CodeWalker/Rendering/Shaders/BasicShader.cs
dexyfex 7be446cf04
Merge pull request #64 from carmineos/vertexlayout
Dynamic generation of vertex layouts for GTAV vertex types
2019-11-14 19:30:13 +11:00

1040 lines
45 KiB
C#

using SharpDX.Direct3D11;
using SharpDX.DXGI;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Device = SharpDX.Direct3D11.Device;
using Buffer = SharpDX.Direct3D11.Buffer;
using MapFlags = SharpDX.Direct3D11.MapFlags;
using SharpDX;
using CodeWalker.GameFiles;
using CodeWalker.World;
namespace CodeWalker.Rendering
{
public struct BasicShaderVSSceneVars
{
public Matrix ViewProj;
public Vector4 WindVector;
}
public struct BasicShaderVSEntityVars
{
public Vector4 CamRel;
public Quaternion Orientation;
public uint HasSkeleton;
public uint HasTransforms;
public uint TintPaletteIndex;
public uint Pad1;
public Vector3 Scale;
public uint IsInstanced;
}
public struct BasicShaderVSModelVars
{
public Matrix Transform;
}
public struct BasicShaderVSGeomVars
{
public uint EnableTint;
public float TintYVal;
public uint IsDecal;
public uint EnableWind;
public Vector4 WindOverrideParams;
public Vector4 globalAnimUV0;
public Vector4 globalAnimUV1;
}
public struct BasicShaderPSSceneVars
{
public ShaderGlobalLightParams GlobalLights;
public uint EnableShadows;
public uint RenderMode;//0=default, 1=normals, 2=tangents, 3=colours, 4=texcoords, 5=diffuse, 6=normalmap, 7=spec, 8=direct
public uint RenderModeIndex; //colour/texcoord index
public uint RenderSamplerCoord; //which texcoord to use in single texture mode
}
public struct BasicShaderPSGeomVars
{
public uint EnableTexture;//1+=diffuse1, 2+=diffuse2
public uint EnableTint;
public uint EnableNormalMap;
public uint EnableSpecMap;
public uint EnableDetailMap;
public uint IsDecal;
public uint IsEmissive;
public uint IsDistMap;
public float bumpiness;
public float AlphaScale;
public float HardAlphaBlend;
public float useTessellation;
public Vector4 detailSettings;
public Vector3 specMapIntMask;
public float specularIntensityMult;
public float specularFalloffMult;
public float specularFresnel;
public float wetnessMultiplier;
public uint SpecOnly;
public Vector4 TextureAlphaMask;
}
public struct BasicShaderInstGlobalMatrix
{
public Vector4 Row1;
public Vector4 Row2;
public Vector4 Row3;
}
public struct BasicShaderInstGlobals
{
public BasicShaderInstGlobalMatrix M0;
public BasicShaderInstGlobalMatrix M1;
public BasicShaderInstGlobalMatrix M2;
public BasicShaderInstGlobalMatrix M3;
public BasicShaderInstGlobalMatrix M4;
public BasicShaderInstGlobalMatrix M5;
public BasicShaderInstGlobalMatrix M6;
public BasicShaderInstGlobalMatrix M7;
}
public struct BasicShaderInstLocals
{
public Vector3 vecBatchAabbMin;
public float instPad0;
public Vector3 vecBatchAabbDelta;
public float instPad1;
public Vector4 vecPlayerPos;
public Vector2 _vecCollParams;
public Vector2 instPad2;
public Vector4 fadeAlphaDistUmTimer;
public Vector4 uMovementParams;
public Vector4 _fakedGrassNormal;
public Vector3 gScaleRange;
public float instPad3;
public Vector4 gWindBendingGlobals;
public Vector2 gWindBendScaleVar;
public float gAlphaTest;
public float gAlphaToCoverageScale;
public Vector3 gLodFadeInstRange;
public uint gUseComputeShaderOutputBuffer;
}
public class BasicShader : Shader, IDisposable
{
bool disposed = false;
VertexShader basicvspnct;
VertexShader basicvspnctt;
VertexShader basicvspncttt;
VertexShader basicvspncct;
VertexShader basicvspncctt;
VertexShader basicvspnccttt;
VertexShader basicvspnctx;
VertexShader basicvspncctx;
VertexShader basicvspncttx;
VertexShader basicvspnccttx;
VertexShader basicvspnctttx;
VertexShader basicvspncctttx;
VertexShader basicvspbbnct;
VertexShader basicvspbbnctx;
VertexShader basicvspbbnctt;
VertexShader basicvspbbncttt;
VertexShader basicvspbbncct;
VertexShader basicvspbbncctx;
VertexShader basicvspbbnccttx;
VertexShader basicvspbbncttx;
VertexShader basicvsbox;
VertexShader basicvssphere;
VertexShader basicvscapsule;
VertexShader basicvscylinder;
PixelShader basicps;
GpuVarsBuffer<BasicShaderVSSceneVars> VSSceneVars;
GpuVarsBuffer<BasicShaderVSEntityVars> VSEntityVars;
GpuVarsBuffer<BasicShaderVSModelVars> VSModelVars;
GpuVarsBuffer<BasicShaderVSGeomVars> VSGeomVars;
GpuVarsBuffer<BasicShaderPSSceneVars> PSSceneVars;
GpuVarsBuffer<BasicShaderPSGeomVars> PSGeomVars;
GpuVarsBuffer<BasicShaderInstGlobals> InstGlobalVars;
GpuVarsBuffer<BasicShaderInstLocals> InstLocalVars;
GpuABuffer<Matrix3_s> BoneMatrices;
SamplerState texsampler;
SamplerState texsampleranis;
SamplerState texsamplertnt;
SamplerState texsamplertntyft;
UnitCube cube; //for collision box render
UnitSphere sphere; //for collision sphere render
UnitCapsule capsule; //for collision capsule render
UnitCylinder cylinder; //for collision cylinder render
public bool AnisotropicFilter = false;
public bool DecalMode = false;
public float AlphaScale = 1.0f;
