CodeWalker/Rendering/Shaders/TerrainShader.cs
2019-12-04 00:52:22 +11:00

659 lines
29 KiB
C#

using SharpDX.Direct3D11;
using SharpDX.DXGI;
using System;
using System.Collections.Generic;
using System.IO;
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;
using CodeWalker.GameFiles;
using CodeWalker.World;
namespace CodeWalker.Rendering
{
public struct TerrainShaderVSSceneVars
{
public Matrix ViewProj;
}
public struct TerrainShaderVSEntityVars
{
public Vector4 CamRel;
public Quaternion Orientation;
public uint HasSkeleton;
public uint HasTransforms;
public uint TintPaletteIndex;
public uint Pad1;
public Vector3 Scale;
public uint Pad2;
}
public struct TerrainShaderVSModelVars
{
public Matrix Transform;
}
public struct TerrainShaderVSGeomVars
{
public uint EnableTint;
public float TintYVal;
public uint Pad4;
public uint Pad5;
}
public struct TerrainShaderPSSceneVars
{
public ShaderGlobalLightParams GlobalLights;
public uint EnableShadows;
public uint RenderMode; //0=default, 1=normals, 2=tangents, 3=colours, 4=texcoords, 5=diffuse, 6=normalmap, 7=spec, 8=direct
public uint RenderModeIndex; //colour/texcoord index
public uint RenderSamplerCoord; //which texcoord to use in single texture mode
}
public struct TerrainShaderPSGeomVars
{
public uint EnableTexture0;
public uint EnableTexture1;
public uint EnableTexture2;
public uint EnableTexture3;
public uint EnableTexture4;
public uint EnableTextureMask;
public uint EnableNormalMap;
public uint ShaderName;
public uint EnableTint;
public uint EnableVertexColour;
public float bumpiness;
public uint Pad102;
}
public class TerrainShader : Shader, IDisposable
{
bool disposed = false;
VertexShader pncctvs;
VertexShader pnccttvs;
VertexShader pnccttxvs;
VertexShader pncctttxvs;
VertexShader pncctxvs;
VertexShader pnctttxvs;
VertexShader pncttxvs;
PixelShader terrainps;
PixelShader terrainpsdef;
GpuVarsBuffer<TerrainShaderVSSceneVars> VSSceneVars;
GpuVarsBuffer<TerrainShaderVSEntityVars> VSEntityVars;
GpuVarsBuffer<TerrainShaderVSModelVars> VSModelVars;
GpuVarsBuffer<TerrainShaderVSGeomVars> VSGeomVars;
GpuVarsBuffer<TerrainShaderPSSceneVars> PSSceneVars;
GpuVarsBuffer<TerrainShaderPSGeomVars> PSGeomVars;
SamplerState texsampler;
SamplerState texsampleranis;
SamplerState texsamplertnt;
public bool AnisotropicFilter = false;
public WorldRenderMode RenderMode = WorldRenderMode.Default;
public int RenderVertexColourIndex = 1;
public int RenderTextureCoordIndex = 1;
public int RenderTextureSamplerCoord = 1;
public ShaderParamNames RenderTextureSampler = ShaderParamNames.DiffuseSampler;
public bool Deferred = false;
private Dictionary<VertexType, InputLayout> layouts = new Dictionary<VertexType, InputLayout>();
public TerrainShader(Device device)
{
byte[] vspncct = File.ReadAllBytes("Shaders\\TerrainVS_PNCCT.cso");
byte[] vspncctt = File.ReadAllBytes("Shaders\\TerrainVS_PNCCTT.cso");
byte[] vspnccttx = File.ReadAllBytes("Shaders\\TerrainVS_PNCCTTX.cso");
