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Merge pull request doodlum#221 from doodlum/dev
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alandtse authored Mar 15, 2024
2 parents 22b95fe + 2e707e4 commit 72b2adf
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Showing 129 changed files with 6,220 additions and 2,071 deletions.
2 changes: 1 addition & 1 deletion .github/workflows/build.yaml
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ permissions:
contents: write

env:
VCPKG_COMMIT_ID: 417119555f155f6044dec7a379cd25466e339873
VCPKG_COMMIT_ID: e6aabd1415a1fc9f5e76deb3c5a40e27300aef2a

jobs:
compile:
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3 changes: 2 additions & 1 deletion .gitignore
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@@ -1,4 +1,5 @@
build/
dist/
.vs*/
CMakeUserPresets.json
CMakeUserPresets.json
shadertoolsconfig.json
9 changes: 8 additions & 1 deletion BuildRelease.bat
Original file line number Diff line number Diff line change
@@ -1,6 +1,13 @@
@echo off

cmake -S . --preset=ALL --check-stamp-file "build\CMakeFiles\generate.stamp"
set preset="ALL"
if NOT "%1" == "" (
set preset=%1
)

echo Running preset %preset%

cmake -S . --preset=%preset% --check-stamp-file "build\CMakeFiles\generate.stamp"
if %ERRORLEVEL% NEQ 0 exit 1
cmake --build build --config Release
if %ERRORLEVEL% NEQ 0 exit 1
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99 changes: 83 additions & 16 deletions CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 3.21)

project(
CommunityShaders
VERSION 0.7.4
VERSION 0.8.0
LANGUAGES CXX
)

Expand All @@ -14,8 +14,10 @@ list(APPEND CMAKE_MODULE_PATH "${PROJECT_SOURCE_DIR}/cmake")
message("Options:")
option(AUTO_PLUGIN_DEPLOYMENT "Copy the build output and addons to env:CommunityShadersOutputDir." OFF)
option(ZIP_TO_DIST "Zip the base mod and addons to their own 7z file in dist." ON)
option(AIO_ZIP_TO_DIST "Zip the base mod and addons to a AIO 7z file in dist." ON)
message("\tAuto plugin deployment: ${AUTO_PLUGIN_DEPLOYMENT}")
message("\tZip to dist: ${ZIP_TO_DIST}")
message("\tAIO Zip to dist: ${AIO_ZIP_TO_DIST}")

# #######################################################################################################################
# # Add CMake features
Expand All @@ -32,10 +34,12 @@ find_package(nlohmann_json CONFIG REQUIRED)
find_package(imgui CONFIG REQUIRED)
find_package(EASTL CONFIG REQUIRED)
find_package(directxtk CONFIG REQUIRED)
find_package(directxtex CONFIG REQUIRED)
find_path(CLIB_UTIL_INCLUDE_DIRS "ClibUtil/utils.hpp")
find_package(pystring CONFIG REQUIRED)
find_package(cppwinrt CONFIG REQUIRED)

find_package(unordered_dense CONFIG REQUIRED)
find_package(efsw CONFIG REQUIRED)
target_include_directories(
${PROJECT_NAME}
PRIVATE
Expand All @@ -55,7 +59,10 @@ target_link_libraries(
imgui::imgui
EASTL
Microsoft::DirectXTK
Microsoft::DirectXTex
pystring::pystring
unordered_dense::unordered_dense
efsw::efsw
)

# https://gitlab.kitware.com/cmake/cmake/-/issues/24922#note_1371990
Expand All @@ -78,26 +85,70 @@ if(MSVC_VERSION GREATER_EQUAL 1936 AND MSVC_IDE) # 17.6+
]==] @ONLY)
endif()

