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https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-05 14:47:22 +08:00
357 lines
14 KiB
C#
357 lines
14 KiB
C#
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 CodeWalker.GameFiles;
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using CodeWalker.World;
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using SharpDX.Direct3D11;
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using System.IO;
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using SharpDX;
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namespace CodeWalker.Rendering
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{
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public struct CloudsShaderVSSceneVars
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{
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public Matrix ViewProj;
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public Matrix ViewInv;
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}
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public struct CloudsShaderVSEntityVars
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{
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public Vector4 CamRel;
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public Quaternion Orientation;
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public Vector4 Scale;
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}
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public struct CloudsShaderVSModelVars
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{
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public Matrix Transform;
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}
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public struct CloudsShaderPSSceneVars
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{
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public Vector4 LightDirection;
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public uint EnableHDR;
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public uint Pad0;
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public uint Pad1;
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public uint Pad2;
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}
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public struct CloudsShaderCloudsLocals
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{
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public Vector3 gSkyColor; // Offset: 0 Size: 12 [unused]
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public float gPad00;
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public Vector3 gEastMinusWestColor; // Offset: 16 Size: 12 [unused]
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public float gPad01;
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public Vector3 gWestColor; // Offset: 32 Size: 12 [unused]
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public float gPad02;
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public Vector3 gSunDirection; // Offset: 48 Size: 12
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public float gPad03;
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public Vector3 gSunColor; // Offset: 64 Size: 12
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public float gPad04;
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public Vector3 gCloudColor; // Offset: 80 Size: 12 [unused]
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public float gPad05;
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public Vector3 gAmbientColor; // Offset: 96 Size: 12 [unused]
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public float gPad06;
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public Vector3 gBounceColor; // Offset: 112 Size: 12 [unused]
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public float gPad07;
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public Vector4 gDensityShiftScale; // Offset: 128 Size: 16 [unused]
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public Vector4 gScatterG_GSquared_PhaseMult_Scale;// Offset: 144 Size: 16
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public Vector4 gPiercingLightPower_Strength_NormalStrength_Thickness;// Offset: 160 Size: 16
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public Vector3 gScaleDiffuseFillAmbient; // Offset: 176 Size: 12 [unused]
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public float gPad08;
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public Vector3 gWrapLighting_MSAARef; // Offset: 192 Size: 12 [unused]
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public float gPad09;
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public Vector4 gNearFarQMult; // Offset: 208 Size: 16 [unused]
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public Vector3 gAnimCombine; // Offset: 224 Size: 12 [unused]
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public float gPad10;
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public Vector3 gAnimSculpt; // Offset: 240 Size: 12 [unused]
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public float gPad11;
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public Vector3 gAnimBlendWeights; // Offset: 256 Size: 12 [unused]
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public float gPad12;
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public Vector4 gUVOffsetArr0; // Offset: 272 Size: 32
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public Vector4 gUVOffsetArr1; // Offset: 272 Size: 32
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public Matrix gCloudViewProj; // Offset: 304 Size: 64
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public Vector4 gCameraPos; // Offset: 368 Size: 16
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public Vector2 gUVOffset1; // Offset: 384 Size: 8
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public Vector2 gUVOffset2; // Offset: 392 Size: 8
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public Vector2 gUVOffset3; // Offset: 400 Size: 8
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public Vector2 gRescaleUV1; // Offset: 408 Size: 8
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public Vector2 gRescaleUV2; // Offset: 416 Size: 8
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public Vector2 gRescaleUV3; // Offset: 424 Size: 8
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public float gSoftParticleRange; // Offset: 432 Size: 4 [unused]
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public float gEnvMapAlphaScale; // Offset: 436 Size: 4 [unused]
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public Vector2 cloudLayerAnimScale1; // Offset: 440 Size: 8
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public Vector2 cloudLayerAnimScale2; // Offset: 448 Size: 8
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public Vector2 cloudLayerAnimScale3; // Offset: 456 Size: 8
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};
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public class CloudsShader : Shader, IDisposable
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{
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bool disposed = false;
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VertexShader vs;
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PixelShader ps;
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GpuVarsBuffer<CloudsShaderCloudsLocals> CloudsLocalVars;
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GpuVarsBuffer<CloudsShaderVSSceneVars> VSSceneVars;
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GpuVarsBuffer<CloudsShaderVSEntityVars> VSEntityVars;
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GpuVarsBuffer<CloudsShaderVSModelVars> VSModelVars;
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GpuVarsBuffer<CloudsShaderPSSceneVars> PSSceneVars;
