mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-08-20 08:59:21 +08:00
352 lines
14 KiB
C#
352 lines
14 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 ShadowShaderVSSceneVars
|
|
{
|
|
public Matrix ViewProj;
|
|
public Vector4 WindVector;
|
|
}
|
|
public struct ShadowShaderVSEntityVars
|
|
{
|
|
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 ShadowShaderVSModelVars
|
|
{
|
|
public Matrix Transform;
|
|
}
|
|
//public struct ShadowShaderVSGeomVars
|
|
//{
|
|
// public uint EnableTint;
|
|
// public float TintYVal;
|
|
// public uint IsDecal;
|
|
// public uint Pad5;
|
|
//}
|
|
public struct ShadowShaderGeomVars
|
|
{
|
|
public uint EnableTexture;
|
|
public uint EnableTint;
|
|
public uint IsDecal;
|
|
public uint EnableWind;
|
|
public Vector4 WindOverrideParams;
|
|
}
|
|
|
|
public class ShadowShader : Shader, IDisposable
|
|
{
|
|
bool disposed = false;
|
|
|
|
VertexShader shadowvs;
|
|
PixelShader shadowps;
|
|
|
|
GpuVarsBuffer<ShadowShaderVSSceneVars> VSSceneVars;
|
|
GpuVarsBuffer<ShadowShaderVSEntityVars> VSEntityVars;
|
|
GpuVarsBuffer<ShadowShaderVSModelVars> VSModelVars;
|
|
GpuVarsBuffer<ShadowShaderGeomVars> GeomVars;
|
|
|
|
SamplerState texsampler;
|
|
SamplerState texsamplerc;
|
|
//public bool DecalMode = false;
|
|
|
|
public Vector4 WindVector { get; set; }
|
|
|
|
|
|
private Dictionary<VertexType, InputLayout> layouts = new Dictionary<VertexType, InputLayout>();
|
|
|
|
public ShadowShader(Device device)
|
|
{
|
|
byte[] vsbytes = File.ReadAllBytes("Shaders\\ShadowVS.cso");
|
|
byte[] psbytes = File.ReadAllBytes("Shaders\\ShadowPS.cso");
|
|
|
|
shadowvs = new VertexShader(device, vsbytes);
|
|
shadowps = new PixelShader(device, psbytes);
|
|
|
|
|
|
VSSceneVars = new GpuVarsBuffer<ShadowShaderVSSceneVars>(device);
|
|
VSEntityVars = new GpuVarsBuffer<ShadowShaderVSEntityVars>(device);
|
|
VSModelVars = new GpuVarsBuffer<ShadowShaderVSModelVars>(device);
|
|
GeomVars = new GpuVarsBuffer<ShadowShaderGeomVars>(device);
|
|
|
|
|
|
//supported layouts - requires Position, Normal, Colour, Texcoord
|
|
layouts.Add(VertexType.Default, new InputLayout(device, vsbytes, VertexTypeDefault.GetLayout()));
|
|
layouts.Add(VertexType.DefaultEx, new InputLayout(device, vsbytes, VertexTypeDefaultEx.GetLayout()));
|
|
layouts.Add(VertexType.PNCCT, new InputLayout(device, vsbytes, VertexTypePNCCT.GetLayout()));
|
|
layouts.Add(VertexType.PNCCTTTT, new InputLayout(device, vsbytes, VertexTypePNCCTTTT.GetLayout()));
|
|
layouts.Add(VertexType.PCCNCCTTX, new InputLayout(device, vsbytes, VertexTypePCCNCCTTX.GetLayout()));
|
|
layouts.Add(VertexType.PCCNCCT, new InputLayout(device, vsbytes, VertexTypePCCNCCT.GetLayout()));
|
|
layouts.Add(VertexType.PNCTTTX, new InputLayout(device, vsbytes, VertexTypePNCTTTX.GetLayout()));
|
|
layouts.Add(VertexType.PNCTTTX_2, new InputLayout(device, vsbytes, VertexTypePNCTTTX_2.GetLayout()));
|
|
layouts.Add(VertexType.PNCTTTX_3, new InputLayout(device, vsbytes, VertexTypePNCTTTX_3.GetLayout()));
|
|
layouts.Add(VertexType.PNCTTTTX, new InputLayout(device, vsbytes, VertexTypePNCTTTTX.GetLayout()));
|
|
layouts.Add(VertexType.PNCTTX, new InputLayout(device, vsbytes, VertexTypePNCTTX.GetLayout()));
|
|
layouts.Add(VertexType.PNCCTTX, new InputLayout(device, vsbytes, VertexTypePNCCTTX.GetLayout()));
|
|
layouts.Add(VertexType.PNCCTTX_2, new InputLayout(device, vsbytes, VertexTypePNCCTTX_2.GetLayout()));
|
|
layouts.Add(VertexType.PNCCTTTX, new InputLayout(device, vsbytes, VertexTypePNCCTTTX.GetLayout()));
|
|
layouts.Add(VertexType.PCCNCCTX, new InputLayout(device, vsbytes, VertexTypePCCNCCTX.GetLayout()));
