mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-23 07:22:52 +08:00
1072 lines
47 KiB
C#
1072 lines
47 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 BasicShaderVSSceneVars
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{
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public Matrix ViewProj;
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public Vector4 WindVector;
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}
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public struct BasicShaderVSEntityVars
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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 TintPaletteIndex;
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public uint Pad1;
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public Vector3 Scale;
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public uint IsInstanced;
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}
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public struct BasicShaderVSModelVars
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{
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public Matrix Transform;
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}
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public struct BasicShaderVSGeomVars
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{
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public uint EnableTint;
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public float TintYVal;
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public uint IsDecal;
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public uint EnableWind;
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public Vector4 WindOverrideParams;
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public Vector4 globalAnimUV0;
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public Vector4 globalAnimUV1;
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}
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public struct BasicShaderPSSceneVars
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{
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public ShaderGlobalLightParams GlobalLights;
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public uint EnableShadows;
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public uint RenderMode;//0=default, 1=normals, 2=tangents, 3=colours, 4=texcoords, 5=diffuse, 6=normalmap, 7=spec, 8=direct
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public uint RenderModeIndex; //colour/texcoord index
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public uint RenderSamplerCoord; //which texcoord to use in single texture mode
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}
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public struct BasicShaderPSGeomVars
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{
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public uint EnableTexture;//1+=diffuse1, 2+=diffuse2
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public uint EnableTint;
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public uint EnableNormalMap;
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public uint EnableSpecMap;
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public uint EnableDetailMap;
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public uint IsDecal;
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public uint IsEmissive;
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public uint IsDistMap;
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public float bumpiness;
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public float AlphaScale;
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public float HardAlphaBlend;
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public float useTessellation;
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public Vector4 detailSettings;
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public Vector3 specMapIntMask;
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public float specularIntensityMult;
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public float specularFalloffMult;
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public float specularFresnel;
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public float wetnessMultiplier;
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public uint SpecOnly;
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public Vector4 TextureAlphaMask;
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}
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public struct BasicShaderInstGlobalMatrix
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{
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public Vector4 Row1;
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public Vector4 Row2;
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public Vector4 Row3;
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}
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public struct BasicShaderInstGlobals
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{
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public BasicShaderInstGlobalMatrix M0;
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public BasicShaderInstGlobalMatrix M1;
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public BasicShaderInstGlobalMatrix M2;
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public BasicShaderInstGlobalMatrix M3;
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public BasicShaderInstGlobalMatrix M4;
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public BasicShaderInstGlobalMatrix M5;
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public BasicShaderInstGlobalMatrix M6;
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public BasicShaderInstGlobalMatrix M7;
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}
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public struct BasicShaderInstLocals
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{
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public Vector3 vecBatchAabbMin;
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public float instPad0;
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public Vector3 vecBatchAabbDelta;
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public float instPad1;
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public Vector4 vecPlayerPos;
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public Vector2 _vecCollParams;
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public Vector2 instPad2;
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public Vector4 fadeAlphaDistUmTimer;
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public Vector4 uMovementParams;
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public Vector4 _fakedGrassNormal;
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public Vector3 gScaleRange;
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public float instPad3;
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public Vector4 gWindBendingGlobals;
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public Vector2 gWindBendScaleVar;
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public float gAlphaTest;
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public float gAlphaToCoverageScale;
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public Vector3 gLodFadeInstRange;
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public uint gUseComputeShaderOutputBuffer;
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}
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public class BasicShader : Shader, IDisposable
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{
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bool disposed = false;
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VertexShader basicvspnct;
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VertexShader basicvspnctt;
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VertexShader basicvspncttt;
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VertexShader basicvspncct;
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VertexShader basicvspncctt;
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VertexShader basicvspnccttt;
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VertexShader basicvspnctx;
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VertexShader basicvspncctx;
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VertexShader basicvspncttx;
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VertexShader basicvspnccttx;
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VertexShader basicvspnctttx;
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VertexShader basicvspncctttx;
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VertexShader basicvspbbnct;
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VertexShader basicvspbbnctx;
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VertexShader basicvspbbnctt;
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VertexShader basicvspbbncttt;
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VertexShader basicvspbbncct;
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VertexShader basicvspbbncctx;
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VertexShader basicvspbbnccttx;
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VertexShader basicvspbbncttx;
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VertexShader basicvsbox;
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VertexShader basicvssphere;
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VertexShader basicvscapsule;
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VertexShader basicvscylinder;
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PixelShader basicps;
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PixelShader basicpsdef;
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GpuVarsBuffer<BasicShaderVSSceneVars> VSSceneVars;
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GpuVarsBuffer<BasicShaderVSEntityVars> VSEntityVars;
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GpuVarsBuffer<BasicShaderVSModelVars> VSModelVars;
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GpuVarsBuffer<BasicShaderVSGeomVars> VSGeomVars;
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GpuVarsBuffer<BasicShaderPSSceneVars> PSSceneVars;
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GpuVarsBuffer<BasicShaderPSGeomVars> PSGeomVars;
