Restored loading global shaders at game start from pre-3.0

Added GlobalShaderFile option to ddraw.ini.
Added an example global shader file to modderspack.
Minor edits to HeroAppearance.cpp.
This commit is contained in:
NovaRain
2019-12-14 11:05:12 +08:00
parent 3b82232b46
commit 04043989c6
9 changed files with 183 additions and 33 deletions
+4
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@@ -64,6 +64,10 @@ Mode=0
GraphicsWidth=0
GraphicsHeight=0
;Uncomment the option to use a hardware shader (requires DX9 graphics mode 4 or 5)
;The shader file <name>.fx must be placed in data\shaders\ and must contain one technique with one or more passes
;GlobalShaderFile=global.fx
;Set to 1 to do the palette conversion on the GPU
;Set to 2 to do the palette conversion on the CPU
;Set to 0 to pick automatically
@@ -0,0 +1,116 @@
// Status: WIP
texture bloomMap;
sampler s0;
sampler BloomSampler : samplerstate
{
Texture = bloomMap;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
// pseudo gauss blur
static const float2 offsets[12] = {
-0.326212, -0.405805,
-0.840144, -0.073580,
-0.695914, 0.457137,
-0.203345, 0.620716,
0.962340, -0.194983,
0.473434, -0.480026,
0.519456, 0.767022,
0.185461, -0.893124,
0.507431, 0.064425,
0.896420, 0.412458,
-0.321940, -0.932615,
-0.791559, -0.597705,
};
float w;
float h;
static const float2 resolution = float2(w, h);
// blur setting
static const float blurFalloff = 8;
static const float sharpness = 4;
float4 AdjustSaturation(float4 color, float saturation) {
float grey = dot(color, float3(0.3, 0.59, 0.11));
return lerp(grey, color, saturation);
}
float Brightness(float3 color)
{
return color.r * color.g - 0.75 * color.b;
}
float3 BlurFunction(float2 uv, float brightness, inout float totalWeight)
{
float3 pointColor =(tex2Dlod(s0, float4(uv, 0, 0)).rgb);
float diff = abs(brightness - Brightness(pointColor));
float weight = exp2(-0.25 * blurFalloff - diff * sharpness);
totalWeight += weight;
return pointColor * weight;
}
float4 BlurPS(float2 uv : TEXCOORD0, uniform float2 delta) : COLOR0
{
float3 sumColor = (tex2D(s0, uv).rgb);
float totalWeight = 1;
float brightness = Brightness(sumColor);
delta *= (1 / resolution);
float radius = 1;
float2 pointUV = uv + delta * radius;
sumColor += BlurFunction(pointUV, brightness, totalWeight);
pointUV = uv - delta * radius;
sumColor += BlurFunction(pointUV, brightness, totalWeight);
return float4((sumColor / totalWeight),1);
// return AdjustSaturation(Color, 0.5);
}
float4 BloomT(float2 texCoord : TEXCOORD0) : COLOR0 {
float4 c = tex2D(s0, texCoord);
float BloomThreshold = 0.2;
return saturate((c - BloomThreshold) / (1 - BloomThreshold));
}
float4 Bloom(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0 {
float BaseIntensity = 1.0;
float BaseSaturation = 1;
float BloomIntensity = 1; // 0.4
float BloomSaturation = 0.5;
float BlurPower = 0.01;
float BloomThreshold = 0.5;
float4 original = tex2D(s0, texCoord);
// blur
float4 sum = tex2D(s0, texCoord);
for(int i = 0; i < 12; i++){
sum += tex2D(s0, texCoord + BlurPower * offsets[i]);
}
sum /= 13;
original = AdjustSaturation(original, BaseSaturation) * BaseIntensity;
sum = AdjustSaturation(sum, BloomSaturation) * BloomIntensity;
sum = saturate((sum - BloomThreshold) / (1 - BloomThreshold));
return sum + original;
// return sum;
}
technique Blur
{
// pass P2 { PixelShader = compile ps_2_0 BloomT(); }
// pass P3 { PixelShader = compile ps_2_0 Bloom(); }
Pass P0 { PixelShader = compile ps_3_0 BlurPS(float2(1, 0)); }
Pass P1 { PixelShader = compile ps_3_0 BlurPS(float2(0, 1)); }
}
+1 -1
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@@ -157,7 +157,7 @@ DWORD** ptr_partyMemberList = reinterpret_cast<DWORD**>(_partyMemberLi
DWORD* ptr_partyMemberMaxCount = reinterpret_cast<DWORD*>(_partyMemberMaxCount);
DWORD** ptr_partyMemberPidList = reinterpret_cast<DWORD**>(_partyMemberPidList);
DWORD* ptr_patches = reinterpret_cast<DWORD*>(_patches);
DWORD* ptr_paths = reinterpret_cast<DWORD*>(_paths);
