Syncing with game code changes. Support CPV objects in object shader.

This commit is contained in:
Nick Blakely 2020-11-05 02:17:12 -08:00
parent 3685055df2
commit b6adcfc8b1
8 changed files with 266 additions and 160 deletions

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@ -97,29 +97,25 @@
<ItemGroup>
<CustomBuild Include="fx\Object.fx">
<FileType>Document</FileType>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /O1 /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /O1 /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">fxo\%(Filename).fxo</Outputs>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">fxo\%(Filename).fxo</Outputs>
</CustomBuild>
</ItemGroup>
<ItemGroup>
<FxCompile Include="fx\FixedFuncEMU.fx">
<FileType>Document</FileType>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">fxo\%(Filename).fxo</Outputs>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">fxo\%(Filename).fxo</Outputs>
<None Include="FFP_orig.fx" />
<None Include="fxh\Constants.fxh" />
<None Include="fxh\Lighting.fxh" />
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<FxCompile Include="reference\FixedFuncEMU.fx">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
</FxCompile>
</ItemGroup>
<ItemGroup>
<None Include="FFP_orig.fx" />
<None Include="fx\Lighting.fxh" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="fx\Constants.fxh" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

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@ -11,15 +11,21 @@
<Filter Include="Include">
<UniqueIdentifier>{026956f1-0f27-4b3d-80ab-f81eafce58f5}</UniqueIdentifier>
</Filter>
<Filter Include="Pixel">
<UniqueIdentifier>{0ead58ec-1210-4df1-88c8-dfd73f6fb054}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="fx\Constants.fxh">
<Filter>Include</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="fx\Lighting.fxh">
<None Include="FFP_orig.fx" />
<None Include="fxh\Constants.fxh">
<Filter>Include</Filter>
</None>
<None Include="fxh\Lighting.fxh">
<Filter>Include</Filter>
</None>
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<FxCompile Include="reference\FixedFuncEMU.fx" />
</ItemGroup>
</Project>

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@ -4,7 +4,7 @@
// Land bumpmapping and lighting shader.
//--------------------------------------------------------------------------------------
#include "Constants.fxh"
#include "../fxh/Constants.fxh"
float4x4 g_mWorldViewProjection : WorldViewProjection;
float4x4 g_World : World;
@ -22,10 +22,10 @@ float4 g_TextureFactor : TextureFactor;
//////////////////////////////////////////////////////
texture g_LandTexture;
texture g_LandBumpTexture;
texture g_ShoreTexture;
texture g_LandDetailTexture;
texture g_LandTexture : Texture0;
texture g_LandBumpTexture : Texture1;
//texture g_LandDetailTexture : Texture2;
//texture g_ShoreTexture : Texture3;
//--------------------------------------------------------------------------------------
// Texture samplers
@ -48,23 +48,23 @@ sampler_state
MagFilter = LINEAR;
};
sampler g_LandDetailTextureSampler =
sampler_state
{
Texture = <g_LandDetailTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
sampler g_ShoreTextureSampler =
sampler_state
{
Texture = <g_LandBumpTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
//sampler g_LandDetailTextureSampler =
//sampler_state
//{
// Texture = <g_LandDetailTexture>;
// MipFilter = LINEAR;
// MinFilter = LINEAR;
// MagFilter = LINEAR;
//};
//
//sampler g_ShoreTextureSampler =
//sampler_state
//{
// Texture = <g_LandBumpTexture>;
// MipFilter = LINEAR;
// MinFilter = LINEAR;
// MagFilter = LINEAR;
//};
//--------------------------------------------------------------------------------------
// Vertex shader output structure

