Added vertex shaders for skin mesh support

This commit is contained in:
dexy
2019-11-03 06:25:20 +11:00
Unverified
parent 3462513e27
commit 9f84ba8ad0
23 changed files with 674 additions and 47 deletions
+99 -33
View File
@@ -122,6 +122,7 @@ namespace CodeWalker.Rendering
VertexShader basicvspnct;
VertexShader basicvspnctt;
VertexShader basicvspncttt;
VertexShader basicvspncct;
VertexShader basicvspncctt;
VertexShader basicvspnccttt;
@@ -131,6 +132,13 @@ namespace CodeWalker.Rendering
VertexShader basicvspnccttx;
VertexShader basicvspnctttx;
VertexShader basicvspncctttx;
VertexShader basicvspbbnct;
VertexShader basicvspbbnctx;
VertexShader basicvspbbnctt;
VertexShader basicvspbbncttt;
VertexShader basicvspbbncct;
VertexShader basicvspbbncctx;
VertexShader basicvspbbncttx;
VertexShader basicvsbox;
VertexShader basicvssphere;
VertexShader basicvscapsule;
@@ -144,6 +152,7 @@ namespace CodeWalker.Rendering
GpuVarsBuffer<BasicShaderPSGeomVars> PSGeomVars;
GpuVarsBuffer<BasicShaderInstGlobals> InstGlobalVars;
GpuVarsBuffer<BasicShaderInstLocals> InstLocalVars;
GpuABuffer<Matrix3_s> BoneMatrices;
SamplerState texsampler;
SamplerState texsampleranis;
SamplerState texsamplertnt;
@@ -172,6 +181,7 @@ namespace CodeWalker.Rendering
{
byte[] vspnctbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCT.cso");
byte[] vspncttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTT.cso");
byte[] vspnctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTTT.cso");
byte[] vspncctbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCT.cso");
byte[] vspnccttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTT.cso");
byte[] vspncctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTT.cso");
@@ -181,6 +191,15 @@ namespace CodeWalker.Rendering
byte[] vspnccttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTX.cso");
byte[] vspnctttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTTTX.cso");
byte[] vspncctttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTTX.cso");
byte[] vspbbnctbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCT.cso");
byte[] vspbbnctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTX.cso");
byte[] vspbbncttbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTT.cso");
byte[] vspbbnctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTTT.cso");
byte[] vspbbncctbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCT.cso");
byte[] vspbbncctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCTX.cso");
byte[] vspbbncttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTTX.cso");
byte[] vsboxbytes = File.ReadAllBytes("Shaders\\BasicVS_Box.cso");
byte[] vsspherebytes = File.ReadAllBytes("Shaders\\BasicVS_Sphere.cso");
byte[] vscapsulebytes = File.ReadAllBytes("Shaders\\BasicVS_Capsule.cso");
@@ -189,6 +208,7 @@ namespace CodeWalker.Rendering
basicvspnct = new VertexShader(device, vspnctbytes);
basicvspnctt = new VertexShader(device, vspncttbytes);
basicvspncttt = new VertexShader(device, vspnctttbytes);
basicvspncct = new VertexShader(device, vspncctbytes);
basicvspncctt = new VertexShader(device, vspnccttbytes);
basicvspnccttt = new VertexShader(device, vspncctttbytes);
@@ -198,6 +218,13 @@ namespace CodeWalker.Rendering
basicvspnccttx = new VertexShader(device, vspnccttxbytes);
basicvspnctttx = new VertexShader(device, vspnctttxbytes);
basicvspncctttx = new VertexShader(device, vspncctttxbytes);
basicvspbbnct = new VertexShader(device, vspbbnctbytes);
basicvspbbnctx = new VertexShader(device, vspbbnctxbytes);
basicvspbbnctt = new VertexShader(device, vspbbncttbytes);
basicvspbbncttt = new VertexShader(device, vspbbnctttbytes);
basicvspbbncct = new VertexShader(device, vspbbncctbytes);
basicvspbbncctx = new VertexShader(device, vspbbncctxbytes);
basicvspbbncttx = new VertexShader(device, vspbbncttxbytes);
basicvsbox = new VertexShader(device, vsboxbytes);
basicvssphere = new VertexShader(device, vsspherebytes);
basicvscapsule = new VertexShader(device, vscapsulebytes);
@@ -212,49 +239,47 @@ namespace CodeWalker.Rendering
PSGeomVars = new GpuVarsBuffer<BasicShaderPSGeomVars>(device);
InstGlobalVars = new GpuVarsBuffer<BasicShaderInstGlobals>(device);
InstLocalVars = new GpuVarsBuffer<BasicShaderInstLocals>(device);
BoneMatrices = new GpuABuffer<Matrix3_s>(device, 255);
InitInstGlobalVars();
//supported layouts - requires Position, Normal, Colour, Texcoord
layouts.Add(VertexType.Default, new InputLayout(device, vspnctbytes, VertexTypeDefault.GetLayout()));
layouts.Add(VertexType.PNCH2, new InputLayout(device, vspnctbytes, VertexTypePNCH2.GetLayout()));
layouts.Add(VertexType.PBBNCT, new InputLayout(device, vspnctbytes, VertexTypePBBNCT.GetLayout()));
layouts.Add(VertexType.PNCH2, new InputLayout(device, vspnctbytes, VertexTypePNCH2.GetLayout()));//TODO?