byte[] vspncctttx = File.ReadAllBytes("Shaders\\TerrainVS_PNCCTTTX.cso");
byte[] vspncctx = File.ReadAllBytes("Shaders\\TerrainVS_PNCCTX.cso");
byte[] vspnctttx = File.ReadAllBytes("Shaders\\TerrainVS_PNCTTTX.cso");
byte[] vspncttx = File.ReadAllBytes("Shaders\\TerrainVS_PNCTTX.cso");
byte[] psbytes = File.ReadAllBytes("Shaders\\TerrainPS.cso");
byte[] psdefbytes = File.ReadAllBytes("Shaders\\TerrainPS_Deferred.cso");
pncctvs = new VertexShader(device, vspncct);
pnccttvs = new VertexShader(device, vspncctt);
pnccttxvs = new VertexShader(device, vspnccttx);
pncctttxvs = new VertexShader(device, vspncctttx);
pncctxvs = new VertexShader(device, vspncctx);
pnctttxvs = new VertexShader(device, vspnctttx);
pncttxvs = new VertexShader(device, vspncttx);
terrainps = new PixelShader(device, psbytes);
terrainpsdef = new PixelShader(device, psdefbytes);
VSSceneVars = new GpuVarsBuffer<TerrainShaderVSSceneVars>(device);
VSEntityVars = new GpuVarsBuffer<TerrainShaderVSEntityVars>(device);
VSModelVars = new GpuVarsBuffer<TerrainShaderVSModelVars>(device);
VSGeomVars = new GpuVarsBuffer<TerrainShaderVSGeomVars>(device);
PSSceneVars = new GpuVarsBuffer<TerrainShaderPSSceneVars>(device);
PSGeomVars = new GpuVarsBuffer<TerrainShaderPSGeomVars>(device);
//supported layouts - requires Position, Normal, Colour, Texcoord
layouts.Add(VertexType.PNCCT, new InputLayout(device, vspncct, VertexTypeGTAV.GetLayout(VertexType.PNCCT)));
layouts.Add(VertexType.PNCCTT, new InputLayout(device, vspncctt, VertexTypeGTAV.GetLayout(VertexType.PNCCTT)));
layouts.Add(VertexType.PNCTTX, new InputLayout(device, vspncttx, VertexTypeGTAV.GetLayout(VertexType.PNCTTX)));
layouts.Add(VertexType.PNCTTTX_3, new InputLayout(device, vspnctttx, VertexTypeGTAV.GetLayout(VertexType.PNCTTTX_3)));
layouts.Add(VertexType.PNCCTX, new InputLayout(device, vspncctx, VertexTypeGTAV.GetLayout(VertexType.PNCCTX)));
layouts.Add(VertexType.PNCCTTX, new InputLayout(device, vspnccttx, VertexTypeGTAV.GetLayout(VertexType.PNCCTTX)));
layouts.Add(VertexType.PNCCTTX_2, new InputLayout(device, vspnccttx, VertexTypeGTAV.GetLayout(VertexType.PNCCTTX_2)));
layouts.Add(VertexType.PNCCTTTX, new InputLayout(device, vspncctttx, VertexTypeGTAV.GetLayout(VertexType.PNCCTTTX)));
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,
});
texsampleranis = new SamplerState(device, new SamplerStateDescription()
{
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
BorderColor = Color.Black,
ComparisonFunction = Comparison.Always,
Filter = Filter.Anisotropic,
MaximumAnisotropy = 8,
MaximumLod = float.MaxValue,
MinimumLod = 0,
MipLodBias = 0,
});
texsamplertnt = new SamplerState(device, new SamplerStateDescription()
{
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
BorderColor = Color.White,
ComparisonFunction = Comparison.Always,
Filter = Filter.MinMagMipPoint,
MaximumAnisotropy = 1,
MaximumLod = float.MaxValue,
MinimumLod = 0,
MipLodBias = 0,
});
}
private void SetVertexShader(DeviceContext context, uint shaderhash)
{
//no longer used.
