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https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-23 07:22:52 +08:00
441 lines
18 KiB
C#
441 lines
18 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 ShadowShaderVSSceneVars
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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 ShadowShaderVSEntityVars
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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 Pad2;
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}
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public struct ShadowShaderVSModelVars
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{
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public Matrix Transform;
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}
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//public struct ShadowShaderVSGeomVars
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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 Pad5;
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//}
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public struct ShadowShaderGeomVars
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{
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public uint EnableTexture;
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public uint EnableTint;
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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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}
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public class ShadowShader : Shader, IDisposable
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{
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bool disposed = false;
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VertexShader shadowvs;
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VertexShader shadowvs_skin;
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PixelShader shadowps;
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GpuVarsBuffer<ShadowShaderVSSceneVars> VSSceneVars;
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GpuVarsBuffer<ShadowShaderVSEntityVars> VSEntityVars;
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GpuVarsBuffer<ShadowShaderVSModelVars> VSModelVars;
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GpuVarsBuffer<ShadowShaderGeomVars> GeomVars;
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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 texsamplerc;
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//public bool DecalMode = false;
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public Vector4 WindVector { get; set; }
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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 ShadowShader(Device device)
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{
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byte[] vsbytes = File.ReadAllBytes("Shaders\\ShadowVS.cso");
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byte[] vssbytes = File.ReadAllBytes("Shaders\\ShadowVS_Skin.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\ShadowPS.cso");
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shadowvs = new VertexShader(device, vsbytes);
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shadowvs_skin = new VertexShader(device, vssbytes);
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shadowps = new PixelShader(device, psbytes);
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VSSceneVars = new GpuVarsBuffer<ShadowShaderVSSceneVars>(device);
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VSEntityVars = new GpuVarsBuffer<ShadowShaderVSEntityVars>(device);
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VSModelVars = new GpuVarsBuffer<ShadowShaderVSModelVars>(device);
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GeomVars = new GpuVarsBuffer<ShadowShaderGeomVars>(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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//supported layouts - requires Position, Normal, Colour, Texcoord
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layouts.Add(VertexType.Default, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.Default)));
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layouts.Add(VertexType.DefaultEx, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.DefaultEx)));
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layouts.Add(VertexType.PNCCT, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCT)));
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layouts.Add(VertexType.PNCCTTTT, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTTTT)));
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layouts.Add(VertexType.PNCTTTX, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTTX)));
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layouts.Add(VertexType.PNCTTTX_2, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTTX_2)));
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layouts.Add(VertexType.PNCTTTX_3, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTTX_3)));
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layouts.Add(VertexType.PNCTTTTX, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTTTX)));
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layouts.Add(VertexType.PNCTTX, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTX)));
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layouts.Add(VertexType.PNCCTTX, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTTX)));
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layouts.Add(VertexType.PNCCTTX_2, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTTX_2)));
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layouts.Add(VertexType.PNCCTTTX, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTTTX)));
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layouts.Add(VertexType.PNCCTT, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTT)));
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layouts.Add(VertexType.PNCCTX, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTX)));
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layouts.Add(VertexType.PNCH2, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCH2, VertexDeclarationTypes.Types3)));
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layouts.Add(VertexType.PCCH2H4, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PCCH2H4, VertexDeclarationTypes.Types2)));
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layouts.Add(VertexType.PNCTT, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTT)));
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layouts.Add(VertexType.PNCTTT, new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTT)));
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layouts.Add(VertexType.PBBNCT, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCT)));
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layouts.Add(VertexType.PBBNCTX, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTX)));
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layouts.Add(VertexType.PBBNCTT, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTT)));
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layouts.Add(VertexType.PBBNCTTT, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTTT)));
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layouts.Add(VertexType.PBBNCCT, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCCT)));
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layouts.Add(VertexType.PBBNCCTT, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCCTT)));//TODO
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layouts.Add(VertexType.PBBNCCTX, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCCTX)));
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layouts.Add(VertexType.PBBNCTTX, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTTX)));
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layouts.Add(VertexType.PBBNCTTTX, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTTTX)));//TODO
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layouts.Add(VertexType.PBBNCCTTX, new InputLayout(device, vssbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCCTTX)));//TODO
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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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texsamplerc = new SamplerState(device, new SamplerStateDescription()
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{
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AddressU = TextureAddressMode.Clamp,
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AddressV = TextureAddressMode.Clamp,
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AddressW = TextureAddressMode.Clamp,
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BorderColor = Color.Black,
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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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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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public override void SetShader(DeviceContext context)
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{
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context.PixelShader.Set(shadowps);
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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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VertexShader vs = shadowvs;
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switch (type)
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{
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case VertexType.PBBNCT:
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case VertexType.PBBNCTX:
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case VertexType.PBBNCTT:
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case VertexType.PBBNCTTT:
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case VertexType.PBBNCCT:
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case VertexType.PBBNCCTT:
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case VertexType.PBBNCCTX:
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case VertexType.PBBNCTTX:
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case VertexType.PBBNCTTTX:
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case VertexType.PBBNCCTTX:
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vs = shadowvs_skin;
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break;
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}
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context.VertexShader.Set(vs);
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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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}
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public void SetSceneVars(DeviceContext context, Matrix shadowviewproj)
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{
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VSSceneVars.Vars.ViewProj = Matrix.Transpose(shadowviewproj);
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VSSceneVars.Vars.WindVector = WindVector;
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VSSceneVars.Update(context);
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VSSceneVars.SetVSCBuffer(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.Vars.TintPaletteIndex = rend.TintPaletteIndex;
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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.Owner.Skeleton?.BoneTransforms != null)
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{
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SetBoneMatrices(context, model.Owner.Skeleton.BoneTransforms);
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defaultBoneMatricesBound = false;
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}
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else if (!defaultBoneMatricesBound)
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{
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SetBoneMatrices(context, defaultBoneMatrices);
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defaultBoneMatricesBound = true;
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}
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if (model.Owner.Cloth?.Vertices != null)
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{
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SetClothVertices(context, model.Owner.Cloth.Vertices);
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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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//RenderableTexture tintpal = null;
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//float tntpalind = 0.0f;
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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 ShaderParamNames.DiffuseSampler:
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case ShaderParamNames.TextureSampler_layer0:
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case ShaderParamNames.TextureSampler_layer1:
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case ShaderParamNames.TextureSampler_layer2:
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case ShaderParamNames.TextureSampler_layer3:
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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... eventaully remove this! (helps with water for now)
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int index = 0;
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while (((texture == 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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//if ((geom.PaletteTexture >= 0) && (geom.PaletteTexture < geom.Textures.Length))
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//{
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// tintpal = geom.Textures[geom.PaletteTexture];
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// if (tintpal.Texture != null)
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// {
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// //this is slightly dodgy but vsentvarsdata should have the correct value in it...
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// tntpalind = (vsentvarsdata.TintPaletteIndex + 0.5f) / tintpal.Texture.Height;
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// }
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//}
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}
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bool usediff = ((texture != null) && (texture.ShaderResourceView != null));
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uint windflag = 0;
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uint tintflag = 0;
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var shaderFile = geom.DrawableGeom.Shader.FileName;
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switch (shaderFile.Hash)
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{
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case 2245870123: //trees_normal_diffspec_tnt.sps
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case 3334613197: //trees_tnt.sps
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case 1229591973://{trees_normal_spec_tnt.sps}
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case 2322653400://{trees.sps}
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case 3192134330://{trees_normal.sps}
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case 1224713457://{trees_normal_spec.sps}
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case 4265705004://{trees_normal_diffspec.sps}
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windflag = 1;
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break;
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case 231364109: //weapon_normal_spec_cutout_palette.sps
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case 3294641629://weapon_normal_spec_detail_palette.sps
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case 731050667: //weapon_normal_spec_palette.sps
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tintflag = 2; //use diffuse sampler alpha for tint lookup! (ignore texture alpha in PS)
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break;
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}
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GeomVars.Vars.EnableTexture = usediff ? 1u : 0u;
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GeomVars.Vars.EnableTint = tintflag;// usetint ? 1u : 0u;
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GeomVars.Vars.IsDecal = 0u;// DecalMode ? 1u : 0u;
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GeomVars.Vars.EnableWind = windflag;
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GeomVars.Vars.WindOverrideParams = geom.WindOverrideParams;
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GeomVars.Update(context);
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GeomVars.SetPSCBuffer(context, 0);
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GeomVars.SetVSCBuffer(context, 3);
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context.VertexShader.SetSampler(0, texsamplerc);
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context.PixelShader.SetSampler(0, texsampler);
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//context.PixelShader.SetSampler(1, texsamplerc);
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if (usediff)
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{
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texture.SetPSResource(context, 0);
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}
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if (geom.BoneTransforms != null)
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{
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SetBoneMatrices(context, geom.BoneTransforms);
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defaultBoneMatricesBound = false;
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}
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}
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public void SetBoneMatrices(DeviceContext context, Matrix3_s[] matrices)
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{
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BoneMatrices.Update(context, matrices);
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BoneMatrices.SetVSCBuffer(context, 7);
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}
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public void SetClothVertices(DeviceContext context, Vector4[] vertices)
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{
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ClothVertices.Update(context, vertices);
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ClothVertices.SetVSCBuffer(context, 8);
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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.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(0, null);
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context.VertexShader.SetSampler(0, 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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GeomVars.Dispose();
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BoneMatrices.Dispose();
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ClothVertices.Dispose();
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shadowps.Dispose();
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shadowvs.Dispose();
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shadowvs_skin.Dispose();
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disposed = true;
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}
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}
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}
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