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Leviathan/Client/Game/engine/Renderer/SSpeedTreeVertexShaders.h
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2026-06-01 12:46:52 +02:00

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///////////////////////////////////////////////////////////////////////
// SpeedTreeRT DirectX Example
//
// (c) 2003 IDV, Inc.
//
// This example demonstrates how to render trees using SpeedTreeRT
// and DirectX. Techniques illustrated include ".spt" file parsing,
// static lighting, dynamic lighting, LOD implementation, cloning,
// instancing, and dynamic wind effects.
//
//
// *** INTERACTIVE DATA VISUALIZATION (IDV) PROPRIETARY INFORMATION ***
//
// This software is supplied under the terms of a license agreement or
// nondisclosure agreement with Interactive Data Visualization and may
// not be copied or disclosed except in accordance with the terms of
// that agreement.
//
// Copyright (c) 2001-2003 IDV, Inc.
// All Rights Reserved.
//
// IDV, Inc.
// 1233 Washington St. Suite 610
// Columbia, SC 29201
// Voice: (803) 799-1699
// Fax: (803) 931-0320
// Web: http://www.idvinc.com
///////////////////////////////////////////////////////////////////////
// Includes
#pragma once
#include "SSpeedTreeConfig.h"
#include <map>
//#include <string>
///////////////////////////////////////////////////////////////////////
// Branch & Frond Vertex Formats
static DWORD D3DFVF_SPEEDTREE_BRANCH_VERTEX =
D3DFVF_XYZ |
#ifdef WRAPPER_USE_DYNAMIC_LIGHTING
D3DFVF_NORMAL |
#else
D3DFVF_DIFFUSE |
#endif
D3DFVF_TEXCOORDSIZE2(0) |
D3DFVF_TEXCOORDSIZE2(1) |
D3DFVF_TEXCOORDSIZE2(2)
#ifdef WRAPPER_USE_GPU_WIND
#ifdef WRAPPER_RENDER_SELF_SHADOWS
| D3DFVF_TEX3;
#else
| D3DFVF_TEX2;
#endif
#else
#ifdef WRAPPER_RENDER_SELF_SHADOWS
| D3DFVF_TEX2;
#else
| D3DFVF_TEX1;
#endif
#endif
///////////////////////////////////////////////////////////////////////
// FVF Branch Vertex Structure
struct SFVFBranchVertex
{
D3DXVECTOR3 m_vPosition; ///< Always Used
#ifdef WRAPPER_USE_DYNAMIC_LIGHTING
D3DXVECTOR3 m_vNormal; ///< Dynamic Lighting Only
#else
DWORD m_dwDiffuseColor; ///< Static Lighting Only
#endif
FLOAT m_fTexCoords[2]; ///< Always Used
#ifdef WRAPPER_USE_GPU_WIND
FLOAT m_fWindIndex; ///< GPU Only
FLOAT m_fWindWeight;
#endif
#ifdef WRAPPER_RENDER_SELF_SHADOWS
FLOAT m_fShadowCoords[2]; ///< Texture coordinates for the shadows
#endif
};
///////////////////////////////////////////////////////////////////////
// Branch/Frond Vertex Program
static const char g_achSimpleVertexProgram[] =
{
"vs.1.1\n" ///< identity shader version
"dcl_position v0\n" ///< declare the data coming in
#ifdef WRAPPER_USE_DYNAMIC_LIGHTING
"dcl_normal v3\n"
#else
"dcl_color v5\n"
#endif
"dcl_texcoord0 v7\n"
"dcl_texcoord1 v8\n"
#ifdef WRAPPER_RENDER_SELF_SHADOWS
"dcl_texcoord2 v9\n"
#endif
"def c[20], 1.0f, 1.0f, 1.0f, 1.0f\n"
