mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-25 16:32:55 +08:00
357 lines
15 KiB
C#
357 lines
15 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using System.Threading.Tasks;
|
|
using CodeWalker.GameFiles;
|
|
using CodeWalker.World;
|
|
using SharpDX.Direct3D11;
|
|
using System.IO;
|
|
using SharpDX;
|
|
|
|
namespace CodeWalker.Rendering
|
|
{
|
|
public struct CloudsShaderVSSceneVars
|
|
{
|
|
public Matrix ViewProj;
|
|
public Matrix ViewInv;
|
|
}
|
|
public struct CloudsShaderVSEntityVars
|
|
{
|
|
public Vector4 CamRel;
|
|
public Quaternion Orientation;
|
|
public Vector4 Scale;
|
|
}
|
|
public struct CloudsShaderVSModelVars
|
|
{
|
|
public Matrix Transform;
|
|
}
|
|
public struct CloudsShaderPSSceneVars
|
|
{
|
|
public Vector4 LightDirection;
|
|
public uint EnableHDR;
|
|
public uint Pad0;
|
|
public uint Pad1;
|
|
public uint Pad2;
|
|
}
|
|
public struct CloudsShaderCloudsLocals
|
|
{
|
|
public Vector3 gSkyColor; // Offset: 0 Size: 12 [unused]
|
|
public float gPad00;
|
|
public Vector3 gEastMinusWestColor; // Offset: 16 Size: 12 [unused]
|
|
public float gPad01;
|
|
public Vector3 gWestColor; // Offset: 32 Size: 12 [unused]
|
|
public float gPad02;
|
|
public Vector3 gSunDirection; // Offset: 48 Size: 12
|
|
public float gPad03;
|
|
public Vector3 gSunColor; // Offset: 64 Size: 12
|
|
public float gPad04;
|
|
public Vector3 gCloudColor; // Offset: 80 Size: 12 [unused]
|
|
public float gPad05;
|
|
public Vector3 gAmbientColor; // Offset: 96 Size: 12 [unused]
|
|
public float gPad06;
|
|
public Vector3 gBounceColor; // Offset: 112 Size: 12 [unused]
|
|
public float gPad07;
|
|
public Vector4 gDensityShiftScale; // Offset: 128 Size: 16 [unused]
|
|
public Vector4 gScatterG_GSquared_PhaseMult_Scale;// Offset: 144 Size: 16
|
|
public Vector4 gPiercingLightPower_Strength_NormalStrength_Thickness;// Offset: 160 Size: 16
|
|
public Vector3 gScaleDiffuseFillAmbient; // Offset: 176 Size: 12 [unused]
|
|
public float gPad08;
|
|
public Vector3 gWrapLighting_MSAARef; // Offset: 192 Size: 12 [unused]
|
|
public float gPad09;
|
|
public Vector4 gNearFarQMult; // Offset: 208 Size: 16 [unused]
|
|
public Vector3 gAnimCombine; // Offset: 224 Size: 12 [unused]
|
|
public float gPad10;
|
|
public Vector3 gAnimSculpt; // Offset: 240 Size: 12 [unused]
|
|
public float gPad11;
|
|
public Vector3 gAnimBlendWeights; // Offset: 256 Size: 12 [unused]
|
|
public float gPad12;
|
|
public Vector4 gUVOffsetArr0; // Offset: 272 Size: 32
|
|
public Vector4 gUVOffsetArr1; // Offset: 272 Size: 32
|
|
public Matrix gCloudViewProj; // Offset: 304 Size: 64
|
|
public Vector4 gCameraPos; // Offset: 368 Size: 16
|
|
public Vector2 gUVOffset1; // Offset: 384 Size: 8
|
|
public Vector2 gUVOffset2; // Offset: 392 Size: 8
|
|
public Vector2 gUVOffset3; // Offset: 400 Size: 8
|
|
public Vector2 gRescaleUV1; // Offset: 408 Size: 8
|
|
public Vector2 gRescaleUV2; // Offset: 416 Size: 8
|
|
public Vector2 gRescaleUV3; // Offset: 424 Size: 8
|
|
public float gSoftParticleRange; // Offset: 432 Size: 4 [unused]
|
|
public float gEnvMapAlphaScale; // Offset: 436 Size: 4 [unused]
|
|
public Vector2 cloudLayerAnimScale1; // Offset: 440 Size: 8
|
|
public Vector2 cloudLayerAnimScale2; // Offset: 448 Size: 8
|
|
public Vector2 cloudLayerAnimScale3; // Offset: 456 Size: 8
|
|
};
|
|
|
|
|
|
public class CloudsShader : Shader, IDisposable
|
|
{
|
|
bool disposed = false;
|
|
|
|
VertexShader vs;
|
|
PixelShader ps;
|
|
|
