mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-27 09:22:53 +08:00
411 lines
18 KiB
C#
411 lines
18 KiB
C#
using SharpDX;
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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 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.Direct3D11;
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using System.IO;
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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 SkydomeShaderVSSceneVars
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{
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public Matrix ViewProj;
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public Matrix ViewInv;
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}
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public struct SkydomeShaderVSEntityVars
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{
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public Vector4 CamRel;
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public Quaternion Orientation;
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}
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public struct SkydomeShaderVSModelVars
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{
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public Matrix Transform;
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}
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public struct SkydomeShaderPSSceneVars
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{
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public Vector4 LightDirection;
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public uint EnableHDR;
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public uint Pad0;
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public uint Pad1;
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public uint Pad2;
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}
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public struct SkydomeShaderVSSunMoonVars
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{
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public Matrix ViewProj;
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public Matrix ViewInv;
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public Vector4 CamRel;
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public Vector2 Size;
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public Vector2 Offset;
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}
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public struct SkydomeShaderPSSunMoonVars
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{
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public Vector4 Colour;
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}
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public struct SkydomeShaderSkySystemLocals
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{
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public Vector4 azimuthEastColor; // Offset: 0 Size: 12
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public Vector4 azimuthWestColor; // Offset: 16 Size: 12
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public Vector3 azimuthTransitionColor; // Offset: 32 Size: 12
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public float azimuthTransitionPosition; // Offset: 44 Size: 4
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public Vector4 zenithColor; // Offset: 48 Size: 12
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public Vector4 zenithTransitionColor; // Offset: 64 Size: 12
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public Vector4 zenithConstants; // Offset: 80 Size: 16
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public Vector4 skyPlaneColor; // Offset: 96 Size: 16 [unused]
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public Vector4 skyPlaneParams; // Offset: 112 Size: 16 [unused]
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public float hdrIntensity; // Offset: 128 Size: 4
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public Vector3 sunColor; // Offset: 132 Size: 12
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public Vector4 sunColorHdr; // Offset: 144 Size: 12
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public Vector4 sunDiscColorHdr; // Offset: 160 Size: 12 [unused]
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public Vector4 sunConstants; // Offset: 176 Size: 16
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public Vector4 sunDirection; // Offset: 192 Size: 12
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public Vector4 sunPosition; // Offset: 208 Size: 12 [unused]
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public Vector4 cloudBaseMinusMidColour; // Offset: 224 Size: 12
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public Vector4 cloudMidColour; // Offset: 240 Size: 12
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public Vector4 cloudShadowMinusBaseColourTimesShadowStrength;// Offset: 256 Size: 12
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public Vector4 cloudDetailConstants; // Offset: 272 Size: 16
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public Vector4 cloudConstants1; // Offset: 288 Size: 16
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public Vector4 cloudConstants2; // Offset: 304 Size: 16
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public Vector4 smallCloudConstants; // Offset: 320 Size: 16
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public Vector4 smallCloudColorHdr; // Offset: 336 Size: 12
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public Vector4 effectsConstants; // Offset: 352 Size: 16
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public float horizonLevel; // Offset: 368 Size: 4
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public Vector3 speedConstants; // Offset: 372 Size: 12
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public float starfieldIntensity; // Offset: 384 Size: 4
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public Vector3 moonDirection; // Offset: 388 Size: 12
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public Vector3 moonPosition; // Offset: 400 Size: 12 [unused]
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public float moonIntensity; // Offset: 412 Size: 4 [unused]
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public Vector4 lunarCycle; // Offset: 416 Size: 12
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public Vector3 moonColor; // Offset: 432 Size: 12
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public float noiseFrequency; // Offset: 444 Size: 4 [unused]
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public float noiseScale; // Offset: 448 Size: 4 [unused]
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public float noiseThreshold; // Offset: 452 Size: 4 [unused]