"def c[21], 0.02f, 0.3f, 0.0f, 0.0f\n"
"def c[22], 0.0f, 1.0f, 0.0f, 0.0f\n"
"mov oT0.xy, v7\n" ///< always pass texcoord0 through
#ifdef WRAPPER_RENDER_SELF_SHADOWS
"mov oT1.xy, v9\n" ///< pass shadow texcoords through
#endif
// retrieve and convert wind matrix index
"mov a0.x, v8.x\n"
// perform wind interpolation
"m4x4 r1, v0, c[54+a0.x]\n" ///< compute full wind effect
"sub r2, r1, v0\n" ///< compute difference between full wind and none
"mov r3.x, v8.y\n" ///< mad can't access two v's at once, use r3.x as tmp
"mad r1, r2, r3.x, v0\n" ///< perform interpolation
"add r2, c[52], r1\n" ///< translate to tree's position
"m4x4 oPos, r2, c[0]\n" ///< project to screen
#ifdef WRAPPER_USE_FOG // sonador 4.3.2 스피드 트리 포그 오류 수정
//"dp4 r1, r2, c[2]\n" // compute distance
//"sub r2.x, c[85].y, r1.z\n" // linear fog
//"mul oFog, r2.x, c[85].z\n" // write outputs
"dp4 r1.x, r2, c[2]\n" ///< compute distance
"sub r2.x, r1.x, c[85].x\n" ///< linear fog
"mul r1.x, r2.x, c[85].z\n" ///< write outputs
"min r1.x, r1.x, c[22].y\n"
"max r1.x, r1.x, c[22].x\n"
//"sub r1.x, c[20], r1.x\n" // 스퀘어 포그
//"mul r1.x, r1.x, r1.x\n"
//"sub r1.x, c[20], r1.x\n"
"mul r1.x, r1.x, r1.x\n" ///< 스퀘어 포그
"sub r1.x, c[20], r1.x\n"
"sub r2.y, c[86].y, r2.z\n" ///< 높이 포그
"mul r1.y, r2.y, c[86].z\n"
"min oFog, r1.x, r1.y\n"
#endif
#ifdef WRAPPER_USE_STATIC_LIGHTING
"mov oD0, v5\n" // pass color through
#else
"mov r1, c[74]\n" ///< can only use one const register per instruction
"mul r5, c[73], r1\n" ///< diffuse values
"mov r1, c[75]\n" ///< can only use one const register per instruction
"mul r4, c[72], r1\n" ///< ambient values
"dp3 r2.x, v3, c[71]\n" ///< dot light direction with normal
#ifndef _RAC //TOOL
// Color with no Alpha value (original)
"mad r3.xyz, r2.x, r5, r4\n" // compute the final color
"mad r3.w, v0.z, c[21].x, c[21].y\n"
"min r3.w, r3.w, c[20]\n"
"mul r3.xyz, r3.xyz, r3.w\n"
//"mad oD0, r2.x, r5, r4\n" // compute the final color
//"mad oD0.xyz, r2.x, r5, r4\n" // compute the final color
//"mad r1, r2.x, r5, r4\n"
"max oD0.xyz, r3.xyz, r4.xyz\n"
//"mov oD0, r4\n"
"mov oD0.w, c[20]\n"
//"min oD0, r1, (1.0, 1.0, 1.0, 1.0)\n"
//"min oD0.x, r1.x, 1.0\n"
//"min oD0.y, r1.y, 1.0\n"
//"min oD0.z, r1.z, 1.0\n"
//"min oD0.w, r1.w, 1.0\n"
#else
// Color with alpha blending values
"max r2.x, r2.x, c[70].x\n" ///< Prevent too-dark light
"mad oD0, r2.x, r5, r4\n" ///< compute the final color
#endif
#endif
};
///////////////////////////////////////////////////////////////////////
// LoadBranchShader
inline LPDIRECT3DVERTEXSHADER9 LoadBranchShader(LPDIRECT3DDEVICE9 pDx)
{
#ifndef WRAPPER_USE_GPU_WIND
//lint -e522
UNREFERENCED_PARAMETER(pDx);
return NULL;
#else
// assemble shader
LPDIRECT3DVERTEXSHADER9 dwShader;
LPD3DXBUFFER pCode, pError;
if (D3DXAssembleShader(g_achSimpleVertexProgram, sizeof(g_achSimpleVertexProgram) - 1, 0, NULL, 0, &pCode, &pError) == D3D_OK)