# #######################################################################################################################
# # Feature version detection
# #######################################################################################################################
file(GLOB_RECURSE FEATURE_CONFIG_FILES
LIST_DIRECTORIES false
CONFIGURE_DEPENDS
"features/*/Shaders/Features/*.ini"
)

foreach(FEATURE_PATH ${FEATURE_CONFIG_FILES})
get_filename_component(FEATURE ${FEATURE_PATH} NAME_WE)
file(READ "${FEATURE_PATH}" CONFIG_VALUE)
string(REGEX MATCH "Version = ([0-9]*)-([0-9]*)-([0-9]*)" _ ${CONFIG_VALUE})
set(ver_major ${CMAKE_MATCH_1})
set(ver_minor ${CMAKE_MATCH_2})
set(ver_patch ${CMAKE_MATCH_3})
list(APPEND FEATURE_VERSIONS \t\t{\ \"${FEATURE}\"sv,\ {${ver_major},${ver_minor},${ver_patch}}\ })
endforeach()

set_property(DIRECTORY APPEND PROPERTY CMAKE_CONFIGURE_DEPENDS "${FEATURE_CONFIG_FILES}")

string(REPLACE ";" ",\n" FEATURE_VERSIONS "${FEATURE_VERSIONS}")

configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/cmake/FeatureVersions.h.in
${CMAKE_CURRENT_BINARY_DIR}/cmake/FeatureVersions.h
@ONLY
)

target_sources(
"${PROJECT_NAME}"
PRIVATE
${CMAKE_CURRENT_BINARY_DIR}/cmake/FeatureVersions.h
)

# #######################################################################################################################
# # Automatic deployment
# #######################################################################################################################
file(GLOB FEATURE_PATHS LIST_DIRECTORIES true ${CMAKE_SOURCE_DIR}/features/*)
string(TIMESTAMP UTC_NOW "%Y-%m-%dT%H-%MZ" UTC)

if(AUTO_PLUGIN_DEPLOYMENT OR AIO_ZIP_TO_DIST)
set(AIO_DIR "${CMAKE_CURRENT_BINARY_DIR}/aio")
message("Copying package folder with dll/pdb with all features to ${AIO_DIR}")
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/package "${AIO_DIR}"
COMMAND ${CMAKE_COMMAND} -E copy $<TARGET_FILE:${PROJECT_NAME}> "${AIO_DIR}/SKSE/Plugins/"
COMMAND ${CMAKE_COMMAND} -E copy $<TARGET_PDB_FILE:${PROJECT_NAME}> "${AIO_DIR}/SKSE/Plugins/"
)

foreach(FEATURE_PATH ${FEATURE_PATHS})
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory ${FEATURE_PATH} "${AIO_DIR}"
)
endforeach()
endif()

# Automatic deployment to CommunityShaders output directory.
if(AUTO_PLUGIN_DEPLOYMENT)
foreach(DEPLOY_TARGET $ENV{CommunityShadersOutputDir})
message("Copying package folder with dll/pdb with all features to ${DEPLOY_TARGET}")
message("Copying AIO to ${DEPLOY_TARGET}")
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/package "${DEPLOY_TARGET}"
COMMAND ${CMAKE_COMMAND} -E copy $<TARGET_FILE:${PROJECT_NAME}> "${DEPLOY_TARGET}/SKSE/Plugins/"
COMMAND ${CMAKE_COMMAND} -E copy $<TARGET_PDB_FILE:${PROJECT_NAME}> "${DEPLOY_TARGET}/SKSE/Plugins/"
COMMAND ${CMAKE_COMMAND} -E copy_directory ${AIO_DIR} "${DEPLOY_TARGET}"
)

foreach(FEATURE_PATH ${FEATURE_PATHS})
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory ${FEATURE_PATH} "${DEPLOY_TARGET}"
)
endforeach()
endforeach()

if(NOT DEFINED ENV{CommunityShadersOutputDir})
Expand All @@ -108,7 +159,6 @@ endif()
# Zip base CommunityShaders and all addons as their own 7z in dist folder
if(ZIP_TO_DIST)
set(ZIP_DIR "${CMAKE_CURRENT_BINARY_DIR}/zip")
file(REMOVE_RECURSE ${CMAKE_BINARY_DIR}/test/)
add_custom_target(build-time-make-directory ALL
COMMAND ${CMAKE_COMMAND} -E remove_directory "${ZIP_DIR}" ${CMAKE_SOURCE_DIR}/dist
COMMAND ${CMAKE_COMMAND} -E make_directory "${ZIP_DIR}" ${CMAKE_SOURCE_DIR}/dist
Expand All @@ -121,7 +171,7 @@ if(ZIP_TO_DIST)
COMMAND ${CMAKE_COMMAND} -E copy $<TARGET_PDB_FILE:${PROJECT_NAME}> "${ZIP_DIR}/SKSE/Plugins/"
)

