mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-08-21 17:39:20 +08:00
411 lines
18 KiB
C#
411 lines
18 KiB
C#
using SharpDX;
|
|
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;
|
|
|
|
namespace CodeWalker.Rendering
|
|
{
|
|
|
|
public struct SkydomeShaderVSSceneVars
|
|
{
|
|
public Matrix ViewProj;
|
|
public Matrix ViewInv;
|
|
}
|
|
public struct SkydomeShaderVSEntityVars
|
|
{
|
|
public Vector4 CamRel;
|
|
public Quaternion Orientation;
|
|
}
|
|
public struct SkydomeShaderVSModelVars
|
|
{
|
|
public Matrix Transform;
|
|
}
|
|
public struct SkydomeShaderPSSceneVars
|
|
{
|
|
public Vector4 LightDirection;
|
|
public uint EnableHDR;
|
|
public uint Pad0;
|
|
public uint Pad1;
|
|
public uint Pad2;
|
|
}
|
|
|
|
public struct SkydomeShaderVSSunMoonVars
|
|
{
|
|
public Matrix ViewProj;
|
|
public Matrix ViewInv;
|
|
public Vector4 CamRel;
|
|
public Vector2 Size;
|
|
public Vector2 Offset;
|
|
}
|
|
public struct SkydomeShaderPSSunMoonVars
|
|
{
|
|
public Vector4 Colour;
|
|
}
|
|
|
|
|
|
public struct SkydomeShaderSkySystemLocals
|
|
{
|
|
public Vector4 azimuthEastColor; // Offset: 0 Size: 12
|
|
public Vector4 azimuthWestColor; // Offset: 16 Size: 12
|
|
public Vector3 azimuthTransitionColor; // Offset: 32 Size: 12
|
|
public float azimuthTransitionPosition; // Offset: 44 Size: 4
|
|
public Vector4 zenithColor; // Offset: 48 Size: 12
|
|
public Vector4 zenithTransitionColor; // Offset: 64 Size: 12
|
|
public Vector4 zenithConstants; // Offset: 80 Size: 16
|
|
public Vector4 skyPlaneColor; // Offset: 96 Size: 16 [unused]
|
|
public Vector4 skyPlaneParams; // Offset: 112 Size: 16 [unused]
|
|
public float hdrIntensity; // Offset: 128 Size: 4
|
|
public Vector3 sunColor; // Offset: 132 Size: 12
|
|
public Vector4 sunColorHdr; // Offset: 144 Size: 12
|
|
public Vector4 sunDiscColorHdr; // Offset: 160 Size: 12 [unused]
|
|
public Vector4 sunConstants; // Offset: 176 Size: 16
|
|
public Vector4 sunDirection; // Offset: 192 Size: 12
|
|
public Vector4 sunPosition; // Offset: 208 Size: 12 [unused]
|
|
public Vector4 cloudBaseMinusMidColour; // Offset: 224 Size: 12
|
|
public Vector4 cloudMidColour; // Offset: 240 Size: 12
|
|
public Vector4 cloudShadowMinusBaseColourTimesShadowStrength;// Offset: 256 Size: 12
|
|
public Vector4 cloudDetailConstants; // Offset: 272 Size: 16
|
|
public Vector4 cloudConstants1; // Offset: 288 Size: 16
|
|
public Vector4 cloudConstants2; // Offset: 304 Size: 16
|
|
public Vector4 smallCloudConstants; // Offset: 320 Size: 16
|
|
public Vector4 smallCloudColorHdr; // Offset: 336 Size: 12
|
|
public Vector4 effectsConstants; // Offset: 352 Size: 16
|
|
public float horizonLevel; // Offset: 368 Size: 4
|
|
public Vector3 speedConstants; // Offset: 372 Size: 12
|
|
public float starfieldIntensity; // Offset: 384 Size: 4
|
|
public Vector3 moonDirection; // Offset: 388 Size: 12
|
|
public Vector3 moonPosition; // Offset: 400 Size: 12 [unused]
|
|
public float moonIntensity; // Offset: 412 Size: 4 [unused]
|
|
public Vector4 lunarCycle; // Offset: 416 Size: 12
|
|
public Vector3 moonColor; // Offset: 432 Size: 12
|
|
public float noiseFrequency; // Offset: 444 Size: 4 [unused]
|
|
public float noiseScale; // Offset: 448 Size: 4 [unused]
|
|
public float noiseThreshold; // Offset: 452 Size: 4 [unused]
|
|
public float noiseSoftness; // Offset: 456 Size: 4 [unused]
|
|
public float noiseDensityOffset; // Offset: 460 Size: 4 [unused]
|
|
public Vector4 noisePhase; // Offset: 464 Size: 8 [unused]
|
|
}
|
|
|
|
|
|
public class SkydomeShader : Shader, IDisposable
|
|
{
|
|
