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t5de-renderer/renderer/shaders/fixed_function.hlsl
T
dhkatzandClaude Opus 5.5 299cd8c312 Fix particle sizes, and add tools for comparing renderers
Particles: Direct3D 9's size limit evidently isn't the documented 64 pixels; unclamped (up to 2048) they match the client's renderer. A compare view shows the left half's scene over the right half, both renderers side by side; %TEMP%\t5de-renderer-view.txt switches views and %TEMP%\t5de-renderer-shaders\fixed_function.hlsl replaces the shaders while the client runs. The renderer process runs from a copy, so the program can be replaced meanwhile. The adapter recognizes only the textures and buffers it made (others reach the client renderer unchanged) and logs the others and render targets.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 06:43:34 -07:00

147 lines
5.2 KiB
HLSL

// IMVU's Direct3D 9 fixed-function look, as its renderer sets it up (docs/interface.md):
// - per-vertex (Gouraud) lighting, with the vertex color as diffuse and ambient material (white without one): the
// environment's ambient light, plus each light's color times max(0, N.L); no specular or emissive light;
// - textures: none (the lit color), one (times the lit color), or two (the second blended over the first by its
// alpha, then times the lit color), both on the vertex's texture coordinates with their own transforms;
// - an alpha test passing pixels whose alpha is greater than the reference, then linear fog by view depth (checked
// against the client: fogging by depth buffer value instead looks nothing like it).
//
// Particles (vs_sprite) are Direct3D 9 point sprites there: camera-facing squares, viewport height / distance pixels
// across (1 to 64), textured over the whole square; here each is drawn as an instance of a 4-vertex strip.
//
// Compiled for each combination of the vertex streams present (HAS_NORMALS, HAS_TEX_COORDS, HAS_COLORS) and the
// number of textures (TEXTURES).
cbuffer Constants
{
row_major float4x4 g_World;
row_major float4x4 g_View;
row_major float4x4 g_Projection;
float4 g_TexTransform0[2]; // u' = dot((u, v, 1), [0].xyz), v' = dot((u, v, 1), [1].xyz)
float4 g_TexTransform1[2];
float4 g_Ambient; // rgb
float4 g_LightColor[8]; // rgb, a: enabled
float4 g_LightVector[8]; // xyz: position, or direction toward the light; w: 1 if directional
float4 g_FogColor; // rgb
float4 g_Fog; // x: start, y: end, z: on
float4 g_Flags; // x: lighting on, y: alpha test on, z: alpha reference (0-255)
float4 g_Viewport; // xy: size in pixels
};
struct VSInput
{
float3 Position : ATTRIB0;
#if HAS_NORMALS
float3 Normal : ATTRIB1;
#endif
#if HAS_TEX_COORDS
float2 TexCoord : ATTRIB2;
#endif
#if HAS_COLORS
float4 Color : ATTRIB3; // bytes B, G, R, A
#endif
};
struct PSInput
{
float4 Position : SV_POSITION;
float4 Color : COLOR0;
float2 TexCoord0 : TEXCOORD0;
float2 TexCoord1 : TEXCOORD1;
float Depth : TEXCOORD2;
};
void vs_main(in VSInput input, out PSInput output)
{
float4 world = mul(float4(input.Position, 1.0), g_World);
float4 view = mul(world, g_View);
output.Position = mul(view, g_Projection);
output.Depth = abs(view.z);
float4 material = float4(1.0, 1.0, 1.0, 1.0);
#if HAS_COLORS
material = input.Color.zyxw;
#endif
float4 color = material;
if (g_Flags.x > 0.5)
{
float3 normal = float3(0.0, 0.0, 0.0);
#if HAS_NORMALS
normal = normalize(mul(input.Normal, (float3x3)g_World));
#endif
float3 lit = g_Ambient.rgb * material.rgb;
for (int i = 0; i < 8; ++i)
{
if (g_LightColor[i].a > 0.5)
{
float3 toLight = g_LightVector[i].w > 0.5 ? g_LightVector[i].xyz : g_LightVector[i].xyz - world.xyz;
lit += g_LightColor[i].rgb * material.rgb * max(0.0, dot(normal, normalize(toLight)));
}
}
color = float4(saturate(lit), material.a);
}
output.Color = color;
float3 uv = float3(0.0, 0.0, 1.0);
#if HAS_TEX_COORDS
uv.xy = input.TexCoord;
#endif
output.TexCoord0 = float2(dot(uv, g_TexTransform0[0].xyz), dot(uv, g_TexTransform0[1].xyz));
output.TexCoord1 = float2(dot(uv, g_TexTransform1[0].xyz), dot(uv, g_TexTransform1[1].xyz));
}
struct SpriteInput
{
float3 Position : ATTRIB0;
float4 Color : ATTRIB3; // bytes B, G, R, A
uint Corner : SV_VertexID;
};
void vs_sprite(in SpriteInput input, out PSInput output)
{
float4 view = mul(mul(float4(input.Position, 1.0), g_World), g_View);
float4 clip = mul(view, g_Projection);
float size = clamp(g_Viewport.y / max(length(view.xyz), 1e-4), 1.0, 2048.0);
float2 corner = float2((input.Corner & 1) != 0 ? 1.0 : -1.0, (input.Corner & 2) != 0 ? -1.0 : 1.0);
clip.xy += corner * size / g_Viewport.xy * clip.w; // half the size each way, in clip space
output.Position = clip;
output.Depth = abs(view.z);
// No normals: lit by the ambient light alone.
float4 material = input.Color.zyxw;
output.Color = g_Flags.x > 0.5 ? float4(saturate(g_Ambient.rgb * material.rgb), material.a) : material;
output.TexCoord0 = float2(corner.x * 0.5 + 0.5, 0.5 - corner.y * 0.5);
output.TexCoord1 = output.TexCoord0;
}
#if TEXTURES >= 1
Texture2D g_Texture0;
SamplerState g_Texture0_sampler;
#endif
#if TEXTURES >= 2
Texture2D g_Texture1;
SamplerState g_Texture1_sampler;
#endif
float4 ps_main(in PSInput input) : SV_Target
{
float4 color = input.Color;
#if TEXTURES == 1
color *= g_Texture0.Sample(g_Texture0_sampler, input.TexCoord0);
#elif TEXTURES == 2
float4 first = g_Texture0.Sample(g_Texture0_sampler, input.TexCoord0);
float4 second = g_Texture1.Sample(g_Texture1_sampler, input.TexCoord1);
color *= lerp(first, second, second.a);
#endif
if (g_Flags.y > 0.5 && !(color.a * 255.0 > g_Flags.z))
{
discard;
}
if (g_Fog.z > 0.5)
{
float visible = saturate((g_Fog.y - input.Depth) / max(g_Fog.y - g_Fog.x, 1e-6));
color.rgb = lerp(g_FogColor.rgb, color.rgb, visible);
}
return color;
}