//PNCCT terrain_cb_w_4lyr_lod (terrain_cb_w_4lyr_lod.sps)
//PNCCTT terrain_cb_w_4lyr_2tex_blend_lod (terrain_cb_w_4lyr_2tex_blend_lod.sps)
//PNCTTX terrain_cb_w_4lyr_cm (terrain_cb_w_4lyr_cm.sps)
//PNCTTX terrain_cb_w_4lyr_cm_tnt (terrain_cb_w_4lyr_cm_tnt.sps)
//PNCTTTX_3 terrain_cb_w_4lyr_cm_pxm (terrain_cb_w_4lyr_cm_pxm.sps)
//PNCTTTX_3 terrain_cb_w_4lyr_cm_pxm_tnt (terrain_cb_w_4lyr_cm_pxm_tnt.sps)
//PNCCTX terrain_cb_w_4lyr (terrain_cb_w_4lyr.sps)
//PNCCTX terrain_cb_w_4lyr_spec (terrain_cb_w_4lyr_spec.sps)
//PNCCTTX terrain_cb_w_4lyr_2tex (terrain_cb_w_4lyr_2tex.sps)
//PNCCTTX terrain_cb_w_4lyr_2tex_blend (terrain_cb_w_4lyr_2tex_blend.sps)
//PNCCTTX_2 terrain_cb_w_4lyr_pxm (terrain_cb_w_4lyr_pxm.sps)
//PNCCTTX_2 terrain_cb_w_4lyr_pxm_spm (terrain_cb_w_4lyr_pxm_spm.sps)
//PNCCTTX_2 terrain_cb_w_4lyr_spec_pxm (terrain_cb_w_4lyr_spec_pxm.sps)
//PNCCTTTX terrain_cb_w_4lyr_2tex_pxm (terrain_cb_w_4lyr_2tex_pxm.sps)
//PNCCTTTX terrain_cb_w_4lyr_2tex_blend_pxm (terrain_cb_w_4lyr_2tex_blend_pxm.sps)
//PNCCTTTX terrain_cb_w_4lyr_2tex_blend_pxm_spm (terrain_cb_w_4lyr_2tex_blend_pxm_spm.sps)
VertexType vt = VertexType.Default;
switch (shaderhash)
{
case 295525123: //terrain_cb_w_4lyr_cm (terrain_cb_w_4lyr_cm.sps) vt: PNCTTX
case 417637541: //terrain_cb_w_4lyr_cm_tnt (terrain_cb_w_4lyr_cm_tnt.sps) vt: PNCTTX
vt = VertexType.PNCTTX;
break;
case 3965214311: //terrain_cb_w_4lyr_cm_pxm_tnt (terrain_cb_w_4lyr_cm_pxm_tnt.sps) vt: PNCTTTX_3
case 4186046662: //terrain_cb_w_4lyr_cm_pxm (terrain_cb_w_4lyr_cm_pxm.sps) vt: PNCTTTX_3
vt = VertexType.PNCTTTX; //cs6_08_struct08
break;
case 3051127652: //terrain_cb_w_4lyr (terrain_cb_w_4lyr.sps) vt: PNCCTX
case 646532852: //terrain_cb_w_4lyr_spec (terrain_cb_w_4lyr_spec.sps) vt: PNCCTX
vt = VertexType.PNCCTX; //hw1_07_grnd_c..
break;
case 2535953532: //terrain_cb_w_4lyr_2tex_blend_lod (terrain_cb_w_4lyr_2tex_blend_lod.sps) vt: PNCCTT
vt = VertexType.PNCCTT; //cs1_12_riverbed1_lod..
break;
case 137526804: //terrain_cb_w_4lyr_lod (terrain_cb_w_4lyr_lod.sps) vt: PNCCT
vt = VertexType.PNCCT; //brdgeplatform_01_lod..