bool disposed = false;
|
|
|
|
VertexShader skyvs;
|
|
PixelShader skyps;
|
|
VertexShader sunvs;
|
|
PixelShader sunps;
|
|
VertexShader moonvs;
|
|
PixelShader moonps;
|
|
|
|
GpuVarsBuffer<SkydomeShaderSkySystemLocals> SkyLocalVars;
|
|
GpuVarsBuffer<SkydomeShaderVSSceneVars> VSSceneVars;
|
|
GpuVarsBuffer<SkydomeShaderVSEntityVars> VSEntityVars;
|
|
GpuVarsBuffer<SkydomeShaderVSModelVars> VSModelVars;
|
|
GpuVarsBuffer<SkydomeShaderPSSceneVars> PSSceneVars;
|
|
|
|
GpuVarsBuffer<SkydomeShaderVSSunMoonVars> VSSunMoonVars;
|
|
GpuVarsBuffer<SkydomeShaderPSSunMoonVars> PSSunMoonVars;
|
|
|
|
|
|
SamplerState texsampler;
|
|
|
|
InputLayout skylayout;
|
|
InputLayout sunlayout;
|
|
InputLayout moonlayout;
|
|
|
|
UnitDisc sundisc;
|
|
UnitQuad moonquad;
|
|
|
|
public bool EnableHDR { get; set; }
|
|
|
|
|
|
public SkydomeShader(Device device)
|
|
{
|
|
byte[] skyvsbytes = File.ReadAllBytes("Shaders\\SkydomeVS.cso");
|
|
byte[] skypsbytes = File.ReadAllBytes("Shaders\\SkydomePS.cso");
|
|
byte[] sunvsbytes = File.ReadAllBytes("Shaders\\SkySunVS.cso");
|
|
byte[] sunpsbytes = File.ReadAllBytes("Shaders\\SkySunPS.cso");
|
|
byte[] moonvsbytes = File.ReadAllBytes("Shaders\\SkyMoonVS.cso");
|
|
byte[] moonpsbytes = File.ReadAllBytes("Shaders\\SkyMoonPS.cso");
|
|
|
|
skyvs = new VertexShader(device, skyvsbytes);
|
|
skyps = new PixelShader(device, skypsbytes);
|
|
sunvs = new VertexShader(device, sunvsbytes);
|
|
sunps = new PixelShader(device, sunpsbytes);
|
|
moonvs = new VertexShader(device, moonvsbytes);
|
|
moonps = new PixelShader(device, moonpsbytes);
|
|
|
|
SkyLocalVars = new GpuVarsBuffer<SkydomeShaderSkySystemLocals>(device);
|
|
VSSceneVars = new GpuVarsBuffer<SkydomeShaderVSSceneVars>(device);
|
|
VSEntityVars = new GpuVarsBuffer<SkydomeShaderVSEntityVars>(device);
|
|
VSModelVars = new GpuVarsBuffer<SkydomeShaderVSModelVars>(device);
|
|
PSSceneVars = new GpuVarsBuffer<SkydomeShaderPSSceneVars>(device);
|
|
|
|
VSSunMoonVars = new GpuVarsBuffer<SkydomeShaderVSSunMoonVars>(device);
|
|
PSSunMoonVars = new GpuVarsBuffer<SkydomeShaderPSSunMoonVars>(device);
|
|
|
|
sundisc = new UnitDisc(device, 30, true);
|
|
sunlayout = new InputLayout(device, sunvsbytes, sundisc.GetLayout());
|
|
skylayout = new InputLayout(device, skyvsbytes, VertexTypeGTAV.GetLayout(VertexType.PTT));
|
|
|
|
moonquad = new UnitQuad(device, true);
|
|
moonlayout = new InputLayout(device, moonvsbytes, moonquad.GetLayout());
|
|
|
|
texsampler = new SamplerState(device, new SamplerStateDescription()
|
|
{
|
|
AddressU = TextureAddressMode.Wrap,
|
|
AddressV = TextureAddressMode.Wrap,
|
|
AddressW = TextureAddressMode.Wrap,
|
|
BorderColor = Color.Black,
|
|
ComparisonFunction = Comparison.Always,
|
|
Filter = Filter.MinMagMipLinear,
|
|
MaximumAnisotropy = 1,
|
|
MaximumLod = float.MaxValue,
|
|
MinimumLod = 0,
|
|
MipLodBias = 0,
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
public override void SetShader(DeviceContext context)
|
|
{
|
|
context.VertexShader.Set(skyvs);
|
|
context.PixelShader.Set(skyps);
|
|
}
|
|
|
|
public override bool SetInputLayout(DeviceContext context, VertexType type)
|
|
{
|
|
if (type != VertexType.PTT)
|
|
{
|
|
return false;
|
|
}
|
|
context.InputAssembler.InputLayout = skylayout;
|
|
return true;
|
|
}
|
|
|
|
public void UpdateSkyLocals(Weather weather, ShaderGlobalLights lights)
|
|
{
|
|
var wv = weather.CurrentValues;
|
|
|
|
float skyhdr = EnableHDR ? wv.skyHdr : Math.Min(wv.skyHdr, 1.8f);
|
|
float sunhdr = EnableHDR ? wv.skySunHdr : Math.Min(wv.skySunHdr, 4.8f); //NO HDR - turn it down!!!
