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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : WW3D *
- * *
- * $Archive:: /Commando/Code/ww3d2/shd7bumpdiff.cpp $*
- * *
- * $Author:: Kenny_m
- *
- * $Modtime:: 6/06/02 11:18p $*
- * *
- * $Revision:: 2 $*
- * *
- * 06/06/02 KM added software vertex shader fallback check
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "dx8fvf.h"
- #include "dx8wrapper.h"
- #include "assetmgr.h"
- #include "rinfo.h"
- #include "camera.h"
- #include "shdhwshader.h"
- #include "shdbumpdiff.h"
- #include "shd7bumpdiff.h"
- #include "shd7bumpdiff_constants.h"
- #include "shdclassids.h"
- // shader code declarations
- #include "shd7bumpdiffpass0.vsh_code.h"
- #include "shd7bumpdiffpass1.vsh_code.h"
- ShdHWVertexShader Shd7BumpDiffClass::Pass_0_Vertex_Shader;
- ShdHWVertexShader Shd7BumpDiffClass::Pass_1_Vertex_Shader;
- Matrix4x4 Shd7BumpDiffClass::View_Projection_Matrix;
- Shd7BumpDiffClass::Shd7BumpDiffClass(const ShdDefClass* def)
- : ShdInterfaceClass(def,SHDDEF_CLASSID_BUMPDIFF),
- Texture(NULL),
- NormalMap(NULL)
- {
- ShdBumpDiffDefClass* Definition=(ShdBumpDiffDefClass*)def;
- Texture=WW3DAssetManager::Get_Instance()->Get_Texture
- (
- Definition->Get_Texture_Name()
- );
- NormalMap=WW3DAssetManager::Get_Instance()->Get_Texture
- (
- Definition->Get_Bump_Map_Name()
- );
- const Vector3& a=Definition->Get_Ambient();
- Ambient.Set(a.X,a.Y,a.Z,1.0f);
- const Vector3& d=Definition->Get_Diffuse();
- Diffuse.Set(d.X,d.Y,d.Z,1.0f);
- const Vector2& db=Definition->Get_Diffuse_Bumpiness();
- Bumpiness.Set(db.X,db.Y,0.0f,0.0f);
- }
- Shd7BumpDiffClass::~Shd7BumpDiffClass()
- {
- REF_PTR_RELEASE(Texture);
- REF_PTR_RELEASE(NormalMap);
- }
- void Shd7BumpDiffClass::Init()
- {
- // Create vertex shader
- DWORD vertex_shader_declaration[]=
- {
- D3DVSD_STREAM(0),
- (D3DVSD_REG(0, D3DVSDT_FLOAT3)), // vertex position
- (D3DVSD_REG(1, D3DVSDT_FLOAT3)), // vertex normal
- (D3DVSD_REG(2, D3DVSDT_D3DCOLOR)), // vertex color
- (D3DVSD_REG(3, D3DVSDT_FLOAT2)), // vertex texture coords
- (D3DVSD_REG(4, D3DVSDT_FLOAT3)), // vertex S basis
- (D3DVSD_REG(5, D3DVSDT_FLOAT3)), // vertex T basis
- (D3DVSD_REG(6, D3DVSDT_FLOAT3)), // vertex SxT basis
- D3DVSD_END()
- };
- Pass_0_Vertex_Shader.Create
- (
- shd7bumpdiffpass0_vsh_code,
- vertex_shader_declaration
- );
- Pass_1_Vertex_Shader.Create
- (
- shd7bumpdiffpass1_vsh_code,
- vertex_shader_declaration
- );
- }
- void Shd7BumpDiffClass::Shutdown()
- {
- Pass_0_Vertex_Shader.Destroy();
- Pass_1_Vertex_Shader.Destroy();
- }
- //**********************************************************************************************
- //! Apply shared states for 2 pass DX7 bump diffuse
- /*! 6/03/02 8:12a KJM Created
- */
- void Shd7BumpDiffClass::Apply_Shared(int pass, RenderInfoClass& rinfo)
- {
- // vertex processing behavior
- DX8Wrapper::Set_DX8_Render_State(D3DRS_SOFTWAREVERTEXPROCESSING,!Pass_0_Vertex_Shader.Is_Using_Hardware());
- // fixed function uses pass through by default
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU);
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU);
- if (pass==0)
- {
- // set vertex shader
- DX8Wrapper::Set_Vertex_Shader(Pass_0_Vertex_Shader.Peek_Shader());
- // set texture stage settings
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3 );
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_COLORARG2, D3DTA_SPECULAR );
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ALPHAOP, D3DTOP_ADDSMOOTH );
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
- DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_COLOROP, D3DTOP_DISABLE );
- DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE, TRUE);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND, D3DBLEND_ZERO);