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public float noiseSoftness; // Offset: 456 Size: 4 [unused]
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public float noiseDensityOffset; // Offset: 460 Size: 4 [unused]
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public Vector4 noisePhase; // Offset: 464 Size: 8 [unused]
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}
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public class SkydomeShader : Shader, IDisposable
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{
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bool disposed = false;
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VertexShader skyvs;
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PixelShader skyps;
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VertexShader sunvs;
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PixelShader sunps;
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VertexShader moonvs;
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PixelShader moonps;
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GpuVarsBuffer<SkydomeShaderSkySystemLocals> SkyLocalVars;
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GpuVarsBuffer<SkydomeShaderVSSceneVars> VSSceneVars;
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GpuVarsBuffer<SkydomeShaderVSEntityVars> VSEntityVars;
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GpuVarsBuffer<SkydomeShaderVSModelVars> VSModelVars;
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GpuVarsBuffer<SkydomeShaderPSSceneVars> PSSceneVars;
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GpuVarsBuffer<SkydomeShaderVSSunMoonVars> VSSunMoonVars;
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GpuVarsBuffer<SkydomeShaderPSSunMoonVars> PSSunMoonVars;
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SamplerState texsampler;
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InputLayout skylayout;
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InputLayout sunlayout;
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InputLayout moonlayout;
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UnitDisc sundisc;
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UnitQuad moonquad;
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public bool EnableHDR { get; set; }
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public SkydomeShader(Device device)
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{
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byte[] skyvsbytes = File.ReadAllBytes("Shaders\\SkydomeVS.cso");
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byte[] skypsbytes = File.ReadAllBytes("Shaders\\SkydomePS.cso");
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byte[] sunvsbytes = File.ReadAllBytes("Shaders\\SkySunVS.cso");
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byte[] sunpsbytes = File.ReadAllBytes("Shaders\\SkySunPS.cso");
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byte[] moonvsbytes = File.ReadAllBytes("Shaders\\SkyMoonVS.cso");
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byte[] moonpsbytes = File.ReadAllBytes("Shaders\\SkyMoonPS.cso");
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skyvs = new VertexShader(device, skyvsbytes);
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skyps = new PixelShader(device, skypsbytes);
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sunvs = new VertexShader(device, sunvsbytes);
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sunps = new PixelShader(device, sunpsbytes);
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moonvs = new VertexShader(device, moonvsbytes);
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moonps = new PixelShader(device, moonpsbytes);
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SkyLocalVars = new GpuVarsBuffer<SkydomeShaderSkySystemLocals>(device);
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VSSceneVars = new GpuVarsBuffer<SkydomeShaderVSSceneVars>(device);
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VSEntityVars = new GpuVarsBuffer<SkydomeShaderVSEntityVars>(device);
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VSModelVars = new GpuVarsBuffer<SkydomeShaderVSModelVars>(device);
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PSSceneVars = new GpuVarsBuffer<SkydomeShaderPSSceneVars>(device);
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VSSunMoonVars = new GpuVarsBuffer<SkydomeShaderVSSunMoonVars>(device);
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PSSunMoonVars = new GpuVarsBuffer<SkydomeShaderPSSunMoonVars>(device);
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sundisc = new UnitDisc(device, 30, true);
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sunlayout = new InputLayout(device, sunvsbytes, sundisc.GetLayout());
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skylayout = new InputLayout(device, skyvsbytes, VertexTypeGTAV.GetLayout(VertexType.PTT));
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moonquad = new UnitQuad(device, true);
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moonlayout = new InputLayout(device, moonvsbytes, moonquad.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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}
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public override void SetShader(DeviceContext context)
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{
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context.VertexShader.Set(skyvs);
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context.PixelShader.Set(skyps);
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}
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public override bool SetInputLayout(DeviceContext context, VertexType type)
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{
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if (type != VertexType.PTT)
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{
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return false;
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}
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context.InputAssembler.InputLayout = skylayout;
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return true;
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}
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public void UpdateSkyLocals(Weather weather, ShaderGlobalLights lights)
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{
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var wv = weather.CurrentValues;
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float skyhdr = EnableHDR ? wv.skyHdr : Math.Min(wv.skyHdr, 1.8f);
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float sunhdr = EnableHDR ? wv.skySunHdr : Math.Min(wv.skySunHdr, 4.8f); //NO HDR - turn it down!!!