|
|
float scathdr = EnableHDR ? wv.skySunScatterInten : Math.Min(wv.skySunScatterInten, 1.8f);
|
|
Vector3 suncolhdr = wv.skySunCol * sunhdr;
|
|
Vector4 azecol = wv.skyAzimuthEastCol;
|
|
Vector4 azwcol = wv.skyAzimuthWestCol;
|
|
Vector4 aztcol = wv.skyAzimuthTransitionCol;
|
|
Vector4 zencol = wv.skyZenithCol;
|
|
Vector4 zetcol = wv.skyZenithTransitionCol;
|
|
Vector4 plncol = wv.skyPlane;
|
|
|
|
SkyLocalVars.Vars.azimuthEastColor = azecol;
|
|
SkyLocalVars.Vars.azimuthWestColor = azwcol;
|
|
SkyLocalVars.Vars.azimuthTransitionColor = aztcol.XYZ();
|
|
SkyLocalVars.Vars.azimuthTransitionPosition = wv.skyAzimuthTransition;
|
|
SkyLocalVars.Vars.zenithColor = zencol;
|
|
SkyLocalVars.Vars.zenithTransitionColor = zetcol;
|
|
SkyLocalVars.Vars.zenithConstants = wv.skyZenithTransition;
|
|
SkyLocalVars.Vars.skyPlaneColor = plncol;
|
|
SkyLocalVars.Vars.skyPlaneParams = Vector4.Zero;
|
|
SkyLocalVars.Vars.hdrIntensity = skyhdr;
|
|
SkyLocalVars.Vars.sunColor = wv.skySunCol;
|
|
SkyLocalVars.Vars.sunColorHdr = new Vector4(suncolhdr, sunhdr);
|
|
SkyLocalVars.Vars.sunDiscColorHdr = new Vector4(wv.skySunDiscCol, wv.skySunDiscSize);
|
|
//SkyLocalVars.Vars.sunConstants = new Vector4(wv.skySunMie, scathdr);
|
|
//SkyLocalVars.Vars.sunConstants.X = wv.skySunMie.X; //mie phase
|
|
//SkyLocalVars.Vars.sunConstants.Y = wv.skySunMie.Y; //mie scatter
|
|
//SkyLocalVars.Vars.sunConstants.Z = 0.5f / wv.skySunInfluenceRadius;// * 0.01f; // 0.0025f; //mie size/"range"
|
|
//SkyLocalVars.Vars.sunConstants.W = wv.skySunMie.Z;// * scathdr; //mie hdr intensity
|
|
SkyLocalVars.Vars.sunConstants.X = wv.skySunMie.X * wv.skySunMie.Y; //mie phase
|
|
SkyLocalVars.Vars.sunConstants.Y = wv.skySunMie.Y;// 1.0f /wv.skySunMie.Y;// 1.7f;// wv.skySunMie.Y; //mie scatter
|
|
SkyLocalVars.Vars.sunConstants.Z = 0.00003f * wv.skySunInfluenceRadius;// * wv.skySunMie.X;// wv.skySunMie.Z;///720.0f;// * 0.01f; // 0.0025f; //mie size/"range"
|
|
SkyLocalVars.Vars.sunConstants.W = wv.skySunMie.Z;// * scathdr; //mie intensity multiplier
|
|
SkyLocalVars.Vars.sunDirection = new Vector4(-lights.CurrentSunDir, 0);// wv.sunDirection, 0);
|
|
SkyLocalVars.Vars.sunPosition = new Vector4(-lights.CurrentSunDir, 0); //not used
|
|
SkyLocalVars.Vars.cloudBaseMinusMidColour = Vector4.Zero;
|
|
SkyLocalVars.Vars.cloudMidColour = Vector4.Zero;
|
|
SkyLocalVars.Vars.cloudShadowMinusBaseColourTimesShadowStrength = Vector4.Zero;
|
|
SkyLocalVars.Vars.cloudDetailConstants = Vector4.Zero;
|
|
SkyLocalVars.Vars.cloudConstants1 = Vector4.Zero;
|
|
SkyLocalVars.Vars.cloudConstants2 = Vector4.Zero;
|
|
SkyLocalVars.Vars.smallCloudConstants = Vector4.Zero;
|
|
SkyLocalVars.Vars.smallCloudColorHdr = Vector4.Zero;
|
|
SkyLocalVars.Vars.effectsConstants = Vector4.Zero;
|
|
SkyLocalVars.Vars.horizonLevel = 0;
|
|
SkyLocalVars.Vars.speedConstants = Vector3.Zero;
|
|
SkyLocalVars.Vars.starfieldIntensity = wv.skyStarsIten * 5.0f; //makes stars brighter....