- }
- else
- {
- // set vertex shader
- DX8Wrapper::Set_Vertex_Shader(Pass_1_Vertex_Shader.Peek_Shader());
- // set texture stage settings
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3 );
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_COLORARG2, D3DTA_SPECULAR );
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
- DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_COLOROP, D3DTOP_DISABLE );
- DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
- DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE, TRUE);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND, D3DBLEND_ONE);
- }
- // set constants
- DX8Wrapper::Set_Vertex_Shader_Constant(CV_CONST, D3DXVECTOR4(0.0f, 1.0f, 0.5f, 2.0f), 1);
- // calculate shader view projection matrix
- Matrix4x4 view_matrix;
- DX8Wrapper::Get_Transform(D3DTS_VIEW, view_matrix);
- Matrix4x4 proj_matrix;
- DX8Wrapper::Get_Transform(D3DTS_PROJECTION, proj_matrix);
- Matrix4x4::Multiply(proj_matrix, view_matrix, &View_Projection_Matrix);
- }
- //**********************************************************************************************
- //! Apply per instance states for 2 pass DX7 bump diffuse
- /*! 6/03/02 8:12a KJM Created
- */
- void Shd7BumpDiffClass::Apply_Instance(int cur_pass, RenderInfoClass& rinfo)
- {
- DX8Wrapper::Set_Texture(0, NormalMap);
- DX8Wrapper::Set_Texture(1, Texture);
- // set vertex shader constants
- Matrix4x4 world;
- DX8Wrapper::Get_Transform(D3DTS_WORLD, world);
- Matrix4x4 world_view_proj_matrix;
- Matrix4x4::Multiply(View_Projection_Matrix,world,&world_view_proj_matrix);
- DX8Wrapper::Set_Vertex_Shader_Constant(CV_WORLD_VIEW_PROJECTION, &world_view_proj_matrix, 4);
- DX8Wrapper::Set_Vertex_Shader_Constant(CV_WORLD, &world, 4);
- ShdHWVertexShader::Light
- (
- rinfo,
- Ambient,
- Diffuse
- );
- DX8Wrapper::Set_Vertex_Shader_Constant(CV_BUMPINESS, &Bumpiness, 1);
- }
- unsigned Shd7BumpDiffClass::Get_Vertex_Stream_Count() const
- {
- return 1;
- }
- unsigned Shd7BumpDiffClass::Get_Vertex_Size(unsigned stream) const
- {
- return sizeof(VertexFormatXYZNDUV1TG3);
- }
- void Shd7BumpDiffClass::Copy_Vertex_Stream
- (
- unsigned stream,
- void* dest_buffer,
- const VertexStreamStruct& vss,
- unsigned vertex_count
- )
- {
- VertexFormatXYZNDUV1TG3* verts=(VertexFormatXYZNDUV1TG3*)dest_buffer;
- for (unsigned i=0; i<vertex_count; ++i)
- {
- if (vss.Locations)
- {
- verts[i].x=vss.Locations[i][0];
- verts[i].y=vss.Locations[i][1];
- verts[i].z=vss.Locations[i][2];
- }
- else
- {
- verts[i].x=0.0f;
- verts[i].y=0.0f;
- verts[i].z=0.0f;
- }
- if (vss.DiffuseInt)
- {
- verts[i].diffuse=vss.DiffuseInt[i];
- }
- else
- {
- verts[i].diffuse=0xffffffff;
- }
-
- if (vss.Normals)
- {
- verts[i].nx=vss.Normals[i][0];
- verts[i].ny=vss.Normals[i][1];
- verts[i].nz=vss.Normals[i][2];
- }
- else
- {
- verts[i].nx=0.0f;
- verts[i].ny=0.0f;
- verts[i].nz=0.0f;
- }
- if (vss.UV[0])
- {
- verts[i].u1=vss.UV[0][i].U;
- verts[i].v1=vss.UV[0][i].V;
- }
- else
- {
- verts[i].u1=0.0f;
- verts[i].v1=0.0f;
- }
- if (vss.S)
- {
- verts[i].Sx=vss.S[i].X;
- verts[i].Sy=vss.S[i].Y;
- verts[i].Sz=vss.S[i].Z;
- }
- else
- {
- verts[i].Sx=0.0f;
- verts[i].Sy=0.0f;
- verts[i].Sz=0.0f;
- }
- if (vss.T)
- {
- verts[i].Tx=vss.T[i].X;
- verts[i].Ty=vss.T[i].Y;
- verts[i].Tz=vss.T[i].Z;
- }
- else
- {
- verts[i].Tx=0.0f;
- verts[i].Ty=0.0f;
- verts[i].Tz=0.0f;
- }
- if (vss.SxT)
- {
- verts[i].SxTx=vss.SxT[i].X;
- verts[i].SxTy=vss.SxT[i].Y;
- verts[i].SxTz=vss.SxT[i].Z;
- }
- else
- {
- verts[i].SxTx=0.0f;
- verts[i].SxTy=0.0f;
- verts[i].SxTz=0.0f;
- }
- }
- }
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