new VertexShader(device, vspnctttx);
|
||||
pncttxvs = new VertexShader(device, vspncttx);
|
||||
terrainps = new PixelShader(device, psbytes);
|
||||
terrainpsdef = new PixelShader(device, psdefbytes);
|
||||
|
||||
VSSceneVars = new GpuVarsBuffer<TerrainShaderVSSceneVars>(device);
|
||||
VSEntityVars = new GpuVarsBuffer<TerrainShaderVSEntityVars>(device);
|
||||
@@ -259,7 +263,7 @@ namespace CodeWalker.Rendering
|
||||
|
||||
public override void SetShader(DeviceContext context)
|
||||
{
|
||||
context.PixelShader.Set(terrainps);
|
||||
context.PixelShader.Set(Deferred ? terrainpsdef : terrainps);
|
||||
}
|
||||
|
||||
public override bool SetInputLayout(DeviceContext context, VertexType type)
|
||||
@@ -639,6 +643,7 @@ namespace CodeWalker.Rendering
|
||||
PSGeomVars.Dispose();
|
||||
|
||||
terrainps.Dispose();
|
||||
terrainpsdef.Dispose();
|
||||
pncctvs.Dispose();
|
||||
pnccttvs.Dispose();
|
||||
pnccttxvs.Dispose();
|
||||
|
||||
@@ -59,8 +59,9 @@ namespace CodeWalker.Rendering
|
||||
{
|
||||
bool disposed = false;
|
||||
|
||||
VertexShader basicvs;
|
||||
PixelShader basicps;
|
||||
VertexShader vs;
|
||||
PixelShader ps;
|
||||
PixelShader psdef;
|
||||
GpuVarsBuffer<TreesLodShaderVSSceneVars> VSSceneVars;
|
||||
GpuVarsBuffer<TreesLodShaderVSEntityVars> VSEntityVars;
|
||||
GpuVarsBuffer<TreesLodShaderVSModelVars> VSModelVars;
|
||||
@@ -71,14 +72,18 @@ namespace CodeWalker.Rendering
|
||||
|
||||
private Dictionary<VertexType, InputLayout> layouts = new Dictionary<VertexType, InputLayout>();
|
||||
|
||||
public bool Deferred = false;
|
||||
|
||||
|
||||
public TreesLodShader(Device device)
|
||||
{
|
||||
byte[] vsbytes = File.ReadAllBytes("Shaders\\TreesLodVS.cso");
|
||||
byte[] psbytes = File.ReadAllBytes("Shaders\\TreesLodPS.cso");
|
||||
byte[] psdefbytes = File.ReadAllBytes("Shaders\\TreesLodPS_Deferred.cso");
|
||||
|
||||
basicvs = new VertexShader(device, vsbytes);
|
||||
basicps = new PixelShader(device, psbytes);
|
||||
vs = new VertexShader(device, vsbytes);
|
||||
ps = new PixelShader(device, psbytes);
|
||||
psdef = new PixelShader(device, psdefbytes);
|
||||
|
||||
VSSceneVars = new GpuVarsBuffer<TreesLodShaderVSSceneVars>(device);
|
||||
VSEntityVars = new GpuVarsBuffer<TreesLodShaderVSEntityVars>(device);
|
||||
@@ -112,8 +117,8 @@ namespace CodeWalker.Rendering
|
||||
|
||||
public override void SetShader(DeviceContext context)
|
||||
{
|
||||
context.VertexShader.Set(basicvs);
|
||||
context.PixelShader.Set(basicps);
|
||||
context.VertexShader.Set(vs);
|
||||
context.PixelShader.Set(Deferred ? psdef : ps);
|
||||
}
|
||||
|
||||
public override bool SetInputLayout(DeviceContext context, VertexType type)
|
||||
@@ -311,8 +316,9 @@ namespace CodeWalker.Rendering
|
||||
PSSceneVars.Dispose();
|
||||
PSEntityVars.Dispose();
|
||||
|
||||
basicps.Dispose();
|
||||
basicvs.Dispose();
|
||||
psdef.Dispose();
|
||||
ps.Dispose();
|
||||
vs.Dispose();
|
||||
|
||||
disposed = true;
|
||||
}
|
||||
|
||||
@@ -84,6 +84,7 @@ namespace CodeWalker.Rendering
|
||||
VertexShader vspnct;
|
||||
VertexShader vspnctx;
|
||||
PixelShader ps;
|
||||
PixelShader psdef;
|
||||
|
||||
GpuVarsBuffer<WaterShaderVSSceneVars> VSSceneVars;
|
||||
GpuVarsBuffer<WaterShaderVSEntityVars> VSEntityVars;
|
||||
@@ -107,6 +108,7 @@ namespace CodeWalker.Rendering
|
||||
public double CurrentRealTime = 0;
|
||||
public float CurrentElapsedTime = 0;
|
||||
public bool SpecularEnable = true;
|
||||
public bool Deferred = false;
|
||||
|
||||
|
||||
public RenderableTexture waterbump { get; set; }
|
||||
@@ -124,6 +126,7 @@ namespace CodeWalker.Rendering
|
||||
byte[] vspnctbytes = File.ReadAllBytes("Shaders\\WaterVS_PNCT.cso");
|
||||
byte[] vspnctxbytes = File.ReadAllBytes("Shaders\\WaterVS_PNCTX.cso");
|
||||
byte[] psbytes = File.ReadAllBytes("Shaders\\WaterPS.cso");
|
||||
byte[] psdefbytes = File.ReadAllBytes("Shaders\\WaterPS_Deferred.cso");
|
||||
|
||||
|
||||
vspt = new VertexShader(device, vsptbytes);
|
||||
@@ -131,6 +134,7 @@ namespace CodeWalker.Rendering
|
||||
vspnct = new VertexShader(device, vspnctbytes);
|
||||
vspnctx = new VertexShader(device, vspnctxbytes);
|
||||
ps = new PixelShader(device, psbytes);
|
||||
psdef = new PixelShader(device, psdefbytes);
|
||||
|
||||
VSSceneVars = new GpuVarsBuffer<WaterShaderVSSceneVars>(device);
|
||||
VSEntityVars = new GpuVarsBuffer<WaterShaderVSEntityVars>(device);
|
||||
@@ -213,7 +217,7 @@ namespace CodeWalker.Rendering
|
||||
|
||||
public override void SetShader(DeviceContext context)
|
||||
{
|
||||
context.PixelShader.Set(ps);
|
||||
context.PixelShader.Set(Deferred ? psdef : ps);
|
||||
}
|
||||
|
||||
public override bool SetInputLayout(DeviceContext context, VertexType type)
|
||||
@@ -552,6 +556,7 @@ namespace CodeWalker.Rendering
|
||||
PSGeomVars.Dispose();
|
||||
|
||||
ps.Dispose();
|
||||
psdef.Dispose();
|
||||
vspt.Dispose();
|
||||
vspct.Dispose();
|
||||
vspnct.Dispose();
|
||||
|
||||
Reference in New Issue
Block a user