public Vector4 WindVector = Vector4.Zero;
public WorldRenderMode RenderMode = WorldRenderMode.Default;
public int RenderVertexColourIndex = 1;
public int RenderTextureCoordIndex = 1;
public int RenderTextureSamplerCoord = 1;
public ShaderParamNames RenderTextureSampler = ShaderParamNames.DiffuseSampler;
public bool SpecularEnable = true;
Matrix3_s[] defaultBoneMatrices;
bool defaultBoneMatricesBound = false;
private Dictionary<VertexType, InputLayout> layouts = new Dictionary<VertexType, InputLayout>();
public BasicShader(Device device)
{
byte[] vspnctbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCT.cso");
byte[] vspncttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTT.cso");
byte[] vspnctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTTT.cso");
byte[] vspncctbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCT.cso");
byte[] vspnccttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTT.cso");
byte[] vspncctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTT.cso");
byte[] vspnctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTX.cso");
byte[] vspncctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTX.cso");
byte[] vspncttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTTX.cso");
byte[] vspnccttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTX.cso");
byte[] vspnctttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTTTX.cso");
byte[] vspncctttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTTX.cso");
byte[] vspbbnctbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCT.cso");
byte[] vspbbnctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTX.cso");
byte[] vspbbncttbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTT.cso");
byte[] vspbbnctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTTT.cso");
byte[] vspbbncctbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCT.cso");
byte[] vspbbncctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCTX.cso");
byte[] vspbbnccttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCTTX.cso");
byte[] vspbbncttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTTX.cso");
byte[] vsboxbytes = File.ReadAllBytes("Shaders\\BasicVS_Box.cso");
byte[] vsspherebytes = File.ReadAllBytes("Shaders\\BasicVS_Sphere.cso");
byte[] vscapsulebytes = File.ReadAllBytes("Shaders\\BasicVS_Capsule.cso");
byte[] vscylinderbytes = File.ReadAllBytes("Shaders\\BasicVS_Cylinder.cso");
byte[] psbytes = File.ReadAllBytes("Shaders\\BasicPS.cso");
basicvspnct = new VertexShader(device, vspnctbytes);
basicvspnctt = new VertexShader(device, vspncttbytes);
basicvspncttt = new VertexShader(device, vspnctttbytes);
basicvspncct = new VertexShader(device, vspncctbytes);
basicvspncctt = new VertexShader(device, vspnccttbytes);
basicvspnccttt = new VertexShader(device, vspncctttbytes);
basicvspnctx = new VertexShader(device, vspnctxbytes);
basicvspncctx = new VertexShader(device, vspncctxbytes);
basicvspncttx = new VertexShader(device, vspncttxbytes);
basicvspnccttx = new VertexShader(device, vspnccttxbytes);
basicvspnctttx = new VertexShader(device, vspnctttxbytes);
basicvspncctttx = new VertexShader(device, vspncctttxbytes);
basicvspbbnct = new VertexShader(device, vspbbnctbytes);
basicvspbbnctx = new VertexShader(device, vspbbnctxbytes);
basicvspbbnctt = new VertexShader(device, vspbbncttbytes);
basicvspbbncttt = new VertexShader(device, vspbbnctttbytes);
basicvspbbncct = new VertexShader(device, vspbbncctbytes);
basicvspbbncctx = new VertexShader(device, vspbbncctxbytes);
basicvspbbnccttx = new VertexShader(device, vspbbnccttxbytes);
basicvspbbncttx = new VertexShader(device, vspbbncttxbytes);
basicvsbox = new VertexShader(device, vsboxbytes);
basicvssphere = new VertexShader(device, vsspherebytes);
basicvscapsule = new VertexShader(device, vscapsulebytes);
basicvscylinder = new VertexShader(device, vscylinderbytes);
basicps = new PixelShader(device, psbytes);
VSSceneVars = new GpuVarsBuffer<BasicShaderVSSceneVars>(device);
VSEntityVars = new GpuVarsBuffer<BasicShaderVSEntityVars>(device);
VSModelVars = new GpuVarsBuffer<BasicShaderVSModelVars>(device);
VSGeomVars = new GpuVarsBuffer<BasicShaderVSGeomVars>(device);
PSSceneVars = new GpuVarsBuffer<BasicShaderPSSceneVars>(device);
PSGeomVars = new GpuVarsBuffer<BasicShaderPSGeomVars>(device);
InstGlobalVars = new GpuVarsBuffer<BasicShaderInstGlobals>(device);
InstLocalVars = new GpuVarsBuffer<BasicShaderInstLocals>(device);
BoneMatrices = new GpuABuffer<Matrix3_s>(device, 255);
InitInstGlobalVars();
//supported layouts - requires Position, Normal, Colour, Texcoord
layouts.Add(VertexType.Default, new InputLayout(device, vspnctbytes, VertexTypeGTAV.GetLayout(VertexType.Default)));
layouts.Add(VertexType.PNCH2, new InputLayout(device, vspnctbytes, VertexTypeGTAV.GetLayout(VertexType.PNCH2, VertexDeclarationTypes.Types3)));//TODO?