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float scathdr = EnableHDR ? wv.skySunScatterInten : Math.Min(wv.skySunScatterInten, 1.8f);
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Vector3 suncolhdr = wv.skySunCol * sunhdr;
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Vector4 azecol = wv.skyAzimuthEastCol;
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Vector4 azwcol = wv.skyAzimuthWestCol;
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Vector4 aztcol = wv.skyAzimuthTransitionCol;
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Vector4 zencol = wv.skyZenithCol;
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Vector4 zetcol = wv.skyZenithTransitionCol;
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Vector4 plncol = wv.skyPlane;
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SkyLocalVars.Vars.azimuthEastColor = azecol;
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SkyLocalVars.Vars.azimuthWestColor = azwcol;
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SkyLocalVars.Vars.azimuthTransitionColor = aztcol.XYZ();
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SkyLocalVars.Vars.azimuthTransitionPosition = wv.skyAzimuthTransition;
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SkyLocalVars.Vars.zenithColor = zencol;
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SkyLocalVars.Vars.zenithTransitionColor = zetcol;
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SkyLocalVars.Vars.zenithConstants = wv.skyZenithTransition;
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SkyLocalVars.Vars.skyPlaneColor = plncol;
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SkyLocalVars.Vars.skyPlaneParams = Vector4.Zero;
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SkyLocalVars.Vars.hdrIntensity = skyhdr;
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SkyLocalVars.Vars.sunColor = wv.skySunCol;
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SkyLocalVars.Vars.sunColorHdr = new Vector4(suncolhdr, sunhdr);
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SkyLocalVars.Vars.sunDiscColorHdr = new Vector4(wv.skySunDiscCol, wv.skySunDiscSize);
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//SkyLocalVars.Vars.sunConstants = new Vector4(wv.skySunMie, scathdr);
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//SkyLocalVars.Vars.sunConstants.X = wv.skySunMie.X; //mie phase
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//SkyLocalVars.Vars.sunConstants.Y = wv.skySunMie.Y; //mie scatter
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//SkyLocalVars.Vars.sunConstants.Z = 0.5f / wv.skySunInfluenceRadius;// * 0.01f; // 0.0025f; //mie size/"range"
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//SkyLocalVars.Vars.sunConstants.W = wv.skySunMie.Z;// * scathdr; //mie hdr intensity
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SkyLocalVars.Vars.sunConstants.X = wv.skySunMie.X * wv.skySunMie.Y; //mie phase
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SkyLocalVars.Vars.sunConstants.Y = wv.skySunMie.Y;// 1.0f /wv.skySunMie.Y;// 1.7f;// wv.skySunMie.Y; //mie scatter
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SkyLocalVars.Vars.sunConstants.Z = 0.00003f * wv.skySunInfluenceRadius;// * wv.skySunMie.X;// wv.skySunMie.Z;///720.0f;// * 0.01f; // 0.0025f; //mie size/"range"
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SkyLocalVars.Vars.sunConstants.W = wv.skySunMie.Z;// * scathdr; //mie intensity multiplier
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SkyLocalVars.Vars.sunDirection = new Vector4(-lights.CurrentSunDir, 0);// wv.sunDirection, 0);
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SkyLocalVars.Vars.sunPosition = new Vector4(-lights.CurrentSunDir, 0); //not used
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SkyLocalVars.Vars.cloudBaseMinusMidColour = Vector4.Zero;
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SkyLocalVars.Vars.cloudMidColour = Vector4.Zero;
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SkyLocalVars.Vars.cloudShadowMinusBaseColourTimesShadowStrength = Vector4.Zero;
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SkyLocalVars.Vars.cloudDetailConstants = Vector4.Zero;
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SkyLocalVars.Vars.cloudConstants1 = Vector4.Zero;
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SkyLocalVars.Vars.cloudConstants2 = Vector4.Zero;
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SkyLocalVars.Vars.smallCloudConstants = Vector4.Zero;
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SkyLocalVars.Vars.smallCloudColorHdr = Vector4.Zero;
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SkyLocalVars.Vars.effectsConstants = Vector4.Zero;
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SkyLocalVars.Vars.horizonLevel = 0;
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SkyLocalVars.Vars.speedConstants = Vector3.Zero;
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SkyLocalVars.Vars.starfieldIntensity = wv.skyStarsIten * 5.0f; //makes stars brighter....
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SkyLocalVars.Vars.moonDirection = wv.moonDirection;
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SkyLocalVars.Vars.moonPosition = Vector3.Zero;//need to update this?
