Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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shd7bumpdiff.cpp
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1/*
2** Command & Conquer Generals Zero Hour(tm)
3** Copyright 2025 Electronic Arts Inc.
4**
5** This program is free software: you can redistribute it and/or modify
6** it under the terms of the GNU General Public License as published by
7** the Free Software Foundation, either version 3 of the License, or
8** (at your option) any later version.
9**
10** This program is distributed in the hope that it will be useful,
11** but WITHOUT ANY WARRANTY; without even the implied warranty of
12** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13** GNU General Public License for more details.
14**
15** You should have received a copy of the GNU General Public License
16** along with this program. If not, see <http://www.gnu.org/licenses/>.
17*/
18
19 /***********************************************************************************************
20 *** 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 ***
21 ***********************************************************************************************
22 * *
23 * Project Name : WW3D *
24 * *
25 * $Archive:: /Commando/Code/ww3d2/shd7bumpdiff.cpp $*
26 * *
27 * $Author:: Kenny_m
28 *
29 * $Modtime:: 6/06/02 11:18p $*
30 * *
31 * $Revision:: 2 $*
32 * *
33 * 06/06/02 KM added software vertex shader fallback check
34 *---------------------------------------------------------------------------------------------*
35 * Functions: *
36 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
37
38#include "dx8fvf.h"
39#include "dx8wrapper.h"
40#include "assetmgr.h"
41#include "rinfo.h"
42#include "camera.h"
43#include "shdhwshader.h"
44
45#include "shdbumpdiff.h"
46#include "shd7bumpdiff.h"
48#include "shdclassids.h"
49
50// shader code declarations
53
54
58
59
64{
66
68 (
69 Definition->Get_Texture_Name()
70 );
71
73 (
74 Definition->Get_Bump_Map_Name()
75 );
76
77 const Vector3& a=Definition->Get_Ambient();
78 Ambient.Set(a.X,a.Y,a.Z,1.0f);
79
80 const Vector3& d=Definition->Get_Diffuse();
81 Diffuse.Set(d.X,d.Y,d.Z,1.0f);
82
83 const Vector2& db=Definition->Get_Diffuse_Bumpiness();
84 Bumpiness.Set(db.X,db.Y,0.0f,0.0f);
85}
86
92
94{
95 // Create vertex shader
96 DWORD vertex_shader_declaration[]=
97 {
98 D3DVSD_STREAM(0),
99 (D3DVSD_REG(0, D3DVSDT_FLOAT3)), // vertex position
100 (D3DVSD_REG(1, D3DVSDT_FLOAT3)), // vertex normal
101 (D3DVSD_REG(2, D3DVSDT_D3DCOLOR)), // vertex color
102 (D3DVSD_REG(3, D3DVSDT_FLOAT2)), // vertex texture coords
103 (D3DVSD_REG(4, D3DVSDT_FLOAT3)), // vertex S basis
104 (D3DVSD_REG(5, D3DVSDT_FLOAT3)), // vertex T basis
105 (D3DVSD_REG(6, D3DVSDT_FLOAT3)), // vertex SxT basis
106 D3DVSD_END()
107 };
108
110 (
112 vertex_shader_declaration
113 );
114
116 (
118 vertex_shader_declaration
119 );
120}
121
123{
124 Pass_0_Vertex_Shader.Destroy();
125 Pass_1_Vertex_Shader.Destroy();
126}
127
128
129//**********************************************************************************************
131
134{
135 // vertex processing behavior
136 DX8Wrapper::Set_DX8_Render_State(D3DRS_SOFTWAREVERTEXPROCESSING,!Pass_0_Vertex_Shader.Is_Using_Hardware());
137
138 // fixed function uses pass through by default
139 DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU);
140 DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU);
141
142 if (pass==0)
143 {
144 // set vertex shader
146
147 // set texture stage settings
148 DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
149 DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3 );
150 DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
