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synced 2024-11-16 20:17:30 +08:00
275 lines
8.6 KiB
C#
275 lines
8.6 KiB
C#
using SharpDX;
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using SharpDX.Direct3D11;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Device = SharpDX.Direct3D11.Device;
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using Buffer = SharpDX.Direct3D11.Buffer;
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using MapFlags = SharpDX.Direct3D11.MapFlags;
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using CodeWalker.GameFiles;
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using System.IO;
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using SharpDX.DXGI;
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using CodeWalker.World;
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namespace CodeWalker.Rendering
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{
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public struct PathShaderVSSceneVars
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{
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public Matrix ViewProj;
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public Vector4 CameraPos;
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public Vector4 LightColour;
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}
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public class PathShader : Shader, IDisposable
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{
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bool disposed = false;
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VertexShader boxvs;
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PixelShader boxps;
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VertexShader dynvs;
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VertexShader vs;
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PixelShader ps;
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GpuVarsBuffer<PathShaderVSSceneVars> VSSceneVars;
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InputLayout layout;
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UnitCube cube;
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bool UseDynamicVerts = false;
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GpuCBuffer<VertexTypePC> vertices; //for selection polys/lines use
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public PathShader(Device device)
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{
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byte[] boxvsbytes = File.ReadAllBytes("Shaders\\PathBoxVS.cso");
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byte[] boxpsbytes = File.ReadAllBytes("Shaders\\PathBoxPS.cso");
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byte[] dynvsbytes = File.ReadAllBytes("Shaders\\PathDynVS.cso");
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byte[] vsbytes = File.ReadAllBytes("Shaders\\PathVS.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\PathPS.cso");
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boxvs = new VertexShader(device, boxvsbytes);
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boxps = new PixelShader(device, boxpsbytes);
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dynvs = new VertexShader(device, dynvsbytes);
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vs = new VertexShader(device, vsbytes);
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ps = new PixelShader(device, psbytes);
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VSSceneVars = new GpuVarsBuffer<PathShaderVSSceneVars>(device);
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layout = new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PC));
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cube = new UnitCube(device, boxvsbytes, true, false, true);
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vertices = new GpuCBuffer<VertexTypePC>(device, 1000); //should be more than needed....
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}
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public override void SetShader(DeviceContext context)
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{
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if (UseDynamicVerts)
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{
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context.VertexShader.Set(dynvs);
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//context.InputAssembler.SetVertexBuffers(0, null);
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context.InputAssembler.SetIndexBuffer(null, Format.Unknown, 0);
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}
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else
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{
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context.VertexShader.Set(vs);
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}
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context.PixelShader.Set(ps);
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}
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public override bool SetInputLayout(DeviceContext context, VertexType type)
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{
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if (UseDynamicVerts)
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{
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context.InputAssembler.InputLayout = null;
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}
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else
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{
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context.InputAssembler.InputLayout = layout;
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}
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return true;
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}
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public override void SetSceneVars(DeviceContext context, Camera camera, Shadowmap shadowmap, ShaderGlobalLights lights)
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{
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VSSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
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VSSceneVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
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VSSceneVars.Vars.LightColour = new Vector4(1.0f, 1.0f, 1.0f, lights.HdrIntensity * 2.0f);
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VSSceneVars.Update(context);
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VSSceneVars.SetVSCBuffer(context, 0);
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}
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public override void SetEntityVars(DeviceContext context, ref RenderableInst rend)
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{
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//don't use this one
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}
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public override void SetModelVars(DeviceContext context, RenderableModel model)
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{
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//don't use this
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}
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public override void SetGeomVars(DeviceContext context, RenderableGeometry geom)
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{
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//don't use this
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}
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public void RenderBatches(DeviceContext context, List<RenderablePathBatch> batches, Camera camera, ShaderGlobalLights lights)
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{
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UseDynamicVerts = false;
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SetShader(context);
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SetInputLayout(context, VertexType.PC);
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SetSceneVars(context, camera, null, lights);
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context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList;
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context.InputAssembler.SetIndexBuffer(null, Format.R16_UInt, 0);
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for (int i = 0; i < batches.Count; i++)
