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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 : WWSHADE *
- * *
- * $Archive:: wwshade/shd8bumpdiff.cpp $*
- * *
- * $Author:: Kenny_m
- *
- * $Modtime:: 07/08/02 3:40p $*
- * *
- * $Revision:: 1 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "dx8fvf.h"
- #include "dx8wrapper.h"
- #include "assetmgr.h"
- #include "rinfo.h"
- #include "camera.h"
- #include "shdmesh.h"
- #include "texproject.h"
- #include "shdbumpdiff.h"
- #include "shd8bumpdiff.h"
- #include "shd8bumpdiff_constants.h"
- #include "shdclassids.h"
- // shader code declarations
- #include "shd8bumpdiff.vsh_code.h"
- #include "shd8bumpdiff.psh_code.h"
- #include "shd8ssbumpdiff.vsh_code.h"
- #include "shd8ssbumpdiff.psh_code.h"
- ShdHWVertexShader Shd8BumpDiffClass::Vertex_Shader;
- ShdHWPixelShader Shd8BumpDiffClass::Pixel_Shader;
- ShdHWPixelShader Shd8BumpDiffClass::Self_Shadow_Pixel_Shader;
- ShdHWVertexShader Shd8BumpDiffClass::Self_Shadow_Vertex_Shader;
- Matrix4x4 Shd8BumpDiffClass::View_Projection_Matrix;
- Shd8BumpDiffClass::Shd8BumpDiffClass(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,0.0f);
- const Vector3& d=Definition->Get_Diffuse();
- Diffuse.Set(d.X,d.Y,d.Z,0.0f);
- const Vector2& db=Definition->Get_Diffuse_Bumpiness();
- Bumpiness.Set(db.X,db.Y,0,0);
- }
- Shd8BumpDiffClass::~Shd8BumpDiffClass(void)
- {
- REF_PTR_RELEASE(Texture);
- REF_PTR_RELEASE(NormalMap);
- }
- void Shd8BumpDiffClass::Init(void)
- {
- // 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()
- };
- Pixel_Shader.Create(shd8bumpdiff_psh_code);
- Vertex_Shader.Create
- (
- shd8bumpdiff_vsh_code,
- vertex_shader_declaration
- );
- Self_Shadow_Pixel_Shader.Create(shd8ssbumpdiff_psh_code);
- Self_Shadow_Vertex_Shader.Create
- (
- shd8ssbumpdiff_vsh_code,
- vertex_shader_declaration
- );
- }
- void Shd8BumpDiffClass::Shutdown(void)
- {
- Vertex_Shader.Destroy();
- Pixel_Shader.Destroy();
- Self_Shadow_Pixel_Shader.Destroy();
- Self_Shadow_Vertex_Shader.Destroy();
- }
- void Shd8BumpDiffClass::Apply_Shared(int cur_pass, RenderInfoClass& rinfo)
- {
- // set vertex shader
- if (cur_pass==0)
- {
- DX8Wrapper::Set_Vertex_Shader(Vertex_Shader.Peek_Shader());
- }
- else
- {
- DX8Wrapper::Set_Vertex_Shader(Self_Shadow_Vertex_Shader.Peek_Shader());
- }
- // set vertex shader constants
- DX8Wrapper::Set_Vertex_Shader_Constant(CV_CONST, D3DXVECTOR4(0.0f, 1.0f, 0.5f, 2.0f), 1);
- // set pixel shader
- if (cur_pass==0)
- {
- DX8Wrapper::Set_Pixel_Shader(Pixel_Shader.Peek_Shader());
- }
- else
- {
- DX8Wrapper::Set_Pixel_Shader(Self_Shadow_Pixel_Shader.Peek_Shader());
- }
- // 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);
- }
- void Shd8BumpDiffClass::Apply_Instance(int cur_pass, RenderInfoClass& rinfo)
- {
- if (cur_pass==0)
- {
- DX8Wrapper::Set_Texture(0, NormalMap);
- DX8Wrapper::Set_Texture(1, Texture);
- }
- else
- {
- ZTextureClass* ztex=DX8Wrapper::Get_Shadow_Map(0);
- DX8Wrapper::Set_Texture(0, Texture);
- DX8Wrapper::Set_Vertex_Shader_Constant(CV_TEXMAP,&Self_Shadow_Transform,4);
- }
- // 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 Shd8BumpDiffClass::Get_Vertex_Stream_Count() const
- {
- return 1;
- }
- unsigned Shd8BumpDiffClass::Get_Vertex_Size(unsigned stream) const
- {
- return sizeof(VertexFormatXYZNDUV1TG3);
- }
- void Shd8BumpDiffClass::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;
- }
- }
- }
- bool Shd8BumpDiffClass::Pass_Selection
- (
- ShdMeshClass* mesh,
- RenderInfoClass* rinfo,
- int pass
- )
- {
- if (mesh->Is_Applying_Shadow_Map())
- {
- if (pass==1) // just do once
- {
- // is rendering self shadowed object
- Setup_Self_Shadow_Info(*mesh,*rinfo);
- }
- return (pass==1);
- }
- return (pass==0);
- }
- /**********************************************************************************************
- //! Set up transform for shadow maps
- /*! 06/07/02 KM created
- */
- void Shd8BumpDiffClass::Setup_Self_Shadow_Info(ShdMeshClass& mesh, RenderInfoClass& rinfo)
- {
- Matrix4x4 tex_mat=mesh.Peek_Texture_Projector()->Peek_Mapper()->Get_Texture_Transform();
- //set special texture matrix for shadow mapping
- ZTextureClass* smap=DX8Wrapper::Get_Shadow_Map(0); // todo KJM assign shadow map from rinfo
- if (!smap) return;
- float off_x=0.5f+(0.5f/(float)smap->Get_Width());
- float off_y=0.5f+(0.5f/(float)smap->Get_Height());
- unsigned int bits=Get_Num_Depth_Bits(smap->Get_Texture_Format());
- float range=(float)(0xFFFFFFFF>>(32-bits));
- float bias=0.0f;//-0.001f*range;
- Matrix4x4 sb_mat
- (
- Vector4(0.5f, 0.0f, 0.0f, 0.0f),
- Vector4(0.0f, -0.5f, 0.0f, 0.0f),
- Vector4(0.0f, 0.0f, range, 0.0f),
- Vector4(off_x, off_y, bias, 1.0f)
- );
- Matrix4x4 view2tex;
- Matrix4x4::Multiply(sb_mat,tex_mat,&view2tex);
- Matrix4x4 world;
- world.Init(mesh.Get_Transform());
- Matrix4x4 view;
- view.Init(rinfo.Camera.Get_View_Matrix());
- Matrix4x4 vw_mat;
- Matrix4x4::Multiply(world,view,&vw_mat);
- Matrix4x4::Multiply(view2tex,vw_mat,&Self_Shadow_Transform);
- }
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