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GpuVarsBuffer<BasicShaderInstGlobals> InstGlobalVars;
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GpuVarsBuffer<BasicShaderInstLocals> InstLocalVars;
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GpuABuffer<Matrix3_s> BoneMatrices;
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GpuABuffer<Vector4> ClothVertices;
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SamplerState texsampler;
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SamplerState texsampleranis;
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SamplerState texsamplertnt;
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SamplerState texsamplertntyft;
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UnitCube cube; //for collision box render
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UnitSphere sphere; //for collision sphere render
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UnitCapsule capsule; //for collision capsule render
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UnitCylinder cylinder; //for collision cylinder render
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public bool AnisotropicFilter = false;
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public bool DecalMode = false;
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public float AlphaScale = 1.0f;
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public Vector4 WindVector = Vector4.Zero;
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public WorldRenderMode RenderMode = WorldRenderMode.Default;
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public int RenderVertexColourIndex = 1;
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public int RenderTextureCoordIndex = 1;
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public int RenderTextureSamplerCoord = 1;
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public ShaderParamNames RenderTextureSampler = ShaderParamNames.DiffuseSampler;
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public bool SpecularEnable = true;
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public bool Deferred = false;
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Matrix3_s[] defaultBoneMatrices;
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bool defaultBoneMatricesBound = false;
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private Dictionary<VertexType, InputLayout> layouts = new Dictionary<VertexType, InputLayout>();
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public BasicShader(Device device)
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{
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byte[] vspnctbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCT.cso");
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byte[] vspncttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTT.cso");
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byte[] vspnctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTTT.cso");
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byte[] vspncctbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCT.cso");
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byte[] vspnccttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTT.cso");
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byte[] vspncctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTT.cso");
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byte[] vspnctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTX.cso");
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byte[] vspncctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTX.cso");
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byte[] vspncttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTTX.cso");
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byte[] vspnccttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTX.cso");
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byte[] vspnctttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTTTX.cso");
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byte[] vspncctttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTTX.cso");
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byte[] vspbbnctbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCT.cso");
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byte[] vspbbnctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTX.cso");
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byte[] vspbbncttbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTT.cso");
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byte[] vspbbnctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTTT.cso");
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byte[] vspbbncctbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCT.cso");
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byte[] vspbbncctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCTX.cso");
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byte[] vspbbnccttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCTTX.cso");
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byte[] vspbbncttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTTX.cso");
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byte[] vsboxbytes = File.ReadAllBytes("Shaders\\BasicVS_Box.cso");
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byte[] vsspherebytes = File.ReadAllBytes("Shaders\\BasicVS_Sphere.cso");
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byte[] vscapsulebytes = File.ReadAllBytes("Shaders\\BasicVS_Capsule.cso");
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byte[] vscylinderbytes = File.ReadAllBytes("Shaders\\BasicVS_Cylinder.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\BasicPS.cso");
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byte[] psdefbytes = File.ReadAllBytes("Shaders\\BasicPS_Deferred.cso");
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basicvspnct = new VertexShader(device, vspnctbytes);
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basicvspnctt = new VertexShader(device, vspncttbytes);
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basicvspncttt = new VertexShader(device, vspnctttbytes);
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basicvspncct = new VertexShader(device, vspncctbytes);
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basicvspncctt = new VertexShader(device, vspnccttbytes);
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basicvspnccttt = new VertexShader(device, vspncctttbytes);
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basicvspnctx = new VertexShader(device, vspnctxbytes);
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basicvspncctx = new VertexShader(device, vspncctxbytes);
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basicvspncttx = new VertexShader(device, vspncttxbytes);
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basicvspnccttx = new VertexShader(device, vspnccttxbytes);
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basicvspnctttx = new VertexShader(device, vspnctttxbytes);
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basicvspncctttx = new VertexShader(device, vspncctttxbytes);
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basicvspbbnct = new VertexShader(device, vspbbnctbytes);
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basicvspbbnctx = new VertexShader(device, vspbbnctxbytes);
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basicvspbbnctt = new VertexShader(device, vspbbncttbytes);
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basicvspbbncttt = new VertexShader(device, vspbbnctttbytes);
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basicvspbbncct = new VertexShader(device, vspbbncctbytes);
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basicvspbbncctx = new VertexShader(device, vspbbncctxbytes);
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basicvspbbnccttx = new VertexShader(device, vspbbnccttxbytes);
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basicvspbbncttx = new VertexShader(device, vspbbncttxbytes);
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basicvsbox = new VertexShader(device, vsboxbytes);
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basicvssphere = new VertexShader(device, vsspherebytes);
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basicvscapsule = new VertexShader(device, vscapsulebytes);
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basicvscylinder = new VertexShader(device, vscylinderbytes);
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basicps = new PixelShader(device, psbytes);
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basicpsdef = new PixelShader(device, psdefbytes);
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VSSceneVars = new GpuVarsBuffer<BasicShaderVSSceneVars>(device);
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VSEntityVars = new GpuVarsBuffer<BasicShaderVSEntityVars>(device);
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VSModelVars = new GpuVarsBuffer<BasicShaderVSModelVars>(device);
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VSGeomVars = new GpuVarsBuffer<BasicShaderVSGeomVars>(device);
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PSSceneVars = new GpuVarsBuffer<BasicShaderPSSceneVars>(device);
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PSGeomVars = new GpuVarsBuffer<BasicShaderPSGeomVars>(device);
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InstGlobalVars = new GpuVarsBuffer<BasicShaderInstGlobals>(device);
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InstLocalVars = new GpuVarsBuffer<BasicShaderInstLocals>(device);
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BoneMatrices = new GpuABuffer<Matrix3_s>(device, 255);
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ClothVertices = new GpuABuffer<Vector4>(device, 254);
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InitInstGlobalVars();
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//supported layouts - requires Position, Normal, Colour, Texcoord
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layouts.Add(VertexType.Default, new InputLayout(device, vspnctbytes, VertexTypeGTAV.GetLayout(VertexType.Default)));
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layouts.Add(VertexType.PNCH2, new InputLayout(device, vspnctbytes, VertexTypeGTAV.GetLayout(VertexType.PNCH2, VertexDeclarationTypes.Types3)));//TODO?
