mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-27 09:22:53 +08:00
147 lines
4.4 KiB
C#
147 lines
4.4 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using System.Threading.Tasks;
|
|
using CodeWalker.GameFiles;
|
|
using SharpDX;
|
|
using SharpDX.Direct3D11;
|
|
using System.IO;
|
|
using SharpDX.DXGI;
|
|
using Device = SharpDX.Direct3D11.Device;
|
|
using Buffer = SharpDX.Direct3D11.Buffer;
|
|
using MapFlags = SharpDX.Direct3D11.MapFlags;
|
|
using CodeWalker.World;
|
|
|
|
namespace CodeWalker.Rendering
|
|
{
|
|
public struct DistantLightsShaderVSSceneVars
|
|
{
|
|
public Matrix ViewProj;
|
|
public Matrix ViewInv;
|
|
public Vector3 CamPos;
|
|
public float Pad0;
|
|
}
|
|
|
|
public class DistantLightsShader : Shader
|
|
{
|
|
bool disposed = false;
|
|
|
|
VertexShader lightsvs;
|
|
PixelShader lightsps;
|
|
|
|
InputLayout layout;
|
|
|
|
SamplerState texsampler;
|
|
|
|
UnitQuad quad;
|
|
|
|
GpuVarsBuffer<DistantLightsShaderVSSceneVars> VSSceneVars;
|
|
|
|
|
|
public DistantLightsShader(Device device)
|
|
{
|
|
byte[] vsbytes = File.ReadAllBytes("Shaders\\DistantLightsVS.cso");
|
|
byte[] psbytes = File.ReadAllBytes("Shaders\\DistantLightsPS.cso");
|
|
|
|
lightsvs = new VertexShader(device, vsbytes);
|
|
lightsps = new PixelShader(device, psbytes);
|
|
|
|
layout = new InputLayout(device, vsbytes, new[]
|
|
{
|
|
new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
|
|
new InputElement("TEXCOORD", 0, Format.R32G32_Float, 16, 0),
|
|
});
|
|
|
|
|
|
texsampler = new SamplerState(device, new SamplerStateDescription()
|
|
{
|
|
AddressU = TextureAddressMode.Clamp,
|
|
AddressV = TextureAddressMode.Clamp,
|
|
AddressW = TextureAddressMode.Clamp,
|
|
BorderColor = Color.Transparent,
|
|
ComparisonFunction = Comparison.Always,
|
|
Filter = Filter.MinMagMipLinear,
|
|
MaximumAnisotropy = 1,
|
|
MaximumLod = float.MaxValue,
|
|
MinimumLod = 0,
|
|
MipLodBias = 0,
|
|
});
|
|
|
|
|
|
quad = new UnitQuad(device);
|
|
|
|
VSSceneVars = new GpuVarsBuffer<DistantLightsShaderVSSceneVars>(device);
|
|
|
|
}
|
|
|
|
public override void SetShader(DeviceContext context)
|
|
{
|
|
context.VertexShader.Set(lightsvs);
|
|
context.PixelShader.Set(lightsps);
|
|
SetInputLayout(context, VertexType.PT);
|
|
}
|
|
public override bool SetInputLayout(DeviceContext context, VertexType type)
|
|
{
|
|
context.InputAssembler.InputLayout = layout;
|
|
return true;
|
|
}
|
|
public override void SetSceneVars(DeviceContext context, Camera camera, Shadowmap shadowmap, ShaderGlobalLights lights)
|
|
{
|
|
VSSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
|
|
VSSceneVars.Vars.ViewInv = Matrix.Transpose(camera.ViewInvMatrix);
|
|
VSSceneVars.Vars.CamPos = camera.Position;
|
|
VSSceneVars.Update(context);
|
|
VSSceneVars.SetVSCBuffer(context, 0);
|
|
}
|
|
public override void SetEntityVars(DeviceContext context, ref RenderableInst rend)
|
|
{
|
|
}
|
|
public override void SetModelVars(DeviceContext context, RenderableModel model)
|
|
{
|
|
}
|
|
public override void SetGeomVars(DeviceContext context, RenderableGeometry geom)
|
|
{
|
|
}
|
|
public override void UnbindResources(DeviceContext context)
|
|
{
|
|
context.VertexShader.SetConstantBuffer(0, null);
|
|
context.VertexShader.SetShaderResource(0, null);
|
|
context.PixelShader.SetShaderResource(0, null);
|
|
context.PixelShader.SetSampler(0, null);
|
|
}
|
|
|
|
|
|
public void RenderBatch(DeviceContext context, RenderableDistantLODLights lights)
|
|
{
|
|
context.VertexShader.SetShaderResource(0, lights.InstanceBuffer.SRV);
|
|
context.PixelShader.SetShaderResource(0, lights.Texture.ShaderResourceView);
|
|
context.PixelShader.SetSampler(0, texsampler);
|
|
|
|
quad.DrawInstanced(context, lights.InstanceCount);
|
|
}
|
|
|
|
|
|
public void Dispose()
|
|
{
|
|
if (disposed) return;
|
|
|
|
VSSceneVars.Dispose();
|
|
|
|
quad.Dispose();
|
|
|
|
texsampler.Dispose();
|
|
|
|
layout.Dispose();
|
|
|
|
//VSSceneVars.Dispose();
|
|
|
|
lightsps.Dispose();
|
|
lightsvs.Dispose();
|
|
|
|
disposed = true;
|
|
}
|
|
|
|
}
|
|
}
|