示例#1
0
        public static byte[] GenerateShaderCortana(
            ShaderStage stage
            )
        {
            string template = $"shader_cortana.hlsl";

            List <D3D.SHADER_MACRO> macros = new List <D3D.SHADER_MACRO>();

            switch (stage)
            {
            case ShaderStage.Active_Camo:
                break;

            default:
                return(null);
            }

            // prevent the definition helper from being included
            macros.Add(new D3D.SHADER_MACRO {
                Name = "_DEFINITION_HELPER_HLSLI", Definition = "1"
            });

            var shader_bytecode = ShaderGeneratorBase.GenerateSource(template, macros, "entry_" + stage.ToString().ToLower(), "ps_3_0");

            return(shader_bytecode);
        }
示例#2
0
        public static byte[] GenerateShader(
            ShaderStage stage,
            Albedo albedo,
            Bump_Mapping bump_mapping,
            Alpha_Test alpha_test,
            Specular_Mask specular_mask,
            Material_Model material_model,
            Environment_Mapping environment_mapping,
            Self_Illumination self_illumination,
            Blend_Mode blend_mode,
            Parallax parallax,
            Misc misc,
            Distortion distortion,
            Soft_fade soft_fade
            )
        {
            string template = $"shader.hlsl";

            List <D3D.SHADER_MACRO> macros = new List <D3D.SHADER_MACRO>();

            switch (stage)
            {
            //case ShaderStage.Default:
            case ShaderStage.Albedo:
            //case ShaderStage.Static_Per_Pixel:
            //case ShaderStage.Static_Per_Vertex:
            //case ShaderStage.Static_Sh:
            case ShaderStage.Static_Prt_Ambient:
            case ShaderStage.Static_Prt_Linear:
            case ShaderStage.Static_Prt_Quadratic:
            //case ShaderStage.Dynamic_Light:
            //case ShaderStage.Shadow_Generate:
            case ShaderStage.Active_Camo:
                //case ShaderStage.Lightmap_Debug_Mode:
                //case ShaderStage.Static_Per_Vertex_Color:
                //case ShaderStage.Dynamic_Light_Cinematic:
                //case ShaderStage.Sfx_Distort:
                break;

            default:
                return(null);
            }

            // prevent the definition helper from being included
            macros.Add(new D3D.SHADER_MACRO {
                Name = "_DEFINITION_HELPER_HLSLI", Definition = "1"
            });

            macros.AddRange(ShaderGeneratorBase.CreateMethodEnumDefinitions <ShaderStage>());
            macros.AddRange(ShaderGeneratorBase.CreateMethodEnumDefinitions <ShaderType>());
            macros.AddRange(ShaderGeneratorBase.CreateMethodEnumDefinitions <Albedo>());
            macros.AddRange(ShaderGeneratorBase.CreateMethodEnumDefinitions <Bump_Mapping>());
            macros.AddRange(ShaderGeneratorBase.CreateMethodEnumDefinitions <Alpha_Test>());
            macros.AddRange(ShaderGeneratorBase.CreateMethodEnumDefinitions <Specular_Mask>());
            macros.AddRange(ShaderGeneratorBase.CreateMethodEnumDefinitions <Material_Model>());
            macros.AddRange(ShaderGeneratorBase.CreateMethodEnumDefinitions <Environment_Mapping>());
            macros.AddRange(ShaderGeneratorBase.CreateMethodEnumDefinitions <Self_Illumination>());
            macros.AddRange(ShaderGeneratorBase.CreateMethodEnumDefinitions <Blend_Mode>());
            macros.AddRange(ShaderGeneratorBase.CreateMethodEnumDefinitions <Parallax>());
            macros.AddRange(ShaderGeneratorBase.CreateMethodEnumDefinitions <Misc>());

            macros.Add(ShaderGeneratorBase.CreateMacro("calc_albedo_ps", albedo, "calc_albedo_", "_ps"));
            if (albedo == Albedo.Constant_Color)
            {
                macros.Add(ShaderGeneratorBase.CreateMacro("calc_albedo_vs", albedo, "calc_albedo_", "_vs"));
            }

            macros.Add(ShaderGeneratorBase.CreateMacro("calc_bumpmap_ps", bump_mapping, "calc_bumpmap_", "_ps"));
            macros.Add(ShaderGeneratorBase.CreateMacro("calc_bumpmap_vs", bump_mapping, "calc_bumpmap_", "_vs"));

            macros.Add(ShaderGeneratorBase.CreateMacro("calc_alpha_test_ps", alpha_test, "calc_alpha_test_", "_ps"));
            macros.Add(ShaderGeneratorBase.CreateMacro("calc_specular_mask_ps", specular_mask, "calc_specular_mask_", "_ps"));

            macros.Add(ShaderGeneratorBase.CreateMacro("calc_self_illumination_ps", self_illumination, "calc_self_illumination_", "_ps"));

            macros.Add(ShaderGeneratorBase.CreateMacro("calc_parallax_ps", parallax, "calc_parallax_", "_ps"));
            switch (parallax)
            {
            case Parallax.Simple_Detail:
                macros.Add(ShaderGeneratorBase.CreateMacro("calc_parallax_vs", Parallax.Simple, "calc_parallax_", "_vs"));
                break;

            default:
                macros.Add(ShaderGeneratorBase.CreateMacro("calc_parallax_vs", parallax, "calc_parallax_", "_vs"));
                break;
            }

            macros.Add(ShaderGeneratorBase.CreateMacro("material_type", material_model, "material_type_"));
            macros.Add(ShaderGeneratorBase.CreateMacro("envmap_type", environment_mapping, "envmap_type_"));
            macros.Add(ShaderGeneratorBase.CreateMacro("blend_type", blend_mode, "blend_type_"));

            macros.Add(ShaderGeneratorBase.CreateMacro("shaderstage", stage, "shaderstage_"));
            macros.Add(ShaderGeneratorBase.CreateMacro("shadertype", stage, "shadertype_"));

            macros.Add(ShaderGeneratorBase.CreateMacro("albedo_arg", albedo, "k_albedo_"));
            macros.Add(ShaderGeneratorBase.CreateMacro("self_illumination_arg", self_illumination, "k_self_illumination_"));
            macros.Add(ShaderGeneratorBase.CreateMacro("material_type_arg", material_model, "k_material_model_"));
            macros.Add(ShaderGeneratorBase.CreateMacro("envmap_type_arg", environment_mapping, "k_environment_mapping_"));
            macros.Add(ShaderGeneratorBase.CreateMacro("blend_type_arg", blend_mode, "k_blend_mode_"));

            var shader_bytecode = ShaderGeneratorBase.GenerateSource(template, macros, "entry_" + stage.ToString().ToLower(), "ps_3_0");

            return(shader_bytecode);
        }