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layouts.Add(VertexType.PNCTT, new InputLayout(device, vspncttbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTT)));
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layouts.Add(VertexType.PNCTTT, new InputLayout(device, vspnctttbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTT)));
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layouts.Add(VertexType.PNCCT, new InputLayout(device, vspncctbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCT)));
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layouts.Add(VertexType.PNCCTT, new InputLayout(device, vspnccttbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTT)));
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layouts.Add(VertexType.PNCCTTTT, new InputLayout(device, vspncctttbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTTTT)));//TODO..?
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//normalmap layouts - requires Position, Normal, Colour, Texcoord, Tangent (X)
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layouts.Add(VertexType.DefaultEx, new InputLayout(device, vspnctxbytes, VertexTypeGTAV.GetLayout(VertexType.DefaultEx)));
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layouts.Add(VertexType.PCCH2H4, new InputLayout(device, vspnctxbytes, VertexTypeGTAV.GetLayout(VertexType.PCCH2H4, VertexDeclarationTypes.Types2)));
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layouts.Add(VertexType.PNCCTX, new InputLayout(device, vspncctxbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTX)));
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layouts.Add(VertexType.PNCTTX, new InputLayout(device, vspncttxbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTX)));
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layouts.Add(VertexType.PNCCTTX, new InputLayout(device, vspnccttxbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTTX)));
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layouts.Add(VertexType.PNCCTTX_2, new InputLayout(device, vspnccttxbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTTX_2)));
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layouts.Add(VertexType.PNCTTTX, new InputLayout(device, vspnctttxbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTTX)));
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layouts.Add(VertexType.PNCTTTX_2, new InputLayout(device, vspnctttxbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTTX_2)));
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layouts.Add(VertexType.PNCTTTX_3, new InputLayout(device, vspnctttxbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTTX_3)));
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layouts.Add(VertexType.PNCTTTTX, new InputLayout(device, vspnctttxbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTTTX)));//TODO
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layouts.Add(VertexType.PNCCTTTX, new InputLayout(device, vspncctttxbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTTTX)));
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//skinned layouts
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layouts.Add(VertexType.PBBNCT, new InputLayout(device, vspbbnctbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCT)));
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layouts.Add(VertexType.PBBNCTX, new InputLayout(device, vspbbnctxbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTX)));
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layouts.Add(VertexType.PBBNCTT, new InputLayout(device, vspbbncttbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTT)));
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layouts.Add(VertexType.PBBNCTTT, new InputLayout(device, vspbbnctttbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTTT)));
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layouts.Add(VertexType.PBBNCCT, new InputLayout(device, vspbbncctbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCCT)));
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layouts.Add(VertexType.PBBNCCTT, new InputLayout(device, vspbbncctbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCCTT)));//TODO
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layouts.Add(VertexType.PBBNCCTX, new InputLayout(device, vspbbncctxbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCCTX)));
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layouts.Add(VertexType.PBBNCTTX, new InputLayout(device, vspbbncttxbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTTX)));
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layouts.Add(VertexType.PBBNCTTTX, new InputLayout(device, vspbbncttxbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTTTX)));//TODO
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layouts.Add(VertexType.PBBNCCTTX, new InputLayout(device, vspbbnccttxbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCCTTX)));
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//PBBCCT todo
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//PBBNC todo
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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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texsampleranis = 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.Anisotropic,
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MaximumAnisotropy = 8,
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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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texsamplertnt = new SamplerState(device, new SamplerStateDescription()
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{
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AddressU = TextureAddressMode.Clamp,