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SkyLocalVars.Vars.moonIntensity = wv.skyMoonIten;
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SkyLocalVars.Vars.lunarCycle = Vector4.Zero;
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SkyLocalVars.Vars.moonColor = wv.skyMoonCol;
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SkyLocalVars.Vars.noiseFrequency = 0;
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SkyLocalVars.Vars.noiseScale = 0;
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SkyLocalVars.Vars.noiseThreshold = 0;
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SkyLocalVars.Vars.noiseSoftness = 0;
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SkyLocalVars.Vars.noiseDensityOffset = 0;
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SkyLocalVars.Vars.noisePhase = Vector4.Zero;
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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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SkyLocalVars.Update(context);
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SkyLocalVars.SetVSCBuffer(context, 0);
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SkyLocalVars.SetPSCBuffer(context, 0);
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VSSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
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VSSceneVars.Vars.ViewInv = Matrix.Transpose(camera.ViewInvMatrix);
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VSSceneVars.Update(context);
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VSSceneVars.SetVSCBuffer(context, 1);
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PSSceneVars.Vars.LightDirection = new Vector4(lights.Params.LightDir, 0.0f);
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PSSceneVars.Vars.EnableHDR = EnableHDR ? 1u : 0u;
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PSSceneVars.Update(context);
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PSSceneVars.SetPSCBuffer(context, 1);
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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.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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if (!model.UseTransform) return;
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VSModelVars.Vars.Transform = Matrix.Transpose(model.Transform);
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VSModelVars.Update(context);
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VSModelVars.SetVSCBuffer(context, 3);
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}
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public override void SetGeomVars(DeviceContext context, RenderableGeometry geom)
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{
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//don't use this version
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}
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public void SetTextures(DeviceContext context, RenderableTexture starfield)
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{
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if (starfield != null)
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{
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context.PixelShader.SetSampler(0, texsampler);
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starfield.SetPSResource(context, 0);
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}
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}
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public override void UnbindResources(DeviceContext context)
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{
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context.VertexShader.SetConstantBuffer(0, null);
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context.PixelShader.SetConstantBuffer(0, null);
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context.VertexShader.SetConstantBuffer(1, null);
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context.PixelShader.SetConstantBuffer(1, null);
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context.VertexShader.SetConstantBuffer(2, null);
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context.VertexShader.SetConstantBuffer(3, null);
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context.PixelShader.SetSampler(0, null);
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context.PixelShader.SetShaderResource(0, null);
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context.VertexShader.Set(null);
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context.PixelShader.Set(null);
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}
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public void RenderSun(DeviceContext context, Camera camera, Weather weather, ShaderGlobalLights lights)
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{
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context.VertexShader.Set(sunvs);
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context.PixelShader.Set(sunps);
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VSSunMoonVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
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VSSunMoonVars.Vars.ViewInv = Matrix.Transpose(camera.ViewInvMatrix);
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VSSunMoonVars.Vars.CamRel = new Vector4(lights.CurrentSunDir, 0);
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VSSunMoonVars.Vars.Size = new Vector2(weather.CurrentValues.skySunDiscSize * 0.008f);
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VSSunMoonVars.Vars.Offset = Vector2.Zero;
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VSSunMoonVars.Update(context);
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VSSunMoonVars.SetVSCBuffer(context, 0);
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PSSunMoonVars.Vars.Colour = new Vector4(weather.CurrentValues.skySunDiscCol * weather.CurrentValues.skySunHdr, 1);
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PSSunMoonVars.Update(context);
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PSSunMoonVars.SetPSCBuffer(context, 0);
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context.InputAssembler.InputLayout = sunlayout;
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sundisc.Draw(context);
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}
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public void RenderMoon(DeviceContext context, Camera camera, Weather weather, ShaderGlobalLights lights, RenderableTexture moontex)
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{
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context.VertexShader.Set(moonvs);
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context.PixelShader.Set(moonps);
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Quaternion ori = Quaternion.Invert(Quaternion.LookAtRH(Vector3.Zero, lights.CurrentMoonDir, lights.MoonAxis));
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Matrix omat = ori.ToMatrix();
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VSSunMoonVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
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VSSunMoonVars.Vars.ViewInv = Matrix.Transpose(omat);// camera.ViewInvMatrix);
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VSSunMoonVars.Vars.CamRel = new Vector4(lights.CurrentMoonDir, 0);
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VSSunMoonVars.Vars.Size = new Vector2(weather.CurrentValues.skyMoonDiscSize * 0.008f);
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VSSunMoonVars.Vars.Offset = Vector2.Zero;
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VSSunMoonVars.Update(context);
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VSSunMoonVars.SetVSCBuffer(context, 0);
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PSSunMoonVars.Vars.Colour = new Vector4(weather.CurrentValues.skyMoonCol * weather.CurrentValues.skyMoonIten, weather.CurrentValues.skyMoonIten);
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PSSunMoonVars.Update(context);
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PSSunMoonVars.SetPSCBuffer(context, 0);
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context.PixelShader.SetSampler(0, texsampler);
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moontex.SetPSResource(context, 0);
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context.InputAssembler.InputLayout = moonlayout;
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moonquad.Draw(context);
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}
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public void Dispose()
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{
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if (disposed) return;
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disposed = true;
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texsampler.Dispose();
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sundisc.Dispose();
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moonquad.Dispose();
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skylayout.Dispose();
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sunlayout.Dispose();
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moonlayout.Dispose();
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VSSunMoonVars.Dispose();
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PSSunMoonVars.Dispose();
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SkyLocalVars.Dispose();
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VSSceneVars.Dispose();
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VSEntityVars.Dispose();
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VSModelVars.Dispose();
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PSSceneVars.Dispose();
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skyps.Dispose();
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skyvs.Dispose();
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sunps.Dispose();
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sunvs.Dispose();
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moonps.Dispose();
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moonvs.Dispose();
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}
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}
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}
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