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https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-08-21 01:19:21 +08:00
321 lines
12 KiB
C#
321 lines
12 KiB
C#
using SharpDX.Direct3D11;
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using SharpDX.DXGI;
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using System;
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using System.Collections.Generic;
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using System.IO;
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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 SharpDX;
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using CodeWalker.GameFiles;
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using CodeWalker.World;
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namespace CodeWalker.Rendering
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{
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public struct TreesLodShaderVSSceneVars
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{
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public Matrix ViewProj;
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}
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public struct TreesLodShaderVSEntityVars
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{
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public Vector4 CamRel;
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public Quaternion Orientation;
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public uint HasSkeleton;
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public uint HasTransforms;
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public uint Pad0;
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public uint Pad1;
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public Vector3 Scale;
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public uint Pad2;
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}
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public struct TreesLodShaderVSModelVars
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{
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public Matrix Transform;
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}
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public struct TreesLodShaderVSGeometryVars
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{
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public Vector4 AlphaTest;
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public Vector4 AlphaScale;
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public Vector4 UseTreeNormals;
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public Vector4 treeLod2Normal;
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public Vector4 treeLod2Params;
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}
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public struct TreesLodShaderPSSceneVars
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{
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public ShaderGlobalLightParams GlobalLights;
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}
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public struct TreesLodShaderPSEntityVars
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{
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public uint EnableTexture;
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public uint Pad1;
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public uint Pad2;
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public uint Pad3;
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}
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public class TreesLodShader : Shader, IDisposable
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{
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bool disposed = false;
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VertexShader basicvs;
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PixelShader basicps;
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GpuVarsBuffer<TreesLodShaderVSSceneVars> VSSceneVars;
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GpuVarsBuffer<TreesLodShaderVSEntityVars> VSEntityVars;
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GpuVarsBuffer<TreesLodShaderVSModelVars> VSModelVars;
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GpuVarsBuffer<TreesLodShaderVSGeometryVars> VSGeomVars;
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GpuVarsBuffer<TreesLodShaderPSSceneVars> PSSceneVars;
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GpuVarsBuffer<TreesLodShaderPSEntityVars> PSEntityVars;
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SamplerState texsampler;
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private Dictionary<VertexType, InputLayout> layouts = new Dictionary<VertexType, InputLayout>();
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public TreesLodShader(Device device)
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{
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byte[] vsbytes = File.ReadAllBytes("Shaders\\TreesLodVS.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\TreesLodPS.cso");
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basicvs = new VertexShader(device, vsbytes);
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basicps = new PixelShader(device, psbytes);
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VSSceneVars = new GpuVarsBuffer<TreesLodShaderVSSceneVars>(device);
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VSEntityVars = new GpuVarsBuffer<TreesLodShaderVSEntityVars>(device);
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VSModelVars = new GpuVarsBuffer<TreesLodShaderVSModelVars>(device);
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VSGeomVars = new GpuVarsBuffer<TreesLodShaderVSGeometryVars>(device);
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PSSceneVars = new GpuVarsBuffer<TreesLodShaderPSSceneVars>(device);
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PSEntityVars = new GpuVarsBuffer<TreesLodShaderPSEntityVars>(device);
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//layouts.Add(VertexType.PNCCT, new InputLayout(device, vsbytes, VertexTypePNCCT.GetLayout()));
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layouts.Add(VertexType.PNCCTTTT, new InputLayout(device, vsbytes, VertexTypePNCCTTTT.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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}
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public override void SetShader(DeviceContext context)
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{
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context.VertexShader.Set(basicvs);
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context.PixelShader.Set(basicps);
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}
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public override bool SetInputLayout(DeviceContext context, VertexType type)
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{
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InputLayout l;
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if (layouts.TryGetValue(type, out l))
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{
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context.InputAssembler.InputLayout = l;
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return true;
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}
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return false;
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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.Update(context);
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VSSceneVars.SetVSCBuffer(context, 0);
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PSSceneVars.Vars.GlobalLights = lights.Params;
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PSSceneVars.Update(context);
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PSSceneVars.SetPSCBuffer(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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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 = rend.Scale;
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VSEntityVars.Vars.HasSkeleton = rend.Renderable.HasSkeleton ? 1u : 0;
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VSEntityVars.Vars.HasTransforms = rend.Renderable.HasTransforms ? 1u : 0;
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VSEntityVars.Update(context);
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VSEntityVars.SetVSCBuffer(context, 1);
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}
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public override void SetModelVars(DeviceContext context, RenderableModel model)
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{
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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, 2);
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}
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public override void SetGeomVars(DeviceContext context, RenderableGeometry geom)
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{
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RenderableTexture texture = null; // ((geom.Textures != null) && (geom.Textures.Length > 0)) ? geom.Textures[0] : null;
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//trees_lod2
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//PNCCTTTT: texcoord2 seems to be 0-1 for the billboard, vertex pos is billboard root.
