TombEngine/TR5Main/Renderer/Renderer11.cpp

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#include "Renderer11.h"
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#include "..\Specific\input.h"
#include "..\Specific\winmain.h"
#include "..\Specific\roomload.h"
#include "..\Specific\game.h"
#include "..\Specific\config.h"
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#include "..\Game\draw.h"
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#include "..\Game\healt.h"
#include "..\Game\pickup.h"
#include "..\Game\inventory.h"
#include "..\Game\gameflow.h"
#include "..\Game\lara.h"
#include "..\Game\effect2.h"
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#include "..\Game\rope.h"
#include "..\Game\items.h"
#include "..\Game\camera.h"
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#include <D3Dcompiler.h>
#include <chrono>
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#include <stack>
using ns = chrono::nanoseconds;
using get_time = chrono::steady_clock;
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extern GameConfiguration g_Configuration;
extern GameFlow* g_GameFlow;
extern __int32 NumTextureTiles;
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extern Inventory* g_Inventory;
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__int32 SortLightsFunction(RendererLight* a, RendererLight* b)
{
if (a->Dynamic > b->Dynamic)
return -1;
return 0;
}
bool SortRoomsFunction(RendererRoom* a, RendererRoom* b)
{
return (a->Distance < b->Distance);
}
__int32 SortRoomsFunctionNonStd(RendererRoom* a, RendererRoom* b)
{
return (a->Distance - b->Distance);
}
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Renderer11::Renderer11()
{
initialiseHairRemaps();
m_blinkColorDirection = 1;
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}
Renderer11::~Renderer11()
{
DX11_RELEASE(m_device);
DX11_RELEASE(m_context);
DX11_RELEASE(m_swapChain);
DX11_RELEASE(m_backBufferRTV);
DX11_RELEASE(m_backBufferTexture);
DX11_RELEASE(m_depthStencilState);
DX11_RELEASE(m_depthStencilTexture);
DX11_RELEASE(m_depthStencilView);
DX11_DELETE(m_spriteBatch);
DX11_DELETE(m_gameFont);
DX11_DELETE(m_states);
FreeRendererData();
}
void Renderer11::FreeRendererData()
{
DX11_DELETE(m_textureAtlas);
DX11_DELETE(m_binocularsTexture);
for (__int32 i = 0; i < NUM_CAUSTICS_TEXTURES; i++)
DX11_DELETE(m_caustics[i]);
}
bool Renderer11::Create()
{
return true;
}
bool Renderer11::EnumerateVideoModes()
{
return true;
}
bool Renderer11::Initialise(__int32 w, __int32 h, __int32 refreshRate, bool windowed, HWND handle)
{
HRESULT res;
DB_Log(2, "Renderer::Initialise - DLL");
printf("Initialising DX11\n");
CoInitialize(NULL);
ScreenWidth = w;
ScreenHeight = h;
Windowed = windowed;
D3D_FEATURE_LEVEL levels[1] = { D3D_FEATURE_LEVEL_10_1 };
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D3D_FEATURE_LEVEL featureLevel;
res = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, D3D11_CREATE_DEVICE_DEBUG, levels, 1, D3D11_SDK_VERSION,
&m_device, &featureLevel, &m_context);
if (FAILED(res))
return false;
DXGI_SWAP_CHAIN_DESC sd;
sd.BufferDesc.Width = ScreenWidth;
sd.BufferDesc.Height = ScreenHeight;
sd.BufferDesc.RefreshRate.Numerator = refreshRate;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.Windowed = g_Configuration.Windowed;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
sd.OutputWindow = handle;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferCount = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
IDXGIDevice* dxgiDevice = NULL;
res = m_device->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