break;
case 2316006813: //terrain_cb_w_4lyr_2tex_blend (terrain_cb_w_4lyr_2tex_blend.sps) vt: PNCCTTX
case 3112820305: //terrain_cb_w_4lyr_2tex (terrain_cb_w_4lyr_2tex.sps) vt: PNCCTTX
case 2601000386: //terrain_cb_w_4lyr_spec_pxm (terrain_cb_w_4lyr_spec_pxm.sps) vt: PNCCTTX_2
case 4105814572: //terrain_cb_w_4lyr_pxm (terrain_cb_w_4lyr_pxm.sps) vt: PNCCTTX_2
case 3400824277: //terrain_cb_w_4lyr_pxm_spm (terrain_cb_w_4lyr_pxm_spm.sps) vt: PNCCTTX_2
vt = VertexType.PNCCTTX; //ch2_04_land02b, ch2_06_terrain01a .. vb_35_beacha
break;
case 653544224: //terrain_cb_w_4lyr_2tex_blend_pxm_spm (terrain_cb_w_4lyr_2tex_blend_pxm_spm.sps) vt: PNCCTTTX
case 2486206885: //terrain_cb_w_4lyr_2tex_blend_pxm (terrain_cb_w_4lyr_2tex_blend_pxm.sps) vt: PNCCTTTX
case 1888432890: //terrain_cb_w_4lyr_2tex_pxm (terrain_cb_w_4lyr_2tex_pxm.sps) vt: PNCCTTTX
vt = VertexType.PNCCTTTX; //ch1_04b_vineland01..
break;
default:
break;
}
SetVertexShader(context, vt);
}
private void SetVertexShader(DeviceContext context, VertexType type)
{
VertexShader vs = pnccttxvs;
switch (type)
{
case VertexType.PNCCT: vs = pncctvs; break;
case VertexType.PNCCTT: vs = pnccttvs; break;
case VertexType.PNCTTX: vs = pncttxvs; break;
case VertexType.PNCTTTX_3: vs = pnctttxvs; break;
case VertexType.PNCCTX: vs = pncctxvs; break;
case VertexType.PNCCTTX: vs = pnccttxvs; break;
case VertexType.PNCCTTX_2: vs = pnccttxvs; break;
case VertexType.PNCCTTTX: vs = pncctttxvs; break;
}
context.VertexShader.Set(vs);
}
public override void SetShader(DeviceContext context)
{
context.PixelShader.Set(Deferred ? terrainpsdef : terrainps);
}
public override bool SetInputLayout(DeviceContext context, VertexType type)
{
InputLayout l;
if (layouts.TryGetValue(type, out l))
{
SetVertexShader(context, type); //need to use the correct VS.
context.InputAssembler.InputLayout = l;
return true;
}
return false;
}
public override void SetSceneVars(DeviceContext context, Camera camera, Shadowmap shadowmap, ShaderGlobalLights lights)
{
uint rendermode = 0;
uint rendermodeind = 1;
switch (RenderMode)
{
case WorldRenderMode.VertexNormals:
rendermode = 1;
break;
case WorldRenderMode.VertexTangents:
rendermode = 2;
break;
case WorldRenderMode.VertexColour:
rendermode = 3;
rendermodeind = (uint)RenderVertexColourIndex;
break;
case WorldRenderMode.TextureCoord:
rendermode = 4;
rendermodeind = (uint)RenderTextureCoordIndex;
break;
case WorldRenderMode.SingleTexture:
switch (RenderTextureSampler)
{
case ShaderParamNames.DiffuseSampler:
rendermode = 5;
break;
case ShaderParamNames.BumpSampler:
rendermode = 6;
break;
case ShaderParamNames.SpecSampler:
rendermode = 7;
break;
default:
rendermode = 8;
break;
}
break;
}
VSSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
VSSceneVars.Update(context);
VSSceneVars.SetVSCBuffer(context, 0);
PSSceneVars.Vars.GlobalLights = lights.Params;
PSSceneVars.Vars.EnableShadows = (shadowmap != null) ? 1u : 0u;
PSSceneVars.Vars.RenderMode = rendermode;
PSSceneVars.Vars.RenderModeIndex = rendermodeind;
PSSceneVars.Vars.RenderSamplerCoord = (uint)RenderTextureSamplerCoord;
PSSceneVars.Update(context);
PSSceneVars.SetPSCBuffer(context, 0);