151
152 DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
153 DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
154
155 DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
156 DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
157 DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_COLORARG2, D3DTA_SPECULAR );
158
159 DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
160 DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ALPHAOP, D3DTOP_ADDSMOOTH );
161 DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
162
163 DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_COLOROP, D3DTOP_DISABLE );
164 DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
165
166 DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE, TRUE);
167 DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
168 DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND, D3DBLEND_ZERO);
169 }
170 else
171 {
172 // set vertex shader
174
175 // set texture stage settings
176 DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
177 DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3 );
178 DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
179
180 DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
181 DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
182
183 DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
184 DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
185 DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_COLORARG2, D3DTA_SPECULAR );
186
187 DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
188 DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
189 DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
190
191 DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_COLOROP, D3DTOP_DISABLE );
192 DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
193
194 DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE, TRUE);
195 DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
196 DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND, D3DBLEND_ONE);
197 }
198
199 // set constants
200 DX8Wrapper::Set_Vertex_Shader_Constant(CV_CONST, D3DXVECTOR4(0.0f, 1.0f, 0.5f, 2.0f), 1);
201
202 // calculate shader view projection matrix
203 Matrix4x4 view_matrix;
204 DX8Wrapper::Get_Transform(D3DTS_VIEW, view_matrix);
205
206 Matrix4x4 proj_matrix;
207 DX8Wrapper::Get_Transform(D3DTS_PROJECTION, proj_matrix);
208
209 Matrix4x4::Multiply(proj_matrix, view_matrix, &View_Projection_Matrix);
210}
211
212//**********************************************************************************************
214
217{
220
221 // set vertex shader constants
222 Matrix4x4 world;
223 DX8Wrapper::Get_Transform(D3DTS_WORLD, world);
224
225 Matrix4x4 world_view_proj_matrix;
226
227 Matrix4x4::Multiply(View_Projection_Matrix,world,&world_view_proj_matrix);
228
231
233 (
234 rinfo,
235 Ambient,
236 Diffuse
237 );
238
240}
241
243{
244 return 1;
245}
246
247unsigned Shd7BumpDiffClass::Get_Vertex_Size(unsigned stream) const
248{
249 return sizeof(VertexFormatXYZNDUV1TG3);
250}
251
253(
254 unsigned stream,
255 void* dest_buffer,
256 const VertexStreamStruct& vss,
257 unsigned vertex_count
258)
259{
261
262 for (unsigned i=0; i<vertex_count; ++i)
263 {
264 if (vss.Locations)
265 {
266 verts[i].x=vss.Locations[i][0];
267 verts[i].y=vss.Locations[i][1];
268 verts[i].z=vss.Locations[i][2];
269 }
270 else
271 {
272 verts[i].x=0.0f;
273 verts[i].y=0.0f;
274 verts[i].z=0.0f;
275 }
276
277 if (vss.DiffuseInt)
278 {
279 verts[i].diffuse=vss.DiffuseInt[i];
280 }
281 else
282 {
283 verts[i].diffuse=0xffffffff;
284 }
285
286 if (vss.Normals)
287 {
288 verts[i].nx=vss.Normals[i][0];
289 verts[i].ny=vss.Normals[i][1];