if (FAILED(res))
return false;
IDXGIAdapter* dxgiAdapter = NULL;
res = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&dxgiAdapter);
if (FAILED(res))
return false;
IDXGIFactory* dxgiFactory = NULL;
res = dxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&dxgiFactory);
if (FAILED(res))
return false;
m_swapChain = NULL;
res = dxgiFactory->CreateSwapChain(m_device, &sd, &m_swapChain);
if (FAILED(res))
return false;
dxgiDevice->Release();
dxgiAdapter->Release();
dxgiFactory->Release();
// Initialise the back buffer
m_backBufferTexture = NULL;
res = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast <void**>(&m_backBufferTexture));
if (FAILED(res))
return false;
m_backBufferRTV = NULL;
res = m_device->CreateRenderTargetView(m_backBufferTexture, NULL, &m_backBufferRTV);
if (FAILED(res))
return false;
D3D11_TEXTURE2D_DESC depthStencilDesc;
depthStencilDesc.Width = ScreenWidth;
depthStencilDesc.Height = ScreenHeight;
depthStencilDesc.MipLevels = 1;
depthStencilDesc.ArraySize = 1;
depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilDesc.SampleDesc.Count = 1;
depthStencilDesc.SampleDesc.Quality = 0;
depthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthStencilDesc.CPUAccessFlags = 0;
depthStencilDesc.MiscFlags = 0;
m_depthStencilTexture = NULL;
res = m_device->CreateTexture2D(&depthStencilDesc, NULL, &m_depthStencilTexture);
if (FAILED(res))
return false;
m_depthStencilView = NULL;
res = m_device->CreateDepthStencilView(m_depthStencilTexture, NULL, &m_depthStencilView);
if (FAILED(res))
return false;
// Bind the back buffer and the depth stencil
m_context->OMSetRenderTargets(1, &m_backBufferRTV, m_depthStencilView);
// Initialise sprites and font
m_spriteBatch = new SpriteBatch(m_context);
m_gameFont = new SpriteFont(m_device, L"Font.spritefont");
m_primitiveBatch = new PrimitiveBatch<RendererVertex>(m_context);
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// Initialise render states
m_states = new CommonStates(m_device);
// Load caustics
char* causticsNames[NUM_CAUSTICS_TEXTURES] = {
"CausticsRender_001.bmp",
"CausticsRender_002.bmp",
"CausticsRender_003.bmp",
"CausticsRender_004.bmp",
"CausticsRender_005.bmp",
"CausticsRender_006.bmp",
"CausticsRender_007.bmp",
"CausticsRender_008.bmp",
"CausticsRender_009.bmp",
"CausticsRender_010.bmp",
"CausticsRender_011.bmp",
"CausticsRender_012.bmp",
"CausticsRender_013.bmp",
"CausticsRender_014.bmp",
"CausticsRender_015.bmp",
"CausticsRender_016.bmp"
};
for (__int32 i = 0; i < NUM_CAUSTICS_TEXTURES; i++)
{
m_caustics[i] = Texture2D::LoadFromFile(m_device, causticsNames[i]);
if (m_caustics[i] == NULL)
return false;
}
m_binocularsTexture = Texture2D::LoadFromFile(m_device, "Binoculars.png");
if (m_binocularsTexture == NULL)
return false;
// Initialise viewport
m_viewport.TopLeftX = 0;
m_viewport.TopLeftY = 0;
m_viewport.Width = ScreenWidth;
m_viewport.Height = ScreenHeight;
m_viewport.MinDepth = 0.0f;
m_viewport.MaxDepth = 1.0f;
// Load shaders
ID3D10Blob* blob;
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m_vsRooms = compileVertexShader("Shaders\\DX11_Rooms.fx", "VS", "vs_4_0", &blob);
if (m_vsRooms == NULL)
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return false;
// Initialise input layout using the first vertex shader
D3D11_INPUT_ELEMENT_DESC inputLayout[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"BLENDINDICES", 0, DXGI_FORMAT_R32_FLOAT, 0, 48, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
m_inputLayout = NULL;
res = m_device->CreateInputLayout(inputLayout, 5, blob->GetBufferPointer(), blob->GetBufferSize(), &m_inputLayout);