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//param for billboard dir... (treeLod2Normal)
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//trees_lod
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//PNCCT:
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if (geom.VertexType != VertexType.PNCCTTTT)
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{ }
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var shader = geom.DrawableGeom.Shader;
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if (shader.Name.Hash == 1874959840)
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{
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int nparams = 0;
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MetaName[] hashes = null;
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ShaderParameter[] sparams = null;
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if (shader.ParametersList != null)
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{
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nparams = shader.ParametersList.Hashes.Length;
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hashes = shader.ParametersList.Hashes;
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sparams = shader.ParametersList.Parameters;
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}
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for (int i = 0; i < nparams; i++)
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{
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var h = shader.ParametersList.Hashes[i];
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switch (h)
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{
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case MetaName.AlphaTest: VSGeomVars.Vars.AlphaTest = (Vector4)sparams[i].Data; break;
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case MetaName.AlphaScale: VSGeomVars.Vars.AlphaScale = (Vector4)sparams[i].Data; break;
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case MetaName.UseTreeNormals: VSGeomVars.Vars.UseTreeNormals = (Vector4)sparams[i].Data; break;
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case MetaName.treeLod2Normal: VSGeomVars.Vars.treeLod2Normal = (Vector4)sparams[i].Data; break;
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case MetaName.treeLod2Params: VSGeomVars.Vars.treeLod2Params = (Vector4)sparams[i].Data; break;
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}
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}
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}
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else
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{
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VSGeomVars.Vars.AlphaTest = Vector4.Zero;
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VSGeomVars.Vars.AlphaScale = Vector4.Zero;
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VSGeomVars.Vars.UseTreeNormals = Vector4.Zero;
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VSGeomVars.Vars.treeLod2Normal = Vector4.Zero;
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VSGeomVars.Vars.treeLod2Params = Vector4.Zero;
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}
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VSGeomVars.Update(context);
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VSGeomVars.SetVSCBuffer(context, 3);
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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.DiffuseSampler:
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texture = itex;
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break;
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}
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if (texture != null) break;
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}
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////try get default diffuse texture
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//if ((geom.DiffuseSampler >= 0) && (geom.DiffuseSampler < geom.Textures.Length))
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//{
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// texture = geom.Textures[geom.DiffuseSampler];
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//}
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//if ((texture == null) && (geom.TextureSampler_layer0 >= 0) && (geom.TextureSampler_layer0 < geom.Textures.Length))
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//{
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// texture = geom.Textures[geom.TextureSampler_layer0];
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//}
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//if ((texture == null) && (geom.TextureSampler_layer1 >= 0) && (geom.TextureSampler_layer1 < geom.Textures.Length))
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//{
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// texture = geom.Textures[geom.TextureSampler_layer1];
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//}
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//if ((texture == null) && (geom.TextureSampler_layer2 >= 0) && (geom.TextureSampler_layer2 < geom.Textures.Length))
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//{
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// texture = geom.Textures[geom.TextureSampler_layer2];
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//}
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//if ((texture == null) && (geom.TextureSampler_layer3 >= 0) && (geom.TextureSampler_layer3 < geom.Textures.Length))
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//{
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// texture = geom.Textures[geom.TextureSampler_layer3];
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//}
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//fallback try get first texture...
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int index = 0;
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while (((texture == null) || (texture.Texture2D == null)) && (index < geom.RenderableTextures.Length))
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{
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texture = geom.RenderableTextures[index];
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index++;
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}
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}
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bool usediff = ((texture != null) && (texture.Texture2D != null) && (texture.ShaderResourceView != null));
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PSEntityVars.Vars.EnableTexture = usediff ? 1u : 0u;
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PSEntityVars.Update(context);
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PSEntityVars.SetPSCBuffer(context, 1);
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if (usediff)
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{
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context.PixelShader.SetSampler(0, texsampler);
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//context.PixelShader.SetShaderResource(0, difftex.ShaderResourceView);
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texture.SetPSResource(context, 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.PixelShader.SetConstantBuffer(0, null);
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context.VertexShader.SetConstantBuffer(1, null);
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context.VertexShader.SetConstantBuffer(2, null);
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context.VertexShader.SetConstantBuffer(3, null);
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context.PixelShader.SetConstantBuffer(1, 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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if (texsampler != null)
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{
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texsampler.Dispose();
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texsampler = null;
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}
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foreach (InputLayout layout in layouts.Values)
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{
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layout.Dispose();
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}
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layouts.Clear();
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VSSceneVars.Dispose();
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VSEntityVars.Dispose();
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VSModelVars.Dispose();
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VSGeomVars.Dispose();
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PSSceneVars.Dispose();
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PSEntityVars.Dispose();
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basicps.Dispose();
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basicvs.Dispose();
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disposed = true;
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}
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}
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}
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