View File

@ -2,11 +2,27 @@
#include "../fxh/Lighting.fxh"
// Lighting state
float4 g_DirectionalLightAmbient[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightAmbient;
float4 g_DirectionalAmbientLightSum : DirectionalLightAmbientSum;
float4 g_DirectionalLightDiffuse[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightDiffuse;
float3 g_DirectionalLightDirection[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightDirection;
bool g_DirectionalLightEnabled[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightEnabled;
float4 g_DirectionalLightSpecular[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightSpecular;
int g_numDirectionalLights : DirectionalLightCount;
// Texturing and blending
TextureBlendStage g_blendStages[MAX_BLEND_STAGES] : BlendStages;
int g_numBlendStages : BlendStageCount;
float4 g_textureFactor : TextureFactor;
texture g_ObjTexture : Texture0;
sampler g_ObjTextureSampler =
sampler_state
{
Texture = <g_ObjTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
// Camera
float3 g_CameraPosition : CameraPosition;
@ -18,27 +34,9 @@ Material g_Material : Material;
float4x4 g_WorldViewProjection : WorldViewProjection;
float4x4 g_World : World;
struct VS_OUTPUT
{
float4 Pos : POSITION;
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
float4 Tex0 : TEXCOORD0;
};
float4 CalculateAmbientLight()
{
float4 ambient = 0;
for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; i++)
{
if (g_DirectionalLightEnabled[i])
{
ambient += g_DirectionalLightAmbient[i];
}
}
return ambient;
}
// =======================================================
// Textured per pixel lighting
//
float4 CalculateDiffuse(float3 N, float3 L, float4 diffuseColor)
{
@ -71,13 +69,13 @@ Lighting DoDirectionalLight(float3 worldPos, float3 N, int i)
{
Lighting Out;
Out.Diffuse = CalculateDiffuse(
N,
-g_DirectionalLightDirection[i],
N,
-g_DirectionalLightDirection[i],
g_DirectionalLightDiffuse[i]);
Out.Specular = CalculateSpecular(
worldPos,
N,
-g_DirectionalLightDirection[i],
worldPos,
N,
-g_DirectionalLightDirection[i],
g_DirectionalLightSpecular[i]);
return Out;
}
@ -86,17 +84,14 @@ Lighting ComputeLighting(float3 worldPos, float3 N)
{
Lighting finalLighting = (Lighting)0;
for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; i++)
for (int i = 0; i < g_numDirectionalLights; i++)
{
if (g_DirectionalLightEnabled[i])
{
Lighting lighting = DoDirectionalLight(worldPos, N, i);
finalLighting.Diffuse += lighting.Diffuse;
finalLighting.Specular += lighting.Specular;
}
Lighting lighting = DoDirectionalLight(worldPos, N, i);
finalLighting.Diffuse += lighting.Diffuse;
finalLighting.Specular += lighting.Specular;
}
float4 ambient = g_Material.Ambient * CalculateAmbientLight();
float4 ambient = g_Material.Ambient * g_DirectionalAmbientLightSum;
float4 diffuse = g_Material.Diffuse * finalLighting.Diffuse;
float4 specular = g_Material.Specular * finalLighting.Specular;
@ -106,87 +101,129 @@ Lighting ComputeLighting(float3 worldPos, float3 N)
return finalLighting;
}
//-----------------------------------------------------------------------------
// Name: DoPointLight()
// Desc: Point light computation
//-----------------------------------------------------------------------------
//COLOR_PAIR DoPointLight(float4 vPosition, float3 N, float3 V, int i)
//{
// float3 L = mul((float3x3)matViewIT, normalize((lights[i].vPos-(float3)mul(matWorld,vPosition))));
// COLOR_PAIR Out;
// float NdotL = dot(N, L);
// Out.Color = lights[i].vAmbient;
// Out.Specular = 0;
// float fAtten = 1.f;
// if(NdotL >= 0.f)
// {
// //compute diffuse color
// Out.Color += NdotL * lights[i].vDiffuse;
//
// //add specular component
// if(bSpecular)
// {
// float3 H = normalize(L + V); //half vector
// Out.Specular = pow(max(0, dot(H, N)), fMaterialPower) * lights[i].vSpecular;
// }
//
// float LD = length(lights[i].vPos-(float3)mul(matWorld,vPosition));
// if(LD > lights[i].fRange)
// {
// fAtten = 0.f;
// }
// else
// {