set(TARGET_ZIP "${PROJECT_NAME}.7z")
set(TARGET_ZIP "${PROJECT_NAME}-${UTC_NOW}.7z")
message("Zipping ${ZIP_DIR} to ${CMAKE_SOURCE_DIR}/dist/${TARGET_ZIP}")
ADD_CUSTOM_COMMAND(TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E tar cf ${CMAKE_SOURCE_DIR}/dist/${TARGET_ZIP} --format=7zip -- .
Expand All @@ -130,10 +180,27 @@ if(ZIP_TO_DIST)

foreach(FEATURE_PATH ${FEATURE_PATHS})
get_filename_component(FEATURE ${FEATURE_PATH} NAME)
message("Zipping ${FEATURE_PATH} to ${CMAKE_SOURCE_DIR}/dist/${FEATURE}.7z")
message("Zipping ${FEATURE_PATH} to ${CMAKE_SOURCE_DIR}/dist/${FEATURE}-${UTC_NOW}.7z")
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E tar cf ${CMAKE_SOURCE_DIR}/dist/${FEATURE}.7z --format=7zip -- .
COMMAND ${CMAKE_COMMAND} -E tar cf ${CMAKE_SOURCE_DIR}/dist/${FEATURE}-${UTC_NOW}.7z --format=7zip -- .
WORKING_DIRECTORY ${FEATURE_PATH}
)
endforeach()
endif()

# Create a AIO zip for easier testing
if(AIO_ZIP_TO_DIST)
if(NOT ZIP_TO_DIST)
add_custom_target(build-time-make-directory ALL
COMMAND ${CMAKE_COMMAND} -E remove_directory "${ZIP_DIR}" ${CMAKE_SOURCE_DIR}/dist
COMMAND ${CMAKE_COMMAND} -E make_directory "${ZIP_DIR}" ${CMAKE_SOURCE_DIR}/dist
)
endif()

