Weapon rendering improvements

This commit is contained in:
dexy 2019-11-27 12:56:34 +11:00
parent 57d5a2758e
commit dead879d99
6 changed files with 34 additions and 3 deletions

View File

@ -5,6 +5,7 @@ Texture2D<float4> Bumpmap : register(t2);
Texture2D<float4> Specmap : register(t3); Texture2D<float4> Specmap : register(t3);
Texture2D<float4> Detailmap : register(t4); Texture2D<float4> Detailmap : register(t4);
Texture2D<float4> Colourmap2 : register(t5); Texture2D<float4> Colourmap2 : register(t5);
Texture2D<float4> TintPalette : register(t6);
SamplerState TextureSS : register(s0); SamplerState TextureSS : register(s0);
@ -19,7 +20,7 @@ cbuffer PSSceneVars : register(b0)
cbuffer PSGeomVars : register(b2) cbuffer PSGeomVars : register(b2)
{ {
uint EnableTexture;//1+=diffuse1, 2+=diffuse2 uint EnableTexture;//1+=diffuse1, 2+=diffuse2
uint EnableTint; uint EnableTint;//1=default, 2=weapons (use diffuse.a for tint lookup)
uint EnableNormalMap; uint EnableNormalMap;
uint EnableSpecMap; uint EnableSpecMap;
uint EnableDetailMap; uint EnableDetailMap;
@ -80,6 +81,15 @@ float4 main(VS_OUTPUT input) : SV_TARGET
float4 c2 = Colourmap2.Sample(TextureSS, input.Texcoord1); float4 c2 = Colourmap2.Sample(TextureSS, input.Texcoord1);
c = c2.a * c2 + (1 - c2.a) * c; c = c2.a * c2 + (1 - c2.a) * c;
} }
if (EnableTint == 2)
{
//weapon tint
float tx = (round(c.a * 255.009995) - 32.0) * 0.007813; //okay R* this is just silly
float ty = 0.03125 * 0.5;// //1;//what to use for Y value? cb12[2].w in R* shader
float4 c3 = TintPalette.Sample(TextureSS, float2(tx, ty));
c.rgb *= c3.rgb;
c.a = 1;
}
if (IsDistMap) c = float4(c.rgb*2, (c.r+c.g+c.b) - 1); if (IsDistMap) c = float4(c.rgb*2, (c.r+c.g+c.b) - 1);
if ((IsDecal == 0) && (c.a <= 0.33)) discard; if ((IsDecal == 0) && (c.a <= 0.33)) discard;
@ -93,7 +103,7 @@ float4 main(VS_OUTPUT input) : SV_TARGET
} }
c.a = saturate(c.a*AlphaScale); c.a = saturate(c.a*AlphaScale);
} }
if (EnableTint > 0) if (EnableTint == 1)
{ {
c.rgb *= input.Tint.rgb; c.rgb *= input.Tint.rgb;
} }

View File

@ -25,6 +25,7 @@ float4 main(VS_OUTPUT input) : SV_TARGET
if (EnableTexture == 1) if (EnableTexture == 1)
{ {
float4 c = Colourmap.Sample(TextureSS, input.Texcoord); float4 c = Colourmap.Sample(TextureSS, input.Texcoord);
if (EnableTint == 2) { c.a = 1; }
if ((IsDecal == 0) && (c.a <= 0.33)) discard; if ((IsDecal == 0) && (c.a <= 0.33)) discard;
if ((IsDecal == 1) && (c.a <= 0.0)) discard; if ((IsDecal == 1) && (c.a <= 0.0)) discard;
} }

View File

@ -637,6 +637,7 @@ namespace CodeWalker.Rendering
detltex = itex; detltex = itex;
break; break;
case ShaderParamNames.TintPaletteSampler: case ShaderParamNames.TintPaletteSampler:
case ShaderParamNames.TextureSamplerDiffPal:
tintpal = itex; tintpal = itex;
if (tintpal.Key != null) if (tintpal.Key != null)
{ {
@ -649,6 +650,7 @@ namespace CodeWalker.Rendering
isdistmap = true; isdistmap = true;
break; break;
case ShaderParamNames.DiffuseSampler2: case ShaderParamNames.DiffuseSampler2:
case ShaderParamNames.DiffuseExtraSampler:
texture2 = itex; texture2 = itex;
break; break;
case ShaderParamNames.heightSampler: case ShaderParamNames.heightSampler:
@ -710,6 +712,14 @@ namespace CodeWalker.Rendering
case 1229591973://{trees_normal_spec_tnt.sps} case 1229591973://{trees_normal_spec_tnt.sps}
if (usetint) tintflag = 2; //use 2nd vertex colour channel for tint... if (usetint) tintflag = 2; //use 2nd vertex colour channel for tint...
break; break;
case 3267631682: //weapon_normal_spec_detail_tnt.sps
case 14185869: //weapon_normal_spec_tnt.sps
break; //regular tinting?
case 231364109: //weapon_normal_spec_cutout_palette.sps
case 3294641629://weapon_normal_spec_detail_palette.sps
case 731050667: //weapon_normal_spec_palette.sps
if (usetint) { tintflag = 0; pstintflag = 2; } //use diffuse sampler alpha for tint lookup!
break;
case 3880384844://{decal_spec_only.sps}w case 3880384844://{decal_spec_only.sps}w
case 600733812://{decal_amb_only.sps} case 600733812://{decal_amb_only.sps}
case 2842248626://{spec_decal.sps} case 2842248626://{spec_decal.sps}
@ -799,6 +809,10 @@ namespace CodeWalker.Rendering
{ {
tintpal.SetVSResource(context, 0); tintpal.SetVSResource(context, 0);
} }
if (pstintflag == 2)
{
tintpal.SetPSResource(context, 6);
}
if (geom.BoneTransforms != null) if (geom.BoneTransforms != null)

View File

@ -323,6 +323,7 @@ namespace CodeWalker.Rendering
uint windflag = 0; uint windflag = 0;
uint tintflag = 0;
var shaderFile = geom.DrawableGeom.Shader.FileName; var shaderFile = geom.DrawableGeom.Shader.FileName;
switch (shaderFile.Hash) switch (shaderFile.Hash)
{ {
@ -335,13 +336,18 @@ namespace CodeWalker.Rendering
case 4265705004://{trees_normal_diffspec.sps} case 4265705004://{trees_normal_diffspec.sps}
windflag = 1; windflag = 1;
break; break;
case 231364109: //weapon_normal_spec_cutout_palette.sps
case 3294641629://weapon_normal_spec_detail_palette.sps
case 731050667: //weapon_normal_spec_palette.sps
tintflag = 2; //use diffuse sampler alpha for tint lookup! (ignore texture alpha in PS)
break;
} }
GeomVars.Vars.EnableTexture = usediff ? 1u : 0u; GeomVars.Vars.EnableTexture = usediff ? 1u : 0u;
GeomVars.Vars.EnableTint = 0u;// usetint ? 1u : 0u; GeomVars.Vars.EnableTint = tintflag;// usetint ? 1u : 0u;
GeomVars.Vars.IsDecal = 0u;// DecalMode ? 1u : 0u; GeomVars.Vars.IsDecal = 0u;// DecalMode ? 1u : 0u;
GeomVars.Vars.EnableWind = windflag; GeomVars.Vars.EnableWind = windflag;
GeomVars.Vars.WindOverrideParams = geom.WindOverrideParams; GeomVars.Vars.WindOverrideParams = geom.WindOverrideParams;

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