mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-25 08:22:54 +08:00
565 lines
22 KiB
C#
565 lines
22 KiB
C#
using System;
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using System.Collections.Generic;
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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 CodeWalker.GameFiles;
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using CodeWalker.World;
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using SharpDX.Direct3D11;
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using SharpDX;
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using System.IO;
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namespace CodeWalker.Rendering
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{
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public struct WaterShaderVSSceneVars
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{
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public Matrix ViewProj;
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public Vector4 WaterVector;
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public float ScaledTime;
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public float ScnPad0;
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public float ScnPad1;
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public float ScnPad2;
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}
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public struct WaterShaderVSEntityVars
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{
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public Vector4 CamRel;
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public Quaternion Orientation;
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public Vector3 Scale;
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public uint EntPad0;
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}
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public struct WaterShaderVSGeomVars
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{
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public Vector4 WaterParams;
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public uint EnableFlow;
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public uint ShaderMode;
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public uint GeoPad1;
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public uint GeoPad2;
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public float RippleSpeed;
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public float GeoPad3;
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public float GeoPad4;
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public float GeoPad5;
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}
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public struct WaterShaderPSSceneVars
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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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public uint EnableWaterbumps;//if the waterbump textures are ready..
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public uint EnableFogtex; //if the fog texture is ready
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public uint ScnPad1;
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public uint ScnPad2;
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public Vector4 gFlowParams;
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public Vector4 CameraPos;
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public Vector4 WaterFogParams; //xy = base location, zw = inverse size
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}
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public struct WaterShaderPSGeomVars
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{
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public uint EnableTexture;
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public uint EnableBumpMap;
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public uint EnableFoamMap;
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public uint ShaderMode;
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public float SpecularIntensity;
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public float SpecularFalloff;
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public float GeoPad1;
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public float GeoPad2;
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public float WaveOffset; //for terrainfoam
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public float WaterHeight; //for terrainfoam
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public float WaveMovement; //for terrainfoam
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public float HeightOpacity; //for terrainfoam
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public float RippleSpeed;
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public float RippleScale;
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public float RippleBumpiness;
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public float GeoPad3;
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}
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public class WaterShader : Shader
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{
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bool disposed = false;
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VertexShader vspt;
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VertexShader vspct;
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VertexShader vspnct;
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VertexShader vspnctx;
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PixelShader ps;
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GpuVarsBuffer<WaterShaderVSSceneVars> VSSceneVars;
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GpuVarsBuffer<WaterShaderVSEntityVars> VSEntityVars;
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GpuVarsBuffer<WaterShaderVSGeomVars> VSGeomVars;
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GpuVarsBuffer<WaterShaderPSSceneVars> PSSceneVars;
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GpuVarsBuffer<WaterShaderPSGeomVars> PSGeomVars;
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SamplerState texsampler;
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SamplerState texsampleranis;
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SamplerState texsamplerflow;
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private Dictionary<VertexType, InputLayout> layouts = new Dictionary<VertexType, InputLayout>();
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public bool AnisotropicFilter = false;
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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 double CurrentRealTime = 0;
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public float CurrentElapsedTime = 0;
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public bool SpecularEnable = true;
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public RenderableTexture waterbump { get; set; }
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public RenderableTexture waterbump2 { get; set; }
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public RenderableTexture waterfog { get; set; }
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//check dt1_21_reflproxy and dt1_05_reflproxy
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public WaterShader(Device device)