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AddressV = TextureAddressMode.Wrap,
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AddressW = TextureAddressMode.Wrap,
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BorderColor = Color.White,
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ComparisonFunction = Comparison.Always,
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Filter = Filter.MinMagMipPoint,
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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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texsamplertntyft = 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.White,
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ComparisonFunction = Comparison.Always,
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Filter = Filter.MinMagMipPoint,
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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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cube = new UnitCube(device, vsboxbytes, false, false, true);
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sphere = new UnitSphere(device, vsspherebytes, 4);
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capsule = new UnitCapsule(device, vscapsulebytes, 4);
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cylinder = new UnitCylinder(device, vscylinderbytes, 8);
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defaultBoneMatrices = new Matrix3_s[255];
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for (int i = 0; i < 255; i++)
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{
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defaultBoneMatrices[i].Row1 = Vector4.UnitX;
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defaultBoneMatrices[i].Row2 = Vector4.UnitY;
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defaultBoneMatrices[i].Row3 = Vector4.UnitZ;
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}
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}
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private void InitInstGlobalVars()
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{
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var m0 = Matrix3x3.RotationZ(0.00f * (float)Math.PI);
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var m1 = Matrix3x3.RotationZ(0.25f * (float)Math.PI);
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var m2 = Matrix3x3.RotationZ(0.50f * (float)Math.PI);
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var m3 = Matrix3x3.RotationZ(0.75f * (float)Math.PI);
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var m4 = Matrix3x3.RotationZ(1.00f * (float)Math.PI);
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var m5 = Matrix3x3.RotationZ(1.25f * (float)Math.PI);
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var m6 = Matrix3x3.RotationZ(1.50f * (float)Math.PI);
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var m7 = Matrix3x3.RotationZ(1.75f * (float)Math.PI);
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InstGlobalVars.Vars.M0.Row1 = new Vector4(m0.Row1, 1);
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InstGlobalVars.Vars.M0.Row2 = new Vector4(m0.Row2, 1);
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InstGlobalVars.Vars.M0.Row3 = new Vector4(m0.Row3, 1);
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InstGlobalVars.Vars.M1.Row1 = new Vector4(m1.Row1, 1);
|
|
InstGlobalVars.Vars.M1.Row2 = new Vector4(m1.Row2, 1);
|
|
InstGlobalVars.Vars.M1.Row3 = new Vector4(m1.Row3, 1);
|
|
InstGlobalVars.Vars.M2.Row1 = new Vector4(m2.Row1, 1);
|
|
InstGlobalVars.Vars.M2.Row2 = new Vector4(m2.Row2, 1);
|
|
InstGlobalVars.Vars.M2.Row3 = new Vector4(m2.Row3, 1);
|
|
InstGlobalVars.Vars.M3.Row1 = new Vector4(m3.Row1, 1);
|
|
InstGlobalVars.Vars.M3.Row2 = new Vector4(m3.Row2, 1);
|
|
InstGlobalVars.Vars.M3.Row3 = new Vector4(m3.Row3, 1);
|
|
InstGlobalVars.Vars.M4.Row1 = new Vector4(m4.Row1, 1);
|
|
InstGlobalVars.Vars.M4.Row2 = new Vector4(m4.Row2, 1);
|
|
InstGlobalVars.Vars.M4.Row3 = new Vector4(m4.Row3, 1);
|
|
InstGlobalVars.Vars.M5.Row1 = new Vector4(m5.Row1, 1);
|
|
InstGlobalVars.Vars.M5.Row2 = new Vector4(m5.Row2, 1);
|
|
InstGlobalVars.Vars.M5.Row3 = new Vector4(m5.Row3, 1);
|
|
InstGlobalVars.Vars.M6.Row1 = new Vector4(m6.Row1, 1);
|
|
InstGlobalVars.Vars.M6.Row2 = new Vector4(m6.Row2, 1);
|
|
InstGlobalVars.Vars.M6.Row3 = new Vector4(m6.Row3, 1);
|
|
InstGlobalVars.Vars.M7.Row1 = new Vector4(m7.Row1, 1);
|
|
InstGlobalVars.Vars.M7.Row2 = new Vector4(m7.Row2, 1);
|
|
InstGlobalVars.Vars.M7.Row3 = new Vector4(m7.Row3, 1);
|
|
|
|
}
|
|
|
|
|
|
private void SetVertexShader(DeviceContext context, VertexType type)
|
|
{
|
|
VertexShader vs = basicvspnct;
|
|
switch (type)
|
|
{
|
|
case VertexType.Default:
|
|
case VertexType.PNCH2:
|
|
vs = basicvspnct;
|
|
break;
|
|
case VertexType.PNCTT:
|
|
vs = basicvspnctt;
|
|
break;
|
|
case VertexType.PNCTTT:
|
|
vs = basicvspncttt;
|
|
break;
|
|
case VertexType.PNCCT:
|
|
vs = basicvspncct;
|
|
break;
|
|
case VertexType.PNCCTT://not used?
|
|
vs = basicvspncctt;
|
|
break;
|
|
case VertexType.PNCCTTTT://not used?
|
|
vs = basicvspnccttt;
|
|
break;
|
|
case VertexType.DefaultEx:
|
|
case VertexType.PCCH2H4:
|
|
vs = basicvspnctx;
|
|
break;
|
|
case VertexType.PNCCTX:
|
|
vs = basicvspncctx;
|
|
break;
|
|
case VertexType.PNCTTX:
|
|
vs = basicvspncttx;
|
|
break;
|
|
case VertexType.PNCCTTX://not used?
|
|
case VertexType.PNCCTTX_2://not used?
|
|
vs = basicvspnccttx;
|
|
break;
|
|
|
|
case VertexType.PNCTTTX:
|
|
case VertexType.PNCTTTX_2:
|
|
case VertexType.PNCTTTX_3:
|
|
case VertexType.PNCTTTTX: //not using last texcoords!
|
|
vs = basicvspnctttx;
|
|
break;
|
|
|
|
case VertexType.PNCCTTTX://not used?
|
|
