improved shader stuff

This commit is contained in:
Silent 2014-06-04 23:09:13 +02:00
parent 93e5e13ce0
commit c706013ee8
4 changed files with 135 additions and 76 deletions

View file

@ -26,5 +26,6 @@
//#define HIDE_MATERIAL
//#define EXPAND_ALPHA_ENTITY_LISTS 800
//#define EXPAND_BOAT_ALPHA_ATOMIC_LISTS 400
//#define SA_STEAM_TEST

View file

@ -1528,7 +1528,7 @@ void __declspec(naked) DumpIPLStub()
#include "nvc.h"
static IDirect3DVertexShader9* pNVCShader = nullptr;
static bool bRenderNVC;
static bool bRenderNVC = false;
static RpAtomic* pRenderedAtomic;
WRAPPER void _rwD3D9SetVertexShader(void *shader) { EAXJMP(0x7F9FB0); }
@ -1546,15 +1546,28 @@ WRAPPER RwBool _rpD3D9VertexDeclarationInstColor(RwUInt8 *mem,
RwInt32 numVerts,
RwUInt32 stride) { EAXJMP(0x754AE0); }
void CompileShader()
{
static bool bCompiledYet = false;
WRAPPER bool IsVisionFXActive() { EAXJMP(0x7034F0); }
if ( !bCompiledYet )
bool ShaderAttach()
{
// CGame::InitialiseRenderWare
// TODO: EXEs
if ( ((bool(*)())0x5BD600)() )
{
bCompiledYet = true;
RwD3D9CreateVertexShader(reinterpret_cast<const RwUInt32*>(g_vs20_NVC_vertex_shader), reinterpret_cast<void**>(&pNVCShader));
return true;
}
return false;
}
void ShaderDetach()
{
if ( pNVCShader )
RwD3D9DeleteVertexShader(pNVCShader);
// PluginDetach?
// TODO: EXEs
((void(*)())0x53BB80)();
}
void SetShader(void* shader)
@ -1564,6 +1577,9 @@ void SetShader(void* shader)
// TODO: Daynight balance var
D3DMATRIX outMat;
float fDayNightBalance = *(float*)0x8D12C0;
RwRGBAReal* AmbientLight = RpLightGetColor(*(RpLight**)0xC886E8);
assert(!shader);
RwD3D9SetVertexShader(pNVCShader);
@ -1572,6 +1588,7 @@ void SetShader(void* shader)
RwD3D9SetVertexShaderConstant(0, &outMat, 4);
RwD3D9SetVertexShaderConstant(4, &fDayNightBalance, 1);
RwD3D9SetVertexShaderConstant(5, AmbientLight, 1);
}
else
RwD3D9SetVertexShader(shader);
@ -1586,7 +1603,6 @@ void __declspec(naked) SetShader2()
push edx
push edi
push ebp
call CompileShader
mov eax, 5DA6A0h
call eax
add esp, 10h
@ -1702,11 +1718,13 @@ __forceinline void Patch_SA_10()
using namespace MemoryVP;
// TEMP - shaders!
/*InjectHook(0x5DA743, SetShader);
InjectHook(0x5DA743, SetShader);
InjectHook(0x5D66F1, SetShader2);
InjectHook(0x5D6116, UsageIndex1, PATCH_JUMP);
InjectHook(0x5D63B7, PassDayColoursToShader, PATCH_JUMP);
InjectHook(0x5D637B, HijackEsi, PATCH_JUMP);
InjectHook(0x5BF3A1, ShaderAttach);
InjectHook(0x53D910, ShaderDetach);
Patch<const void*>(0x5D67F4, HijackAtomic);
Patch<BYTE>(0x5D7200, 0xC3);
Patch<WORD>(0x5D67BB, 0x6890);
@ -1719,7 +1737,10 @@ __forceinline void Patch_SA_10()
Patch<BYTE>(0x5D60CF, sizeof(D3DCOLOR));
Patch<BYTE>(0x5D60EA, sizeof(D3DCOLOR));
Patch<BYTE>(0x5D60C2, 0x13);
Patch<BYTE>(0x5D62F0, 0xEB);*/
Patch<BYTE>(0x5D62F0, 0xEB);
// PostFX fix
Patch<float>(*(float**)0x7034C0, 0.0);
//Patch<BYTE>(0x5D7265, 0xEB);
@ -1735,6 +1756,16 @@ __forceinline void Patch_SA_10()
Patch<const void*>(0x73445E, RenderBigVehicleActomic);
//Patch<const void*>(0x73406E, TwoPassAlphaRender);
// Boats
/*Patch<BYTE>(0x4C79DF, 0x19);
Patch<DWORD>(0x733A87, EXPAND_BOAT_ALPHA_ATOMIC_LISTS * sizeof(AlphaObjectInfo));
Patch<DWORD>(0x733AD7, EXPAND_BOAT_ALPHA_ATOMIC_LISTS * sizeof(AlphaObjectInfo));*/
// Fixed strafing? Hopefully
static const float fStrafeCheck = 0.1f;
Patch<const void*>(0x61E0C2, &fStrafeCheck);
Nop(0x61E0CA, 6);
// Plane rotors
InjectHook(0x4C7981, PlaneAtomicRendererSetup, PATCH_JUMP);