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{
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var pbatch = batches[i];
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if (pbatch.TriangleVertexBuffer == null) continue;
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if (pbatch.TriangleVertexCount == 0) continue;
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context.InputAssembler.SetVertexBuffers(0, pbatch.TriangleVBBinding);
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context.Draw(pbatch.TriangleVertexCount, 0);
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}
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context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.LineList;
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context.InputAssembler.SetIndexBuffer(null, Format.R16_UInt, 0);
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for (int i = 0; i < batches.Count; i++)
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{
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var pbatch = batches[i];
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if (pbatch.PathVertexBuffer == null) continue;
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if (pbatch.PathVertexCount == 0) continue;
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context.InputAssembler.SetVertexBuffers(0, pbatch.PathVBBinding);
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context.Draw(pbatch.PathVertexCount, 0);
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}
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context.VertexShader.Set(boxvs);
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context.PixelShader.Set(boxps);
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VSSceneVars.SetVSCBuffer(context, 0);
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foreach (var batch in batches)
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{
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if (batch.NodeBuffer == null) continue;
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context.VertexShader.SetShaderResource(0, batch.NodeBuffer.SRV);
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cube.DrawInstanced(context, batch.Nodes.Length);
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}
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UnbindResources(context);
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}
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public void RenderTriangles(DeviceContext context, List<VertexTypePC> verts, Camera camera, ShaderGlobalLights lights)
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{
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UseDynamicVerts = true;
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SetShader(context);
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SetInputLayout(context, VertexType.PC);
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SetSceneVars(context, camera, null, lights);
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int drawn = 0;
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int tricount = verts.Count / 3;
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int maxcount = vertices.StructCount / 3;
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while (drawn < tricount)
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{
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vertices.Clear();
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int offset = drawn*3;
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int bcount = Math.Min(tricount - drawn, maxcount);
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for (int i = 0; i < bcount; i++)
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{
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int t = offset + (i * 3);
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vertices.Add(verts[t + 0]);
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vertices.Add(verts[t + 1]);
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vertices.Add(verts[t + 2]);
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}
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drawn += bcount;
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vertices.Update(context);
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vertices.SetVSResource(context, 0);
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context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList;
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context.Draw(vertices.CurrentCount, 0);
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}
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}
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public void RenderLines(DeviceContext context, List<VertexTypePC> verts, Camera camera, ShaderGlobalLights lights)
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{
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UseDynamicVerts = true;
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SetShader(context);
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SetInputLayout(context, VertexType.PC);
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SetSceneVars(context, camera, null, lights);
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int drawn = 0;
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int linecount = verts.Count / 2;
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int maxcount = vertices.StructCount / 2;
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while (drawn < linecount)
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{
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vertices.Clear();
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int offset = drawn * 2;
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int bcount = Math.Min(linecount - drawn, maxcount);
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for (int i = 0; i < bcount; i++)
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{
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int t = offset + (i * 2);
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vertices.Add(verts[t + 0]);
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vertices.Add(verts[t + 1]);
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}
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drawn += bcount;
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vertices.Update(context);
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vertices.SetVSResource(context, 0);
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context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.LineList;
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context.Draw(vertices.CurrentCount, 0);
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}
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}
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public override void UnbindResources(DeviceContext context)
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{
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context.VertexShader.SetConstantBuffer(0, null);
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context.VertexShader.SetShaderResource(0, null);
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context.VertexShader.Set(null);
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context.PixelShader.Set(null);
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}
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public void Dispose()
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{
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if (disposed) return;
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disposed = true;
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VSSceneVars.Dispose();
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vertices.Dispose();
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layout.Dispose();
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cube.Dispose();
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ps.Dispose();
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vs.Dispose();
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dynvs.Dispose();
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boxvs.Dispose();
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boxps.Dispose();
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}
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}
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}
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