vs = basicvspncctttx;
|
|
break;
|
|
|
|
case VertexType.PBBNCT:
|
|
vs = basicvspbbnct;
|
|
break;
|
|
case VertexType.PBBNCTT:
|
|
vs = basicvspbbnctt;
|
|
break;
|
|
case VertexType.PBBNCTTT:
|
|
vs = basicvspbbncttt;
|
|
break;
|
|
case VertexType.PBBNCCT:
|
|
vs = basicvspbbncct;
|
|
break;
|
|
case VertexType.PBBNCCTT://todo
|
|
vs = basicvspbbncct;
|
|
break;
|
|
case VertexType.PBBNCTX:
|
|
vs = basicvspbbnctx;
|
|
break;
|
|
case VertexType.PBBNCCTX:
|
|
vs = basicvspbbncctx;
|
|
break;
|
|
case VertexType.PBBNCTTX:
|
|
vs = basicvspbbncttx;
|
|
break;
|
|
case VertexType.PBBNCCTTX:
|
|
vs = basicvspbbnccttx;
|
|
break;
|
|
case VertexType.PBBNCTTTX:
|
|
vs = basicvspbbncttx;//TODO
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
|
|
}
|
|
context.VertexShader.Set(vs);
|
|
}
|
|
|
|
|
|
public override void SetShader(DeviceContext context)
|
|
{
|
|
context.PixelShader.Set(Deferred ? basicpsdef : basicps);
|
|
}
|
|
|
|
public override bool SetInputLayout(DeviceContext context, VertexType type)
|
|
{
|
|
InputLayout l;
|
|
if (layouts.TryGetValue(type, out l))
|
|
{
|
|
SetVertexShader(context, type);
|
|
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;
|
|
|
|
SpecularEnable = lights.SpecularEnabled;
|
|
|
|
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:
|
|
rendermode = 8;//direct mode
|
|
break;
|
|
}
|
|
|
|
|
|
VSSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
|
|
VSSceneVars.Vars.WindVector = WindVector;
|
|
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);
|
|
}
|
|
|
|
if (!InstGlobalVars.Flag) //on the first frame, update the instance globals
|
|
{
|
|
InstGlobalVars.Update(context);
|
|
InstGlobalVars.Flag = true;
|
|
}
|
|
|
|
}
|
|
|
|
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.Vars.IsInstanced = 0;
|
|
VSEntityVars.Update(context);
|
|
VSEntityVars.SetVSCBuffer(context, 2);
|
|
}
|
|
|
|
public override void SetModelVars(DeviceContext context, RenderableModel model)
|
|
{
|
|
if (model.Owner.Skeleton?.BoneTransforms != null)
|
|
{
|
|
SetBoneMatrices(context, model.Owner.Skeleton.BoneTransforms);
|
|
defaultBoneMatricesBound = false;
|
|
}
|
|
else if (!defaultBoneMatricesBound)
|
|
{
|
|
SetBoneMatrices(context, defaultBoneMatrices);
|
|
defaultBoneMatricesBound = true;
|
|
}
|
|
if (model.Owner.Cloth?.Vertices != null)
|
|
{
|
|
SetClothVertices(context, model.Owner.Cloth.Vertices);
|
|
}
|
|
|
|
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 texture = null;
|
|
RenderableTexture texture2 = null;
|
|
RenderableTexture tintpal = null;
|
|
RenderableTexture bumptex = null;
|
|
RenderableTexture spectex = null;
|
|
RenderableTexture detltex = null;
|
|
bool isdistmap = false;
|
|
|
|
float tntpalind = 0.0f;
|
|
if ((geom.RenderableTextures != null) && (geom.RenderableTextures.Length > 0))
|
|
{
|
|
if (RenderMode == WorldRenderMode.Default)
|
|
{
|
|
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];
|
|
if (itex == null) continue;
|
|
if (itex.Key?.NameHash == 1678728908 /*"blank"*/) continue;
|
|
switch (ihash)
|
|
{
|
|
case ShaderParamNames.DiffuseSampler:
|
|
case ShaderParamNames.PlateBgSampler:
|
|
texture = itex;
|
|
break;
|
|
case ShaderParamNames.BumpSampler:
|
|
case ShaderParamNames.PlateBgBumpSampler:
|
|
bumptex = itex;
|
|
break;
|
|
case ShaderParamNames.SpecSampler:
|
|
spectex = itex;
|
|
break;
|
|
case ShaderParamNames.DetailSampler:
|
|
detltex = itex;
|
|
break;
|
|
case ShaderParamNames.TintPaletteSampler:
|
|
case ShaderParamNames.TextureSamplerDiffPal:
|
|
tintpal = itex;
|
|
if (tintpal.Key != null)
|
|
{
|
|
//this is slightly dodgy but VSEntityVars should have the correct value in it...
|
|
tntpalind = (VSEntityVars.Vars.TintPaletteIndex + 0.5f) / tintpal.Key.Height;
|
|
}
|
|
break;
|
|
case ShaderParamNames.distanceMapSampler:
|
|
texture = itex;
|
|
isdistmap = true;
|
|
break;
|
|
case ShaderParamNames.DiffuseSampler2:
|
|
case ShaderParamNames.DiffuseExtraSampler:
|
|
texture2 = itex;
|
|
break;
|
|
case ShaderParamNames.heightSampler:
|
|
case ShaderParamNames.EnvironmentSampler:
|
|
//case MetaName.SnowSampler0:
|
|
//case MetaName.SnowSampler1:
|
|
//case MetaName.DiffuseSampler3:
|
|
//case MetaName.DirtSampler:
|
|
//case MetaName.DirtBumpSampler:
|
|
break;
|
|
case ShaderParamNames.FlowSampler:
|
|
case ShaderParamNames.FogSampler:
|
|
case ShaderParamNames.FoamSampler:
|
|
if (texture == null) texture = itex;
|
|
break;
|
|
default:
|
|
if (texture == null) texture = itex;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (RenderMode == WorldRenderMode.SingleTexture)
|
|
{
|
|
for (int i = 0; i < geom.RenderableTextures.Length; i++)
|
|
{
|
|
var itex = geom.RenderableTextures[i];
|
|
var ihash = geom.TextureParamHashes[i];
|
|
if (ihash == RenderTextureSampler)
|
|
{
|
|
texture = itex;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
bool usediff = ((texture != null) && (texture.ShaderResourceView != null));
|
|
bool usediff2 = ((texture2 != null) && (texture2.ShaderResourceView != null));
|
|
bool usebump = ((bumptex != null) && (bumptex.ShaderResourceView != null));
|
|
bool usespec = ((spectex != null) && (spectex.ShaderResourceView != null));
|
|
bool usedetl = ((detltex != null) && (detltex.ShaderResourceView != null));
|
|
bool usetint = ((tintpal != null) && (tintpal.ShaderResourceView != null));
|
|
|
|
uint tintflag = 0;
|
|
if (usetint) tintflag = 1;
|
|
|
|
Vector4 textureAlphaMask = Vector4.Zero;
|
|
uint decalflag = DecalMode ? 1u : 0u;
|
|
uint windflag = geom.EnableWind ? 1u : 0u;
|
|
uint emflag = geom.IsEmissive ? 1u : 0u;
|
|
uint pstintflag = tintflag;
|
|
var shaderName = geom.DrawableGeom.Shader.Name;
|
|
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}
|
|
if (usetint) tintflag = 2; //use 2nd vertex colour channel for tint...