|
|
SkyLocalVars.Vars.moonDirection = wv.moonDirection;
|
|
SkyLocalVars.Vars.moonPosition = Vector3.Zero;//need to update this?
|
|
SkyLocalVars.Vars.moonIntensity = wv.skyMoonIten;
|
|
SkyLocalVars.Vars.lunarCycle = Vector4.Zero;
|
|
SkyLocalVars.Vars.moonColor = wv.skyMoonCol;
|
|
SkyLocalVars.Vars.noiseFrequency = 0;
|
|
SkyLocalVars.Vars.noiseScale = 0;
|
|
SkyLocalVars.Vars.noiseThreshold = 0;
|
|
SkyLocalVars.Vars.noiseSoftness = 0;
|
|
SkyLocalVars.Vars.noiseDensityOffset = 0;
|
|
SkyLocalVars.Vars.noisePhase = Vector4.Zero;
|
|
}
|
|
|
|
public override void SetSceneVars(DeviceContext context, Camera camera, Shadowmap shadowmap, ShaderGlobalLights lights)
|
|
{
|
|
SkyLocalVars.Update(context);
|
|
SkyLocalVars.SetVSCBuffer(context, 0);
|
|
SkyLocalVars.SetPSCBuffer(context, 0);
|
|
|
|
VSSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
|
|
VSSceneVars.Vars.ViewInv = Matrix.Transpose(camera.ViewInvMatrix);
|
|
VSSceneVars.Update(context);
|
|
VSSceneVars.SetVSCBuffer(context, 1);
|
|
|
|
PSSceneVars.Vars.LightDirection = new Vector4(lights.Params.LightDir, 0.0f);
|
|
PSSceneVars.Vars.EnableHDR = EnableHDR ? 1u : 0u;
|
|
PSSceneVars.Update(context);
|
|
PSSceneVars.SetPSCBuffer(context, 1);
|
|
}
|
|
|
|
public override void SetEntityVars(DeviceContext context, ref RenderableInst rend)
|
|
{
|
|
VSEntityVars.Vars.CamRel = new Vector4(rend.CamRel, 0.0f);
|
|
VSEntityVars.Vars.Orientation = rend.Orientation;
|
|
VSEntityVars.Update(context);
|
|
VSEntityVars.SetVSCBuffer(context, 2);
|
|
}
|
|
|
|
public override void SetModelVars(DeviceContext context, RenderableModel model)
|
|
{
|
|
if (!model.UseTransform) return;
|
|
VSModelVars.Vars.Transform = Matrix.Transpose(model.Transform);
|
|
VSModelVars.Update(context);
|
|
VSModelVars.SetVSCBuffer(context, 3);
|
|
}
|
|
|
|
public override void SetGeomVars(DeviceContext context, RenderableGeometry geom)
|
|
{
|
|
//don't use this version
|
|
}
|
|
|
|
public void SetTextures(DeviceContext context, RenderableTexture starfield)
|
|
{
|
|
if (starfield != null)
|
|
{
|
|
context.PixelShader.SetSampler(0, texsampler);
|
|
starfield.SetPSResource(context, 0);
|
|
}
|
|
}
|
|
|
|
public override void UnbindResources(DeviceContext context)
|
|
{
|
|
context.VertexShader.SetConstantBuffer(0, null);
|
|
context.PixelShader.SetConstantBuffer(0, null);
|
|
context.VertexShader.SetConstantBuffer(1, null);
|
|
context.PixelShader.SetConstantBuffer(1, null);
|
|
context.VertexShader.SetConstantBuffer(2, null);
|
|
context.VertexShader.SetConstantBuffer(3, null);
|
|
context.PixelShader.SetSampler(0, null);
|
|
context.PixelShader.SetShaderResource(0, null);
|
|
context.VertexShader.Set(null);
|
|
context.PixelShader.Set(null);
|
|
}
|
|
|
|
|
|
|
|