layouts.Add(VertexType.PNCTT, new InputLayout(device, vspncttbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTT)));
layouts.Add(VertexType.PNCTTT, new InputLayout(device, vspnctttbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTT)));
layouts.Add(VertexType.PNCCT, new InputLayout(device, vspncctbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCT)));
layouts.Add(VertexType.PNCCTT, new InputLayout(device, vspnccttbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTT)));
layouts.Add(VertexType.PNCCTTTT, new InputLayout(device, vspncctttbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTTTT)));//TODO..?
//normalmap layouts - requires Position, Normal, Colour, Texcoord, Tangent (X)
layouts.Add(VertexType.DefaultEx, new InputLayout(device, vspnctxbytes, VertexTypeGTAV.GetLayout(VertexType.DefaultEx)));
layouts.Add(VertexType.PCCH2H4, new InputLayout(device, vspnctxbytes, VertexTypeGTAV.GetLayout(VertexType.PCCH2H4, VertexDeclarationTypes.Types2)));
layouts.Add(VertexType.PNCCTX, new InputLayout(device, vspncctxbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTX)));
layouts.Add(VertexType.PNCTTX, new InputLayout(device, vspncttxbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTX)));
layouts.Add(VertexType.PNCCTTX, new InputLayout(device, vspnccttxbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTTX)));
layouts.Add(VertexType.PNCCTTX_2, new InputLayout(device, vspnccttxbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTTX_2)));
layouts.Add(VertexType.PNCTTTX, new InputLayout(device, vspnctttxbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTTX)));
layouts.Add(VertexType.PNCTTTX_2, new InputLayout(device, vspnctttxbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTTX_2)));
layouts.Add(VertexType.PNCTTTX_3, new InputLayout(device, vspnctttxbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTTX_3)));
layouts.Add(VertexType.PNCTTTTX, new InputLayout(device, vspnctttxbytes, VertexTypeGTAV.GetLayout(VertexType.PNCTTTTX)));//TODO
layouts.Add(VertexType.PNCCTTTX, new InputLayout(device, vspncctttxbytes, VertexTypeGTAV.GetLayout(VertexType.PNCCTTTX)));
//skinned layouts
layouts.Add(VertexType.PBBNCT, new InputLayout(device, vspbbnctbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCT)));
layouts.Add(VertexType.PBBNCTX, new InputLayout(device, vspbbnctxbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTX)));
layouts.Add(VertexType.PBBNCTT, new InputLayout(device, vspbbncttbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTT)));
layouts.Add(VertexType.PBBNCTTT, new InputLayout(device, vspbbnctttbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTTT)));
layouts.Add(VertexType.PBBNCCT, new InputLayout(device, vspbbncctbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCCT)));
layouts.Add(VertexType.PBBNCCTT, new InputLayout(device, vspbbncctbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCCTT)));//TODO
layouts.Add(VertexType.PBBNCCTX, new InputLayout(device, vspbbncctxbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCCTX)));
layouts.Add(VertexType.PBBNCTTX, new InputLayout(device, vspbbncttxbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTTX)));
layouts.Add(VertexType.PBBNCTTTX, new InputLayout(device, vspbbncttxbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCTTTX)));//TODO
layouts.Add(VertexType.PBBNCCTTX, new InputLayout(device, vspbbnccttxbytes, VertexTypeGTAV.GetLayout(VertexType.PBBNCCTTX)));
//PBBCCT todo
//PBBNC todo
texsampler = new SamplerState(device, new SamplerStateDescription()
{
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
BorderColor = Color.Black,
ComparisonFunction = Comparison.Always,
Filter = Filter.MinMagMipLinear,
MaximumAnisotropy = 1,
MaximumLod = float.MaxValue,
MinimumLod = 0,
MipLodBias = 0,
});
texsampleranis = new SamplerState(device, new SamplerStateDescription()
{
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
BorderColor = Color.Black,
ComparisonFunction = Comparison.Always,