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SamplerState texsampler;
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SamplerState texsampleranis;
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InputLayout layout;
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public bool EnableHDR { get; set; }
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public bool AnisotropicFilter = false;
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public CloudsShader(Device device)
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{
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byte[] vsbytes = File.ReadAllBytes("Shaders\\CloudsVS.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\CloudsPS.cso");
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vs = new VertexShader(device, vsbytes);
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ps = new PixelShader(device, psbytes);
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CloudsLocalVars = new GpuVarsBuffer<CloudsShaderCloudsLocals>(device);
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VSSceneVars = new GpuVarsBuffer<CloudsShaderVSSceneVars>(device);
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VSEntityVars = new GpuVarsBuffer<CloudsShaderVSEntityVars>(device);
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VSModelVars = new GpuVarsBuffer<CloudsShaderVSModelVars>(device);
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PSSceneVars = new GpuVarsBuffer<CloudsShaderPSSceneVars>(device);
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layout = new InputLayout(device, vsbytes, VertexTypeDefaultEx.GetLayout());
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texsampler = new SamplerState(device, new SamplerStateDescription()
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{
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AddressU = TextureAddressMode.Wrap,
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AddressV = TextureAddressMode.Wrap,
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AddressW = TextureAddressMode.Wrap,
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BorderColor = Color.Black,
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ComparisonFunction = Comparison.Always,
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Filter = Filter.MinMagMipLinear,
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MaximumAnisotropy = 1,
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MaximumLod = float.MaxValue,
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MinimumLod = 0,
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MipLodBias = 0,
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});
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texsampleranis = new SamplerState(device, new SamplerStateDescription()
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{
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AddressU = TextureAddressMode.Wrap,
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AddressV = TextureAddressMode.Wrap,
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AddressW = TextureAddressMode.Wrap,
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BorderColor = Color.Black,
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ComparisonFunction = Comparison.Always,
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Filter = Filter.Anisotropic,
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MaximumAnisotropy = 8,
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MaximumLod = float.MaxValue,
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MinimumLod = 0,
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MipLodBias = 0,
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});
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}
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public void UpdateCloudsLocals(Clouds clouds, ShaderGlobalLights lights)
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{
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CloudsLocalVars.Vars.gSunDirection = lights.CurrentSunDir;
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CloudsLocalVars.Vars.gSunColor = ((Vector4)lights.Params.LightDirColour).XYZ();
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CloudsLocalVars.Vars.gUVOffset1 = clouds.AnimOverrides.UVOffset1;
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CloudsLocalVars.Vars.gUVOffset2 = clouds.AnimOverrides.UVOffset2;
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CloudsLocalVars.Vars.gUVOffset3 = clouds.AnimOverrides.UVOffset3;
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CloudsLocalVars.Vars.gRescaleUV1 = clouds.AnimOverrides.RescaleUV1;
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CloudsLocalVars.Vars.gRescaleUV2 = clouds.AnimOverrides.RescaleUV2;
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CloudsLocalVars.Vars.gRescaleUV3 = clouds.AnimOverrides.RescaleUV3;
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CloudsLocalVars.Vars.cloudLayerAnimScale1 = clouds.AnimOverrides.cloudLayerAnimScale1;
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CloudsLocalVars.Vars.cloudLayerAnimScale2 = clouds.AnimOverrides.cloudLayerAnimScale2;
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CloudsLocalVars.Vars.cloudLayerAnimScale3 = clouds.AnimOverrides.cloudLayerAnimScale3;
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CloudsLocalVars.Vars.gUVOffsetArr0 = Vector4.Zero;
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CloudsLocalVars.Vars.gUVOffsetArr1 = Vector4.Zero;
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}
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public override void SetShader(DeviceContext context)
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{
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context.VertexShader.Set(vs);
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context.PixelShader.Set(ps);
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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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CloudsLocalVars.Update(context);
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CloudsLocalVars.SetVSCBuffer(context, 0);
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CloudsLocalVars.SetPSCBuffer(context, 0);
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VSSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
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VSSceneVars.Vars.ViewInv = Matrix.Transpose(camera.ViewInvMatrix);
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VSSceneVars.Update(context);
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VSSceneVars.SetVSCBuffer(context, 1);
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PSSceneVars.Vars.LightDirection = new Vector4(lights.Params.LightDir, 0.0f);
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PSSceneVars.Vars.EnableHDR = EnableHDR ? 1u : 0u;
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PSSceneVars.Update(context);
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PSSceneVars.SetPSCBuffer(context, 1);
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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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VSEntityVars.Vars.CamRel = new Vector4(rend.CamRel, 0.0f);
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VSEntityVars.Vars.Orientation = rend.Orientation;
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VSEntityVars.Vars.Scale = new Vector4(rend.Scale, 1.0f);
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VSEntityVars.Update(context);
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VSEntityVars.SetVSCBuffer(context, 2);
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}
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public override void SetModelVars(DeviceContext context, RenderableModel model)
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{
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//currently not used..