290 verts[i].nz=vss.Normals[i][2];
291 }
292 else
293 {
294 verts[i].nx=0.0f;
295 verts[i].ny=0.0f;
296 verts[i].nz=0.0f;
297 }
298
299 if (vss.UV[0])
300 {
301 verts[i].u1=vss.UV[0][i].U;
302 verts[i].v1=vss.UV[0][i].V;
303 }
304 else
305 {
306 verts[i].u1=0.0f;
307 verts[i].v1=0.0f;
308 }
309
310 if (vss.S)
311 {
312 verts[i].Sx=vss.S[i].X;
313 verts[i].Sy=vss.S[i].Y;
314 verts[i].Sz=vss.S[i].Z;
315 }
316 else
317 {
318 verts[i].Sx=0.0f;
319 verts[i].Sy=0.0f;
320 verts[i].Sz=0.0f;
321 }
322
323 if (vss.T)
324 {
325 verts[i].Tx=vss.T[i].X;
326 verts[i].Ty=vss.T[i].Y;
327 verts[i].Tz=vss.T[i].Z;
328 }
329 else
330 {
331 verts[i].Tx=0.0f;
332 verts[i].Ty=0.0f;
333 verts[i].Tz=0.0f;
334 }
335
336 if (vss.SxT)
337 {
338 verts[i].SxTx=vss.SxT[i].X;
339 verts[i].SxTy=vss.SxT[i].Y;
340 verts[i].SxTz=vss.SxT[i].Z;
341 }
342 else
343 {
344 verts[i].SxTx=0.0f;
345 verts[i].SxTy=0.0f;
346 verts[i].SxTz=0.0f;
347 }
348 }
349}
350
#define NULL
Definition BaseType.h:92
#define TRUE
Definition BaseType.h:109
unsigned long DWORD
Definition bittype.h:57
static void Set_Vertex_Shader_Constant(int reg, const void *data, int count)
Definition dx8wrapper.h:739
static void Set_Texture(unsigned stage, TextureBaseClass *texture)
static void Set_DX8_Texture_Stage_State(unsigned stage, D3DTEXTURESTAGESTATETYPE state, unsigned value)
Definition dx8wrapper.h:899
static void Set_Vertex_Shader(DWORD vertex_shader)
Definition dx8wrapper.h:719
static void Get_Transform(D3DTRANSFORMSTATETYPE transform, Matrix4x4 &m)
static void Set_DX8_Render_State(D3DRENDERSTATETYPE state, unsigned value)
Definition dx8wrapper.h:874
WWINLINE friend Matrix4x4 Multiply(const Matrix4x4 &a, const Matrix4x4 &b)
Definition matrix4.h:743
static void Init()
TextureClass * NormalMap
virtual unsigned Get_Vertex_Size(unsigned stream) const
static ShdHWVertexShader Pass_0_Vertex_Shader
static Matrix4x4 View_Projection_Matrix
Shd7BumpDiffClass(const ShdDefClass *def)
TextureClass * Texture
static ShdHWVertexShader Pass_1_Vertex_Shader
virtual ~Shd7BumpDiffClass()
virtual void Copy_Vertex_Stream(unsigned stream, void *dest_buffer, const VertexStreamStruct &vss, unsigned vertex_count)
virtual void Apply_Shared(int cur_pass, RenderInfoClass &rinfo)
Apply shared states for 2 pass DX7 bump diffuse.
static void Shutdown()
virtual unsigned Get_Vertex_Stream_Count() const
virtual void Apply_Instance(int cur_pass, RenderInfoClass &rinfo)
Apply per instance states for 2 pass DX7 bump diffuse.
static void Light(RenderInfoClass &rinfo, Vector4 &ambient, Vector4 &diffuse, Vector4 &specular)
Apply generic lighting.
ShdInterfaceClass(const ShdDefClass *def, int class_id)
Constructor.
const ShdDefClass * Definition
float V
Definition vector2.h:80
float Y
Definition vector2.h:79
float X
Definition vector2.h:74
float U
Definition vector2.h:75
float X
Definition vector3.h:90
float Z
Definition vector3.h:92
float Y
Definition vector3.h:91
virtual TextureClass * Get_Texture(const char *filename, MipCountType mip_level_count=MIP_LEVELS_ALL, WW3DFormat texture_format=WW3D_FORMAT_UNKNOWN, bool allow_compression=true, TextureBaseClass::TexAssetType type=TextureBaseClass::TEX_REGULAR, bool allow_reduction=true)
static WW3DAssetManager * Get_Instance(void)
Definition assetmgr.h:205
#define REF_PTR_RELEASE(x)
Definition refcount.h:80
#define CV_WORLD_VIEW_PROJECTION
#define CV_WORLD
#define CV_BUMPINESS
DWORD shd7bumpdiffpass0_vsh_code[]
DWORD shd7bumpdiffpass1_vsh_code[]
@ SHDDEF_CLASSID_BUMPDIFF
Definition shdclassids.h:52
#define CV_CONST
const Vector3 * Normals
const Vector2 * UV[MAX_TEXTURE_STAGES]
const Vector3 * S
const Vector3 * SxT
const Vector3 * T
const unsigned * DiffuseInt
const Vector3 * Locations