Filter = Filter.Anisotropic,
MaximumAnisotropy = 8,
MaximumLod = float.MaxValue,
MinimumLod = 0,
MipLodBias = 0,
});
texsamplertnt = new SamplerState(device, new SamplerStateDescription()
{
AddressU = TextureAddressMode.Clamp,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
BorderColor = Color.White,
ComparisonFunction = Comparison.Always,
Filter = Filter.MinMagMipPoint,
MaximumAnisotropy = 1,
MaximumLod = float.MaxValue,
MinimumLod = 0,
MipLodBias = 0,
});
texsamplertntyft = new SamplerState(device, new SamplerStateDescription()
{
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
BorderColor = Color.White,
ComparisonFunction = Comparison.Always,
Filter = Filter.MinMagMipPoint,
MaximumAnisotropy = 1,
MaximumLod = float.MaxValue,
MinimumLod = 0,
MipLodBias = 0,
});
cube = new UnitCube(device, vsboxbytes, false, false, true);
sphere = new UnitSphere(device, vsspherebytes, 4);
capsule = new UnitCapsule(device, vscapsulebytes, 4);
cylinder = new UnitCylinder(device, vscylinderbytes, 8);
defaultBoneMatrices = new Matrix3_s[255];
for (int i = 0; i < 255; i++)
{
defaultBoneMatrices[i].Row1 = Vector4.UnitX;
defaultBoneMatrices[i].Row2 = Vector4.UnitY;
defaultBoneMatrices[i].Row3 = Vector4.UnitZ;
}
}
private void InitInstGlobalVars()
{
var m0 = Matrix3x3.RotationZ(0.00f * (float)Math.PI);
var m1 = Matrix3x3.RotationZ(0.25f * (float)Math.PI);
var m2 = Matrix3x3.RotationZ(0.50f * (float)Math.PI);
var m3 = Matrix3x3.RotationZ(0.75f * (float)Math.PI);
var m4 = Matrix3x3.RotationZ(1.00f * (float)Math.PI);
var m5 = Matrix3x3.RotationZ(1.25f * (float)Math.PI);
var m6 = Matrix3x3.RotationZ(1.50f * (float)Math.PI);
var m7 = Matrix3x3.RotationZ(1.75f * (float)Math.PI);
InstGlobalVars.Vars.M0.Row1 = new Vector4(m0.Row1, 1);
InstGlobalVars.Vars.M0.Row2 = new Vector4(m0.Row2, 1);
InstGlobalVars.Vars.M0.Row3 = new Vector4(m0.Row3, 1);
InstGlobalVars.Vars.M1.Row1 = new Vector4(m1.Row1, 1);
InstGlobalVars.Vars.M1.Row2 = new Vector4(m1.Row2, 1);
InstGlobalVars.Vars.M1.Row3 = new Vector4(m1.Row3, 1);
InstGlobalVars.Vars.M2.Row1 = new Vector4(m2.Row1, 1);
InstGlobalVars.Vars.M2.Row2 = new Vector4(m2.Row2, 1);
InstGlobalVars.Vars.M2.Row3 = new Vector4(m2.Row3, 1);
InstGlobalVars.Vars.M3.Row1 = new Vector4(m3.Row1, 1);
InstGlobalVars.Vars.M3.Row2 = new Vector4(m3.Row2, 1);
InstGlobalVars.Vars.M3.Row3 = new Vector4(m3.Row3, 1);
InstGlobalVars.Vars.M4.Row1 = new Vector4(m4.Row1, 1);
InstGlobalVars.Vars.M4.Row2 = new Vector4(m4.Row2, 1);
InstGlobalVars.Vars.M4.Row3 = new Vector4(m4.Row3, 1);
InstGlobalVars.Vars.M5.Row1 = new Vector4(m5.Row1, 1);
InstGlobalVars.Vars.M5.Row2 = new Vector4(m5.Row2, 1);
InstGlobalVars.Vars.M5.Row3 = new Vector4(m5.Row3, 1);
InstGlobalVars.Vars.M6.Row1 = new Vector4(m6.Row1, 1);
InstGlobalVars.Vars.M6.Row2 = new Vector4(m6.Row2, 1);
InstGlobalVars.Vars.M6.Row3 = new Vector4(m6.Row3, 1);
InstGlobalVars.Vars.M7.Row1 = new Vector4(m7.Row1, 1);
InstGlobalVars.Vars.M7.Row2 = new Vector4(m7.Row2, 1);
InstGlobalVars.Vars.M7.Row3 = new Vector4(m7.Row3, 1);
}
private void SetVertexShader(DeviceContext context, VertexType type)
{
VertexShader vs = basicvspnct;
switch (type)
{
case VertexType.Default:
case VertexType.PNCH2:
vs = basicvspnct;
break;
case VertexType.PNCTT:
vs = basicvspnctt;
break;
case VertexType.PNCTTT:
vs = basicvspncttt;
break;
case VertexType.PNCCT:
vs = basicvspncct;
break;
case VertexType.PNCCTT://not used?
vs = basicvspncctt;
break;
case VertexType.PNCCTTTT://not used?
vs = basicvspnccttt;
break;
case VertexType.DefaultEx:
case VertexType.PCCH2H4:
vs = basicvspnctx;
break;
case VertexType.PNCCTX:
vs = basicvspncctx;
break;
case VertexType.PNCTTX:
vs = basicvspncttx;
break;
case VertexType.PNCCTTX://not used?
case VertexType.PNCCTTX_2://not used?
vs = basicvspnccttx;
break;
case VertexType.PNCTTTX:
case VertexType.PNCTTTX_2:
case VertexType.PNCTTTX_3:
case VertexType.PNCTTTTX: //not using last texcoords!
vs = basicvspnctttx;
break;
case VertexType.PNCCTTTX://not used?