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//if (!model.UseTransform) return;
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//VSModelVars.Vars.Transform = Matrix.Transpose(model.Transform);
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//VSModelVars.Update(context);
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//VSModelVars.SetVSCBuffer(context, 3);
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}
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public override void SetGeomVars(DeviceContext context, RenderableGeometry geom)
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{
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switch (geom.DrawableGeom.Shader.FileName.Hash)
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{
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case 4103916155://{clouds_animsoft.sps}
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case 1097000161://{clouds_altitude.sps}
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case 1481470665://{clouds_soft.sps}
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case 2184108982://{clouds_fast.sps}
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case 4192928948://{clouds_anim.sps}
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break;
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default:
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break;
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}
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RenderableTexture DensitySampler = null;
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RenderableTexture NormalSampler = null;
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RenderableTexture DetailDensitySampler = null;
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RenderableTexture DetailNormalSampler = null;
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RenderableTexture DetailDensity2Sampler = null;
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RenderableTexture DetailNormal2Sampler = null;
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RenderableTexture DepthMapTexSampler = null;
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if ((geom.RenderableTextures != null) && (geom.RenderableTextures.Length > 0))
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{
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for (int i = 0; i < geom.RenderableTextures.Length; i++)
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{
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var itex = geom.RenderableTextures[i];
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var ihash = geom.TextureParamHashes[i];
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switch (ihash)
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{
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case MetaName.DensitySampler:
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DensitySampler = itex;
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break;
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case MetaName.normalSampler:
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NormalSampler = itex;
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break;
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case MetaName.DetailDensitySampler:
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DetailDensitySampler = itex;
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break;
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case MetaName.DetailNormalSampler:
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DetailNormalSampler = itex;
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break;
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case MetaName.DetailDensity2Sampler:
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DetailDensity2Sampler = itex;
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break;
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case MetaName.DetailNormal2Sampler:
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DetailNormal2Sampler = itex;
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break;
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case MetaName.DepthMapTexSampler:
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DepthMapTexSampler = itex;
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break;
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default:
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break;
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}
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}
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}
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bool usedens = ((DensitySampler != null) && (DensitySampler.ShaderResourceView != null));
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bool usenorm = ((NormalSampler != null) && (NormalSampler.ShaderResourceView != null));
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bool usedden = ((DetailDensitySampler != null) && (DetailDensitySampler.ShaderResourceView != null));
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bool usednrm = ((DetailNormalSampler != null) && (DetailNormalSampler.ShaderResourceView != null));
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bool useddn2 = ((DetailDensity2Sampler != null) && (DetailDensity2Sampler.ShaderResourceView != null));
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bool usednm2 = ((DetailNormal2Sampler != null) && (DetailNormal2Sampler.ShaderResourceView != null));
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bool usedept = ((DepthMapTexSampler != null) && (DepthMapTexSampler.ShaderResourceView != null));
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if (usedens)
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{
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DensitySampler.SetPSResource(context, 0);
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}
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if (usenorm)
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{
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NormalSampler.SetPSResource(context, 1);
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}
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if (usedden)
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{
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DetailDensitySampler.SetPSResource(context, 2);
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}
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if (usednrm)
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{
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DetailNormalSampler.SetPSResource(context, 3);
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}
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if (useddn2)
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{
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DetailDensity2Sampler.SetPSResource(context, 4);
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}
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if (usednm2)
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{
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DetailNormal2Sampler.SetPSResource(context, 5);
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}
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if (usedept)
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{
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DepthMapTexSampler.SetPSResource(context, 6);
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}
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context.PixelShader.SetSampler(0, AnisotropicFilter ? texsampleranis : texsampler);
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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 (type != VertexType.DefaultEx)
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{
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return false;
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}
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context.InputAssembler.InputLayout = layout;
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return true;
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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.PixelShader.SetConstantBuffer(0, null);
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context.VertexShader.SetConstantBuffer(1, null);
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context.PixelShader.SetConstantBuffer(1, null);
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context.VertexShader.SetConstantBuffer(2, null);
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context.PixelShader.SetSampler(0, null);
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context.PixelShader.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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texsampler.Dispose();
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layout.Dispose();
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CloudsLocalVars.Dispose();
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VSSceneVars.Dispose();
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VSEntityVars.Dispose();
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VSModelVars.Dispose();
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PSSceneVars.Dispose();
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ps.Dispose();
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vs.Dispose();
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}
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}
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}
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