mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-17 04:22:54 +08:00
895 lines
38 KiB
C#
895 lines
38 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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}
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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;
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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 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 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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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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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 MetaName RenderTextureSampler = MetaName.DiffuseSampler;
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public bool SpecularEnable = true;
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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[] 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[] 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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basicvspnct = new VertexShader(device, vspnctbytes);
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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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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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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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InitInstGlobalVars();
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//supported layouts - requires Position, Normal, Colour, Texcoord
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layouts.Add(VertexType.Default, new InputLayout(device, vspnctbytes, VertexTypeDefault.GetLayout()));
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layouts.Add(VertexType.PNCH2, new InputLayout(device, vspnctbytes, VertexTypePNCH2.GetLayout()));
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layouts.Add(VertexType.PCCNCT, new InputLayout(device, vspncctbytes, VertexTypePCCNCT.GetLayout()));
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layouts.Add(VertexType.PCCNCCT, new InputLayout(device, vspncctbytes, VertexTypePCCNCCT.GetLayout()));
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layouts.Add(VertexType.PNCCT, new InputLayout(device, vspncctbytes, VertexTypePNCCT.GetLayout()));
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layouts.Add(VertexType.PNCCTT, new InputLayout(device, vspnccttbytes, VertexTypePNCCTT.GetLayout()));
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layouts.Add(VertexType.PNCCTTTT, new InputLayout(device, vspncctttbytes, VertexTypePNCCTTTT.GetLayout()));
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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, VertexTypeDefaultEx.GetLayout()));
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layouts.Add(VertexType.PCCH2H4, new InputLayout(device, vspnctxbytes, VertexTypePCCH2H4.GetLayout()));
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layouts.Add(VertexType.PCCNCTX, new InputLayout(device, vspncctxbytes, VertexTypePCCNCTX.GetLayout()));
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layouts.Add(VertexType.PCCNCCTX, new InputLayout(device, vspncctxbytes, VertexTypePCCNCCTX.GetLayout()));
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layouts.Add(VertexType.PNCCTX, new InputLayout(device, vspncctxbytes, VertexTypePNCCTX.GetLayout()));
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layouts.Add(VertexType.PNCTTX, new InputLayout(device, vspncttxbytes, VertexTypePNCTTX.GetLayout()));
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layouts.Add(VertexType.PNCCTTX, new InputLayout(device, vspnccttxbytes, VertexTypePNCCTTX.GetLayout()));
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layouts.Add(VertexType.PNCCTTX_2, new InputLayout(device, vspnccttxbytes, VertexTypePNCCTTX_2.GetLayout()));
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layouts.Add(VertexType.PCCNCCTTX, new InputLayout(device, vspnccttxbytes, VertexTypePCCNCCTTX.GetLayout()));
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layouts.Add(VertexType.PNCTTTX, new InputLayout(device, vspnctttxbytes, VertexTypePNCTTTX.GetLayout()));
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layouts.Add(VertexType.PNCTTTX_2, new InputLayout(device, vspnctttxbytes, VertexTypePNCTTTX_2.GetLayout()));
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layouts.Add(VertexType.PNCTTTX_3, new InputLayout(device, vspnctttxbytes, VertexTypePNCTTTX_3.GetLayout()));
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layouts.Add(VertexType.PNCTTTTX, new InputLayout(device, vspnctttxbytes, VertexTypePNCTTTTX.GetLayout()));
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layouts.Add(VertexType.PNCCTTTX, new InputLayout(device, vspncctttxbytes, VertexTypePNCCTTTX.GetLayout()));
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layouts.Add(VertexType.PCCNCTT, new InputLayout(device, vspnccttbytes, VertexTypePCCNCTT.GetLayout()));
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layouts.Add(VertexType.PCCNCTTX, new InputLayout(device, vspnccttxbytes, VertexTypePCCNCTTX.GetLayout()));
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layouts.Add(VertexType.PCCNCTTT, new InputLayout(device, vspncctttbytes, VertexTypePCCNCTTT.GetLayout()));
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layouts.Add(VertexType.PNCTT, new InputLayout(device, vspnctbytes, VertexTypePNCTT.GetLayout()));
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layouts.Add(VertexType.PNCTTT, new InputLayout(device, vspnctbytes, VertexTypePNCTTT.GetLayout()));
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texsampler = new SamplerState(device, new SamplerStateDescription()
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{
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AddressU = TextureAddressMode.Wrap,
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AddressV = TextureAddressMode.Wrap,
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AddressW = TextureAddressMode.Wrap,
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BorderColor = Color.Black,
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ComparisonFunction = Comparison.Always,
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Filter = Filter.MinMagMipLinear,
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MaximumAnisotropy = 1,
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MaximumLod = float.MaxValue,
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MinimumLod = 0,
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MipLodBias = 0,
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});
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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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}
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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);
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InstGlobalVars.Vars.M1.Row2 = new Vector4(m1.Row2, 1);
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InstGlobalVars.Vars.M1.Row3 = new Vector4(m1.Row3, 1);
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InstGlobalVars.Vars.M2.Row1 = new Vector4(m2.Row1, 1);
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InstGlobalVars.Vars.M2.Row2 = new Vector4(m2.Row2, 1);
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InstGlobalVars.Vars.M2.Row3 = new Vector4(m2.Row3, 1);
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InstGlobalVars.Vars.M3.Row1 = new Vector4(m3.Row1, 1);
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InstGlobalVars.Vars.M3.Row2 = new Vector4(m3.Row2, 1);