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{
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byte[] vsptbytes = File.ReadAllBytes("Shaders\\WaterVS_PT.cso");
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byte[] vspctbytes = File.ReadAllBytes("Shaders\\WaterVS_PCT.cso");
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byte[] vspnctbytes = File.ReadAllBytes("Shaders\\WaterVS_PNCT.cso");
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byte[] vspnctxbytes = File.ReadAllBytes("Shaders\\WaterVS_PNCTX.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\WaterPS.cso");
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vspt = new VertexShader(device, vsptbytes);
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vspct = new VertexShader(device, vspctbytes);
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vspnct = new VertexShader(device, vspnctbytes);
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vspnctx = new VertexShader(device, vspnctxbytes);
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ps = new PixelShader(device, psbytes);
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VSSceneVars = new GpuVarsBuffer<WaterShaderVSSceneVars>(device);
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VSEntityVars = new GpuVarsBuffer<WaterShaderVSEntityVars>(device);
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VSGeomVars = new GpuVarsBuffer<WaterShaderVSGeomVars>(device);
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PSSceneVars = new GpuVarsBuffer<WaterShaderPSSceneVars>(device);
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PSGeomVars = new GpuVarsBuffer<WaterShaderPSGeomVars>(device);
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layouts.Add(VertexType.PT, new InputLayout(device, vsptbytes, VertexTypePT.GetLayout()));
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layouts.Add(VertexType.PCT, new InputLayout(device, vspctbytes, VertexTypePCT.GetLayout()));
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layouts.Add(VertexType.Default, new InputLayout(device, vspnctbytes, VertexTypeDefault.GetLayout()));
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layouts.Add(VertexType.DefaultEx, new InputLayout(device, vspnctxbytes, VertexTypeDefaultEx.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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texsamplerflow = 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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}
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private void SetVertexShader(DeviceContext context, VertexType type)
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{
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VertexShader vs = vspnct;
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switch (type)
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{
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case VertexType.PT:
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vs = vspt;
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break;
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case VertexType.PCT:
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vs = vspct;
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break;
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case VertexType.Default:
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vs = vspnct;
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break;
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case VertexType.DefaultEx:
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vs = vspnctx;
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break;
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default:
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break;
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}
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context.VertexShader.Set(vs);
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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(ps);
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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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SetVertexShader(context, type);
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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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uint rendermode = 0;
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uint rendermodeind = 1;
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SpecularEnable = lights.SpecularEnabled;
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switch (RenderMode)
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{
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case WorldRenderMode.VertexNormals:
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rendermode = 1;
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break;
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case WorldRenderMode.VertexTangents:
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rendermode = 2;
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break;
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case WorldRenderMode.VertexColour:
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rendermode = 3;
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rendermodeind = (uint)RenderVertexColourIndex;
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break;
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case WorldRenderMode.TextureCoord:
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rendermode = 4;
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rendermodeind = (uint)RenderTextureCoordIndex;
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break;
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case WorldRenderMode.SingleTexture:
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rendermode = 8;//direct mode
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break;
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}
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float phspd = 4.0f;
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float phspdi = 1.0f / phspd;
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float phspdh = phspd * 0.5f;
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float t = (float)(CurrentRealTime - (Math.Floor(CurrentRealTime * 0.001) * 1000.0))*1.0f;
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float ta = t * 2.0f;
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float tb = ta + (phspdh);
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float t1 = (ta * phspdi - (float)Math.Floor(ta * phspdi)) * phspd;
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float t2 = (tb * phspdi - (float)Math.Floor(tb * phspdi)) * phspd;
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float s1 = ((t1 < phspdh) ? t1 : phspd - t1) * phspdi * 1.0f;
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float s2 = ((t2 < phspdh) ? t2 : phspd - t2) * phspdi * 1.0f;
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//float s1 = ((float)Math.Cos(t1 * phspdi * Math.PI * 2) + 1.0f) * 0.5f;
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//float s2 = ((float)Math.Cos(t2 * phspdi * Math.PI * 2) + 1.0f) * 0.5f;
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float gFlowX = t1*0.5f;
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float gFlowY = t2*0.5f;
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float gFlowZ = s1;
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float gFlowW = s2;