layouts.Add(VertexType.PNCTT, new InputLayout(device, vspncttbytes, VertexTypePNCTT.GetLayout()));
layouts.Add(VertexType.PNCTTT, new InputLayout(device, vspncttbytes, VertexTypePNCTTT.GetLayout()));
layouts.Add(VertexType.PBBNCTT, new InputLayout(device, vspncttbytes, VertexTypePBBNCTT.GetLayout()));
layouts.Add(VertexType.PBBNCTTT, new InputLayout(device, vspncttbytes, VertexTypePBBNCTTT.GetLayout()));
layouts.Add(VertexType.PNCTTT, new InputLayout(device, vspnctttbytes, VertexTypePNCTTT.GetLayout()));
layouts.Add(VertexType.PNCCT, new InputLayout(device, vspncctbytes, VertexTypePNCCT.GetLayout()));
layouts.Add(VertexType.PBBNCCT, new InputLayout(device, vspncctbytes, VertexTypePBBNCCT.GetLayout()));
layouts.Add(VertexType.PNCCTT, new InputLayout(device, vspnccttbytes, VertexTypePNCCTT.GetLayout()));
layouts.Add(VertexType.PNCCTTTT, new InputLayout(device, vspncctttbytes, VertexTypePNCCTTTT.GetLayout()));
layouts.Add(VertexType.PNCCTTTT, new InputLayout(device, vspncctttbytes, VertexTypePNCCTTTT.GetLayout()));//TODO..?
//normalmap layouts - requires Position, Normal, Colour, Texcoord, Tangent (X)
layouts.Add(VertexType.DefaultEx, new InputLayout(device, vspnctxbytes, VertexTypeDefaultEx.GetLayout()));
layouts.Add(VertexType.PCCH2H4, new InputLayout(device, vspnctxbytes, VertexTypePCCH2H4.GetLayout()));
layouts.Add(VertexType.PBBNCTX, new InputLayout(device, vspnctxbytes, VertexTypePBBNCTX.GetLayout()));
layouts.Add(VertexType.PNCCTX, new InputLayout(device, vspncctxbytes, VertexTypePNCCTX.GetLayout()));
layouts.Add(VertexType.PBBNCCTX, new InputLayout(device, vspncctxbytes, VertexTypePBBNCCTX.GetLayout()));
layouts.Add(VertexType.PNCTTX, new InputLayout(device, vspncttxbytes, VertexTypePNCTTX.GetLayout()));
layouts.Add(VertexType.PBBNCTTX, new InputLayout(device, vspncttxbytes, VertexTypePBBNCTTX.GetLayout()));
layouts.Add(VertexType.PBBNCTTTX, new InputLayout(device, vspncttxbytes, VertexTypePBBNCTTTX.GetLayout()));
layouts.Add(VertexType.PNCCTTX, new InputLayout(device, vspnccttxbytes, VertexTypePNCCTTX.GetLayout()));
layouts.Add(VertexType.PNCCTTX_2, new InputLayout(device, vspnccttxbytes, VertexTypePNCCTTX_2.GetLayout()));
layouts.Add(VertexType.PNCTTTX, new InputLayout(device, vspnctttxbytes, VertexTypePNCTTTX.GetLayout()));
layouts.Add(VertexType.PNCTTTX_2, new InputLayout(device, vspnctttxbytes, VertexTypePNCTTTX_2.GetLayout()));
layouts.Add(VertexType.PNCTTTX_3, new InputLayout(device, vspnctttxbytes, VertexTypePNCTTTX_3.GetLayout()));
layouts.Add(VertexType.PNCTTTTX, new InputLayout(device, vspnctttxbytes, VertexTypePNCTTTTX.GetLayout()));
layouts.Add(VertexType.PNCTTTTX, new InputLayout(device, vspnctttxbytes, VertexTypePNCTTTTX.GetLayout()));//TODO
layouts.Add(VertexType.PNCCTTTX, new InputLayout(device, vspncctttxbytes, VertexTypePNCCTTTX.GetLayout()));
layouts.Add(VertexType.PBBNCCTTX, new InputLayout(device, vspnccttxbytes, VertexTypePBBNCCTTX.GetLayout()));
//skinned layouts
layouts.Add(VertexType.PBBNCT, new InputLayout(device, vspbbnctbytes, VertexTypePBBNCT.GetLayout()));
layouts.Add(VertexType.PBBNCTX, new InputLayout(device, vspbbnctxbytes, VertexTypePBBNCTX.GetLayout()));
layouts.Add(VertexType.PBBNCTT, new InputLayout(device, vspbbncttbytes, VertexTypePBBNCTT.GetLayout()));
layouts.Add(VertexType.PBBNCTTT, new InputLayout(device, vspbbnctttbytes, VertexTypePBBNCTTT.GetLayout()));
layouts.Add(VertexType.PBBNCCT, new InputLayout(device, vspbbncctbytes, VertexTypePBBNCCT.GetLayout()));
layouts.Add(VertexType.PBBNCCTX, new InputLayout(device, vspbbncctxbytes, VertexTypePBBNCCTX.GetLayout()));
layouts.Add(VertexType.PBBNCTTX, new InputLayout(device, vspbbncttxbytes, VertexTypePBBNCTTX.GetLayout()));
layouts.Add(VertexType.PBBNCTTTX, new InputLayout(device, vspbbncttxbytes, VertexTypePBBNCTTTX.GetLayout()));//TODO
layouts.Add(VertexType.PBBNCCTTX, new InputLayout(device, vspbbncctxbytes, VertexTypePBBNCCTTX.GetLayout()));//TODO
@@ -366,17 +391,15 @@ namespace CodeWalker.Rendering
{
case VertexType.Default:
case VertexType.PNCH2:
case VertexType.PBBNCT:
vs = basicvspnct;
break;
case VertexType.PNCTT:
case VertexType.PNCTTT:
case VertexType.PBBNCTT:
case VertexType.PBBNCTTT:
vs = basicvspnctt;
break;
case VertexType.PNCTTT:
vs = basicvspncttt;
break;
case VertexType.PNCCT:
case VertexType.PBBNCCT:
vs = basicvspncct;
break;
case VertexType.PNCCTT://not used?