if (shadowmap != null)
{
shadowmap.SetFinalRenderResources(context);
}
}
public override void SetEntityVars(DeviceContext context, ref RenderableInst rend)
{
VSEntityVars.Vars.CamRel = new Vector4(rend.CamRel, 0.0f);
VSEntityVars.Vars.Orientation = rend.Orientation;
VSEntityVars.Vars.Scale = rend.Scale;
VSEntityVars.Vars.HasSkeleton = rend.Renderable.HasSkeleton ? 1u : 0;
VSEntityVars.Vars.HasTransforms = rend.Renderable.HasTransforms ? 1u : 0;
VSEntityVars.Vars.TintPaletteIndex = rend.TintPaletteIndex;
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)
{
RenderableTexture texture0 = null;
RenderableTexture texture1 = null;
RenderableTexture texture2 = null;
RenderableTexture texture3 = null;
RenderableTexture texture4 = null;
RenderableTexture texturemask = null;
RenderableTexture tintpal = null;
RenderableTexture normals0 = null;
RenderableTexture normals1 = null;
RenderableTexture normals2 = null;
RenderableTexture normals3 = null;
RenderableTexture normals4 = null;
float tntpalind = 0.0f;
bool usevc = true;
if ((geom.RenderableTextures != null) && (geom.RenderableTextures.Length > 0))
{
for (int i = 0; i < geom.RenderableTextures.Length; i++)
{
var itex = geom.RenderableTextures[i];
if (geom.HDTextureEnable)
{
var hdtex = geom.RenderableTexturesHD[i];
if ((hdtex != null) && (hdtex.IsLoaded))
{
itex = hdtex;
}
}
var ihash = geom.TextureParamHashes[i];
switch (ihash)
{
case ShaderParamNames.DiffuseSampler:
texture0 = itex;
break;
case ShaderParamNames.TextureSampler_layer0:
texture1 = itex;
break;
case ShaderParamNames.TextureSampler_layer1:
texture2 = itex;
break;
case ShaderParamNames.TextureSampler_layer2:
texture3 = itex;
break;
case ShaderParamNames.TextureSampler_layer3:
texture4 = itex;
break;
case ShaderParamNames.BumpSampler:
normals0 = itex;
break;
case ShaderParamNames.BumpSampler_layer0:
normals1 = itex;
break;
case ShaderParamNames.BumpSampler_layer1:
normals2 = itex;
break;
case ShaderParamNames.BumpSampler_layer2:
normals3 = itex;
break;
case ShaderParamNames.BumpSampler_layer3:
normals4 = itex;
break;
case ShaderParamNames.lookupSampler:
texturemask = itex;
break;
case ShaderParamNames.TintPaletteSampler:
tintpal = itex;
if (tintpal.Key != null)
{
//this is slightly dodgy but vsentvarsdata should have the correct value in it...
tntpalind = (VSEntityVars.Vars.TintPaletteIndex + 0.5f) / tintpal.Key.Height;
}
break;
}
}
//if ((geom.DiffuseSampler >= 0) && (geom.DiffuseSampler < geom.Textures.Length))
//{
// texture0 = geom.Textures[geom.DiffuseSampler];
//}
//if ((geom.TextureSampler_layer0 >= 0) && (geom.TextureSampler_layer0 < geom.Textures.Length))
//{
// texture1 = geom.Textures[geom.TextureSampler_layer0];
//}
//if ((geom.TextureSampler_layer1 >= 0) && (geom.TextureSampler_layer1 < geom.Textures.Length))
//{
// texture2 = geom.Textures[geom.TextureSampler_layer1];
//}
//if ((geom.TextureSampler_layer2 >= 0) && (geom.TextureSampler_layer2 < geom.Textures.Length))
//{
// texture3 = geom.Textures[geom.TextureSampler_layer2];
//}
//if ((geom.TextureSampler_layer3 >= 0) && (geom.TextureSampler_layer3 < geom.Textures.Length))
//{
