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.
This commit is contained in:
NovaRain
2019-12-14 10:49:08 +08:00
parent a68498453c
commit 9f3299b47a
5 changed files with 159 additions and 12 deletions
+4
View File
@@ -80,6 +80,10 @@ 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)); }
}
+9 -6
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@@ -183,9 +183,11 @@ int _stdcall GetShaderVersion() {
return ShaderVersion;
}
static void rcpresInit() {
static void WindowInit() {
windowInit = true;
rcpres[0] = 1.0f / (float)Graphics::GetGameWidthRes();
rcpres[1] = 1.0f / (float)Graphics::GetGameHeightRes();
ScriptShaders::LoadGlobalShader();
}
const float* Graphics::rcpresGet() {
@@ -962,6 +964,9 @@ HRESULT _stdcall FakeDirectDrawCreate2_Init(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);
@@ -970,7 +975,9 @@ HRESULT _stdcall FakeDirectDrawCreate2_Init(void*, IDirectDraw** b, void*) {
static __declspec(naked) void game_init_hook() {
__asm {
mov windowInit, 1;
push ecx;
call WindowInit;
pop ecx;
jmp fo::funcoffs::palette_init_;
}
}
@@ -1016,10 +1023,6 @@ void Graphics::init() {
fadeMulti = ((double)fadeMulti) / 100.0;
dlogr(" Done", DL_INIT);
}
if (Graphics::mode) {
LoadGameHook::OnAfterGameInit() += rcpresInit;
}
}
void Graphics::exit() {
+28 -6
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@@ -29,6 +29,9 @@ namespace sfall
static size_t shadersSize;
static bool globalShaderActive = false;
std::string gShaderFile;
struct sShader {
ID3DXEffect* Effect;
D3DXHANDLE ehTicks;
@@ -55,14 +58,17 @@ void _stdcall SetShaderMode(DWORD d, DWORD mode) {
}
}
int _stdcall LoadShader(const char* path) {
if (!Graphics::mode || strstr(path, "..") || strstr(path, ":")) return -1;
int _stdcall LoadShader(const char* file) {
if (!Graphics::mode || strstr(file, "..") || strstr(file, ":")) return -1;
char buf[MAX_PATH];
sprintf_s(buf, "%s\\shaders\\%s", fo::var::patches, path);
sprintf_s(buf, "%s\\shaders\\%s", fo::var::paths->path, file); // fo::var::patches
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();
@@ -89,6 +95,17 @@ int _stdcall LoadShader(const char* path) {
return shadersSize - 1;
}
void ScriptShaders::LoadGlobalShader() {
if (!globalShaderActive) return;
long index = LoadShader(gShaderFile.c_str());
if (index != -1) {
shaders[index].Effect->SetInt("w", Graphics::GetGameWidthRes());
shaders[index].Effect->SetInt("h", Graphics::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;
}
@@ -137,10 +154,11 @@ void _stdcall SetShaderTexture(DWORD d, const char* param, DWORD value) {
shaders[d].Effect->SetTexture(param, shaderTextures[value]);
}
void ResetShaders() {
static void ResetShaders() {
for (DWORD d = 0; d < shadersSize; d++) SAFERELEASE(shaders[d].Effect);
shaders.clear();
shadersSize = 0;
ScriptShaders::LoadGlobalShader();
}
void ScriptShaders::Refresh(IDirect3DSurface9* sSurf1, IDirect3DSurface9* sSurf2, IDirect3DTexture9* sTex2) {
@@ -177,6 +195,7 @@ void ScriptShaders::OnLostDevice() {
}
void ScriptShaders::Release() {
globalShaderActive = false;
ResetShaders();
for (DWORD d = 0; d < shaderTextures.size(); d++) shaderTextures[d]->Release();
shaderTextures.clear();
@@ -184,6 +203,9 @@ void ScriptShaders::Release() {
void ScriptShaders::init() {
if (Graphics::mode) {
gShaderFile = GetConfigString("Graphics", "GlobalShaderFile", "", MAX_PATH);
globalShaderActive = (gShaderFile.length() > 3);
LoadGameHook::OnGameReset() += ResetShaders;
}
}
+2
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@@ -18,6 +18,8 @@ public:
static void OnResetDevice();
static void OnLostDevice();
static void Release();
static void LoadGlobalShader();
};
int _stdcall LoadShader(const char*);