// fAtten *= 1.f/(lights[i].vAttenuation.x + lights[i].vAttenuation.y*LD + lights[i].vAttenuation.z*LD*LD);
// }
// Out.Color *= fAtten;
// Out.Specular *= fAtten;
// }
// return Out;
//}
VS_OUTPUT VSMain (
float4 vPosition : POSITION0,
float3 vNormal : NORMAL0,
float2 tc : TEXCOORD0)
struct PixelLightingVSOutput
{
VS_OUTPUT Out = (VS_OUTPUT)0;
float4 Pos : POSITION;
float2 Tex0 : TEXCOORD0;
float3 Normal : TEXCOORD1;
float3 WorldPos : TEXCOORD2;
};
vNormal = normalize(vNormal);
Out.Pos = mul(vPosition, g_WorldViewProjection);
PixelLightingVSOutput PixelLightingVS(
float4 vPosition : POSITION0,
float3 vNormal : NORMAL0,
float2 tc : TEXCOORD0)
{
// Simple transform, pre-compute as much as we can for the pixel shader
PixelLightingVSOutput output;
//automatic texture coordinate generation
Out.Tex0.xy = tc;
//directional lights
float4 worldPos = mul(vPosition, g_World); //position in view space
float3 normal = mul(vNormal, (float3x3)g_World);
Lighting lighting = ComputeLighting(worldPos, normal);
////point lights
//for(int i = 0; i < iLightPointNum; i++)
//{
// COLOR_PAIR ColOut = DoPointLight(vPosition, N, V, i+iLightPointIni);
// Out.Color += ColOut.Color;
// Out.Specular += ColOut.Specular;
//}
Out.Diffuse = lighting.Diffuse;
Out.Specular = lighting.Specular;
return Out;
output.Pos = mul(vPosition, g_WorldViewProjection);
output.Normal = mul(normalize(vNormal), (float3x3)g_World);
output.WorldPos = mul(vPosition, g_World);
output.Tex0 = tc;
return output;
}
float4 ps_main(VS_OUTPUT input) : COLOR0
float4 GetColorArg(int colorArg, float4 textureColor, float4 diffuseColor)
{
return input.Diffuse;
float4 result;
if (colorArg == D3DTA_TEXTURE) result = textureColor;
else if (colorArg == D3DTA_DIFFUSE) result = diffuseColor;
else if (colorArg == D3DTA_TFACTOR) result = g_textureFactor;
else result = float4(1.f, 1.f, 1.f, 1.f);
return result;
}
technique TexturedVertexLighting
float4 Modulate(int stageIndex, float4 textureColor, float4 diffuseColor, float factor)
{
pass P0
{
//PixelShader = compile ps_2_0 ps_main();
VertexShader = compile vs_2_0 VSMain();
}
float4 left = GetColorArg(g_blendStages[stageIndex].colorArg1, textureColor, diffuseColor);
float4 right = GetColorArg(g_blendStages[stageIndex].colorArg2, textureColor, diffuseColor);
return (left * right) * factor;
}
float4 ProcessStages(float4 textureColor, float4 diffuseColor)
{
float4 output = 0;
for (int i = 0; i < g_numBlendStages; i++)
{
if (g_blendStages[i].colorOp == D3DTOP_MODULATE4X)
{
output += Modulate(i, textureColor, diffuseColor, 4.0f);
}
else
{
output += Modulate(i, textureColor, diffuseColor, 1.0f);
}
}
return output;
}
struct PixelLightingPSOutput
{
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
};
PixelLightingPSOutput PixelLightingPS(PixelLightingVSOutput input)
{
float4 color = tex2D(g_ObjTextureSampler, input.Tex0);
Lighting lighting = ComputeLighting(input.WorldPos, input.Normal);
PixelLightingPSOutput output;
output.Diffuse = ProcessStages(color, lighting.Diffuse);
output.Specular = color * lighting.Specular;
return output;
}
technique PixelLighting
{
pass P0
{
PixelShader = compile ps_3_0 PixelLightingPS();
VertexShader = compile vs_3_0 PixelLightingVS();
}
}
// =======================================================
// Color per vertex
//
struct ColorPerVertexVSOutput
{
float4 Pos : POSITION;
float2 Tex0 : TEXCOORD0;
float4 Color : COLOR0;
};
float4 ColorPerVertexPS(ColorPerVertexVSOutput input) : COLOR0
{
float4 color = tex2D(g_ObjTextureSampler, input.Tex0); //* input.Color;
return color;
}
ColorPerVertexVSOutput ColorPerVertexVS(
float4 vPosition : POSITION0,
float2 tc : TEXCOORD0,
float4 color : COLOR0)
{
// Simple transform, pre-compute as much as we can for the pixel shader
ColorPerVertexVSOutput output = (ColorPerVertexVSOutput)0;
output.Pos = mul(vPosition, g_WorldViewProjection);
output.Tex0 = tc;
output.Color = color;
return output;
}
technique ColorPerVertex
{
pass P0
{
//PixelShader = compile ps_3_0 ColorPerVertexPS();
VertexShader = compile vs_3_0 ColorPerVertexVS();
}
}