vs = basicvspncctttx;
break;
case VertexType.PBBNCT:
vs = basicvspbbnct;
break;
case VertexType.PBBNCTT:
vs = basicvspbbnctt;
break;
case VertexType.PBBNCTTT:
vs = basicvspbbncttt;
break;
case VertexType.PBBNCCT:
vs = basicvspbbncct;
break;
case VertexType.PBBNCCTT://todo
vs = basicvspbbncct;
break;
case VertexType.PBBNCTX:
vs = basicvspbbnctx;
break;
case VertexType.PBBNCCTX:
vs = basicvspbbncctx;
break;
case VertexType.PBBNCTTX:
vs = basicvspbbncttx;
break;
case VertexType.PBBNCCTTX:
vs = basicvspbbnccttx;
break;
case VertexType.PBBNCTTTX:
vs = basicvspbbncttx;//TODO
break;
default:
break;
}
context.VertexShader.Set(vs);
}
public override void SetShader(DeviceContext context)
{
context.PixelShader.Set(basicps);
}
public override bool SetInputLayout(DeviceContext context, VertexType type)
{
InputLayout l;
if (layouts.TryGetValue(type, out l))
{
SetVertexShader(context, type);
context.InputAssembler.InputLayout = l;
return true;
}
return false;
}
public override void SetSceneVars(DeviceContext context, Camera camera, Shadowmap shadowmap, ShaderGlobalLights lights)
{
uint rendermode = 0;
uint rendermodeind = 1;
SpecularEnable = lights.SpecularEnabled;
switch (RenderMode)
{
case WorldRenderMode.VertexNormals:
rendermode = 1;
break;
case WorldRenderMode.VertexTangents:
rendermode = 2;
break;
case WorldRenderMode.VertexColour:
rendermode = 3;
rendermodeind = (uint)RenderVertexColourIndex;
break;
case WorldRenderMode.TextureCoord:
rendermode = 4;
rendermodeind = (uint)RenderTextureCoordIndex;
break;
case WorldRenderMode.SingleTexture:
rendermode = 8;//direct mode
break;
}
VSSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
VSSceneVars.Vars.WindVector = WindVector;
VSSceneVars.Update(context);
VSSceneVars.SetVSCBuffer(context, 0);
PSSceneVars.Vars.GlobalLights = lights.Params;
PSSceneVars.Vars.EnableShadows = (shadowmap != null) ? 1u : 0u;
PSSceneVars.Vars.RenderMode = rendermode;
PSSceneVars.Vars.RenderModeIndex = rendermodeind;
PSSceneVars.Vars.RenderSamplerCoord = (uint)RenderTextureSamplerCoord;
PSSceneVars.Update(context);
PSSceneVars.SetPSCBuffer(context, 0);
if (shadowmap != null)
{
shadowmap.SetFinalRenderResources(context);
}
if (!InstGlobalVars.Flag) //on the first frame, update the instance globals
{
InstGlobalVars.Update(context);
InstGlobalVars.Flag = true;
}
}
public override void SetEntityVars(DeviceContext context, ref RenderableInst rend)
{
VSEntityVars.Vars.CamRel = new Vector4(rend.CamRel, 0.0f);
VSEntityVars.Vars.Orientation = rend.Orientation;
VSEntityVars.Vars.Scale = rend.Scale;
VSEntityVars.Vars.HasSkeleton = rend.Renderable.HasSkeleton ? 1u : 0;
VSEntityVars.Vars.HasTransforms = rend.Renderable.HasTransforms ? 1u : 0;
VSEntityVars.Vars.TintPaletteIndex = rend.TintPaletteIndex;
VSEntityVars.Vars.IsInstanced = 0;
VSEntityVars.Update(context);
VSEntityVars.SetVSCBuffer(context, 2);
}
public override void SetModelVars(DeviceContext context, RenderableModel model)
{
if (model.Owner.BoneTransforms != null)
{
SetBoneMatrices(context, model.Owner.BoneTransforms);
defaultBoneMatricesBound = false;
}
else if (!defaultBoneMatricesBound)
{
SetBoneMatrices(context, defaultBoneMatrices);
defaultBoneMatricesBound = true;
}
if (!model.UseTransform) return;
VSModelVars.Vars.Transform = Matrix.Transpose(model.Transform);
VSModelVars.Update(context);
VSModelVars.SetVSCBuffer(context, 3);
}
public override void SetGeomVars(DeviceContext context, RenderableGeometry geom)
{
RenderableTexture texture = null;
RenderableTexture texture2 = null;
RenderableTexture tintpal = null;
RenderableTexture bumptex = null;
RenderableTexture spectex = null;
RenderableTexture detltex = null;
bool isdistmap = false;
float tntpalind = 0.0f;
if ((geom.RenderableTextures != null) && (geom.RenderableTextures.Length > 0))
{
if (RenderMode == WorldRenderMode.Default)
{
for (int i = 0; i < geom.RenderableTextures.Length; i++)
{
var itex = geom.RenderableTextures[i];
if (geom.HDTextureEnable)
{
var hdtex = geom.RenderableTexturesHD[i];
if ((hdtex != null) && (hdtex.IsLoaded))
{
itex = hdtex;
}
}
var ihash = geom.TextureParamHashes[i];
if (itex == null) continue;
if (itex.Key?.NameHash == 1678728908 /*"blank"*/) continue;
switch (ihash)
{
case ShaderParamNames.DiffuseSampler:
case ShaderParamNames.PlateBgSampler:
texture = itex;
break;
case ShaderParamNames.BumpSampler:
case ShaderParamNames.PlateBgBumpSampler:
bumptex = itex;
break;
case ShaderParamNames.SpecSampler:
spectex = itex;
break;
case ShaderParamNames.DetailSampler:
detltex = itex;
break;
case ShaderParamNames.TintPaletteSampler:
tintpal = itex;
if (tintpal.Key != null)
{
//this is slightly dodgy but VSEntityVars should have the correct value in it...