PathNode** ptr_paths = reinterpret_cast<PathNode**>(_paths); // array
DWORD* ptr_pc_crit_succ_eff = reinterpret_cast<DWORD*>(_pc_crit_succ_eff);
DWORD* ptr_pc_kill_counts = reinterpret_cast<DWORD*>(_pc_kill_counts);
char* ptr_pc_name = reinterpret_cast<char*>(_pc_name);
+1 -1
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@@ -411,7 +411,7 @@ extern DWORD** ptr_partyMemberList; // each struct - 4 integers, first integer -
extern DWORD* ptr_partyMemberMaxCount;
extern DWORD** ptr_partyMemberPidList;
extern DWORD* ptr_patches;
extern DWORD* ptr_paths;
extern PathNode** ptr_paths;
extern DWORD* ptr_pc_crit_succ_eff;
extern DWORD* ptr_pc_kill_counts;
extern char* ptr_pc_name;
+10
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@@ -236,6 +236,16 @@ public:
} FrmHeaderData;
#pragma pack(pop)
//fallout2 path node structure
#pragma pack(push, 1)
struct PathNode {
char* path;
void* pDat;
long isDat;
PathNode* next;
};
#pragma pack(pop)
//for holding window info
#pragma pack(push, 1)
struct WINinfo {
+42 -12
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@@ -138,6 +138,9 @@ static float rcpres[2];
static size_t shadersSize;
static bool globalShaderActive = false;
std::string gShaderFile;
struct sShader {
ID3DXEffect* Effect;
D3DXHANDLE ehTicks;
@@ -181,11 +184,6 @@ int _stdcall GetShaderVersion() {
return ShaderVersion;
}
void rcpresInit() {
rcpres[0] = 1.0f / (float)Gfx_GetGameWidthRes();
rcpres[1] = 1.0f / (float)Gfx_GetGameHeightRes();
}
void _stdcall SetShaderMode(DWORD d, DWORD mode) {
if (d >= shadersSize || !shaders[d].Effect) return;
if (mode & 0x80000000) {
@@ -195,14 +193,18 @@ void _stdcall SetShaderMode(DWORD d, DWORD mode) {
}
}
int _stdcall LoadShader(const char* path) {
if (!GraphicsMode || strstr(path, "..") || strstr(path, ":")) return -1;
int _stdcall LoadShader(const char* file) {
if (!GraphicsMode || strstr(file, "..") || strstr(file, ":")) return -1;
char buf[MAX_PATH];
sprintf_s(buf, "%s\\shaders\\%s", *(char**)_patches, path);
PathNode* pathsPtr = *ptr_paths;
sprintf_s(buf, "%s\\shaders\\%s", pathsPtr->path, file);
for (DWORD d = 0; d < shadersSize; d++) {
if (!shaders[d].Effect) {
if (FAILED(D3DXCreateEffectFromFile(d3d9Device, buf, 0, 0, 0, 0, &shaders[d].Effect, 0))) return -1;
else return d;
if (FAILED(D3DXCreateEffectFromFile(d3d9Device, buf, 0, 0, 0, 0, &shaders[d].Effect, 0))) {
return -1;
} else {
return d;
}
}
}
sShader shader = sShader();
@@ -229,6 +231,17 @@ int _stdcall LoadShader(const char* path) {
return shadersSize - 1;
}
static void LoadGlobalShader() {
if (!globalShaderActive) return;
long index = LoadShader(gShaderFile.c_str());
if (index != -1) {
shaders[index].Effect->SetInt("w", Gfx_GetGameWidthRes());
shaders[index].Effect->SetInt("h", Gfx_GetGameHeightRes());
shaders[index].Active = true;
dlogr("Global shader file loaded.", DL_INIT);
}
}
void _stdcall ActivateShader(DWORD d) {
if (d < shadersSize && shaders[d].Effect) shaders[d].Active = true;
}
@@ -277,6 +290,13 @@ void _stdcall SetShaderTexture(DWORD d, const char* param, DWORD value) {
shaders[d].Effect->SetTexture(param, shaderTextures[value]);
}
static void WindowInit() {
windowInit = true;
rcpres[0] = 1.0f / (float)Gfx_GetGameWidthRes();
rcpres[1] = 1.0f / (float)Gfx_GetGameHeightRes();
LoadGlobalShader();
}
static void ResetDevice(bool CreateNew) {
D3DPRESENT_PARAMETERS params;
ZeroMemory(&params, sizeof(params));
@@ -594,6 +614,7 @@ void GraphicsResetOnGameLoad() {
for (DWORD d = 0; d < shadersSize; d++) SAFERELEASE(shaders[d].Effect);
shaders.clear();
shadersSize = 0;
LoadGlobalShader();
}
class FakePalette2 : IDirectDrawPalette {
@@ -927,6 +948,7 @@ public:
ULONG _stdcall Release() {
if (!--Refs) {
globalShaderActive = false;
GraphicsResetOnGameLoad();
for (DWORD d = 0; d < shaderTextures.size(); d++) shaderTextures[d]->Release();
shaderTextures.clear();
@@ -1055,6 +1077,9 @@ HRESULT _stdcall FakeDirectDrawCreate2(void*, IDirectDraw** b, void*) {