|
|
break;
|
|
case 3267631682: //weapon_normal_spec_detail_tnt.sps
|
|
case 14185869: //weapon_normal_spec_tnt.sps
|
|
break; //regular tinting?
|
|
case 231364109: //weapon_normal_spec_cutout_palette.sps
|
|
case 3294641629://weapon_normal_spec_detail_palette.sps
|
|
case 731050667: //weapon_normal_spec_palette.sps
|
|
if (usetint) { tintflag = 0; pstintflag = 2; } //use diffuse sampler alpha for tint lookup!
|
|
break;
|
|
case 3880384844://{decal_spec_only.sps}w
|
|
case 600733812://{decal_amb_only.sps}
|
|
case 2842248626://{spec_decal.sps}
|
|
case 2457676400://{reflect_decal.sps}
|
|
case 2706821972://{mirror_decal.sps}
|
|
//if (RenderMode == WorldRenderMode.Default) usediff = false;
|
|
break;
|
|
case 2655725442://{decal_dirt.sps}
|
|
textureAlphaMask = geom.DirtDecalMask;
|
|
decalflag = 2;
|
|
break;
|
|
}
|
|
|
|
if (VSEntityVars.Vars.IsInstanced>0)
|
|
{
|
|
pstintflag = 1;
|
|
switch (shaderFile.Hash)
|
|
{
|
|
case 916743331: //{grass_batch.sps}
|
|
windflag = 1;
|
|
break;
|
|
case 3833671083://{normal_spec_batch.sps}
|
|
windflag = 0;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
PSGeomVars.Vars.EnableTexture = (usediff ? 1u : 0u) + (usediff2 ? 2u : 0u);
|
|
PSGeomVars.Vars.EnableTint = pstintflag;
|
|
PSGeomVars.Vars.EnableNormalMap = usebump ? 1u : 0u;
|
|
PSGeomVars.Vars.EnableSpecMap = usespec ? 1u : 0u;
|
|
PSGeomVars.Vars.EnableDetailMap = usedetl ? 1u : 0u;
|
|
PSGeomVars.Vars.IsDecal = decalflag;
|
|
PSGeomVars.Vars.IsEmissive = emflag;
|
|
PSGeomVars.Vars.IsDistMap = isdistmap ? 1u : 0u;
|
|
PSGeomVars.Vars.bumpiness = geom.bumpiness;
|
|
PSGeomVars.Vars.AlphaScale = isdistmap ? 1.0f : AlphaScale;
|
|
PSGeomVars.Vars.HardAlphaBlend = 0.0f; //todo: cutouts flag!
|
|
PSGeomVars.Vars.useTessellation = 0.0f;
|
|
PSGeomVars.Vars.detailSettings = geom.detailSettings;
|
|
PSGeomVars.Vars.specMapIntMask = geom.specMapIntMask;
|
|
PSGeomVars.Vars.specularIntensityMult = SpecularEnable ? geom.specularIntensityMult : 0.0f;
|
|
PSGeomVars.Vars.specularFalloffMult = geom.specularFalloffMult;
|
|
PSGeomVars.Vars.specularFresnel = geom.specularFresnel;
|
|
PSGeomVars.Vars.wetnessMultiplier = geom.wetnessMultiplier;
|
|
PSGeomVars.Vars.SpecOnly = geom.SpecOnly ? 1u : 0u;
|
|
PSGeomVars.Vars.TextureAlphaMask = textureAlphaMask;
|
|
PSGeomVars.Update(context);
|
|
PSGeomVars.SetPSCBuffer(context, 2);
|
|
|
|
VSGeomVars.Vars.EnableTint = tintflag;
|
|
VSGeomVars.Vars.TintYVal = tntpalind;
|
|
VSGeomVars.Vars.IsDecal = DecalMode ? 1u : 0u;
|
|
VSGeomVars.Vars.EnableWind = windflag;
|
|
VSGeomVars.Vars.WindOverrideParams = geom.WindOverrideParams;
|
|
VSGeomVars.Vars.globalAnimUV0 = geom.globalAnimUV0;
|
|
VSGeomVars.Vars.globalAnimUV1 = geom.globalAnimUV1;
|
|
VSGeomVars.Update(context);
|
|
VSGeomVars.SetVSCBuffer(context, 4);
|
|
|
|
context.VertexShader.SetSampler(0, geom.IsFragment ? texsamplertntyft : texsamplertnt);
|
|
context.PixelShader.SetSampler(0, AnisotropicFilter ? texsampleranis : texsampler);
|
|
if (usediff)
|
|
{
|
|
texture.SetPSResource(context, 0);
|
|
}
|
|
if (usebump)
|
|
{
|
|
bumptex.SetPSResource(context, 2);
|
|
}
|
|
if (usespec)