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@ -34,8 +34,8 @@ float4 MainPS(const PS_INPUT input) : COLOR0
float4 const44 : register(c44);
matrix<float, 4, 4> matWorld : OceanWorldViewProjection : register(c2);
float4 fog : register (c26);
texture tex0;
texture tex1;
texture g_SeabedTexture : Texture0;
texture g_EnvironmentTexture : Texture1;
struct VS_OUTPUT
{
@ -87,8 +87,8 @@ technique t0
{
pass p0
{
Texture[0] = <tex0>; // Seabed texture
Texture[1] = <tex1>; // Environment texture
Texture[0] = <g_SeabedTexture>; // Seabed texture
Texture[1] = <g_EnvironmentTexture>; // Environment texture
// All of these constants are set by the game engine before drawing the shader
// Each constant register (c# in the asm code) has 4 floating point values

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@ -9,7 +9,7 @@ float4x4 g_WorldViewProjection : WorldViewProjection;
float4 g_TextureFactor : TextureFactor;
//float4 g_Fog : Fog;
texture2D g_WaterTexture;
texture2D g_WaterTexture : Texture0;
sampler2D g_WaterTextureSampler =
sampler_state
{

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@ -1,4 +1,63 @@
#pragma once
#define MAX_DIRECTIONAL_LIGHTS 3
#define MAX_LIGHTS 4
#define MAX_BLEND_STAGES 2 // Giants does not currently use more than 2
#define D3DTOP_DISABLE 1 // disables stage
#define D3DTOP_SELECTARG1 2 // the default
#define D3DTOP_SELECTARG2 3
#define D3DTOP_MODULATE 4 // multiply args together
#define D3DTOP_MODULATE2X 5 // multiply and 1 bit
#define D3DTOP_MODULATE4X 6 // multiply and 2 bits
// Add
#define D3DTOP_ADD 7 // add arguments together
#define D3DTOP_ADDSIGNED 8 // add with -0.5 bias
#define D3DTOP_ADDSIGNED2X 9 // as above but left 1 bit
#define D3DTOP_SUBTRACT 10 // Arg1 - Arg2, with no saturation
#define D3DTOP_ADDSMOOTH 11 // add 2 args, subtract product
// Arg1 + Arg2 - Arg1*Arg2
// Arg1 + (1-Arg1)*Arg2
// Linear alpha blend: Arg1*(Alpha) + Arg2*(1-Alpha)
#define D3DTOP_BLENDDIFFUSEALPHA 12 // iterated alpha
#define D3DTOP_BLENDTEXTUREALPHA 13 // texture alpha
#define D3DTOP_BLENDFACTORALPHA 14 // alpha from D3DRS_TEXTUREFACTOR
// Linear alpha blend with pre-multiplied arg1 input: Arg1 + Arg2*(1-Alpha)
#define D3DTOP_BLENDTEXTUREALPHAPM 15 // texture alpha
#define D3DTOP_BLENDCURRENTALPHA 16 // by alpha of current color
// Specular mapping
#define D3DTOP_PREMODULATE 17 // modulate with next texture before use
#define D3DTOP_MODULATEALPHA_ADDCOLOR 18 // Arg1.RGB + Arg1.A*Arg2.RGB
// COLOROP only
#define D3DTOP_MODULATECOLOR_ADDALPHA 19 // Arg1.RGB*Arg2.RGB + Arg1.A
// COLOROP only
#define D3DTOP_MODULATEINVALPHA_ADDCOLOR 20 // (1-Arg1.A)*Arg2.RGB + Arg1.RGB
// COLOROP only
#define D3DTOP_MODULATEINVCOLOR_ADDALPHA 21 // (1-Arg1.RGB)*Arg2.RGB + Arg1.A
// COLOROP only
// Bump mapping
#define D3DTOP_BUMPENVMAP 22 // per pixel env map perturbation
#define D3DTOP_BUMPENVMAPLUMINANCE 23 // with luminance channel
// This can do either diffuse or specular bump mapping with correct input.
// Performs the function (Arg1.R*Arg2.R + Arg1.G*Arg2.G + Arg1.B*Arg2.B)
// where each component has been scaled and offset to make it signed.
// The result is replicated into all four (including alpha) channels.
// This is a valid COLOROP only.
#define D3DTOP_DOTPRODUCT3 24,
// Triadic ops
#define D3DTOP_MULTIPLYADD 25, // Arg0 + Arg1*Arg2
#define D3DTOP_LERP 26 // (Arg0)*Arg1 + (1-Arg0)*Arg2
/*
* Values for COLORARG0,1,2, ALPHAARG0,1,2, and RESULTARG texture blending
* operations set in texture processing stage controls in D3DRENDERSTATE.
*/
#define D3DTA_SELECTMASK 0x0000000f // mask for arg selector
#define D3DTA_DIFFUSE 0x00000000 // select diffuse color (read only)
#define D3DTA_CURRENT 0x00000001 // select stage destination register (read/write)
#define D3DTA_TEXTURE 0x00000002 // select texture color (read only)
#define D3DTA_TFACTOR 0x00000003 // select D3DRS_TEXTUREFACTOR (read only)
#define D3DTA_SPECULAR 0x00000004 // select specular color (read only)
#define D3DTA_TEMP 0x00000005 // select temporary register color (read/write)
#define D3DTA_CONSTANT 0x00000006 // select texture stage constant
#define D3DTA_COMPLEMENT 0x00000010 // take 1.0 - x (read modifier)
#define D3DTA_ALPHAREPLICATE 0x00000020 // replicate alpha to color components (read modifier)

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@ -1,5 +1,3 @@
#pragma once
struct Material
{
float4 Diffuse;
@ -14,3 +12,13 @@ struct Lighting
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
};
struct TextureBlendStage
{
int colorOp;
int colorArg1;
int colorArg2;
int alphaOp;
int alphaArg1;
int alphaArg2;
};