Element/Shader

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The shader class represents a Microsoft HLSL Effect File(.fx) loaded by the client, which can be used instead of a texture when calling dxDrawImage

The element type of this class is "shader".

How HLSL Effect Files file integrate into MTA:SA

Note: This page assumes you know what an Effect File and HLSL is. If not, you better do some research first.

You can use this shadertest resource to try the examples below. Copy the effect source from the code boxes into shadertest/clientshader.fx and (re)start shadertest to see the output.

After you've done all that, (or maybe before if glancing below is making you panic), visit some more shader resource examples.

Techniques

Effect Files usually contain several techniques, but for simplicity, MTA will only use the first technique that will run correctly on the clients hardware. So, for any given Effect File, put your high end techniques first, and the simplest ones last. That way, players with good hardware get the best technique applied, and players with older hardware get at least something.

Simplest

Here is the contents of an Effect File with one technique which should work on all hardware:

//-- Declare the textures. These are set using dxSetShaderValue( shader, "Tex0", texture )
texture Tex0;
texture Tex1;

//-- Very simple technique
technique simple
{
    pass P0
    {
        //-- Set up texture stage 0
        Texture[0] = Tex0;
        ColorOp[0] = SelectArg1;
        ColorArg1[0] = Texture;
        AlphaOp[0] = SelectArg1;
        AlphaArg1[0] = Texture;
            
        //-- Disable texture stage 1
        ColorOp[1] = Disable;
        AlphaOp[1] = Disable;
    }
}

It doesn't use vertex or pixel shaders, only standard D3D render states. Confusing reference of all the states you can set is here: https://msdn.microsoft.com/en-us/library/bb173347%28v=VS.85%29.aspx

Not so simple

Here is an Effect File containing a vertex and pixel shader:

//-- Declare the textures. These are set using dxSetShaderValue( shader, "Tex0", texture )
texture Tex0;
texture Tex1;

//-- Declare a user variable. This can be set using dxSetShaderValue( shader, "PositionOfCheese", 1, 2, 3 )
float3 PositionOfCheese;

//-- These variables are set automatically by MTA
float4x4 World;
float4x4 View;
float4x4 Projection;
float4x4 WorldViewProjection;
float Time;


//---------------------------------------------------------------------
//-- Sampler for the main texture (needed for pixel shaders)
//---------------------------------------------------------------------
sampler Sampler0 = sampler_state
{
    Texture = (Tex0);
};


//---------------------------------------------------------------------
//-- Structure of data sent to the vertex shader
//---------------------------------------------------------------------
struct VSInput
{
    float3 Position : POSITION;
    float4 Diffuse  : COLOR0;
    float2 TexCoord : TEXCOORD0;
};

//---------------------------------------------------------------------
//-- Structure of data sent to the pixel shader ( from the vertex shader )
//---------------------------------------------------------------------
struct PSInput
{
  float4 Position : POSITION0;
  float4 Diffuse  : COLOR0;
  float2 TexCoord : TEXCOORD0;
};


//-----------------------------------------------------------------------------
//-- VertexShaderExample
//--  1. Read from VS structure
//--  2. Process
//--  3. Write to PS structure
//-----------------------------------------------------------------------------
PSInput VertexShaderExample(VSInput VS)
{
    PSInput PS = (PSInput)0;

    //-- Transform vertex position (You nearly always have to do something like this)
    PS.Position = mul(float4(VS.Position, 1), WorldViewProjection);

    //-- Copy the color and texture coords so the pixel shader can use them
    PS.Diffuse = VS.Diffuse;
    PS.TexCoord = VS.TexCoord;

    return PS;
}


//-----------------------------------------------------------------------------
//-- PixelShaderExample
//--  1. Read from PS structure
//--  2. Process
//--  3. Return pixel color
//-----------------------------------------------------------------------------
float4 PixelShaderExample(PSInput PS) : COLOR0
{
    //-- Modify the texture coord to make the image look all wobbly
    PS.TexCoord.y += sin(PS.TexCoord.y * 100 + Time * 10) * 0.03;

    //-- Grab the pixel from the texture
    float4 finalColor = tex2D(Sampler0, PS.TexCoord);

    //-- Apply color tint
    finalColor = finalColor * PS.Diffuse;

    return finalColor;
}


//-----------------------------------------------------------------------------
//-- Techniques
//-----------------------------------------------------------------------------

