CodeWalker/Rendering/Shaders/TreesLodShader.cs

321 lines
12 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 TreesLodShaderVSSceneVars
{
public Matrix ViewProj;
}
public struct TreesLodShaderVSEntityVars
{
public Vector4 CamRel;
public Quaternion Orientation;
public uint HasSkeleton;
public uint HasTransforms;
public uint Pad0;
public uint Pad1;
public Vector3 Scale;
public uint Pad2;
}
public struct TreesLodShaderVSModelVars
{
public Matrix Transform;
}
public struct TreesLodShaderVSGeometryVars
{
public Vector4 AlphaTest;
public Vector4 AlphaScale;
public Vector4 UseTreeNormals;
public Vector4 treeLod2Normal;
public Vector4 treeLod2Params;
}
public struct TreesLodShaderPSSceneVars
{
public ShaderGlobalLightParams GlobalLights;
}
public struct TreesLodShaderPSEntityVars
{
public uint EnableTexture;
public uint Pad1;
public uint Pad2;
public uint Pad3;
}
public class TreesLodShader : Shader, IDisposable
{
bool disposed = false;
VertexShader basicvs;
PixelShader basicps;
GpuVarsBuffer<TreesLodShaderVSSceneVars> VSSceneVars;
GpuVarsBuffer<TreesLodShaderVSEntityVars> VSEntityVars;
GpuVarsBuffer<TreesLodShaderVSModelVars> VSModelVars;
GpuVarsBuffer<TreesLodShaderVSGeometryVars> VSGeomVars;
GpuVarsBuffer<TreesLodShaderPSSceneVars> PSSceneVars;
GpuVarsBuffer<TreesLodShaderPSEntityVars> PSEntityVars;
SamplerState texsampler;
private Dictionary<VertexType, InputLayout> layouts = new Dictionary<VertexType, InputLayout>();
public TreesLodShader(Device device)
{
byte[] vsbytes = File.ReadAllBytes("Shaders\\TreesLodVS.cso");
byte[] psbytes = File.ReadAllBytes("Shaders\\TreesLodPS.cso");
basicvs = new VertexShader(device, vsbytes);
basicps = new PixelShader(device, psbytes);
VSSceneVars = new GpuVarsBuffer<TreesLodShaderVSSceneVars>(device);
VSEntityVars = new GpuVarsBuffer<TreesLodShaderVSEntityVars>(device);
VSModelVars = new GpuVarsBuffer<TreesLodShaderVSModelVars>(device);
VSGeomVars = new GpuVarsBuffer<TreesLodShaderVSGeometryVars>(device);
PSSceneVars = new GpuVarsBuffer<TreesLodShaderPSSceneVars>(device);
PSEntityVars = new GpuVarsBuffer<TreesLodShaderPSEntityVars>(device);
//layouts.Add(VertexType.PNCCT, new InputLayout(device, vsbytes, VertexTypePNCCT.GetLayout()));
layouts.Add(VertexType.PNCCTTTT, new InputLayout(device, vsbytes, VertexTypePNCCTTTT.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(basicvs);
context.PixelShader.Set(basicps);
}
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)
{
VSSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
VSSceneVars.Update(context);
VSSceneVars.SetVSCBuffer(context, 0);
PSSceneVars.Vars.GlobalLights = lights.Params;
PSSceneVars.Update(context);
PSSceneVars.SetPSCBuffer(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.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;
//trees_lod2
//PNCCTTTT: texcoord2 seems to be 0-1 for the billboard, vertex pos is billboard root.
//param for billboard dir... (treeLod2Normal)
//trees_lod
//PNCCT:
if (geom.VertexType != VertexType.PNCCTTTT)
{ }
var shader = geom.DrawableGeom.Shader;
if (shader.Name.Hash == 1874959840)
{
int nparams = 0;
MetaName[] hashes = null;
ShaderParameter[] sparams = null;
if (shader.ParametersList != null)
{
nparams = shader.ParametersList.Hashes.Length;
hashes = shader.ParametersList.Hashes;
sparams = shader.ParametersList.Parameters;
}
for (int i = 0; i < nparams; i++)
{
var h = (ShaderParamNames)shader.ParametersList.Hashes[i];
switch (h)
{
case ShaderParamNames.AlphaTest: VSGeomVars.Vars.AlphaTest = (Vector4)sparams[i].Data; break;
case ShaderParamNames.AlphaScale: VSGeomVars.Vars.AlphaScale = (Vector4)sparams[i].Data; break;
case ShaderParamNames.UseTreeNormals: VSGeomVars.Vars.UseTreeNormals = (Vector4)sparams[i].Data; break;
case ShaderParamNames.treeLod2Normal: VSGeomVars.Vars.treeLod2Normal = (Vector4)sparams[i].Data; break;
case ShaderParamNames.treeLod2Params: VSGeomVars.Vars.treeLod2Params = (Vector4)sparams[i].Data; break;
}
}
}
else
{
VSGeomVars.Vars.AlphaTest = Vector4.Zero;
VSGeomVars.Vars.AlphaScale = Vector4.Zero;
VSGeomVars.Vars.UseTreeNormals = Vector4.Zero;
VSGeomVars.Vars.treeLod2Normal = Vector4.Zero;
VSGeomVars.Vars.treeLod2Params = Vector4.Zero;
}
VSGeomVars.Update(context);
VSGeomVars.SetVSCBuffer(context, 3);
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 ShaderParamNames.DiffuseSampler:
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...
int index = 0;
while (((texture == null) || (texture.Texture2D == null)) && (index < geom.RenderableTextures.Length))
{
texture = geom.RenderableTextures[index];
index++;
}
}
bool usediff = ((texture != null) && (texture.Texture2D != null) && (texture.ShaderResourceView != null));
PSEntityVars.Vars.EnableTexture = usediff ? 1u : 0u;
PSEntityVars.Update(context);
PSEntityVars.SetPSCBuffer(context, 1);
if (usediff)
{
context.PixelShader.SetSampler(0, texsampler);
//context.PixelShader.SetShaderResource(0, difftex.ShaderResourceView);
texture.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.VertexShader.SetConstantBuffer(2, null);
context.VertexShader.SetConstantBuffer(3, null);
context.PixelShader.SetConstantBuffer(1, 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();
VSGeomVars.Dispose();
PSSceneVars.Dispose();
PSEntityVars.Dispose();
basicps.Dispose();
basicvs.Dispose();
disposed = true;
}
}
}