|
|
{
|
|
spectex.SetPSResource(context, 3);
|
|
}
|
|
if (usedetl)
|
|
{
|
|
detltex.SetPSResource(context, 4);
|
|
}
|
|
if (usediff2)
|
|
{
|
|
texture2.SetPSResource(context, 5);
|
|
}
|
|
if (usetint)
|
|
{
|
|
tintpal.SetVSResource(context, 0);
|
|
}
|
|
if (pstintflag == 2)
|
|
{
|
|
tintpal.SetPSResource(context, 6);
|
|
}
|
|
|
|
|
|
if (geom.BoneTransforms != null)
|
|
{
|
|
SetBoneMatrices(context, geom.BoneTransforms);
|
|
defaultBoneMatricesBound = false;
|
|
}
|
|
|
|
}
|
|
|
|
public void SetBoneMatrices(DeviceContext context, Matrix3_s[] matrices)
|
|
{
|
|
BoneMatrices.Update(context, matrices);
|
|
BoneMatrices.SetVSCBuffer(context, 7);
|
|
}
|
|
|
|
public void SetClothVertices(DeviceContext context, Vector4[] vertices)
|
|
{
|
|
ClothVertices.Update(context, vertices);
|
|
ClothVertices.SetVSCBuffer(context, 8);
|
|
}
|
|
|
|
|
|
public void SetInstanceVars(DeviceContext context, RenderableInstanceBatch batch)
|
|
{
|
|
var gb = batch.Key;
|
|
|
|
// sanity check
|
|
if (batch.GrassInstanceBuffer == null)
|
|
return;
|
|
|
|
VSEntityVars.Vars.CamRel = new Vector4(batch.CamRel, 0.0f);
|
|
VSEntityVars.Vars.Orientation = Quaternion.Identity;
|
|
VSEntityVars.Vars.Scale = Vector3.One;
|
|
VSEntityVars.Vars.HasSkeleton = 0;
|
|
VSEntityVars.Vars.HasTransforms = 0;
|
|
VSEntityVars.Vars.TintPaletteIndex = 0;
|
|
VSEntityVars.Vars.IsInstanced = 1;
|
|
VSEntityVars.Update(context);
|
|
VSEntityVars.SetVSCBuffer(context, 2);
|
|
|
|
InstGlobalVars.SetVSCBuffer(context, 5);
|
|
|
|
InstLocalVars.Vars.vecBatchAabbMin = batch.AABBMin;
|
|
InstLocalVars.Vars.vecBatchAabbDelta = batch.AABBMax - batch.AABBMin;
|
|
InstLocalVars.Vars.vecPlayerPos = new Vector4(batch.Position - batch.CamRel, 1.0f);
|
|
InstLocalVars.Vars._vecCollParams = new Vector2(2.0f, -3.0f);//range, offset
|
|
InstLocalVars.Vars.fadeAlphaDistUmTimer = new Vector4(0.0f);
|
|
InstLocalVars.Vars.uMovementParams = new Vector4(0.0f);
|
|
InstLocalVars.Vars._fakedGrassNormal = new Vector4(Vector3.Normalize(-batch.CamRel), 0.0f);
|
|
InstLocalVars.Vars.gScaleRange = gb.Batch.ScaleRange;
|
|
InstLocalVars.Vars.gWindBendingGlobals = new Vector4(WindVector.X, WindVector.Y, 1.0f, 1.0f);
|
|
InstLocalVars.Vars.gWindBendScaleVar = new Vector2(WindVector.Z, WindVector.W);
|
|
InstLocalVars.Vars.gAlphaTest = 0.0f;
|
|
InstLocalVars.Vars.gAlphaToCoverageScale = 1.0f;
|
|
InstLocalVars.Vars.gLodFadeInstRange = new Vector3(gb.Batch.LodInstFadeRange, gb.Batch.LodFadeStartDist, gb.Batch.lodDist);
|
|
InstLocalVars.Vars.gUseComputeShaderOutputBuffer = 0;
|
|
InstLocalVars.Update(context);
|
|
InstLocalVars.SetVSCBuffer(context, 6);
|
|
|
|
|
|
context.VertexShader.SetShaderResource(2, batch.GrassInstanceBuffer.SRV);
|
|
}
|
|
|
|
|
|
public void RenderBoundGeom(DeviceContext context, RenderableBoundGeometryInst inst)
|
|
{
|
|
|
|
|
|
VSEntityVars.Vars.CamRel = new Vector4(inst.Inst.CamRel, 0.0f);
|
|
VSEntityVars.Vars.Orientation = inst.Inst.Orientation;
|
|
VSEntityVars.Vars.Scale = inst.Inst.Scale;
|
|
VSEntityVars.Vars.HasSkeleton = 0;
|
|
VSEntityVars.Vars.HasTransforms = 0; //todo! bounds transforms..?