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if (FAILED(res))
return false;
m_psRooms = compilePixelShader("Shaders\\DX11_Rooms.fx", "PS", "ps_4_0", &blob);
if (m_psRooms == NULL)
return false;
m_vsItems = compileVertexShader("Shaders\\DX11_Items.fx", "VS", "vs_4_0", &blob);
if (m_vsItems == NULL)
return false;
m_psItems = compilePixelShader("Shaders\\DX11_Items.fx", "PS", "ps_4_0", &blob);
if (m_psItems == NULL)
return false;
m_vsStatics = compileVertexShader("Shaders\\DX11_Statics.fx", "VS", "vs_4_0", &blob);
if (m_vsStatics == NULL)
return false;
m_psStatics = compilePixelShader("Shaders\\DX11_Statics.fx", "PS", "ps_4_0", &blob);
if (m_psStatics == NULL)
return false;
m_vsHairs = compileVertexShader("Shaders\\DX11_Hairs.fx", "VS", "vs_4_0", &blob);
if (m_vsHairs == NULL)
return false;
m_psHairs = compilePixelShader("Shaders\\DX11_Hairs.fx", "PS", "ps_4_0", &blob);
if (m_psHairs == NULL)
return false;
m_vsSky = compileVertexShader("Shaders\\DX11_Sky.fx", "VS", "vs_4_0", &blob);
if (m_vsSky == NULL)
return false;
m_psSky = compilePixelShader("Shaders\\DX11_Sky.fx", "PS", "ps_4_0", &blob);
if (m_psSky == NULL)
return false;
m_vsSprites = compileVertexShader("Shaders\\DX11_Sprites.fx", "VS", "vs_4_0", &blob);
if (m_vsSprites == NULL)
return false;
m_psSprites = compilePixelShader("Shaders\\DX11_Sprites.fx", "PS", "ps_4_0", &blob);
if (m_psSprites == NULL)
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return false;
m_vsSolid = compileVertexShader("Shaders\\DX11_Solid.fx", "VS", "vs_4_0", &blob);
if (m_vsSolid == NULL)
return false;
m_psSolid = compilePixelShader("Shaders\\DX11_Solid.fx", "PS", "ps_4_0", &blob);
if (m_psSolid == NULL)
return false;
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m_vsInventory = compileVertexShader("Shaders\\DX11_Inventory.fx", "VS", "vs_4_0", &blob);
if (m_vsInventory == NULL)
return false;
m_psInventory = compilePixelShader("Shaders\\DX11_Inventory.fx", "PS", "ps_4_0", &blob);
if (m_psInventory == NULL)
return false;
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// Initialise constant buffers
m_cbCameraMatrices = createConstantBuffer(sizeof(CCameraMatrixBuffer));
m_cbItem = createConstantBuffer(sizeof(CItemBuffer));
m_cbStatic = createConstantBuffer(sizeof(CStaticBuffer));
m_cbRoomLights = createConstantBuffer(sizeof(CLightBuffer));
// Initialise the ambient cube map
D3D11_TEXTURE2D_DESC texDesc;
ZeroMemory(&texDesc, sizeof(D3D11_TEXTURE2D_DESC));
texDesc.Width = AMBIENT_CUBE_MAP_SIZE;
texDesc.Height = AMBIENT_CUBE_MAP_SIZE;
texDesc.MipLevels = 0;
texDesc.ArraySize = 6;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texDesc.Usage = D3D11_USAGE_DEFAULT;
texDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
texDesc.CPUAccessFlags = 0;
texDesc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS | D3D11_RESOURCE_MISC_TEXTURECUBE;
m_ambientCubeMapTexture = NULL;
res = m_device->CreateTexture2D(&texDesc, NULL, &m_ambientCubeMapTexture);
if (FAILED(res))
return false;
D3D11_RENDER_TARGET_VIEW_DESC descRT;
ZeroMemory(&descRT, sizeof(D3D11_RENDER_TARGET_VIEW_DESC));
descRT.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
descRT.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
descRT.Texture2DArray.ArraySize = 1;
descRT.Texture2DArray.MipSlice = 0;
for (__int32 i = 0; i < 6; i++)
{
descRT.Texture2DArray.FirstArraySlice = i;
m_ambientCubeMapRTV[i] = NULL;
res = m_device->CreateRenderTargetView(m_ambientCubeMapTexture, &descRT, &m_ambientCubeMapRTV[i]);
if (FAILED(res))
return false;
}
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(D3D11_SHADER_RESOURCE_VIEW_DESC));