// texture4 = geom.Textures[geom.TextureSampler_layer3];
//}
//if ((geom.BumpSampler >= 0) && (geom.BumpSampler < geom.Textures.Length))
//{
// normals0 = geom.Textures[geom.BumpSampler];
//}
//if ((geom.BumpSampler_layer0 >= 0) && (geom.BumpSampler_layer0 < geom.Textures.Length))
//{
// normals1 = geom.Textures[geom.BumpSampler_layer0];
//}
//if ((geom.BumpSampler_layer1 >= 0) && (geom.BumpSampler_layer1 < geom.Textures.Length))
//{
// normals2 = geom.Textures[geom.BumpSampler_layer1];
//}
//if ((geom.BumpSampler_layer2 >= 0) && (geom.BumpSampler_layer2 < geom.Textures.Length))
//{
// normals3 = geom.Textures[geom.BumpSampler_layer2];
//}
//if ((geom.BumpSampler_layer3 >= 0) && (geom.BumpSampler_layer3 < geom.Textures.Length))
//{
// normals4 = geom.Textures[geom.BumpSampler_layer3];
//}
//if ((geom.lookupSampler >= 0) && (geom.lookupSampler < geom.Textures.Length))
//{
// texturemask = geom.Textures[geom.lookupSampler];
//}
//if ((geom.TintPaletteSampler >= 0) && (geom.TintPaletteSampler < geom.Textures.Length))
//{
// tintpal = geom.Textures[geom.TintPaletteSampler];
// if (tintpal.Texture != null)
// {
// //this is slightly dodgy but vsentvarsdata should have the correct value in it...
// tntpalind = (vsentvarsdata.TintPaletteIndex + 0.5f) / tintpal.Texture.Height;
// }
//}
}
if (RenderMode == WorldRenderMode.SingleTexture)
{
usevc = false;
switch (RenderTextureSampler)
{
case ShaderParamNames.DiffuseSampler:
case ShaderParamNames.BumpSampler:
case ShaderParamNames.SpecSampler:
break;
default:
for (int i = 0; i < geom.RenderableTextures.Length; i++)
{
var itex = geom.RenderableTextures[i];
var ihash = geom.TextureParamHashes[i];
if (ihash == RenderTextureSampler)
{
texture0 = itex;
break;
}
}
//int directtexind = geom.GetTextureSamplerIndex(RenderTextureSampler);
//if ((directtexind >= 0) && (directtexind < geom.Textures.Length))
//{
// texture0 = geom.Textures[directtexind];
//}
break;
}
}
bool usediff0 = ((texture0 != null) && (texture0.ShaderResourceView != null));
bool usediff1 = ((texture1 != null) && (texture1.ShaderResourceView != null));
bool usediff2 = ((texture2 != null) && (texture2.ShaderResourceView != null));
bool usediff3 = ((texture3 != null) && (texture3.ShaderResourceView != null));
bool usediff4 = ((texture4 != null) && (texture4.ShaderResourceView != null));
bool usemask = ((texturemask != null) && (texturemask.ShaderResourceView != null));
bool usetint = ((tintpal != null) && (tintpal.ShaderResourceView != null));
bool usenm = (((normals0 != null) && (normals0.ShaderResourceView != null)) || ((normals1 != null) && (normals1.ShaderResourceView != null)));
float bumpiness = 1.0f;
if (usenm)
{
bumpiness = geom.bumpiness;
}
PSGeomVars.Vars.EnableTexture0 = usediff0 ? 1u : 0u;
PSGeomVars.Vars.EnableTexture1 = usediff1 ? 1u : 0u;
PSGeomVars.Vars.EnableTexture2 = usediff2 ? 1u : 0u;
PSGeomVars.Vars.EnableTexture3 = usediff3 ? 1u : 0u;
PSGeomVars.Vars.EnableTexture4 = usediff4 ? 1u : 0u;
PSGeomVars.Vars.EnableTextureMask = usemask ? 1u : 0u;
PSGeomVars.Vars.EnableNormalMap = usenm ? 1u : 0u;
PSGeomVars.Vars.ShaderName = geom.DrawableGeom.Shader.Name.Hash;
PSGeomVars.Vars.EnableTint = usetint ? 1u : 0u;