|
|
layouts.Add(VertexType.PCCNCTX, new InputLayout(device, vsbytes, VertexTypePCCNCTX.GetLayout()));
|
|
layouts.Add(VertexType.PCCNCT, new InputLayout(device, vsbytes, VertexTypePCCNCT.GetLayout()));
|
|
layouts.Add(VertexType.PNCCTT, new InputLayout(device, vsbytes, VertexTypePNCCTT.GetLayout()));
|
|
layouts.Add(VertexType.PNCCTX, new InputLayout(device, vsbytes, VertexTypePNCCTX.GetLayout()));
|
|
layouts.Add(VertexType.PNCH2, new InputLayout(device, vsbytes, VertexTypePNCH2.GetLayout()));
|
|
layouts.Add(VertexType.PCCH2H4, new InputLayout(device, vsbytes, VertexTypePCCH2H4.GetLayout()));
|
|
layouts.Add(VertexType.PCCNCTT, new InputLayout(device, vsbytes, VertexTypePCCNCTT.GetLayout()));
|
|
layouts.Add(VertexType.PCCNCTTX, new InputLayout(device, vsbytes, VertexTypePCCNCTTX.GetLayout()));
|
|
layouts.Add(VertexType.PCCNCTTT, new InputLayout(device, vsbytes, VertexTypePCCNCTTT.GetLayout()));
|
|
layouts.Add(VertexType.PNCTT, new InputLayout(device, vsbytes, VertexTypePNCTT.GetLayout()));
|
|
layouts.Add(VertexType.PNCTTT, new InputLayout(device, vsbytes, VertexTypePNCTTT.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,
|
|
});
|
|
texsamplerc = new SamplerState(device, new SamplerStateDescription()
|
|
{
|
|
AddressU = TextureAddressMode.Clamp,
|
|
AddressV = TextureAddressMode.Clamp,
|
|
AddressW = TextureAddressMode.Clamp,
|
|
BorderColor = Color.Black,
|
|
ComparisonFunction = Comparison.Always,
|
|
Filter = Filter.MinMagMipPoint,
|
|
MaximumAnisotropy = 1,
|
|
MaximumLod = float.MaxValue,
|
|
MinimumLod = 0,
|
|
MipLodBias = 0,
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
public override void SetShader(DeviceContext context)
|
|
{
|
|
context.VertexShader.Set(shadowvs);
|
|
context.PixelShader.Set(shadowps);
|
|
}
|
|
|
|
public override bool SetInputLayout(DeviceContext context, VertexType type)
|
|
{
|
|
InputLayout l;
|
|
if (layouts.TryGetValue(type, out l))
|
|
{
|
|
context.InputAssembler.InputLayout = l;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public override void SetSceneVars(DeviceContext context, Camera camera, Shadowmap shadowmap, ShaderGlobalLights lights)
|
|
{
|
|
}
|
|
public void SetSceneVars(DeviceContext context, Matrix shadowviewproj)
|
|
{
|
|
VSSceneVars.Vars.ViewProj = Matrix.Transpose(shadowviewproj);
|
|
VSSceneVars.Vars.WindVector = WindVector;
|
|
VSSceneVars.Update(context);
|
|
VSSceneVars.SetVSCBuffer(context, 0);
|
|
}
|
|
|
|
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, 1);
|
|
}
|
|
|
|
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, 2);
|
|
}
|
|
|
|
public override void SetGeomVars(DeviceContext context, RenderableGeometry geom)
|
|
{
|
|
RenderableTexture texture = null; // ((geom.Textures != null) && (geom.Textures.Length > 0)) ? geom.Textures[0] : null;
|
|
//RenderableTexture tintpal = null;
|
|
|
|
//float tntpalind = 0.0f;
|
|
|
|
if ((geom.RenderableTextures != null) && (geom.RenderableTextures.Length > 0))
|
|
{
|
|
for (int i = 0; i < geom.RenderableTextures.Length; i++)
|
|
{
|
|
var itex = geom.RenderableTextures[i];
|
|
var ihash = geom.TextureParamHashes[i];
|
|
switch (ihash)
|
|
{
|
|
case MetaName.DiffuseSampler:
|
|
case MetaName.TextureSampler_layer0:
|
|
case MetaName.TextureSampler_layer1:
|
|
case MetaName.TextureSampler_layer2:
|
|
case MetaName.TextureSampler_layer3:
|
|
texture = itex;
|
|
break;
|
|
}
|
|
if (texture != null) break;
|
|
}
|
|
|
|
////try get default diffuse texture
|
|
//if ((geom.DiffuseSampler >= 0) && (geom.DiffuseSampler < geom.Textures.Length))