ScrollWindowKey = GetConfigInt("Input", "WindowScrollKey", 0);
} else ScrollWindowKey = 0;
rcpres[0] = 1.0f / (float)gWidth;
rcpres[1] = 1.0f / (float)gHeight;
*b = (IDirectDraw*)new FakeDirectDraw2();
dlogr(" Done.", DL_MAIN);
@@ -1063,7 +1088,9 @@ HRESULT _stdcall FakeDirectDrawCreate2(void*, IDirectDraw** b, void*) {
static __declspec(naked) void game_init_hook() {
__asm {
mov windowInit, 1;
push ecx;
call WindowInit;
pop ecx;
jmp palette_init_;
}
}
@@ -1085,7 +1112,7 @@ void GraphicsInit() {
if (GraphicsMode != 4 && GraphicsMode != 5) {
GraphicsMode = 0;
}
if (GraphicsMode == 4 || GraphicsMode == 5) {
if (GraphicsMode) {
dlog("Applying DX9 graphics patch.", DL_INIT);
#ifdef WIN2K
#define _DLL_NAME "d3dx9_42.dll"
@@ -1104,6 +1131,9 @@ void GraphicsInit() {
SafeWrite8(0x50FB6B, '2'); // Set call DirectDrawCreate2
HookCall(0x44260C, game_init_hook);
dlogr(" Done", DL_INIT);
gShaderFile = GetConfigString("Graphics", "GlobalShaderFile", "", MAX_PATH);
globalShaderActive = (gShaderFile.length() > 3);
}
fadeMulti = GetConfigInt("Graphics", "FadeMultiplier", 100);
-1
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@@ -39,7 +39,6 @@ long Gfx_GetGameHeightRes();
void Gfx_SetHeadTex(IDirect3DTexture9* tex, int width, int height, int xoff, int yoff);
void Gfx_SetHeadTechnique();
void Gfx_SetDefaultTechnique();
void rcpresInit();
int _stdcall GetShaderVersion();
int _stdcall LoadShader(const char*);
+9 -17
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@@ -43,18 +43,10 @@ bool raceButtons = false, styleButtons = false;
int currentRaceVal = 0, currentStyleVal = 0; // holds Appearance values to restore after global reset in NewGame2 function in LoadGameHooks.cpp
DWORD critterListSize = 0, critterArraySize = 0; // Critter art list size
// fallout2 path node structure
struct sPath {
char* path;
void* pDat;
DWORD isDat;
sPath* next;
};
sPath **heroAppPaths = (sPath**)_paths;
PathNode **heroAppPaths = ptr_paths;
// index: 0 - only folder (w/o extension .dat), 1 - file or folder .dat
sPath *heroPathPtr[2] = {nullptr, nullptr};
sPath *racePathPtr[2] = {nullptr, nullptr};
PathNode *heroPathPtr[2] = {nullptr, nullptr};
PathNode *racePathPtr[2] = {nullptr, nullptr};
// for word wrapping
typedef struct LineNode {
@@ -757,7 +749,7 @@ static __declspec(noinline) int _stdcall LoadHeroDat(unsigned int race, unsigned
}
heroAppPaths = &heroPathPtr[1 - folderIsExist]; // set path for selected appearance
heroPathPtr[0 + heroDatIsExist]->next = *(sPath**)_paths; // heroPathPtr[] >> foPaths
heroPathPtr[0 + heroDatIsExist]->next = ptr_paths[0]; // heroPathPtr[] >> foPaths
if (style != 0) {
bool raceDatIsExist = false, folderIsExist = false;
@@ -781,7 +773,7 @@ static __declspec(noinline) int _stdcall LoadHeroDat(unsigned int race, unsigned
}
heroPathPtr[0 + heroDatIsExist]->next = racePathPtr[1 - folderIsExist]; // set path for selected race base appearance
racePathPtr[0 + raceDatIsExist]->next = *(sPath**)_paths; // insert racePathPtr in chain path: heroPathPtr[] >> racePathPtr[] >> foPaths
racePathPtr[0 + raceDatIsExist]->next = ptr_paths[0]; // insert racePathPtr in chain path: heroPathPtr[] >> racePathPtr[] >> foPaths
}
return 0;
}
@@ -1995,13 +1987,13 @@ static void EnableHeroAppearanceMod() {
appModEnabled = true;
// setup paths
heroPathPtr[0] = new sPath();
racePathPtr[0] = new sPath();
heroPathPtr[0] = new PathNode();
racePathPtr[0] = new PathNode();
heroPathPtr[0]->path = new char[64];
racePathPtr[0]->path = new char[64];
heroPathPtr[1] = new sPath();
racePathPtr[1] = new sPath();
heroPathPtr[1] = new PathNode();
racePathPtr[1] = new PathNode();
heroPathPtr[1]->path = new char[64];
racePathPtr[1]->path = new char[64];
-1
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@@ -291,7 +291,6 @@ static void __stdcall game_init_hook() { // OnGameInit
}
static void __stdcall GameInitialized() { // OnAfterGameInit
if (GraphicsMode) rcpresInit();
RemoveSavFiles();
SetBoxMaxSlots();
if (Use32BitTalkingHeads) TalkingHeadsSetup();