{
if (pDx->CreateVertexShader((DWORD*)pCode->GetBufferPointer( ), &dwShader) != D3D_OK)
{
#ifndef _RELEASE
char szError[1024];
sprintf(szError, "Failed to create branch vertex shader.");
MessageBox(NULL, szError, "Vertex Shader Error", MB_ICONSTOP);
#endif
}
}
else
{
#ifndef _RELEASE
char szError[1024];
sprintf(szError, "Failed to assemble branch vertex shader.\nThe error reported is [ %s ].\n", pError->GetBufferPointer( ));
MessageBox(NULL, szError, "Vertex Shader Error", MB_ICONSTOP);
#endif
}
if (pCode)
pCode->Release( );
return dwShader;
#endif
}
///////////////////////////////////////////////////////////////////////
// Leaf Vertex Formats
static DWORD D3DFVF_SPEEDTREE_LEAF_VERTEX =
D3DFVF_XYZ | ///< always have the position
#ifdef WRAPPER_USE_DYNAMIC_LIGHTING ///< precomputed colors or geometric normals
D3DFVF_NORMAL |
#else
D3DFVF_DIFFUSE |
#endif
D3DFVF_TEXCOORDSIZE2(0) |
D3DFVF_TEXCOORDSIZE2(1) |
D3DFVF_TEXCOORDSIZE2(2) |
#if defined WRAPPER_USE_GPU_WIND || defined WRAPPER_USE_GPU_LEAF_PLACEMENT
D3DFVF_TEX3;
#else
D3DFVF_TEX1;
#endif
///////////////////////////////////////////////////////////////////////
// FVF Leaf Vertex Structure
struct SFVFLeafVertex
{
D3DXVECTOR3 m_vPosition; ///< Always Used
#ifdef WRAPPER_USE_DYNAMIC_LIGHTING
D3DXVECTOR3 m_vNormal; ///< Dynamic Lighting Only
#else
DWORD m_dwDiffuseColor; ///< Static Lighting Only
#endif
FLOAT m_fTexCoords[2]; ///< Always Used
#if defined WRAPPER_USE_GPU_WIND || defined WRAPPER_USE_GPU_LEAF_PLACEMENT
FLOAT m_fWindIndex; ///< Only used when GPU is involved
FLOAT m_fWindWeight;
FLOAT m_fLeafPlacementIndex;
FLOAT m_fLeafScalarValue;
#endif
};
///////////////////////////////////////////////////////////////////////
// Leaf Vertex Program
static const char g_achLeafVertexProgram[] =
{
"vs.1.1\n" ///< identity shader version
"dcl_position v0\n" ///< declare the data coming in
#ifdef WRAPPER_USE_DYNAMIC_LIGHTING
"dcl_normal v3\n"
#else
"dcl_color v5\n"
#endif
"dcl_texcoord0 v7\n"
"dcl_texcoord1 v8\n"
"dcl_texcoord2 v9\n"
#ifdef WRAPPER_USE_FOG
"def c[20], 1.0f, 1.0f, 1.0f, 1.0f\n"
"def c[22], 0.0f, 1.0f, 0.0f, 0.0f\n"
#endif
"mov oT0.xy, v7\n" ///< always pass texcoord0 through
#ifdef WRAPPER_USE_GPU_WIND
// retrieve and convert wind matrix index
"mov a0.x, v8.x\n"
// perform wind interpolation
"m4x4 r1, v0, c[54+a0.x]\n" ///< compute full wind effect
"sub r2, r1, v0\n" ///< compute difference between full wind and none
"mov r3.x, v8.y\n" ///< mad can't access two v's at once, use r3.x as tmp
"mad r0, r2, r3.x, v0\n" ///< perform interpolation
#else
"mov r0, v0\n" ///< wind already handled, pass the vertex through
#endif
#ifdef WRAPPER_USE_GPU_LEAF_PLACEMENT
"mov a0.x, v9.x\n" ///< place the leaves
"mul r1, c[a0.x], v9.y\n"
"add r0, r1, r0\n"
#endif
"add r0, c[52], r0\n" ///< translate to tree's position
"m4x4 oPos, r0, c[0]\n" ///< project to screen