srvDesc.Format = texDesc.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
srvDesc.TextureCube.MostDetailedMip = 0;
srvDesc.TextureCube.MipLevels = -1;
m_ambientCubeMapSRV = NULL;
res = m_device->CreateShaderResourceView(m_ambientCubeMapTexture, &srvDesc, &m_ambientCubeMapSRV);
if (FAILED(res))
return false;
D3D11_TEXTURE2D_DESC depthTexDesc;
ZeroMemory(&depthTexDesc, sizeof(D3D11_TEXTURE2D_DESC));
depthTexDesc.Width = AMBIENT_CUBE_MAP_SIZE;
depthTexDesc.Height = AMBIENT_CUBE_MAP_SIZE;
depthTexDesc.MipLevels = 1;
depthTexDesc.ArraySize = 1;
depthTexDesc.SampleDesc.Count = 1;
depthTexDesc.SampleDesc.Quality = 0;
depthTexDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthTexDesc.Usage = D3D11_USAGE_DEFAULT;
depthTexDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthTexDesc.CPUAccessFlags = 0;
depthTexDesc.MiscFlags = 0;
ID3D11Texture2D* m_ambientCubeMapDepthTexture = NULL;
res = m_device->CreateTexture2D(&depthTexDesc, NULL, &m_ambientCubeMapDepthTexture);
if (FAILED(res))
return false;
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
ZeroMemory(&dsvDesc, sizeof(D3D11_DEPTH_STENCIL_VIEW_DESC));
dsvDesc.Format = depthTexDesc.Format;
dsvDesc.Flags = 0;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = 0;
m_ambientCubeMapDSV = NULL;
res = m_device->CreateDepthStencilView(m_ambientCubeMapDepthTexture, &dsvDesc, &m_ambientCubeMapDSV);
if (FAILED(res))
return false;
m_testRT = RenderTarget2D::Create(m_device, AMBIENT_CUBE_MAP_SIZE, AMBIENT_CUBE_MAP_SIZE, DXGI_FORMAT_R8G8B8A8_UNORM);
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return true;
}
__int32 Renderer11::Draw()
{
drawScene(false);
return 0;
}
void Renderer11::UpdateCameraMatrices(float posX, float posY, float posZ, float targetX, float targetY, float targetZ, float roll, float fov)
{
g_Configuration.MaxDrawDistance = 200;
FieldOfView = fov;
View = Matrix::CreateLookAt(Vector3(posX, posY, posZ), Vector3(targetX, targetY, targetZ), -Vector3::UnitY);
Projection = Matrix::CreatePerspectiveFieldOfView(fov, ScreenWidth / (float)ScreenHeight, 20.0f, g_Configuration.MaxDrawDistance * 1024.0f);
m_stCameraMatrices.View = View;
m_stCameraMatrices.Projection = Projection;
}
bool Renderer11::drawAmbientCubeMap(__int16 roomNumber)
{
ROOM_INFO* r = &Rooms[roomNumber];
Vector3 laraPos = Vector3(LaraItem->pos.xPos, LaraItem->pos.yPos - 384, LaraItem->pos.zPos); //Vector3(r->x+r->xSize*1024/2, (r->RoomYBottom+r->RoomYTop)/2, r->z + r->ySize * 1024 / 2);
Vector3 targets[6] = { laraPos + Vector3::UnitX * WALL_SIZE,
laraPos - Vector3::UnitX * WALL_SIZE,
laraPos + Vector3::UnitY * WALL_SIZE,
laraPos - Vector3::UnitY * WALL_SIZE,
laraPos + Vector3::UnitZ * WALL_SIZE,
laraPos - Vector3::UnitZ * WALL_SIZE };
Vector3 ups[6] = { -Vector3::UnitY, -Vector3::UnitY, Vector3::UnitX, -Vector3::UnitX, -Vector3::UnitY, -Vector3::UnitY };
m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
m_context->RSSetState(m_states->CullCounterClockwise());
m_context->OMSetDepthStencilState(m_states->DepthDefault(), 0);
for (__int32 i = 0; i < 6; i++)
{
// Clear screen
m_context->ClearRenderTargetView(m_ambientCubeMapRTV[i], Colors::CornflowerBlue);
m_context->ClearDepthStencilView(m_ambientCubeMapDSV, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
// Bind the back buffer
m_context->OMSetRenderTargets(1, &m_ambientCubeMapRTV[i], m_ambientCubeMapDSV);
m_context->RSSetViewports(1, &m_viewport);
// Set vertex buffer
UINT stride = sizeof(RendererVertex);
UINT offset = 0;
m_context->IASetVertexBuffers(0, 1, &m_roomsVertexBuffer->Buffer, &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout);