//--
//-- MTA will try this technique first:
//--
technique complercated
{
    pass P0
    {
        VertexShader = compile vs_2_0 VertexShaderExample();
        PixelShader  = compile ps_2_0 PixelShaderExample();
    }
}

//--
//-- And if the preceding technique will not validate on
//-- the players computer, MTA will try this one:
//--
technique simple
{
    pass P0
    {
        //-- Set up texture stage 0
        Texture[0] = Tex0;
        ColorOp[0] = SelectArg1;
        ColorArg1[0] = Texture;
        AlphaOp[0] = SelectArg1;
        AlphaArg1[0] = Texture;
            
        //-- Disable texture stage 1
        ColorOp[1] = Disable;
        AlphaOp[1] = Disable;
    }
}

Technique 'complercated' will be used if the computer supports Shader Model 2, otherwise technique 'simple' will be used. Comments in the source explain what MTA does and where.

Misc

Points to remember when switching between editing lua and .fx files:

  • HLSL statements often end with a ; (semi-colon)
  • HLSL indices start from 0 (where as Lua usually starts from 1)
  • HLSL compile errors can be viewed by typing 'debugscript 3' into the client console


Shaders for world textures

Here are a couple of examples of shaders to use when replacing world textures with engineApplyShaderToWorldTexture

Simple

This shader just replaces the texture and allows GTA to control all the render states.

//-- Declare the texture. These are set using dxSetShaderValue( shader, "Tex0", texture )
texture Tex0;

technique simple
{
    pass P0
    {
        //-- Set up texture stage 0
        Texture[0] = Tex0;

        //-- Leave the rest of the states to the default settings
    }
}


Not so simple

This shader can be used as a base for replacing a world texture if you intend to add some fancy effect. It uses [mta-helper.fx] to handle consistent naming of the preset shader settings (gWorld, gTexture0 etc.)
mta-helper.fx also contains some helpful functions which calculate GTA lighting.

//-----------------------------------------------------------------------
//-- Settings
//-----------------------------------------------------------------------
texture Tex0;   //-- Replacement texture


//---------------------------------------------------------------------
// Include some common stuff
//---------------------------------------------------------------------
#include "mta-helper.fx"


//-----------------------------------------------------------------------
//-- Sampler for the new texture
//-----------------------------------------------------------------------
sampler Sampler0 = sampler_state
{
    Texture = (Tex0);
};


//-----------------------------------------------------------------------
//-- Structure of data sent to the vertex shader
//-----------------------------------------------------------------------
struct VSInput
{
    float3 Position : POSITION0;
    float3 Normal : NORMAL0;
    float4 Diffuse : COLOR0;
    float2 TexCoord : TEXCOORD0;
};

//-----------------------------------------------------------------------
//-- Structure of data sent to the pixel shader ( from the vertex shader )
//-----------------------------------------------------------------------
struct PSInput
{
    float4 Position : POSITION0;
    float4 Diffuse : COLOR0;
    float2 TexCoord : TEXCOORD0;
};


//--------------------------------------------------------------------------------------------
//-- VertexShaderFunction
//--  1. Read from VS structure
//--  2. Process
//--  3. Write to PS structure
//--------------------------------------------------------------------------------------------
PSInput VertexShaderFunction(VSInput VS)
{
    PSInput PS = (PSInput)0;

    //-- Calculate screen pos of vertex
    PS.Position = mul(float4(VS.Position, 1), gWorldViewProjection);

    //-- Pass through tex coord
    PS.TexCoord = VS.TexCoord;

    //-- Calculate GTA lighting for buildings
    PS.Diffuse = MTACalcGTABuildingDiffuse( VS.Diffuse );
    //--
    //-- NOTE: The above line is for GTA buildings.
    //-- If you are replacing a vehicle texture, do this instead:
    //--
    //--      // Calculate GTA lighting for vehicles
    //--      float3 WorldNormal = MTACalcWorldNormal( VS.Normal );
    //--      PS.Diffuse = MTACalcGTAVehicleDiffuse( WorldNormal, VS.Diffuse );

    return PS;
}


//--------------------------------------------------------------------------------------------
//-- PixelShaderFunction
//--  1. Read from PS structure
//--  2. Process
//--  3. Return pixel color
//--------------------------------------------------------------------------------------------
float4 PixelShaderFunction(PSInput PS) : COLOR0
{
    //-- Get texture pixel
    float4 texel = tex2D(Sampler0, PS.TexCoord);