#ifdef WRAPPER_USE_FOG // sonador 4.3.2 스피드 트리 포그 오류 수정
//"dp4 r1, r0, c[2]\n" // compute distance
//"sub r2.x, c[85].y, r1.z\n" // linear fog
//"mul oFog, r2.x, c[85].z\n" // write outputs
"dp4 r1.x, r0, c[2]\n" ///< compute distance
"sub r2.x, r1.x, c[85].x\n" ///< linear fog
"mul r1.x, r2.x, c[85].z\n" ///< write outputs
"min r1.x, r1.x, c[22].y\n"
"max r1.x, r1.x, c[22].x\n"
//"sub r1.x, c[20], r1.x\n" // 스퀘어 포그
//"mul r1.x, r1.x, r1.x\n"
//"sub r1.x, c[20], r1.x\n"
"mul r1.x, r1.x, r1.x\n" ///< 스퀘어 포그
"sub r1.x, c[20], r1.x\n"
"sub r2.y, c[86].y, r0.z\n" ///< 높이 포그
"mul r1.y, r2.y, c[86].z\n"
"min oFog, r1.x, r1.y\n"
#endif
#ifdef WRAPPER_USE_STATIC_LIGHTING
"mov oD0, v5\n" ///< pass color through
#else
"mov r1, c[74]\n" ///< can only use one const register per instruction
"mul r5, c[73], r1\n" ///< diffuse values
"mov r1, c[75]\n" ///< can only use one const register per instruction
"mul r4, c[72], r1\n" ///< ambient values
"dp3 r2.x, v3, c[71]\n" ///< dot light direction with normal
"max r2.x, r2.x, c[70].x\n" ///< limit it
"mad oD0, r2.x, r5, r4\n" ///< compute the final color
#endif
};
///////////////////////////////////////////////////////////////////////
// LoadLeafShader
inline LPDIRECT3DVERTEXSHADER9 LoadLeafShader(LPDIRECT3DDEVICE9 pDx)
{
LPDIRECT3DVERTEXSHADER9 dwShader = NULL;
#if defined WRAPPER_USE_GPU_LEAF_PLACEMENT || defined WRAPPER_USE_GPU_WIND
// assemble shader
LPD3DXBUFFER pCode, pError;
if (D3DXAssembleShader(g_achLeafVertexProgram, sizeof(g_achLeafVertexProgram) - 1, 0, NULL, 0, &pCode, &pError) == D3D_OK)
{
if (pDx->CreateVertexShader((DWORD*) pCode->GetBufferPointer( ), &dwShader) != D3D_OK)
{
#ifndef _RELEASE
char szError[1024];
sprintf(szError, "Failed to create leaf vertex shader.");
(void) MessageBox(NULL, szError, "Vertex Shader Error", MB_ICONSTOP);
#endif
}
}
else
{
#ifndef _RELEASE
char szError[1024];
sprintf(szError, "Failed to assemble leaf vertex shader. The error reported is [ %s ].\n", (char*) pError->GetBufferPointer( ));
(void) MessageBox(NULL, szError, "Vertex Shader Error", MB_ICONSTOP);
#endif
}
if (pCode)
pCode->Release( );
#endif
return dwShader;
}
// sonador #2.1.7.1 스피드 트리 퍼포먼스 증가
///////////////////////////////////////////////////////////////////////
/// SpeedTree Billboard Vertex Formats
static DWORD D3DFVF_SPEEDTREE_BILLBOARD_VERTEX =
D3DFVF_XYZ | ///< always have the position
D3DFVF_NORMAL |
//D3DFVF_DIFFUSE |
D3DFVF_TEXCOORDSIZE2(0) |
D3DFVF_TEXCOORDSIZE2(1) |
D3DFVF_TEXCOORDSIZE2(2) |
D3DFVF_TEX1;
///////////////////////////////////////////////////////////////////////
/// FVF SpeedTree Billboard Vertex Structure
struct SFVFSpeedTreeBillboardVertex
{
D3DXVECTOR3 m_vPosition; ///< Always Used
D3DXVECTOR3 m_vNormal;
//DWORD m_dwDiffuseColor; // Static Lighting Only
FLOAT m_fTexCoords[2]; ///< Always Used
};
///////////////////////////////////////////////////////////////////////