|
GpuVarsBuffer<CloudsShaderCloudsLocals> CloudsLocalVars;
|
|
GpuVarsBuffer<CloudsShaderVSSceneVars> VSSceneVars;
|
|
GpuVarsBuffer<CloudsShaderVSEntityVars> VSEntityVars;
|
|
GpuVarsBuffer<CloudsShaderVSModelVars> VSModelVars;
|
|
GpuVarsBuffer<CloudsShaderPSSceneVars> PSSceneVars;
|
|
|
|
SamplerState texsampler;
|
|
SamplerState texsampleranis;
|
|
InputLayout layout;
|
|
|
|
public bool EnableHDR { get; set; }
|
|
public bool AnisotropicFilter = false;
|
|
|
|
public CloudsShader(Device device)
|
|
{
|
|
byte[] vsbytes = File.ReadAllBytes("Shaders\\CloudsVS.cso");
|
|
byte[] psbytes = File.ReadAllBytes("Shaders\\CloudsPS.cso");
|
|
|
|
vs = new VertexShader(device, vsbytes);
|
|
ps = new PixelShader(device, psbytes);
|
|
|
|
CloudsLocalVars = new GpuVarsBuffer<CloudsShaderCloudsLocals>(device);
|
|
VSSceneVars = new GpuVarsBuffer<CloudsShaderVSSceneVars>(device);
|
|
VSEntityVars = new GpuVarsBuffer<CloudsShaderVSEntityVars>(device);
|
|
VSModelVars = new GpuVarsBuffer<CloudsShaderVSModelVars>(device);
|
|
PSSceneVars = new GpuVarsBuffer<CloudsShaderPSSceneVars>(device);
|
|
|
|
layout = new InputLayout(device, vsbytes, VertexTypeGTAV.GetLayout(VertexType.DefaultEx));
|
|
|
|
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,
|
|
});
|
|
}
|
|
|
|
public void UpdateCloudsLocals(Clouds clouds, ShaderGlobalLights lights)
|
|
{
|
|
|
|
CloudsLocalVars.Vars.gSunDirection = lights.CurrentSunDir;
|
|
CloudsLocalVars.Vars.gSunColor = ((Vector4)lights.Params.LightDirColour).XYZ();
|
|
CloudsLocalVars.Vars.gUVOffset1 = clouds.AnimOverrides.UVOffset1;
|
|
CloudsLocalVars.Vars.gUVOffset2 = clouds.AnimOverrides.UVOffset2;
|
|
CloudsLocalVars.Vars.gUVOffset3 = clouds.AnimOverrides.UVOffset3;
|
|
CloudsLocalVars.Vars.gRescaleUV1 = clouds.AnimOverrides.RescaleUV1;
|
|
CloudsLocalVars.Vars.gRescaleUV2 = clouds.AnimOverrides.RescaleUV2;
|
|
CloudsLocalVars.Vars.gRescaleUV3 = clouds.AnimOverrides.RescaleUV3;
|
|
CloudsLocalVars.Vars.cloudLayerAnimScale1 = clouds.AnimOverrides.cloudLayerAnimScale1;
|
|
CloudsLocalVars.Vars.cloudLayerAnimScale2 = clouds.AnimOverrides.cloudLayerAnimScale2;
|
|
CloudsLocalVars.Vars.cloudLayerAnimScale3 = clouds.AnimOverrides.cloudLayerAnimScale3;
|
|
CloudsLocalVars.Vars.gUVOffsetArr0 = Vector4.Zero;
|
|
CloudsLocalVars.Vars.gUVOffsetArr1 = Vector4.Zero;
|
|
|
|
|
|
}
|
|
|
|
public override void SetShader(DeviceContext context)
|
|
{
|
|
context.VertexShader.Set(vs);
|
|
context.PixelShader.Set(ps);
|
|
}
|
|
|
|
public override void SetSceneVars(DeviceContext context, Camera camera, Shadowmap shadowmap, ShaderGlobalLights lights)
|
|
{
|
|
CloudsLocalVars.Update(context);
|
|
CloudsLocalVars.SetVSCBuffer(context, 0);
|
|
CloudsLocalVars.SetPSCBuffer(context, 0);
|
|
|
|
VSSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
|
|
VSSceneVars.Vars.ViewInv = Matrix.Transpose(camera.ViewInvMatrix);
|
|
VSSceneVars.Update(context);
|
|
VSSceneVars.SetVSCBuffer(context, 1);
|
|
|
|
PSSceneVars.Vars.LightDirection = new Vector4(lights.Params.LightDir, 0.0f);
|
|
PSSceneVars.Vars.EnableHDR = EnableHDR ? 1u : 0u;
|
|
PSSceneVars.Update(context);
|
|
PSSceneVars.SetPSCBuffer(context, 1);
|
|
}
|
|
|
|
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 = new Vector4(rend.Scale, 1.0f);
|
|
VSEntityVars.Update(context);
|
|
VSEntityVars.SetVSCBuffer(context, 2);
|
|
}
|
|
|
|
public override void SetModelVars(DeviceContext context, RenderableModel model)
|
|
{
|
|
//currently not used..