    //-- Apply diffuse lighting
    float4 finalColor = texel * PS.Diffuse;

    return finalColor;
}


//--------------------------------------------------------------------------------------------
//-- Techniques
//--------------------------------------------------------------------------------------------
technique tec
{
    pass P0
    {
        VertexShader = compile vs_2_0 VertexShaderFunction();
        PixelShader = compile ps_2_0 PixelShaderFunction();
    }
}

//-- Fallback
technique fallback
{
    pass P0
    {
        //-- Replace texture
        Texture[0] = Tex0;

        //-- Leave the rest of the states to the default settings
    }
}


The above code as it stands will calculate the correct lighting for GTA buildings. If you are replacing a vehicle, change:

    //-- Calculate GTA lighting for buildings
    PS.Diffuse = MTACalcGTABuildingDiffuse( VS.Diffuse );

to:

    //-- Calculate GTA lighting for vehicles
    float3 WorldNormal = MTACalcWorldNormal( VS.Normal );
    PS.Diffuse = MTACalcGTAVehicleDiffuse( WorldNormal, VS.Diffuse );


Multiple pass shaders

To do more than one pass, add pass blocks like this:

//-- Declare the texture. These are set using dxSetShaderValue( shader, "Tex0", texture )
texture Tex0;

technique simple
{
    pass P0
    {
        // First pass
        Texture[0] = Tex0;
    }
    pass P1
    {
        // Second pass
        SrcBlend = Add;
        DestBlend = One;
    }
    pass P2
    {
        // Third pass
        SrcBlend = InvDestColor;
        DestBlend = InvSrcColor;
    }
}


MTA Shader Semantics

HLSL fields are case-insensitive

int zEnable;
int FillMode;
int ShadeMode;
int zWriteEnable;
int LastPixel;
int SrcBlend;
int DestBlend;
int CullMode;
int zFunc;
int DitherEnable;
int SpecularEnable;

int AlphaRef;
int AlphaFunc;
int AlphaBlendEnable;
int AlphaTestEnable;

int FogEnable;
float4 FogColor; // float4 or dword
int FogTableMode;
float FogStart; // float or int
float FogEnd; // float or int
float FogDensity; // float or int
int RangeFogEnable;

int StencilEnable;
int StencilFAIL;
int StencilZFail;
int StencilPass;
int StencilFunc;
int StencilRef;
int StencilMask;
int StencilWriteMask;

float4 TextureFactor; // float4 or dword

int Wrap0;
int Wrap1;
int Wrap2;
int Wrap3;
int Wrap4;
int Wrap5;
int Wrap6;
int Wrap7;
int Wrap8;
int Wrap9;
int Wrap10;
int Wrap11;
int Wrap12;
int Wrap13;
int Wrap14;
int Wrap15;

int Clipping;
int Lighting;
float4 Ambient; // float4 or dword
int FogVertexMode;
int ColorVertex;
int LocalViewer;
int NormalizeNormals;
int DiffuseMaterialSource;
int SpecularMaterialSource;
int AmbientMaterialSource;
int EmissiveMaterialSource;

int VertexBlend;
int ClipPlaneEnable;
float PointSize; // float or int
float PointSize_MIN; // float or int
float PointSize_MAX; // float or int
int PointSPRITEENABLE;
int PointScaleEnable;
float PointScale_A; // float or int
float PointScale_B; // float or int
float PointScale_C; // float or int

int MultisampleAntiAlias;
int MultisampleMask;
int PatchedGestyle;
int DebugMonitorToken;
int IndexedVertexBlendEnable;
int ColorWriteEnable;
float TweenFactor; // float or int
int BlendOp;
int PositionDegree;
int NormalDegree;
int ScissorTestEnable;
int SlopeScaleDepthBias;
int AntiAliasedLineEnable;

int EnableAdaptiveTessellation;
int MinTessellationLevel;
int MaxTessellationLevel;
int AdaptiveTess_X;
int AdaptiveTess_Y;
int AdaptiveTess_Z;
int AdaptiveTess_W;

int TwoSidedStencilMode;
int CCW_StencilFail;
int CCW_StencilZFail;
int CCW_StencilPass;
int CCW_StencilFunc;