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Vector2 fogtexMin = new Vector2(-4000.0f, -4000.0f); //aka water quads min/max
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Vector2 fogtexMax = new Vector2(4500.0f, 8000.0f);
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Vector2 fogtexInv = 1.0f / (fogtexMax - fogtexMin);
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bool usewaterbumps = (waterbump != null) && (waterbump.ShaderResourceView != null) && (waterbump2 != null) && (waterbump2.ShaderResourceView != null);
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bool usefogtex = (waterfog != null) && (waterfog.ShaderResourceView != null);
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VSSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
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VSSceneVars.Vars.WaterVector = Vector4.Zero;
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VSSceneVars.Vars.ScaledTime = t * 0.1f;
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VSSceneVars.Update(context);
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VSSceneVars.SetVSCBuffer(context, 0);
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PSSceneVars.Vars.GlobalLights = lights.Params;
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PSSceneVars.Vars.EnableShadows = (shadowmap != null) ? 1u : 0u;
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PSSceneVars.Vars.RenderMode = rendermode;
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PSSceneVars.Vars.RenderModeIndex = rendermodeind;
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PSSceneVars.Vars.RenderSamplerCoord = (uint)RenderTextureSamplerCoord;
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PSSceneVars.Vars.EnableWaterbumps = usewaterbumps ? 1u : 0u;
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PSSceneVars.Vars.EnableFogtex = usefogtex ? 1u : 0u;
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PSSceneVars.Vars.gFlowParams = new Vector4(gFlowX, gFlowY, gFlowZ, gFlowW);
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PSSceneVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
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PSSceneVars.Vars.WaterFogParams = new Vector4(fogtexMin, fogtexInv.X, fogtexInv.Y);
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PSSceneVars.Update(context);
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PSSceneVars.SetPSCBuffer(context, 0);
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if (shadowmap != null)
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{
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shadowmap.SetFinalRenderResources(context);
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}
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if (usewaterbumps)
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{
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context.PixelShader.SetShaderResource(4, waterbump.ShaderResourceView);
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context.PixelShader.SetShaderResource(5, waterbump2.ShaderResourceView);
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}
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if (usefogtex)
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{
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context.PixelShader.SetShaderResource(6, waterfog.ShaderResourceView);
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}
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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.Update(context);
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VSEntityVars.SetVSCBuffer(context, 2);
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}
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public override void SetModelVars(DeviceContext context, RenderableModel model)
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{
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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;
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RenderableTexture bumptex = null;
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RenderableTexture flowtex = null;
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RenderableTexture foamtex = null;
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RenderableTexture fogtex = null;
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if ((geom.RenderableTextures != null) && (geom.RenderableTextures.Length > 0))
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{
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if (RenderMode == WorldRenderMode.Default)
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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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if (itex == null) continue;
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switch (ihash)
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{
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case MetaName.DiffuseSampler:
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texture = itex;
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break;
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case MetaName.BumpSampler:
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bumptex = itex;
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break;
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case MetaName.FlowSampler:
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flowtex = itex;
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break;
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case MetaName.FoamSampler:
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foamtex = itex;
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break;
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case MetaName.FogSampler:
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fogtex = itex;
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break;
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default:
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if (texture == null) texture = itex;
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break;
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}
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}
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}
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else if (RenderMode == WorldRenderMode.SingleTexture)
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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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if (ihash == RenderTextureSampler)
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{
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texture = itex;
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break;
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}
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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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bool usebump = ((bumptex != null) && (bumptex.ShaderResourceView != null));
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bool useflow = ((flowtex != null) && (flowtex.ShaderResourceView != null));
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bool usefoam = ((foamtex != null) && (foamtex.ShaderResourceView != null));
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bool usefog = ((fogtex != null) && (fogtex.ShaderResourceView != null));
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uint shaderMode = 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 1529202445://{water_river.sps}