public void RenderSun(DeviceContext context, Camera camera, Weather weather, ShaderGlobalLights lights)
|
|
{
|
|
|
|
context.VertexShader.Set(sunvs);
|
|
context.PixelShader.Set(sunps);
|
|
|
|
VSSunMoonVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
|
|
VSSunMoonVars.Vars.ViewInv = Matrix.Transpose(camera.ViewInvMatrix);
|
|
VSSunMoonVars.Vars.CamRel = new Vector4(lights.CurrentSunDir, 0);
|
|
VSSunMoonVars.Vars.Size = new Vector2(weather.CurrentValues.skySunDiscSize * 0.008f);
|
|
VSSunMoonVars.Vars.Offset = Vector2.Zero;
|
|
VSSunMoonVars.Update(context);
|
|
VSSunMoonVars.SetVSCBuffer(context, 0);
|
|
|
|
PSSunMoonVars.Vars.Colour = new Vector4(weather.CurrentValues.skySunDiscCol * weather.CurrentValues.skySunHdr, 1);
|
|
PSSunMoonVars.Update(context);
|
|
PSSunMoonVars.SetPSCBuffer(context, 0);
|
|
|
|
context.InputAssembler.InputLayout = sunlayout;
|
|
sundisc.Draw(context);
|
|
}
|
|
|
|
public void RenderMoon(DeviceContext context, Camera camera, Weather weather, ShaderGlobalLights lights, RenderableTexture moontex)
|
|
{
|
|
context.VertexShader.Set(moonvs);
|
|
context.PixelShader.Set(moonps);
|
|
|
|
|
|
Quaternion ori = Quaternion.Invert(Quaternion.LookAtRH(Vector3.Zero, lights.CurrentMoonDir, lights.MoonAxis));
|
|
Matrix omat = ori.ToMatrix();
|
|
|
|
|
|
VSSunMoonVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
|
|
VSSunMoonVars.Vars.ViewInv = Matrix.Transpose(omat);// camera.ViewInvMatrix);
|
|
VSSunMoonVars.Vars.CamRel = new Vector4(lights.CurrentMoonDir, 0);
|
|
VSSunMoonVars.Vars.Size = new Vector2(weather.CurrentValues.skyMoonDiscSize * 0.008f);
|
|
VSSunMoonVars.Vars.Offset = Vector2.Zero;
|
|
VSSunMoonVars.Update(context);
|
|
VSSunMoonVars.SetVSCBuffer(context, 0);
|
|
|
|
PSSunMoonVars.Vars.Colour = new Vector4(weather.CurrentValues.skyMoonCol * weather.CurrentValues.skyMoonIten, weather.CurrentValues.skyMoonIten);
|
|
PSSunMoonVars.Update(context);
|
|
PSSunMoonVars.SetPSCBuffer(context, 0);
|
|
|
|
context.PixelShader.SetSampler(0, texsampler);
|
|
moontex.SetPSResource(context, 0);
|
|
|
|
context.InputAssembler.InputLayout = moonlayout;
|
|
moonquad.Draw(context);
|
|
}
|
|
|
|
|
|
|
|
|
|
public void Dispose()
|
|
{
|
|
if (disposed) return;
|
|
disposed = true;
|
|
|
|
texsampler.Dispose();
|
|
|
|
sundisc.Dispose();
|
|
moonquad.Dispose();
|
|
|
|
skylayout.Dispose();
|
|
sunlayout.Dispose();
|
|
moonlayout.Dispose();
|
|
|
|
VSSunMoonVars.Dispose();
|
|
PSSunMoonVars.Dispose();
|
|
|
|
SkyLocalVars.Dispose();
|
|
VSSceneVars.Dispose();
|
|
VSEntityVars.Dispose();
|
|
VSModelVars.Dispose();
|
|
PSSceneVars.Dispose();
|
|
|
|
skyps.Dispose();
|
|
skyvs.Dispose();
|
|
sunps.Dispose();
|
|
sunvs.Dispose();
|
|
moonps.Dispose();
|
|
moonvs.Dispose();
|
|
}
|
|
}
|
|
}
|