set(TARGET_AIO_ZIP "${PROJECT_NAME}_AIO-${UTC_NOW}.7z")
message("Zipping ${AIO_DIR} to ${CMAKE_SOURCE_DIR}/dist/${TARGET_AIO_ZIP}")
ADD_CUSTOM_COMMAND(TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E tar cf ${CMAKE_SOURCE_DIR}/dist/${TARGET_AIO_ZIP} --format=7zip -- .
WORKING_DIRECTORY ${AIO_DIR}
)
endif()
20 changes: 20 additions & 0 deletions README.md
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Expand Up @@ -40,6 +40,26 @@ cd skyrim-community-shaders
.\BuildRelease.bat
```

### CMAKE Options (optional)
If you want an example CMakeUserPreset to start off with you can copy the `CMakeUserPresets.json.template` -> `CMakeUserPresets.json`
#### AUTO_PLUGIN_DEPLOYMENT
* This option is default `"OFF"`
* Make sure `"AUTO_PLUGIN_DEPLOYMENT"` is set to `"ON"` in `CMakeUserPresets.json`
* Change the `"CommunityShadersOutputDir"` value to match your desired outputs, if you want multiple folders you can separate them by `;` is shown in the template example
#### AIO_ZIP_TO_DIST
* This option is default `"OFF"`
* Make sure `"AIO_ZIP_TO_DIST"` is set to `"ON"` in `CMakeUserPresets.json`
* This will create a `CommunityShaders_AIO.7z` archive in /dist containing all features and base mod
#### ZIP_TO_DIST
* This option is default `"ON"`
* Make sure `"ZIP_TO_DIST"` is set to `"ON"` in `CMakeUserPresets.json`
* This will create a zip for each feature and one for the base Community shaders in /dist containing

When using custom preset you can call BuildRelease.bat with an parameter to specify which preset to configure eg:
`.\BuildRelease.bat ALL-WITH-AUTO-DEPLOYMENT`

When switching between different presets you might need to remove the build folder

## License

### Default
Expand Down
11 changes: 11 additions & 0 deletions cmake/FeatureVersions.h.in
Original file line number Diff line number Diff line change
@@ -0,0 +1,11 @@
#pragma once

namespace FeatureVersions
{
using namespace std::literals::string_view_literals;

static const std::map<std::string_view, REL::Version> FEATURE_MINIMAL_VERSIONS
{
@FEATURE_VERSIONS@
};
}
2 changes: 1 addition & 1 deletion extern/CommonLibSSE-NG
Submodule CommonLibSSE-NG updated 126 files
50 changes: 50 additions & 0 deletions features/Cloud Shadows/Shaders/CloudShadows/CloudShadows.hlsli
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@@ -0,0 +1,50 @@
struct PerPassCloudShadow
{
uint EnableCloudShadows;

float CloudHeight;
float PlanetRadius;

float EffectMix;

float TransparencyPower;
float AbsorptionAmbient;

float RcpHPlusR;
};

StructuredBuffer<PerPassCloudShadow> perPassCloudShadow : register(t23);
TextureCube<float4> cloudShadows : register(t40);

float3 getCloudShadowSampleDir(float3 rel_pos, float3 eye_to_sun)
{
float r = perPassCloudShadow[0].PlanetRadius;
float3 p = (rel_pos + float3(0, 0, r)) * perPassCloudShadow[0].RcpHPlusR;
float dotprod = dot(p, eye_to_sun);
float lengthsqr = dot(p, p);
float t = -dotprod + sqrt(dotprod * dotprod - dot(p, p) + 1);
float3 v = (p + eye_to_sun * t) * (r + perPassCloudShadow[0].CloudHeight) - float3(0, 0, r);
v = normalize(v);
return v;
}

float3 getCloudShadowSampleDirFlatEarth(float3 rel_pos, float3 eye_to_sun)
{
float3 p = rel_pos / perPassCloudShadow[0].CloudHeight;
float dotprod = dot(p, eye_to_sun);
float t = -dotprod + sqrt(dotprod * dotprod - dot(p, p) + 1);
float3 v = p + eye_to_sun * t;
v = normalize(v); // optional
return v;
}

float3 getCloudShadowMult(float3 rel_pos, float3 eye_to_sun, SamplerState samp)
{
// float3 cloudSampleDir = getCloudShadowSampleDirFlatEarth(rel_pos, eye_to_sun).xyz;
float3 cloudSampleDir = getCloudShadowSampleDir(rel_pos, eye_to_sun).xyz;

float4 cloudCubeSample = cloudShadows.Sample(samp, cloudSampleDir);
float alpha = pow(saturate(cloudCubeSample.w), perPassCloudShadow[0].TransparencyPower);

return lerp(1.0, 1.0 - alpha, perPassCloudShadow[0].EffectMix);
}
2 changes: 2 additions & 0 deletions features/Cloud Shadows/Shaders/Features/CloudShadows.ini
Original file line number Diff line number Diff line change
@@ -0,0 +1,2 @@
[Info]
Version = 1-1-0
Original file line number Diff line number Diff line change