PSGeomVars.Vars.EnableVertexColour = usevc ? 1u : 0u;
PSGeomVars.Vars.bumpiness = bumpiness;//
PSGeomVars.Update(context);
PSGeomVars.SetPSCBuffer(context, 2);
VSGeomVars.Vars.EnableTint = usetint ? 1u : 0u;
VSGeomVars.Vars.TintYVal = tntpalind;
VSGeomVars.Update(context);
VSGeomVars.SetVSCBuffer(context, 4);
context.VertexShader.SetSampler(0, texsamplertnt);
context.PixelShader.SetSampler(0, AnisotropicFilter ? texsampleranis : texsampler);
if (usediff0) texture0.SetPSResource(context, 0);
if (usediff1) texture1.SetPSResource(context, 2);
if (usediff2) texture2.SetPSResource(context, 3);
if (usediff3) texture3.SetPSResource(context, 4);
if (usediff4) texture4.SetPSResource(context, 5);
if (usemask) texturemask.SetPSResource(context, 6);
if (usetint) tintpal.SetVSResource(context, 0);
if (normals0 != null) normals0.SetPSResource(context, 7);
if (normals1 != null) normals1.SetPSResource(context, 8);
if (normals2 != null) normals2.SetPSResource(context, 9);
if (normals3 != null) normals3.SetPSResource(context, 10);
if (normals4 != null) normals4.SetPSResource(context, 11);
}
public override void UnbindResources(DeviceContext context)
{
context.VertexShader.SetConstantBuffer(0, null);
context.PixelShader.SetConstantBuffer(0, null);
context.VertexShader.SetConstantBuffer(1, null); //shadowmap
context.PixelShader.SetConstantBuffer(1, null); //shadowmap
context.PixelShader.SetShaderResource(1, null);//shadowmap
context.PixelShader.SetSampler(1, null); //shadowmap
context.VertexShader.SetConstantBuffer(2, null);
context.VertexShader.SetConstantBuffer(3, null);
context.PixelShader.SetConstantBuffer(2, null);
context.VertexShader.SetConstantBuffer(4, null);
context.VertexShader.SetSampler(0, null);
context.PixelShader.SetSampler(0, null);
context.VertexShader.SetShaderResource(0, null);
context.PixelShader.SetShaderResource(0, null);
context.PixelShader.SetShaderResource(2, null);
context.PixelShader.SetShaderResource(3, null);
context.PixelShader.SetShaderResource(4, null);
context.PixelShader.SetShaderResource(5, null);
context.PixelShader.SetShaderResource(6, null);
context.PixelShader.SetShaderResource(7, null);
context.PixelShader.SetShaderResource(8, null);
context.PixelShader.SetShaderResource(9, null);
context.PixelShader.SetShaderResource(10, null);
context.PixelShader.SetShaderResource(11, null);
context.VertexShader.Set(null);
context.PixelShader.Set(null);
}
public void Dispose()
{
if (disposed) return;
if (texsampler != null)
{
texsampler.Dispose();
texsampler = null;
}
if (texsampleranis != null)
{
texsampleranis.Dispose();
texsampleranis = null;
}
if (texsamplertnt != null)
{
texsamplertnt.Dispose();
texsamplertnt = null;
}
foreach (InputLayout layout in layouts.Values)
{
layout.Dispose();
}
layouts.Clear();
VSSceneVars.Dispose();
VSEntityVars.Dispose();
VSModelVars.Dispose();
VSGeomVars.Dispose();
PSSceneVars.Dispose();
PSGeomVars.Dispose();
terrainps.Dispose();
terrainpsdef.Dispose();
pncctvs.Dispose();
pnccttvs.Dispose();
pnccttxvs.Dispose();
pncctttxvs.Dispose();
pncctxvs.Dispose();
pnctttxvs.Dispose();
pncttxvs.Dispose();
disposed = true;
}
}
}