View file

@ -15,6 +15,7 @@ struct VS_OUTPUT
float4x4 viewProjMatrix : register(c0);
float fDayNightBalance : register(c4);
float4 AmbientLight : register(c5);
VS_OUTPUT NVC_vertex_shader( in VS_INPUT In )
{
@ -22,7 +23,10 @@ VS_OUTPUT NVC_vertex_shader( in VS_INPUT In )
Out.Position = mul(In.Position, viewProjMatrix);
Out.Texture = In.Texture;
Out.Color = In.DayColor * (1.0-fDayNightBalance) + In.NightColor * fDayNightBalance;
Out.Color = (In.DayColor * (1.0-fDayNightBalance) + In.NightColor * fDayNightBalance);
Out.Color.rgb += AmbientLight.rgb * AmbientLight.a;
Out.Color = saturate(Out.Color);
return Out;
}

View file

@ -8,6 +8,7 @@
//
// Parameters:
//
// float4 AmbientLight;
// float fDayNightBalance;
// float4x4 viewProjMatrix;
//
@ -18,10 +19,11 @@
// ---------------- ----- ----
// viewProjMatrix c0 4
// fDayNightBalance c4 1
// AmbientLight c5 1
//
vs_2_0
def c5, 1, 0, 0, 0
def c6, 1, 0, 0, 0
dcl_position v0
dcl_texcoord v1
dcl_color v2
@ -30,85 +32,106 @@
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
mov r0.x, c4.x
add r0.x, -r0.x, c5.x
mov r0.x, c6.x
add r0.x, r0.x, -c4.x
mul r1, v2, c4.x
mad oD0, v3, r0.x, r1
mad r0, v3, r0.x, r1
mad r0.xyz, c5, c5.w, r0
max r0, r0, c6.y
min oD0, r0, c6.x
mov oT0.xy, v1
// approximately 9 instruction slots used
// approximately 12 instruction slots used
#endif
const BYTE g_vs20_NVC_vertex_shader[] =
{
0, 2, 254, 255, 254, 255,
49, 0, 67, 84, 65, 66,
28, 0, 0, 0, 143, 0,
62, 0, 67, 84, 65, 66,
28, 0, 0, 0, 195, 0,
0, 0, 0, 2, 254, 255,
2, 0, 0, 0, 28, 0,
3, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
136, 0, 0, 0, 68, 0,
0, 0, 2, 0, 4, 0,
1, 0, 18, 0, 88, 0,
188, 0, 0, 0, 88, 0,
0, 0, 2, 0, 5, 0,
1, 0, 22, 0, 104, 0,
0, 0, 0, 0, 0, 0,
104, 0, 0, 0, 2, 0,
0, 0, 4, 0, 2, 0,
120, 0, 0, 0, 0, 0,
0, 0, 102, 68, 97, 121,
78, 105, 103, 104, 116, 66,
97, 108, 97, 110, 99, 101,
0, 171, 171, 171, 0, 0,
3, 0, 1, 0, 1, 0,
120, 0, 0, 0, 2, 0,
4, 0, 1, 0, 18, 0,
140, 0, 0, 0, 0, 0,
0, 0, 156, 0, 0, 0,
2, 0, 0, 0, 4, 0,
2, 0, 172, 0, 0, 0,
0, 0, 0, 0, 65, 109,
98, 105, 101, 110, 116, 76,
105, 103, 104, 116, 0, 171,
171, 171, 1, 0, 3, 0,
1, 0, 4, 0, 1, 0,
0, 0, 0, 0, 0, 0,
102, 68, 97, 121, 78, 105,
103, 104, 116, 66, 97, 108,
97, 110, 99, 101, 0, 171,
171, 171, 0, 0, 3, 0,
1, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
118, 105, 101, 119, 80, 114,