|
|
//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)
|
|
{
|
|
|
|
switch (geom.DrawableGeom.Shader.FileName.Hash)
|
|
{
|
|
case 4103916155://{clouds_animsoft.sps}
|
|
case 1097000161://{clouds_altitude.sps}
|
|
case 1481470665://{clouds_soft.sps}
|
|
case 2184108982://{clouds_fast.sps}
|
|
case 4192928948://{clouds_anim.sps}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
RenderableTexture DensitySampler = null;
|
|
RenderableTexture NormalSampler = null;
|
|
RenderableTexture DetailDensitySampler = null;
|
|
RenderableTexture DetailNormalSampler = null;
|
|
RenderableTexture DetailDensity2Sampler = null;
|
|
RenderableTexture DetailNormal2Sampler = null;
|
|
RenderableTexture DepthMapTexSampler = null;
|
|
|
|
|
|
if ((geom.RenderableTextures != null) && (geom.RenderableTextures.Length > 0))
|
|
{
|
|
for (int i = 0; i < geom.RenderableTextures.Length; i++)
|
|
{
|
|
var itex = geom.RenderableTextures[i];
|
|
var ihash = geom.TextureParamHashes[i];
|
|
switch (ihash)
|
|
{
|
|
case ShaderParamNames.DensitySampler:
|
|
DensitySampler = itex;
|
|
break;
|
|
case ShaderParamNames.normalSampler:
|
|
NormalSampler = itex;
|
|
break;
|
|
case ShaderParamNames.DetailDensitySampler:
|
|
DetailDensitySampler = itex;
|
|
break;
|
|
case ShaderParamNames.DetailNormalSampler:
|
|
DetailNormalSampler = itex;
|
|
break;
|
|
case ShaderParamNames.DetailDensity2Sampler:
|
|
DetailDensity2Sampler = itex;
|
|
break;
|
|
case ShaderParamNames.DetailNormal2Sampler:
|
|
DetailNormal2Sampler = itex;
|
|
break;
|
|
case ShaderParamNames.DepthMapTexSampler:
|
|
DepthMapTexSampler = itex;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool usedens = ((DensitySampler != null) && (DensitySampler.ShaderResourceView != null));
|
|
bool usenorm = ((NormalSampler != null) && (NormalSampler.ShaderResourceView != null));
|
|
bool usedden = ((DetailDensitySampler != null) && (DetailDensitySampler.ShaderResourceView != null));
|
|
bool usednrm = ((DetailNormalSampler != null) && (DetailNormalSampler.ShaderResourceView != null));
|
|
bool useddn2 = ((DetailDensity2Sampler != null) && (DetailDensity2Sampler.ShaderResourceView != null));
|
|
bool usednm2 = ((DetailNormal2Sampler != null) && (DetailNormal2Sampler.ShaderResourceView != null));
|
|
bool usedept = ((DepthMapTexSampler != null) && (DepthMapTexSampler.ShaderResourceView != null));
|
|
|
|
if (usedens)
|
|
{
|
|
DensitySampler.SetPSResource(context, 0);
|
|
}
|
|
if (usenorm)
|
|
{
|
|
NormalSampler.SetPSResource(context, 1);
|
|
}
|
|
if (usedden)
|
|
{
|
|
DetailDensitySampler.SetPSResource(context, 2);
|
|
}
|
|
if (usednrm)
|
|
{
|
|
DetailNormalSampler.SetPSResource(context, 3);
|
|
}
|
|
if (useddn2)
|
|
{
|
|
DetailDensity2Sampler.SetPSResource(context, 4);
|
|
}
|
|
if (usednm2)
|
|
{
|
|
DetailNormal2Sampler.SetPSResource(context, 5);
|
|
}
|
|
if (usedept)
|
|
{
|
|
DepthMapTexSampler.SetPSResource(context, 6);
|
|
}
|
|
|
|
context.PixelShader.SetSampler(0, AnisotropicFilter ? texsampleranis : texsampler);
|
|
|
|
|
|
}
|
|
|
|
public override bool SetInputLayout(DeviceContext context, VertexType type)
|
|
{
|
|
if (type != VertexType.DefaultEx)
|
|
{
|
|
return false;
|
|
}
|
|
context.InputAssembler.InputLayout = layout;
|
|
return true;
|
|
}
|
|
|
|
public override void UnbindResources(DeviceContext context)
|
|
{
|
|
context.VertexShader.SetConstantBuffer(0, null);
|
|
context.PixelShader.SetConstantBuffer(0, null);
|
|
context.VertexShader.SetConstantBuffer(1, null);
|
|
context.PixelShader.SetConstantBuffer(1, null);
|
|
context.VertexShader.SetConstantBuffer(2, null);
|
|
context.PixelShader.SetSampler(0, null);
|
|
context.PixelShader.SetShaderResource(0, null);
|
|
context.VertexShader.Set(null);
|
|
context.PixelShader.Set(null);
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (disposed) return;
|
|
disposed = true;
|
|
|
|
|
|
texsampler.Dispose();
|
|
|
|
layout.Dispose();
|
|
|
|
CloudsLocalVars.Dispose();
|
|
VSSceneVars.Dispose();
|
|
VSEntityVars.Dispose();
|
|
VSModelVars.Dispose();
|
|
PSSceneVars.Dispose();
|
|
|
|
ps.Dispose();
|
|
vs.Dispose();
|
|
}
|
|
}
|
|
}
|