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InstGlobalVars.Vars.M3.Row3 = new Vector4(m3.Row3, 1);
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InstGlobalVars.Vars.M4.Row1 = new Vector4(m4.Row1, 1);
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InstGlobalVars.Vars.M4.Row2 = new Vector4(m4.Row2, 1);
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InstGlobalVars.Vars.M4.Row3 = new Vector4(m4.Row3, 1);
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InstGlobalVars.Vars.M5.Row1 = new Vector4(m5.Row1, 1);
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InstGlobalVars.Vars.M5.Row2 = new Vector4(m5.Row2, 1);
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InstGlobalVars.Vars.M5.Row3 = new Vector4(m5.Row3, 1);
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InstGlobalVars.Vars.M6.Row1 = new Vector4(m6.Row1, 1);
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InstGlobalVars.Vars.M6.Row2 = new Vector4(m6.Row2, 1);
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InstGlobalVars.Vars.M6.Row3 = new Vector4(m6.Row3, 1);
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InstGlobalVars.Vars.M7.Row1 = new Vector4(m7.Row1, 1);
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InstGlobalVars.Vars.M7.Row2 = new Vector4(m7.Row2, 1);
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InstGlobalVars.Vars.M7.Row3 = new Vector4(m7.Row3, 1);
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}
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private void SetVertexShader(DeviceContext context, VertexType type)
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{
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VertexShader vs = basicvspnct;
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switch (type)
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{
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case VertexType.Default:
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case VertexType.PNCH2:
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case VertexType.PNCTT:
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case VertexType.PNCTTT:
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vs = basicvspnct;
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break;
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case VertexType.PCCNCT:
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case VertexType.PCCNCCT:
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case VertexType.PNCCT:
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vs = basicvspncct;
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break;
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case VertexType.PNCCTT://not used?
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case VertexType.PCCNCTT:
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vs = basicvspncctt;
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break;
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case VertexType.PNCCTTTT://not used?
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case VertexType.PCCNCTTT:
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vs = basicvspnccttt;
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break;
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case VertexType.DefaultEx:
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case VertexType.PCCH2H4:
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vs = basicvspnctx;
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break;
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case VertexType.PCCNCTX:
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case VertexType.PCCNCCTX:
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case VertexType.PNCCTX:
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vs = basicvspncctx;
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break;
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case VertexType.PNCTTX:
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vs = basicvspncttx;
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break;
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case VertexType.PNCCTTX://not used?
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case VertexType.PNCCTTX_2://not used?
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case VertexType.PCCNCCTTX://not used?
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case VertexType.PCCNCTTX:
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vs = basicvspnccttx;
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break;
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case VertexType.PNCTTTX:
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case VertexType.PNCTTTX_2:
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case VertexType.PNCTTTX_3:
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case VertexType.PNCTTTTX: //not using last texcoords!
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vs = basicvspnctttx;
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break;
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case VertexType.PNCCTTTX://not used?
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vs = basicvspncctttx;
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break;
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default:
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break;
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}
|
|
context.VertexShader.Set(vs);
|
|
}
|
|
|
|
|
|
public override void SetShader(DeviceContext context)
|
|
{
|
|
context.PixelShader.Set(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.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 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];
|
|
var ihash = geom.TextureParamHashes[i];
|
|
if (itex == null) continue;
|
|
switch (ihash)
|
|
{
|
|
case MetaName.DiffuseSampler:
|
|
texture = itex;
|
|
break;
|
|
case MetaName.BumpSampler:
|
|
bumptex = itex;
|
|
break;
|
|
case MetaName.SpecSampler:
|
|
spectex = itex;
|
|
break;
|
|
case MetaName.DetailSampler:
|
|
detltex = itex;
|
|
break;
|
|
case MetaName.TintPaletteSampler:
|
|
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 MetaName.distanceMapSampler:
|
|
texture = itex;
|
|
isdistmap = true;
|
|
break;
|
|
case MetaName.heightSampler:
|
|
case MetaName.EnvironmentSampler:
|
|
break;
|
|
case MetaName.FlowSampler:
|
|
case MetaName.FogSampler:
|
|
case MetaName.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 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 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;
|
|
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.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 (usetint)
|
|
{
|
|
tintpal.SetVSResource(context, 0);
|
|
}
|
|
}
|
|
|
|
|
|
public void SetInstanceVars(DeviceContext context, RenderableInstanceBatch batch)
|
|
{
|
|
var gb = batch.Key;
|
|
|
|
VSEntityVars.Vars.CamRel = new Vector4(gb.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 = gb.AABBMin;
|
|
InstLocalVars.Vars.vecBatchAabbDelta = gb.AABBMax - gb.AABBMin;
|
|
InstLocalVars.Vars.vecPlayerPos = new Vector4(gb.Position - gb.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(-gb.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.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.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();
|
|
|
|
basicps.Dispose();
|
|
basicvspnct.Dispose();
|
|
basicvspncct.Dispose();
|
|
basicvspncctt.Dispose();
|
|
basicvspnccttt.Dispose();
|
|
basicvspnctx.Dispose();
|
|
basicvspncctx.Dispose();
|
|
basicvspncttx.Dispose();
|
|
basicvspnccttx.Dispose();
|
|
basicvspnctttx.Dispose();
|
|
basicvspncctttx.Dispose();
|
|
basicvsbox.Dispose();
|
|
basicvssphere.Dispose();
|
|
basicvscapsule.Dispose();
|
|
basicvscylinder.Dispose();
|
|
|
|
disposed = true;
|
|
}
|
|
}
|
|
}
|