tntpalind = (VSEntityVars.Vars.TintPaletteIndex + 0.5f) / tintpal.Key.Height;
}
break;
case ShaderParamNames.distanceMapSampler:
texture = itex;
isdistmap = true;
break;
case ShaderParamNames.DiffuseSampler2:
texture2 = itex;
break;
case ShaderParamNames.heightSampler:
case ShaderParamNames.EnvironmentSampler:
//case MetaName.SnowSampler0:
//case MetaName.SnowSampler1:
//case MetaName.DiffuseSampler3:
//case MetaName.DirtSampler:
//case MetaName.DirtBumpSampler:
break;
case ShaderParamNames.FlowSampler:
case ShaderParamNames.FogSampler:
case ShaderParamNames.FoamSampler:
if (texture == null) texture = itex;
break;
default:
if (texture == null) texture = itex;
break;
}
}
}
else if (RenderMode == WorldRenderMode.SingleTexture)
{
for (int i = 0; i < geom.RenderableTextures.Length; i++)
{
var itex = geom.RenderableTextures[i];
var ihash = geom.TextureParamHashes[i];
if (ihash == RenderTextureSampler)
{
texture = itex;
break;
}
}
}
}
bool usediff = ((texture != null) && (texture.ShaderResourceView != null));
bool usediff2 = ((texture2 != null) && (texture2.ShaderResourceView != null));
bool usebump = ((bumptex != null) && (bumptex.ShaderResourceView != null));
bool usespec = ((spectex != null) && (spectex.ShaderResourceView != null));
bool usedetl = ((detltex != null) && (detltex.ShaderResourceView != null));
bool usetint = ((tintpal != null) && (tintpal.ShaderResourceView != null));
uint tintflag = 0;
if (usetint) tintflag = 1;
Vector4 textureAlphaMask = Vector4.Zero;
uint decalflag = DecalMode ? 1u : 0u;
uint windflag = geom.EnableWind ? 1u : 0u;
uint emflag = geom.IsEmissive ? 1u : 0u;
uint pstintflag = tintflag;
var shaderName = geom.DrawableGeom.Shader.Name;
var shaderFile = geom.DrawableGeom.Shader.FileName;
switch (shaderFile.Hash)
{
case 2245870123: //trees_normal_diffspec_tnt.sps
case 3334613197: //trees_tnt.sps
case 1229591973://{trees_normal_spec_tnt.sps}
if (usetint) tintflag = 2; //use 2nd vertex colour channel for tint...
break;
case 3880384844://{decal_spec_only.sps}w
case 600733812://{decal_amb_only.sps}
case 2842248626://{spec_decal.sps}
case 2457676400://{reflect_decal.sps}
case 2706821972://{mirror_decal.sps}
//if (RenderMode == WorldRenderMode.Default) usediff = false;
break;
case 2655725442://{decal_dirt.sps}
textureAlphaMask = geom.DirtDecalMask;
decalflag = 2;
break;
}
if (VSEntityVars.Vars.IsInstanced>0)
{
pstintflag = 1;
switch (shaderFile.Hash)
{
case 916743331: //{grass_batch.sps}
windflag = 1;
break;
case 3833671083://{normal_spec_batch.sps}
windflag = 0;
break;
default:
break;
}
}
PSGeomVars.Vars.EnableTexture = (usediff ? 1u : 0u) + (usediff2 ? 2u : 0u);
PSGeomVars.Vars.EnableTint = pstintflag;
PSGeomVars.Vars.EnableNormalMap = usebump ? 1u : 0u;
PSGeomVars.Vars.EnableSpecMap = usespec ? 1u : 0u;
PSGeomVars.Vars.EnableDetailMap = usedetl ? 1u : 0u;
PSGeomVars.Vars.IsDecal = decalflag;
PSGeomVars.Vars.IsEmissive = emflag;
PSGeomVars.Vars.IsDistMap = isdistmap ? 1u : 0u;
PSGeomVars.Vars.bumpiness = geom.bumpiness;
PSGeomVars.Vars.AlphaScale = isdistmap ? 1.0f : AlphaScale;
PSGeomVars.Vars.HardAlphaBlend = 0.0f; //todo: cutouts flag!