/// Leaf Vertex Program
static const char g_achSpeedTreeBillboardVertexProgram[] =
{
"vs.1.1\n" ///< identity shader version
"dcl_position v0\n" ///< declare the data coming in
"dcl_normal v3\n"
//"dcl_color v5\n"
"dcl_texcoord0 v7\n"
"dcl_texcoord1 v8\n"
"dcl_texcoord2 v9\n"
#ifdef WRAPPER_USE_FOG
"def c[20], 1.0f, 1.0f, 1.0f, 1.0f\n"
"def c[22], 0.0f, 1.0f, 0.0f, 0.0f\n"
#endif
"mov oT0.xy, v7\n" ///< always pass texcoord0 through
"mov r0, v0\n"
"add r0, c[52], r0\n" ///< translate to tree's position
"m4x4 oPos, r0, c[0]\n" ///< project to screen
#ifdef WRAPPER_USE_FOG // sonador 4.3.2 스피드 트리 포그 오류 수정
//"dp4 r1, r0, c[2]\n" // compute distance
//"sub r2.x, c[85].y, r1.z\n" // linear fog
//"mul oFog, r2.x, c[85].z\n" // write outputs
"dp4 r1.x, r0, c[2]\n" ///< compute distance
"sub r2.x, r1.x, c[85].x\n" ///< linear fog
"mul r1.x, r2.x, c[85].z\n" ///< write outputs
"min r1.x, r1.x, c[22].y\n"
"max r1.x, r1.x, c[22].x\n"
//"sub r1.x, c[20], r1.x\n" // 스퀘어 포그
//"mul r1.x, r1.x, r1.x\n"
//"sub r1.x, c[20], r1.x\n"
"mul r1.x, r1.x, r1.x\n" ///< 스퀘어 포그
"sub r1.x, c[20], r1.x\n"
//"sub r2.y, c[86].y, r0.z\n" // 높이 포그
//"mul r1.y, r2.y, c[86].z\n"
//"min oFog, r1.x, r1.y\n"
//"min oFog, r1.x, c[20].x\n"
"mov oFog, r1.x\n"
#endif
//#ifdef WRAPPER_USE_STATIC_LIGHTING
//"mov oD0, v5\n" // pass color through
//#else
"mov r1, c[74]\n" ///< can only use one const register per instruction
"mul r5, c[73], r1\n" ///< diffuse values
"mov r1, c[75]\n" ///< can only use one const register per instruction
"mul r4, c[72], r1\n" ///< ambient values
"dp3 r2.x, v3, c[71]\n" ///< dot light direction with normal
"max r2.x, r2.x, c[70].x\n" ///< limit it
"mad oD0, r2.x, r5, r4\n" ///< compute the final color
//#endif
};
///////////////////////////////////////////////////////////////////////
/// LoadSpeedTreeBillboardShader
inline LPDIRECT3DVERTEXSHADER9 LoadSpeedTreeBillboardShader(LPDIRECT3DDEVICE9 pDx)
{
LPDIRECT3DVERTEXSHADER9 dwShader = NULL;
#if defined WRAPPER_USE_GPU_LEAF_PLACEMENT || defined WRAPPER_USE_GPU_WIND
// assemble shader
LPD3DXBUFFER pCode, pError;
if (D3DXAssembleShader(g_achSpeedTreeBillboardVertexProgram, sizeof(g_achSpeedTreeBillboardVertexProgram) - 1, 0, NULL, 0, &pCode, &pError) == D3D_OK)
{
if (pDx->CreateVertexShader((DWORD*) pCode->GetBufferPointer( ), &dwShader) != D3D_OK)
{
#ifndef _RELEASE
char szError[1024];
sprintf(szError, "Failed to create speed tree billboard vertex shader.");
(void) MessageBox(NULL, szError, "Vertex Shader Error", MB_ICONSTOP);
#endif
}
}
else
{
#ifndef _RELEASE
char szError[1024];
sprintf(szError, "Failed to assemble speed tree billboard vertex shader. The error reported is [ %s ].\n", (char*) pError->GetBufferPointer( ));
(void) MessageBox(NULL, szError, "Vertex Shader Error", MB_ICONSTOP);
#endif
}
if (pCode)
pCode->Release( );
#endif
return dwShader;
}