Expand Up @@ -34,14 +34,19 @@ float GetMipLevel(float2 coords, Texture2D<float4> tex)
}

#if defined(LANDSCAPE)
float2 GetParallaxCoords(float distance, float2 coords, float mipLevel, float3 viewDir, float3x3 tbn, Texture2D<float4> tex, SamplerState texSampler, uint channel, float blend)
float2 GetParallaxCoords(float distance, float2 coords, float mipLevel, float3 viewDir, float3x3 tbn, Texture2D<float4> tex, SamplerState texSampler, uint channel, float blend, out float pixelOffset)
#else
float2 GetParallaxCoords(float distance, float2 coords, float mipLevel, float3 viewDir, float3x3 tbn, Texture2D<float4> tex, SamplerState texSampler, uint channel)
float2 GetParallaxCoords(float distance, float2 coords, float mipLevel, float3 viewDir, float3x3 tbn, Texture2D<float4> tex, SamplerState texSampler, uint channel, out float pixelOffset)
#endif
{
float3 viewDirTS = mul(tbn, viewDir);
pixelOffset = 0.5;

float3 viewDirTS = normalize(mul(tbn, viewDir));
distance /= (float)perPassParallax[0].MaxDistance;

viewDirTS.z = ((viewDirTS.z * 0.5) + 0.5);
viewDirTS.xy /= viewDirTS.z;

float nearQuality = smoothstep(0.0, perPassParallax[0].CRPMRange, distance);
float nearBlendToMid = smoothstep(perPassParallax[0].CRPMRange - perPassParallax[0].BlendRange, perPassParallax[0].CRPMRange, distance);
float midBlendToFar = smoothstep(1.0 - perPassParallax[0].BlendRange, 1.0, distance);
Expand All @@ -65,24 +70,22 @@ float2 GetParallaxCoords(float distance, float2 coords, float mipLevel, float3 v
# if defined(LANDSCAPE)
float quality = min(1.0 - nearQuality, pow(saturate(blend), 0.5));
if (perPassParallax[0].EnableHighQuality) {
numSteps = round(lerp(4, 32, quality));
numSteps = max(1, round(32 * quality));
numSteps = clamp((numSteps + 3) & ~0x03, 4, 32);
} else {
numSteps = round(lerp(4, 16, quality));
numSteps = max(1, round(16 * quality));
numSteps = clamp((numSteps + 3) & ~0x03, 4, 16);
}
# else
if (perPassParallax[0].EnableHighQuality) {
numSteps = round(lerp(4, 32, 1.0 - nearQuality));
numSteps = max(1, round(32 * (1.0 - nearQuality)));
numSteps = clamp((numSteps + 3) & ~0x03, 4, 32);
} else {
numSteps = round(lerp(4, 16, 1.0 - nearQuality));
numSteps = max(1, round(16 * (1.0 - nearQuality)));
numSteps = clamp((numSteps + 3) & ~0x03, 4, 16);
}
# endif
#endif
float heightCorrectionScale = ((-1.0 * viewDirTS.z) + 2.0);

float stepSize = 1.0 / ((float)numSteps + 1.0);

float2 offsetPerStep = viewDirTS.xy * float2(maxHeight, maxHeight) * stepSize.xx;
Expand Down Expand Up @@ -113,9 +116,6 @@ float2 GetParallaxCoords(float distance, float2 coords, float mipLevel, float3 v
currHeight.z = tex.SampleLevel(texSampler, currentOffset[1].xy, mipLevel)[channel];
currHeight.w = tex.SampleLevel(texSampler, currentOffset[1].zw, mipLevel)[channel];

currHeight.xyzw -= 0.5;
currHeight.xyzw = heightCorrectionScale * currHeight.xyzw + 0.5;

bool4 testResult = currHeight >= currentBound;
[branch] if (any(testResult))
{
Expand Down Expand Up @@ -191,15 +191,18 @@ float2 GetParallaxCoords(float distance, float2 coords, float mipLevel, float3 v
}

float offset = (1.0 - parallaxAmount) * -maxHeight + minHeight;
pixelOffset = parallaxAmount;
output = viewDirTS.xy * offset + coords.xy;
} else {
float offset = (1.0 - pt1.x) * -maxHeight + minHeight;
pixelOffset = pt1.x;
output = viewDirTS.xy * offset + coords.xy;
}

if (nearBlendToMid > 0.0) {
float height = tex.Sample(texSampler, coords.xy)[channel];
height = height * maxHeight - minHeight;
pixelOffset = lerp(pt1.x, height, nearBlendToMid);
output = lerp(output, viewDirTS.xy * height.xx + coords.xy, nearBlendToMid);
}
} else if (midBlendToFar < 1.0) {
Expand All @@ -208,6 +211,7 @@ float2 GetParallaxCoords(float distance, float2 coords, float mipLevel, float3 v
maxHeight *= (1 - midBlendToFar);
minHeight *= (1 - midBlendToFar);
}
pixelOffset = height;
height = height * maxHeight - minHeight;
output = viewDirTS.xy * height.xx + coords.xy;
} else {
Expand Down
Original file line number Diff line number Diff line change
@@ -1,2 +1,2 @@
[Info]
Version = 1-0-2
Version = 1-0-3
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