|
|
VSEntityVars.Vars.TintPaletteIndex = 0;
|
|
VSEntityVars.Vars.IsInstanced = 0;
|
|
VSEntityVars.Update(context);
|
|
VSEntityVars.SetVSCBuffer(context, 2);
|
|
|
|
PSGeomVars.Vars.EnableTexture = 0;
|
|
PSGeomVars.Vars.EnableTint = 0;
|
|
PSGeomVars.Vars.EnableNormalMap = 0;
|
|
PSGeomVars.Vars.EnableSpecMap = 0;
|
|
PSGeomVars.Vars.EnableDetailMap = 0;
|
|
PSGeomVars.Vars.IsDecal = 0;
|
|
PSGeomVars.Vars.IsEmissive = 0;
|
|
PSGeomVars.Vars.IsDistMap = 0;
|
|
PSGeomVars.Vars.bumpiness = 0;
|
|
PSGeomVars.Vars.AlphaScale = 1;
|
|
PSGeomVars.Vars.HardAlphaBlend = 0;
|
|
PSGeomVars.Vars.useTessellation = 0;
|
|
PSGeomVars.Vars.detailSettings = Vector4.Zero;
|
|
PSGeomVars.Vars.specMapIntMask = Vector3.Zero;
|
|
PSGeomVars.Vars.specularIntensityMult = 1.0f;
|
|
PSGeomVars.Vars.specularFalloffMult = 1.0f;
|
|
PSGeomVars.Vars.specularFresnel = 1.0f;
|
|
PSGeomVars.Vars.wetnessMultiplier = 0.0f;
|
|
PSGeomVars.Vars.SpecOnly = 0;
|
|
PSGeomVars.Vars.TextureAlphaMask = Vector4.Zero;
|
|
PSGeomVars.Update(context);
|
|
PSGeomVars.SetPSCBuffer(context, 2);
|
|
|
|
VSGeomVars.Vars.EnableTint = 0;
|
|
VSGeomVars.Vars.TintYVal = 0.0f;
|
|
VSGeomVars.Vars.IsDecal = 0;
|
|
VSGeomVars.Vars.EnableWind = 0;
|
|
VSGeomVars.Vars.WindOverrideParams = Vector4.Zero;
|
|
VSGeomVars.Vars.globalAnimUV0 = new Vector4(1.0f, 0.0f, 0.0f, 0.0f);
|
|
VSGeomVars.Vars.globalAnimUV1 = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
|
|
VSGeomVars.Update(context);
|
|
VSGeomVars.SetVSCBuffer(context, 4);
|
|
|
|
|
|
if (inst.Geom.VertexBuffer != null) //render the triangles
|
|
{
|
|
SetVertexShader(context, VertexType.Default);
|
|
SetInputLayout(context, VertexType.Default);
|
|
inst.Geom.RenderTriangles(context);
|
|
}
|
|
|
|
//render the boxes
|
|
if (inst.Geom.BoxBuffer != null)
|
|
{
|
|
context.VertexShader.Set(basicvsbox);
|
|
context.VertexShader.SetShaderResource(1, inst.Geom.BoxBuffer.SRV);
|
|
cube.DrawInstanced(context, inst.Geom.BoxBuffer.StructCount);
|
|
}
|
|
|
|
//render the spheres
|
|
if (inst.Geom.SphereBuffer != null)
|
|
{
|
|
context.VertexShader.Set(basicvssphere);
|
|
context.VertexShader.SetShaderResource(1, inst.Geom.SphereBuffer.SRV);
|
|
sphere.DrawInstanced(context, inst.Geom.SphereBuffer.StructCount);
|
|
}
|
|
|
|
//render the capsules
|
|
if (inst.Geom.CapsuleBuffer != null)
|
|
{
|
|
context.VertexShader.Set(basicvscapsule);
|
|
context.VertexShader.SetShaderResource(1, inst.Geom.CapsuleBuffer.SRV);
|
|
capsule.DrawInstanced(context, inst.Geom.CapsuleBuffer.StructCount);
|
|
}
|
|
|
|
//render the cylinders
|
|
if (inst.Geom.CylinderBuffer != null)
|
|
{
|
|
context.VertexShader.Set(basicvscylinder);
|
|
context.VertexShader.SetShaderResource(1, inst.Geom.CylinderBuffer.SRV);
|
|
cylinder.DrawInstanced(context, inst.Geom.CylinderBuffer.StructCount);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
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.SetConstantBuffer(5, null);
|
|
context.VertexShader.SetConstantBuffer(6, null);
|
|
context.VertexShader.SetSampler(0, null);
|
|
context.PixelShader.SetSampler(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.VertexShader.SetShaderResource(0, null);
|
|
context.VertexShader.SetShaderResource(1, null);
|
|
context.VertexShader.SetShaderResource(2, null);
|
|
context.VertexShader.Set(null);
|
|
context.PixelShader.Set(null);
|
|
}
|
|
|
|
|
|
public void Dispose()
|
|
{
|
|
if (disposed) return;
|
|
|
|
cube.Dispose();
|
|
sphere.Dispose();
|
|
capsule.Dispose();
|
|
cylinder.Dispose();
|
|
|
|
texsampler.Dispose();
|
|
texsampleranis.Dispose();
|
|
texsamplertnt.Dispose();
|
|
|
|
foreach (InputLayout layout in layouts.Values)
|
|
{
|
|
layout.Dispose();
|
|
}
|
|
layouts.Clear();
|
|
|
|
VSSceneVars.Dispose();
|
|
VSEntityVars.Dispose();
|
|
VSModelVars.Dispose();
|
|
VSGeomVars.Dispose();
|
|
PSSceneVars.Dispose();
|
|
PSGeomVars.Dispose();
|
|
InstGlobalVars.Dispose();
|
|
InstLocalVars.Dispose();
|
|
BoneMatrices.Dispose();
|
|
ClothVertices.Dispose();
|
|
|
|
basicps.Dispose();
|
|
basicpsdef.Dispose();
|
|
basicvspnct.Dispose();
|
|
basicvspnctt.Dispose();
|
|
basicvspncttt.Dispose();
|
|
basicvspncct.Dispose();
|
|
basicvspncctt.Dispose();
|
|
basicvspnccttt.Dispose();
|
|
basicvspnctx.Dispose();
|
|
basicvspncctx.Dispose();
|
|
basicvspncttx.Dispose();
|
|
basicvspnccttx.Dispose();
|
|
basicvspnctttx.Dispose();
|
|
basicvspncctttx.Dispose();
|
|
basicvspbbnct.Dispose();
|
|
basicvspbbnctx.Dispose();
|
|
basicvspbbnctt.Dispose();
|
|
basicvspbbncttt.Dispose();
|
|
basicvspbbncct.Dispose();
|
|
basicvspbbncctx.Dispose();
|
|
basicvspbbnccttx.Dispose();
|
|
basicvspbbncttx.Dispose();
|
|
basicvsbox.Dispose();
|
|
basicvssphere.Dispose();
|
|
basicvscapsule.Dispose();
|
|
basicvscylinder.Dispose();
|
|
|
|
disposed = true;
|
|
}
|
|
}
|
|
}
|