|
|
//{
|
|
// texture = geom.Textures[geom.DiffuseSampler];
|
|
//}
|
|
//if ((texture == null) && (geom.TextureSampler_layer0 >= 0) && (geom.TextureSampler_layer0 < geom.Textures.Length))
|
|
//{
|
|
// texture = geom.Textures[geom.TextureSampler_layer0];
|
|
//}
|
|
//if ((texture == null) && (geom.TextureSampler_layer1 >= 0) && (geom.TextureSampler_layer1 < geom.Textures.Length))
|
|
//{
|
|
// texture = geom.Textures[geom.TextureSampler_layer1];
|
|
//}
|
|
//if ((texture == null) && (geom.TextureSampler_layer2 >= 0) && (geom.TextureSampler_layer2 < geom.Textures.Length))
|
|
//{
|
|
// texture = geom.Textures[geom.TextureSampler_layer2];
|
|
//}
|
|
//if ((texture == null) && (geom.TextureSampler_layer3 >= 0) && (geom.TextureSampler_layer3 < geom.Textures.Length))
|
|
//{
|
|
// texture = geom.Textures[geom.TextureSampler_layer3];
|
|
//}
|
|
|
|
//fallback try get first texture... eventaully remove this! (helps with water for now)
|
|
int index = 0;
|
|
while (((texture == null)) && (index < geom.RenderableTextures.Length))
|
|
{
|
|
texture = geom.RenderableTextures[index];
|
|
index++;
|
|
}
|
|
|
|
|
|
//if ((geom.PaletteTexture >= 0) && (geom.PaletteTexture < geom.Textures.Length))
|
|
//{
|
|
// tintpal = geom.Textures[geom.PaletteTexture];
|
|
// 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;
|
|
// }
|
|
//}
|
|
}
|
|
|
|
|
|
bool usediff = ((texture != null) && (texture.ShaderResourceView != null));
|
|
|
|
|
|
uint windflag = 0;
|
|
var shaderFile = geom.DrawableGeom.Shader.FileName;
|
|
switch (shaderFile.Hash)
|
|
{
|
|
case 2245870123: //trees_normal_diffspec_tnt.sps
|
|
case 3334613197: //trees_tnt.sps
|
|
case 1229591973://{trees_normal_spec_tnt.sps}
|
|
case 2322653400://{trees.sps}
|
|
case 3192134330://{trees_normal.sps}
|
|
case 1224713457://{trees_normal_spec.sps}
|
|
case 4265705004://{trees_normal_diffspec.sps}
|
|
windflag = 1;
|
|
break;
|
|
}
|
|
|
|
|
|
|
|
|
|
GeomVars.Vars.EnableTexture = usediff ? 1u : 0u;
|
|
GeomVars.Vars.EnableTint = 0u;// usetint ? 1u : 0u;
|
|
GeomVars.Vars.IsDecal = 0u;// DecalMode ? 1u : 0u;
|
|
GeomVars.Vars.EnableWind = windflag;
|
|
GeomVars.Vars.WindOverrideParams = geom.WindOverrideParams;
|
|
GeomVars.Update(context);
|
|
GeomVars.SetPSCBuffer(context, 0);
|
|
GeomVars.SetVSCBuffer(context, 3);
|
|
|
|
context.VertexShader.SetSampler(0, texsamplerc);
|
|
context.PixelShader.SetSampler(0, texsampler);
|
|
//context.PixelShader.SetSampler(1, texsamplerc);
|
|
if (usediff)
|
|
{
|
|
texture.SetPSResource(context, 0);
|
|
}
|
|
}
|
|
|
|
public override void UnbindResources(DeviceContext context)
|
|
{
|
|
context.VertexShader.SetConstantBuffer(0, null);
|
|
context.VertexShader.SetConstantBuffer(1, null);
|
|
context.VertexShader.SetConstantBuffer(2, null);
|
|
context.VertexShader.SetConstantBuffer(3, null);
|
|
context.PixelShader.SetConstantBuffer(0, null);
|
|
context.VertexShader.SetSampler(0, null);
|
|
context.PixelShader.SetSampler(0, null);
|
|
context.PixelShader.SetShaderResource(0, null);
|
|
context.VertexShader.Set(null);
|
|
context.PixelShader.Set(null);
|
|
}
|
|
|
|
|
|
public void Dispose()
|
|
{
|
|
if (disposed) return;
|
|
|
|
if (texsampler != null)
|
|
{
|
|
texsampler.Dispose();
|
|
texsampler = null;
|
|
}
|
|
|
|
foreach (InputLayout layout in layouts.Values)
|
|
{
|
|
layout.Dispose();
|
|
}
|
|
layouts.Clear();
|
|
|
|
VSSceneVars.Dispose();
|
|
VSEntityVars.Dispose();
|
|
VSModelVars.Dispose();
|
|
GeomVars.Dispose();
|
|
|
|
|
|
shadowps.Dispose();
|
|
shadowvs.Dispose();
|
|
|
|
disposed = true;
|
|
}
|
|
}
|
|
}
|