111, 106, 77, 97, 116, 114,
105, 120, 0, 171, 3, 0,
3, 0, 4, 0, 4, 0,
1, 0, 0, 0, 0, 0,
0, 0, 118, 105, 101, 119,
80, 114, 111, 106, 77, 97,
116, 114, 105, 120, 0, 171,
3, 0, 3, 0, 4, 0,
4, 0, 1, 0, 0, 0,
0, 0, 0, 0, 118, 115,
95, 50, 95, 48, 0, 77,
105, 99, 114, 111, 115, 111,
102, 116, 32, 40, 82, 41,
32, 72, 76, 83, 76, 32,
83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 57, 46,
50, 57, 46, 57, 53, 50,
46, 51, 49, 49, 49, 0,
81, 0, 0, 5, 5, 0,
15, 160, 0, 0, 128, 63,
0, 0, 118, 115, 95, 50,
95, 48, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72,
76, 83, 76, 32, 83, 104,
97, 100, 101, 114, 32, 67,
111, 109, 112, 105, 108, 101,
114, 32, 57, 46, 50, 57,
46, 57, 53, 50, 46, 51,
49, 49, 49, 0, 81, 0,
0, 5, 6, 0, 15, 160,
0, 0, 128, 63, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
31, 0, 0, 2, 0, 0,
0, 128, 0, 0, 15, 144,
31, 0, 0, 2, 5, 0,
0, 128, 1, 0, 15, 144,
31, 0, 0, 2, 10, 0,
0, 128, 2, 0, 15, 144,
31, 0, 0, 2, 10, 0,
1, 128, 3, 0, 15, 144,
9, 0, 0, 3, 0, 0,
1, 192, 0, 0, 228, 144,
0, 0, 228, 160, 9, 0,
0, 3, 0, 0, 2, 192,
0, 0, 228, 144, 1, 0,
0, 0, 0, 0, 31, 0,
0, 2, 0, 0, 0, 128,
0, 0, 15, 144, 31, 0,
0, 2, 5, 0, 0, 128,
1, 0, 15, 144, 31, 0,
0, 2, 10, 0, 0, 128,
2, 0, 15, 144, 31, 0,
0, 2, 10, 0, 1, 128,
3, 0, 15, 144, 9, 0,
0, 3, 0, 0, 1, 192,
0, 0, 228, 144, 0, 0,
228, 160, 9, 0, 0, 3,
0, 0, 4, 192, 0, 0,
228, 144, 2, 0, 228, 160,
0, 0, 2, 192, 0, 0,
228, 144, 1, 0, 228, 160,
9, 0, 0, 3, 0, 0,
8, 192, 0, 0, 228, 144,
3, 0, 228, 160, 1, 0,
0, 2, 0, 0, 1, 128,
4, 0, 0, 160, 2, 0,
0, 3, 0, 0, 1, 128,
0, 0, 0, 129, 5, 0,
0, 160, 5, 0, 0, 3,
1, 0, 15, 128, 2, 0,
228, 144, 4, 0, 0, 160,
4, 192, 0, 0, 228, 144,
2, 0, 228, 160, 9, 0,
0, 3, 0, 0, 8, 192,
0, 0, 228, 144, 3, 0,
228, 160, 1, 0, 0, 2,
0, 0, 1, 128, 6, 0,
0, 160, 2, 0, 0, 3,
0, 0, 1, 128, 0, 0,
0, 128, 4, 0, 0, 161,
5, 0, 0, 3, 1, 0,
15, 128, 2, 0, 228, 144,
4, 0, 0, 160, 4, 0,
0, 4, 0, 0, 15, 128,
3, 0, 228, 144, 0, 0,
0, 128, 1, 0, 228, 128,
4, 0, 0, 4, 0, 0,
15, 208, 3, 0, 228, 144,
0, 0, 0, 128, 1, 0,
228, 128, 1, 0, 0, 2,
0, 0, 3, 224, 1, 0,
228, 144, 255, 255, 0, 0
7, 128, 5, 0, 228, 160,
5, 0, 255, 160, 0, 0,
228, 128, 11, 0, 0, 3,
0, 0, 15, 128, 0, 0,
228, 128, 6, 0, 85, 160,
10, 0, 0, 3, 0, 0,
15, 208, 0, 0, 228, 128,
6, 0, 0, 160, 1, 0,
0, 2, 0, 0, 3, 224,
1, 0, 228, 144, 255, 255,
0, 0
};