PSGeomVars.Vars.useTessellation = 0.0f;
PSGeomVars.Vars.detailSettings = geom.detailSettings;
PSGeomVars.Vars.specMapIntMask = geom.specMapIntMask;
PSGeomVars.Vars.specularIntensityMult = SpecularEnable ? geom.specularIntensityMult : 0.0f;
PSGeomVars.Vars.specularFalloffMult = geom.specularFalloffMult;
PSGeomVars.Vars.specularFresnel = geom.specularFresnel;
PSGeomVars.Vars.wetnessMultiplier = geom.wetnessMultiplier;
PSGeomVars.Vars.SpecOnly = geom.SpecOnly ? 1u : 0u;
PSGeomVars.Vars.TextureAlphaMask = textureAlphaMask;
PSGeomVars.Update(context);
PSGeomVars.SetPSCBuffer(context, 2);
VSGeomVars.Vars.EnableTint = tintflag;
VSGeomVars.Vars.TintYVal = tntpalind;
VSGeomVars.Vars.IsDecal = DecalMode ? 1u : 0u;
VSGeomVars.Vars.EnableWind = windflag;
VSGeomVars.Vars.WindOverrideParams = geom.WindOverrideParams;
VSGeomVars.Vars.globalAnimUV0 = geom.globalAnimUV0;
VSGeomVars.Vars.globalAnimUV1 = geom.globalAnimUV1;
VSGeomVars.Update(context);
VSGeomVars.SetVSCBuffer(context, 4);
context.VertexShader.SetSampler(0, geom.IsFragment ? texsamplertntyft : texsamplertnt);
context.PixelShader.SetSampler(0, AnisotropicFilter ? texsampleranis : texsampler);
if (usediff)
{
texture.SetPSResource(context, 0);
}
if (usebump)
{
bumptex.SetPSResource(context, 2);
}
if (usespec)
{
spectex.SetPSResource(context, 3);
}
if (usedetl)
{
detltex.SetPSResource(context, 4);
}
if (usediff2)
{
texture2.SetPSResource(context, 5);
}
if (usetint)
{
tintpal.SetVSResource(context, 0);
}
if (geom.BoneTransforms != null)
{
SetBoneMatrices(context, geom.BoneTransforms);
defaultBoneMatricesBound = false;
}
}
public void SetBoneMatrices(DeviceContext context, Matrix3_s[] matrices)
{
BoneMatrices.Update(context, matrices);
BoneMatrices.SetVSCBuffer(context, 7);
}
public void SetInstanceVars(DeviceContext context, RenderableInstanceBatch batch)
{
var gb = batch.Key;
// sanity check
if (batch.GrassInstanceBuffer == null)
return;
VSEntityVars.Vars.CamRel = new Vector4(batch.CamRel, 0.0f);
VSEntityVars.Vars.Orientation = Quaternion.Identity;
VSEntityVars.Vars.Scale = Vector3.One;
VSEntityVars.Vars.HasSkeleton = 0;
VSEntityVars.Vars.HasTransforms = 0;
VSEntityVars.Vars.TintPaletteIndex = 0;
VSEntityVars.Vars.IsInstanced = 1;
VSEntityVars.Update(context);
VSEntityVars.SetVSCBuffer(context, 2);
InstGlobalVars.SetVSCBuffer(context, 5);
InstLocalVars.Vars.vecBatchAabbMin = batch.AABBMin;
InstLocalVars.Vars.vecBatchAabbDelta = batch.AABBMax - batch.AABBMin;
InstLocalVars.Vars.vecPlayerPos = new Vector4(batch.Position - batch.CamRel, 1.0f);
InstLocalVars.Vars._vecCollParams = new Vector2(2.0f, -3.0f);//range, offset
InstLocalVars.Vars.fadeAlphaDistUmTimer = new Vector4(0.0f);
InstLocalVars.Vars.uMovementParams = new Vector4(0.0f);
InstLocalVars.Vars._fakedGrassNormal = new Vector4(Vector3.Normalize(-batch.CamRel), 0.0f);
InstLocalVars.Vars.gScaleRange = gb.Batch.ScaleRange;
InstLocalVars.Vars.gWindBendingGlobals = new Vector4(WindVector.X, WindVector.Y, 1.0f, 1.0f);
InstLocalVars.Vars.gWindBendScaleVar = new Vector2(WindVector.Z, WindVector.W);
InstLocalVars.Vars.gAlphaTest = 0.0f;
InstLocalVars.Vars.gAlphaToCoverageScale = 1.0f;
InstLocalVars.Vars.gLodFadeInstRange = new Vector3(gb.Batch.LodInstFadeRange, gb.Batch.LodFadeStartDist, gb.Batch.lodDist);
InstLocalVars.Vars.gUseComputeShaderOutputBuffer = 0;
InstLocalVars.Update(context);
InstLocalVars.SetVSCBuffer(context, 6);
context.VertexShader.SetShaderResource(2, batch.GrassInstanceBuffer.SRV);
}
public void RenderBoundGeom(DeviceContext context, RenderableBoundGeometryInst inst)
{
VSEntityVars.Vars.CamRel = new Vector4(inst.Inst.CamRel, 0.0f);
VSEntityVars.Vars.Orientation = inst.Inst.Orientation;
VSEntityVars.Vars.Scale = inst.Inst.Scale;
VSEntityVars.Vars.HasSkeleton = 0;
VSEntityVars.Vars.HasTransforms = 0; //todo! bounds transforms..?
