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"); byte[] psdefbytes = File.ReadAllBytes("Shaders\\BasicPS_Deferred.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); basicpsdef = new PixelShader(device, psdefbytes); 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); ClothVertices = new GpuABuffer <Vector4>(device, 254); 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.GTAV3)));//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.GTAV2))); 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; } }
public ShadowShader(Device device) { byte[] vsbytes = File.ReadAllBytes("Shaders\\ShadowVS.cso"); byte[] vssbytes = File.ReadAllBytes("Shaders\\ShadowVS_Skin.cso"); byte[] psbytes = File.ReadAllBytes("Shaders\\ShadowPS.cso"); shadowvs = new VertexShader(device, vsbytes); shadowvs_skin = new VertexShader(device, vssbytes); shadowps = new PixelShader(device, psbytes); VSSceneVars = new GpuVarsBuffer <ShadowShaderVSSceneVars>(device); VSEntityVars = new GpuVarsBuffer <ShadowShaderVSEntityVars>(device); VSModelVars = new GpuVarsBuffer <ShadowShaderVSModelVars>(device); GeomVars = new GpuVarsBuffer <ShadowShaderGeomVars>(device); BoneMatrices = new GpuABuffer <Matrix3_s>(device, 255); //supported layouts - requires Position, Normal, Colour, Texcoord layouts.Add(VertexType.Default, new InputLayout(device, vsbytes, VertexTypeDefault.GetLayout())); layouts.Add(VertexType.DefaultEx, new InputLayout(device, vsbytes, VertexTypeDefaultEx.GetLayout())); layouts.Add(VertexType.PNCCT, new InputLayout(device, vsbytes, VertexTypePNCCT.GetLayout())); layouts.Add(VertexType.PNCCTTTT, new InputLayout(device, vsbytes, VertexTypePNCCTTTT.GetLayout())); layouts.Add(VertexType.PNCTTTX, new InputLayout(device, vsbytes, VertexTypePNCTTTX.GetLayout())); layouts.Add(VertexType.PNCTTTX_2, new InputLayout(device, vsbytes, VertexTypePNCTTTX_2.GetLayout())); layouts.Add(VertexType.PNCTTTX_3, new InputLayout(device, vsbytes, VertexTypePNCTTTX_3.GetLayout())); layouts.Add(VertexType.PNCTTTTX, new InputLayout(device, vsbytes, VertexTypePNCTTTTX.GetLayout())); layouts.Add(VertexType.PNCTTX, new InputLayout(device, vsbytes, VertexTypePNCTTX.GetLayout())); layouts.Add(VertexType.PNCCTTX, new InputLayout(device, vsbytes, VertexTypePNCCTTX.GetLayout())); layouts.Add(VertexType.PNCCTTX_2, new InputLayout(device, vsbytes, VertexTypePNCCTTX_2.GetLayout())); layouts.Add(VertexType.PNCCTTTX, new InputLayout(device, vsbytes, VertexTypePNCCTTTX.GetLayout())); layouts.Add(VertexType.PNCCTT, new InputLayout(device, vsbytes, VertexTypePNCCTT.GetLayout())); layouts.Add(VertexType.PNCCTX, new InputLayout(device, vsbytes, VertexTypePNCCTX.GetLayout())); layouts.Add(VertexType.PNCH2, new InputLayout(device, vsbytes, VertexTypePNCH2.GetLayout())); layouts.Add(VertexType.PCCH2H4, new InputLayout(device, vsbytes, VertexTypePCCH2H4.GetLayout())); layouts.Add(VertexType.PNCTT, new InputLayout(device, vsbytes, VertexTypePNCTT.GetLayout())); layouts.Add(VertexType.PNCTTT, new InputLayout(device, vsbytes, VertexTypePNCTTT.GetLayout())); layouts.Add(VertexType.PBBNCT, new InputLayout(device, vssbytes, VertexTypePBBNCT.GetLayout())); layouts.Add(VertexType.PBBNCTX, new InputLayout(device, vssbytes, VertexTypePBBNCTX.GetLayout())); layouts.Add(VertexType.PBBNCTT, new InputLayout(device, vssbytes, VertexTypePBBNCTT.GetLayout())); layouts.Add(VertexType.PBBNCTTT, new InputLayout(device, vssbytes, VertexTypePBBNCTTT.GetLayout())); layouts.Add(VertexType.PBBNCCT, new InputLayout(device, vssbytes, VertexTypePBBNCCT.GetLayout())); layouts.Add(VertexType.PBBNCCTT, new InputLayout(device, vssbytes, VertexTypePBBNCCTT.GetLayout()));//TODO layouts.Add(VertexType.PBBNCCTX, new InputLayout(device, vssbytes, VertexTypePBBNCCTX.GetLayout())); layouts.Add(VertexType.PBBNCTTX, new InputLayout(device, vssbytes, VertexTypePBBNCTTX.GetLayout())); layouts.Add(VertexType.PBBNCTTTX, new InputLayout(device, vssbytes, VertexTypePBBNCTTTX.GetLayout())); //TODO layouts.Add(VertexType.PBBNCCTTX, new InputLayout(device, vssbytes, VertexTypePBBNCCTTX.GetLayout())); //TODO //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, }); texsamplerc = new SamplerState(device, new SamplerStateDescription() { AddressU = TextureAddressMode.Clamp, AddressV = TextureAddressMode.Clamp, AddressW = TextureAddressMode.Clamp, BorderColor = Color.Black, ComparisonFunction = Comparison.Always, Filter = Filter.MinMagMipPoint, MaximumAnisotropy = 1, MaximumLod = float.MaxValue, MinimumLod = 0, MipLodBias = 0, }); 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; } }