int ColorWriteEnable1;
int ColorWriteEnable2;
int ColorWriteEnable3;
float4 BlendFactor; // float4 or dword
int SRGBWriteEnable;
int DepthBias;
int SeparateAlphaBlendEnable;
int SrcBlendAlpha;
int DestBlendAlpha;
int BlendOpAlpha;

int ColorOp;
int ColorArg0;
int ColorArg1;
int ColorArg2;

int AlphaOp;
int AlphaArg0;
int AlphaArg1;
int AlphaArg2;

int BumpEnvMat00;
int BumpEnvMat01;
int BumpEnvMat10;
int BumpEnvMat11;
int TexCoordIndex;
int BumpEnvLScale;
int BumpEnvLOffset;
int TextureTransformFlags;
int ResultArg;
int Constant;
int AddressU;
int AddressV;
int AddressW;
float4 BorderColor; // float4 or dword
int MagFilter;
int MinFilter;
int MipFilter;
int MipMapLODBias;
int MaxMipLevel;
int MaxAnisotropy;
int SRGBTexture;
int ElementIndex;
int DMapOffset;
float4 Diffuse;
float4 Ambient;
float4 Specular;
float4 Emissive;
float Power;
float4x4 View;
float4x4 Projection;

float4x4 Texture0;
float4x4 Texture1;
float4x4 Texture2;
float4x4 Texture3;
float4x4 Texture4;
float4x4 Texture5;
float4x4 Texture6;
float4x4 Texture7;

float4x4 World;
float4x4 World1;
float4x4 World2;
float4x4 World3;

int Type;
float4 Diffuse;
float4 Specular;
float4 Ambient;
float3 Position;
float3 Direction;
float Range;
float Falloff;
float Attenuation0;
float Attenuation1;
float Attenuation2;
float Theta;
float Phi;
int Enable;
texture Texture;
int DeviceType;
int AdapterOrdinal;
int Caps;
int Caps2;
int Caps3;
int PresentationIntervals;
int CursorCaps;
int DevCaps;
int PrimitiveMiscCaps;
int RasterCaps;
int ZCmpCaps;
int SrcBlendCaps;
int DestBlendCaps;
int AlphaCmpCaps;
int ShadeCaps;
int TextureCaps;
int TextureFilterCaps;
int CubeTextureFilterCaps;
int VolumeTextureFilterCaps;
int TextureAddressCaps;
int VolumeTextureAddressCaps;
int LineCaps;
int MaxTextureWidth;
int MaxTextureHeight;
int MaxVolumeExtent;
int MaxTextureRepeat;
int MaxTextureAspectRatio;
int MaxAnisotropy;
float MaxVertexW;
float GuardBandLeft;
float GuardBandTop;
float GuardBandRight;
float GuardBandBottom;
float ExtentsAdjust;
int StencilCaps;
int FVFCaps;
int TextureOpCaps;
int MaxTextureBlendStages;
int MaxSimultaneousTextures;
int VertexProcessingCaps;
int MaxActiveLights;
int MaxUserClipPlanes;
int MaxVertexBlendMatrices;
int MaxVertexBlendMatrixIndex;
float MaxPointSize;
int MaxPrimitiveCount;
int MaxVertexIndex;
int MaxStreams;
int MaxStreamStride;
int VertexShaderVersion;
int MaxVertexShaderConst;
int PixelShaderVersion;
float PixelShader1xMaxValue;
int DevCaps2;
float MaxNpatchTessellationLevel;
int Reserved5;
int MasterAdapterOrdinal;
int AdapterOrdinalInGroup;
int NumberOfAdaptersInGroup;
int DeclTypes;
int NumSimultaneousRTs;
int StretchRectFilterCaps;
int VS20Caps.Caps;
int VS20Caps.DynamicFlowControlDepth;
int VS20Caps.NumTemps;
int VS20Caps.StaticFlowControlDepth;
int PS20Caps.Caps;
int PS20Caps.DynamicFlowControlDepth;
int PS20Caps.NumTemps;
int PS20Caps.StaticFlowControlDepth;
int PS20Caps.NumInstructionSlots;
int VertexTextureFilterCaps;
int MaxVShaderInstructionsExecuted;
int MaxPShaderInstructionsExecuted;
int MaxVertexShader30InstructionSlots;
int MaxPixelShader30InstructionSlots;
int Position;
int PositionT;
int Normal;
int Color0;
int Color1;
int TexCoord0;
int TexCoord1;

Related scripting functions

Client