VSEntityVars.Vars.TintPaletteIndex = 0;
VSEntityVars.Vars.IsInstanced = 0;
VSEntityVars.Update(context);
VSEntityVars.SetVSCBuffer(context, 2);
PSGeomVars.Vars.EnableTexture = 0;
PSGeomVars.Vars.EnableTint = 0;
PSGeomVars.Vars.EnableNormalMap = 0;
PSGeomVars.Vars.EnableSpecMap = 0;
PSGeomVars.Vars.EnableDetailMap = 0;
PSGeomVars.Vars.IsDecal = 0;
PSGeomVars.Vars.IsEmissive = 0;
PSGeomVars.Vars.IsDistMap = 0;
PSGeomVars.Vars.bumpiness = 0;
PSGeomVars.Vars.AlphaScale = 1;
PSGeomVars.Vars.HardAlphaBlend = 0;
PSGeomVars.Vars.useTessellation = 0;
PSGeomVars.Vars.detailSettings = Vector4.Zero;
PSGeomVars.Vars.specMapIntMask = Vector3.Zero;
PSGeomVars.Vars.specularIntensityMult = 1.0f;
PSGeomVars.Vars.specularFalloffMult = 1.0f;
PSGeomVars.Vars.specularFresnel = 1.0f;
PSGeomVars.Vars.wetnessMultiplier = 0.0f;
PSGeomVars.Vars.SpecOnly = 0;
PSGeomVars.Vars.TextureAlphaMask = Vector4.Zero;
PSGeomVars.Update(context);
PSGeomVars.SetPSCBuffer(context, 2);
VSGeomVars.Vars.EnableTint = 0;
VSGeomVars.Vars.TintYVal = 0.0f;
VSGeomVars.Vars.IsDecal = 0;
VSGeomVars.Vars.EnableWind = 0;
VSGeomVars.Vars.WindOverrideParams = Vector4.Zero;
VSGeomVars.Vars.globalAnimUV0 = new Vector4(1.0f, 0.0f, 0.0f, 0.0f);
VSGeomVars.Vars.globalAnimUV1 = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
VSGeomVars.Update(context);
VSGeomVars.SetVSCBuffer(context, 4);
if (inst.Geom.VertexBuffer != null) //render the triangles
{
SetVertexShader(context, VertexType.Default);
SetInputLayout(context, VertexType.Default);
inst.Geom.RenderTriangles(context);
}
//render the boxes
if (inst.Geom.BoxBuffer != null)
{
context.VertexShader.Set(basicvsbox);
context.VertexShader.SetShaderResource(1, inst.Geom.BoxBuffer.SRV);
cube.DrawInstanced(context, inst.Geom.BoxBuffer.StructCount);
}
//render the spheres
if (inst.Geom.SphereBuffer != null)
{
context.VertexShader.Set(basicvssphere);
context.VertexShader.SetShaderResource(1, inst.Geom.SphereBuffer.SRV);
sphere.DrawInstanced(context, inst.Geom.SphereBuffer.StructCount);
}
//render the capsules
if (inst.Geom.CapsuleBuffer != null)
{
context.VertexShader.Set(basicvscapsule);
context.VertexShader.SetShaderResource(1, inst.Geom.CapsuleBuffer.SRV);
capsule.DrawInstanced(context, inst.Geom.CapsuleBuffer.StructCount);
}
//render the cylinders
if (inst.Geom.CylinderBuffer != null)
{
context.VertexShader.Set(basicvscylinder);
context.VertexShader.SetShaderResource(1, inst.Geom.CylinderBuffer.SRV);
cylinder.DrawInstanced(context, inst.Geom.CylinderBuffer.StructCount);
}
}
public override void UnbindResources(DeviceContext context)
{
context.VertexShader.SetConstantBuffer(0, null);
context.PixelShader.SetConstantBuffer(0, null);
context.VertexShader.SetConstantBuffer(1, null); //shadowmap
context.PixelShader.SetConstantBuffer(1, null); //shadowmap
context.PixelShader.SetShaderResource(1, null);//shadowmap
context.PixelShader.SetSampler(1, null); //shadowmap
context.VertexShader.SetConstantBuffer(2, null);
context.VertexShader.SetConstantBuffer(3, null);
context.PixelShader.SetConstantBuffer(2, null);
context.VertexShader.SetConstantBuffer(4, null);
context.VertexShader.SetConstantBuffer(5, null);
context.VertexShader.SetConstantBuffer(6, null);
context.VertexShader.SetSampler(0, null);
context.PixelShader.SetSampler(0, null);
context.PixelShader.SetShaderResource(0, null);
context.PixelShader.SetShaderResource(2, null);
context.PixelShader.SetShaderResource(3, null);
context.PixelShader.SetShaderResource(4, null);
context.PixelShader.SetShaderResource(5, null);
context.VertexShader.SetShaderResource(0, null);
context.VertexShader.SetShaderResource(1, null);
context.VertexShader.SetShaderResource(2, null);
context.VertexShader.Set(null);
context.PixelShader.Set(null);
}
public void Dispose()
{
if (disposed) return;
cube.Dispose();
sphere.Dispose();
capsule.Dispose();
cylinder.Dispose();
texsampler.Dispose();
texsampleranis.Dispose();
texsamplertnt.Dispose();
foreach (InputLayout layout in layouts.Values)
{
layout.Dispose();
}
layouts.Clear();
VSSceneVars.Dispose();
VSEntityVars.Dispose();
VSModelVars.Dispose();
VSGeomVars.Dispose();
PSSceneVars.Dispose();
PSGeomVars.Dispose();
InstGlobalVars.Dispose();
InstLocalVars.Dispose();
BoneMatrices.Dispose();
basicps.Dispose();
basicvspnct.Dispose();
basicvspnctt.Dispose();
basicvspncttt.Dispose();
basicvspncct.Dispose();
basicvspncctt.Dispose();
basicvspnccttt.Dispose();
basicvspnctx.Dispose();
basicvspncctx.Dispose();
basicvspncttx.Dispose();
basicvspnccttx.Dispose();
basicvspnctttx.Dispose();
basicvspncctttx.Dispose();
basicvspbbnct.Dispose();
basicvspbbnctx.Dispose();
basicvspbbnctt.Dispose();
basicvspbbncttt.Dispose();
basicvspbbncct.Dispose();
basicvspbbncctx.Dispose();
basicvspbbnccttx.Dispose();
basicvspbbncttx.Dispose();
basicvsbox.Dispose();
basicvssphere.Dispose();
basicvscapsule.Dispose();
basicvscylinder.Dispose();
disposed = true;
}
}
}