@@ -387,23 +410,16 @@ namespace CodeWalker.Rendering
break;
case VertexType.DefaultEx:
case VertexType.PCCH2H4:
case VertexType.PBBNCTX:
vs = basicvspnctx;
break;
case VertexType.PBBNCCTX:
case VertexType.PNCCTX:
vs = basicvspncctx;
break;
case VertexType.PNCTTX:
case VertexType.PBBNCTTX:
vs = basicvspncttx;
break;
case VertexType.PNCCTTX://not used?
case VertexType.PNCCTTX_2://not used?
case VertexType.PBBNCCTTX://not used?
vs = basicvspnccttx;
break;
@@ -411,7 +427,6 @@ namespace CodeWalker.Rendering
case VertexType.PNCTTTX_2:
case VertexType.PNCTTTX_3:
case VertexType.PNCTTTTX: //not using last texcoords!
case VertexType.PBBNCTTTX:
vs = basicvspnctttx;
break;
@@ -419,6 +434,34 @@ namespace CodeWalker.Rendering
vs = basicvspncctttx;
break;
case VertexType.PBBNCT:
vs = basicvspbbnct;
break;
case VertexType.PBBNCTT:
vs = basicvspbbnctt;
break;
case VertexType.PBBNCTTT:
vs = basicvspbbncttt;
break;
case VertexType.PBBNCCT:
vs = basicvspbbncct;
break;
case VertexType.PBBNCTX:
vs = basicvspbbnctx;
break;
case VertexType.PBBNCCTX:
vs = basicvspbbncctx;
break;
case VertexType.PBBNCTTX:
vs = basicvspbbncttx;
break;
case VertexType.PBBNCCTTX://not used?
vs = basicvspbbncctx;//TODO
break;
case VertexType.PBBNCTTTX:
vs = basicvspbbncttx;//TODO
break;
default:
break;
@@ -514,6 +557,14 @@ namespace CodeWalker.Rendering
public override void SetModelVars(DeviceContext context, RenderableModel model)
{
if (((model.SkeletonBinding >> 8) & 0xFF) > 0)
{
if (model.Owner.BoneTransforms != null)
{
SetBoneMatrices(context, model.Owner.BoneTransforms);
}
}
if (!model.UseTransform) return;
VSModelVars.Vars.Transform = Matrix.Transpose(model.Transform);
VSModelVars.Update(context);
@@ -730,6 +781,12 @@ namespace CodeWalker.Rendering
}
}
public void SetBoneMatrices(DeviceContext context, Matrix3_s[] matrices)
{
BoneMatrices.Update(context, matrices);
BoneMatrices.SetVSCBuffer(context, 7);
}
public void SetInstanceVars(DeviceContext context, RenderableInstanceBatch batch)
{
@@ -920,10 +977,12 @@ namespace CodeWalker.Rendering
PSGeomVars.Dispose();
InstGlobalVars.Dispose();
InstLocalVars.Dispose();
BoneMatrices.Dispose();
basicps.Dispose();
basicvspnct.Dispose();
basicvspnctt.Dispose();
basicvspncttt.Dispose();
basicvspncct.Dispose();
basicvspncctt.Dispose();
basicvspnccttt.Dispose();
@@ -933,6 +992,13 @@ namespace CodeWalker.Rendering
basicvspnccttx.Dispose();
basicvspnctttx.Dispose();
basicvspncctttx.Dispose();
basicvspbbnct.Dispose();
basicvspbbnctx.Dispose();
basicvspbbnctt.Dispose();
basicvspbbncttt.Dispose();
basicvspbbncct.Dispose();
basicvspbbncctx.Dispose();
basicvspbbncttx.Dispose();
basicvsbox.Dispose();
basicvssphere.Dispose();
basicvscapsule.Dispose();