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case 4064804434://{water_riverlod.sps}
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case 2871265627://{water_riverocean.sps}
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case 1507348828://{water_rivershallow.sps}
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case 3945561843://{water_fountain.sps}
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case 4234404348://{water_shallow.sps}
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case 1077877097://{water_poolenv.sps}
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break;
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case 1471966282://{water_decal.sps} (should this be in decal batch?)
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case 3053856997://{water_riverfoam.sps}
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shaderMode = 1;
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break;
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case 3066724854://{water_terrainfoam.sps}
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shaderMode = 2;
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break;
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default:
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break;
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}
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PSGeomVars.Vars.EnableTexture = usediff ? 1u : 0u;
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PSGeomVars.Vars.EnableBumpMap = usebump ? 1u : 0u;
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PSGeomVars.Vars.EnableFoamMap = usefoam ? 1u : 0u;
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PSGeomVars.Vars.ShaderMode = shaderMode;
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PSGeomVars.Vars.SpecularIntensity = SpecularEnable ? 1.0f : 0.0f;// geom.specularIntensityMult;
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PSGeomVars.Vars.SpecularFalloff = 1.0f;// geom.specularFalloffMult;
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PSGeomVars.Vars.WaveOffset = geom.WaveOffset; //for terrainfoam
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PSGeomVars.Vars.WaterHeight = geom.WaterHeight; //for terrainfoam
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PSGeomVars.Vars.WaveMovement = geom.WaveMovement; //for terrainfoam
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PSGeomVars.Vars.HeightOpacity = geom.HeightOpacity; //for terrainfoam
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PSGeomVars.Vars.RippleSpeed = geom.RippleSpeed;
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PSGeomVars.Vars.RippleScale = geom.RippleScale;
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PSGeomVars.Vars.RippleBumpiness = geom.RippleBumpiness;
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PSGeomVars.Update(context);
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PSGeomVars.SetPSCBuffer(context, 2);
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VSGeomVars.Vars.EnableFlow = useflow ? 1u : 0u;
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VSGeomVars.Vars.ShaderMode = shaderMode;
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VSGeomVars.Vars.WaterParams = Vector4.Zero;
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VSGeomVars.Vars.RippleSpeed = geom.RippleSpeed;
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VSGeomVars.Update(context);
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VSGeomVars.SetVSCBuffer(context, 3);
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context.VertexShader.SetSampler(0, texsamplerflow);
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context.PixelShader.SetSampler(0, AnisotropicFilter ? texsampleranis : texsampler);
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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 (usebump)
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{
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bumptex.SetPSResource(context, 2);
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}
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if (usefoam)
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{
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foamtex.SetPSResource(context, 3);
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}
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if (useflow)
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{
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flowtex.SetVSResource(context, 0);
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}
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}
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public void RenderWaterQuad(DeviceContext context, RenderableWaterQuad quad)
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{
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SetInputLayout(context, VertexType.PCT);
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VSEntityVars.Vars.CamRel = new Vector4(quad.CamRel, 0.0f);
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VSEntityVars.Vars.Orientation = Quaternion.Identity;
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VSEntityVars.Vars.Scale = Vector3.One;
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VSEntityVars.Update(context);
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VSEntityVars.SetVSCBuffer(context, 2);
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PSGeomVars.Vars.EnableTexture = 0;
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PSGeomVars.Vars.EnableBumpMap = 0;
|
|
PSGeomVars.Vars.EnableFoamMap = 0;
|
|
PSGeomVars.Vars.ShaderMode = 0; //normal water render
|
|
PSGeomVars.Vars.SpecularIntensity = SpecularEnable ? 4.2f : 0.0f;// geom.specularIntensityMult;
|
|
PSGeomVars.Vars.SpecularFalloff = 1600.0f;// geom.specularFalloffMult;
|
|
PSGeomVars.Vars.WaveOffset = 0.0f;// geom.WaveOffset; //for terrainfoam
|
|
PSGeomVars.Vars.WaterHeight = 0.0f;// geom.WaterHeight; //for terrainfoam
|
|
PSGeomVars.Vars.WaveMovement = 0.0f;// geom.WaveMovement; //for terrainfoam
|
|
PSGeomVars.Vars.HeightOpacity = 0.0f;// geom.HeightOpacity; //for terrainfoam
|
|
PSGeomVars.Vars.RippleSpeed = 2.1f;// geom.RippleSpeed;
|
|
PSGeomVars.Vars.RippleScale = 0.02f;// geom.RippleScale;
|
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PSGeomVars.Vars.RippleBumpiness = 4.5f;// geom.RippleBumpiness;
|
|
PSGeomVars.Update(context);
|
|
PSGeomVars.SetPSCBuffer(context, 2);
|
|
|
|
VSGeomVars.Vars.EnableFlow = 0; //no flow for water quads...
|
|
VSGeomVars.Vars.ShaderMode = 0; //normal water
|
|
VSGeomVars.Vars.WaterParams = Vector4.Zero;
|
|
VSGeomVars.Vars.RippleSpeed = 1.0f;// geom.RippleSpeed;
|
|
VSGeomVars.Update(context);
|
|
VSGeomVars.SetVSCBuffer(context, 3);
|
|
|
|
context.VertexShader.SetSampler(0, texsamplerflow);
|
|
context.PixelShader.SetSampler(0, AnisotropicFilter ? texsampleranis : texsampler);
|
|
|
|
quad.Render(context);
|
|
}
|
|
|
|
|
|
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;
|
|
|
|
texsampler.Dispose();
|
|
texsampleranis.Dispose();
|
|
texsamplerflow.Dispose();
|
|
|
|
foreach (InputLayout layout in layouts.Values)
|
|
{
|
|
layout.Dispose();
|
|
}
|
|
layouts.Clear();
|
|
|
|
VSSceneVars.Dispose();
|
|
VSEntityVars.Dispose();
|
|
VSGeomVars.Dispose();
|
|
PSSceneVars.Dispose();
|
|
PSGeomVars.Dispose();
|
|
|
|
ps.Dispose();
|
|
vspt.Dispose();
|
|
vspct.Dispose();
|
|
vspnct.Dispose();
|
|
vspnctx.Dispose();
|
|
|
|
disposed = true;
|
|
|
|
}
|
|
}
|
|
}
|