m_context->IASetIndexBuffer(m_roomsIndexBuffer->Buffer, DXGI_FORMAT_R32_UINT, 0);
// Reset viewport
D3D11_VIEWPORT viewPort;
viewPort.TopLeftX = 0.0f;
viewPort.TopLeftY = 0.0f;
viewPort.Width = AMBIENT_CUBE_MAP_SIZE;
viewPort.Height = AMBIENT_CUBE_MAP_SIZE;
viewPort.MinDepth = 0.0f;
viewPort.MaxDepth = 1.0f;
m_context->RSSetViewports(1, &viewPort);
// Set shaders
m_context->VSSetShader(m_vsAmbientCubeMap, NULL, 0);
m_context->PSSetShader(m_psAmbientCubeMap, NULL, 0);
// Set texture
/*m_context->PSSetShaderResources(0, 1, &m_textureAtlas->ShaderResourceView);
ID3D11SamplerState* sampler = m_states->AnisotropicClamp();
m_context->PSSetSamplers(0, 1, &sampler);*/
// Set camera matrices
Matrix projection = Matrix::CreatePerspectiveFieldOfView(PI / 2.0f, 1.0f, 20.0f, 200.0f * WALL_SIZE);
m_stCameraMatrices.View = Matrix::CreateLookAt(laraPos, targets[i], ups[i]).Transpose();
m_stCameraMatrices.Projection = projection.Transpose();
updateConstantBuffer(m_cbCameraMatrices, &m_stCameraMatrices, sizeof(CCameraMatrixBuffer));
m_context->VSSetConstantBuffers(0, 1, &m_cbCameraMatrices);
for (__int32 i = 0; i < NumberRooms; i++)
{
RendererRoom* room = m_rooms[i];
if (room == NULL)
continue;
for (__int32 j = 0; j < NUM_BUCKETS; j++)
{
RendererBucket* bucket = &room->Buckets[j];
if (bucket->Vertices.size() == 0)
continue;
// Draw vertices
m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
m_numDrawCalls++;
}
}
}
D3DX11SaveTextureToFile(m_context, m_ambientCubeMapTexture, D3DX11_IMAGE_FILE_FORMAT::D3DX11_IFF_DDS, "H:\\cubetest.dds");
//D3DX11SaveTextureToFile(m_context, m_testRT->Texture, D3DX11_IFF_PNG, "H:\\provart.png");
/*
D3D11_VIEWPORT viewPort;
viewPort.TopLeftX = 0.0f;
viewPort.TopLeftY = 0.0f;
viewPort.Width = AMBIENT_CUBE_MAP_SIZE;
viewPort.Height = AMBIENT_CUBE_MAP_SIZE;
viewPort.MinDepth = 0.0f;
viewPort.MaxDepth = 1.0f;
Vector3 laraPos = Vector3(LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos);
Vector3 targets[6] = { laraPos + Vector3::UnitX * WALL_SIZE,
laraPos - Vector3::UnitX * WALL_SIZE,
laraPos + Vector3::UnitY * WALL_SIZE,
laraPos - Vector3::UnitY * WALL_SIZE,
laraPos + Vector3::UnitZ * WALL_SIZE,
laraPos - Vector3::UnitZ * WALL_SIZE };
Vector3 ups[6] = { -Vector3::UnitY, -Vector3::UnitY, Vector3::UnitX, -Vector3::UnitX, -Vector3::UnitY, -Vector3::UnitY };
m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
m_context->RSSetState(m_states->CullCounterClockwise());
m_context->OMSetDepthStencilState(m_states->DepthDefault(), 0);
// Set shaders
m_context->VSSetShader(m_vsAmbientCubeMap, NULL, 0);
m_context->PSSetShader(m_psAmbientCubeMap, NULL, 0);
// Set texture
m_context->PSSetShaderResources(0, 1, &m_textureAtlas->ShaderResourceView);
ID3D11SamplerState* sampler = m_states->AnisotropicClamp();
m_context->PSSetSamplers(0, 1, &sampler);
Matrix projection = Matrix::CreatePerspectiveFieldOfView(PI / 2.0f, 1.0f, 20.0f, 200.0f * WALL_SIZE);
// Set vertex buffer
UINT stride = sizeof(RendererVertex);
UINT offset = 0;
m_context->IASetVertexBuffers(0, 1, &m_roomsVertexBuffer->Buffer, &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout);
m_context->IASetIndexBuffer(m_roomsIndexBuffer->Buffer, DXGI_FORMAT_R32_UINT, 0);
for (__int32 i = 0; i < 6; i++)
{
m_stCameraMatrices.View = Matrix::CreateLookAt(laraPos, targets[i], ups[i]).Transpose();
m_stCameraMatrices.Projection = projection.Transpose();
updateConstantBuffer(m_cbCameraMatrices, &m_stCameraMatrices, sizeof(CCameraMatrixBuffer));
m_context->VSSetConstantBuffers(0, 1, &m_cbCameraMatrices);
m_context->ClearRenderTargetView(m_ambientCubeMapRTV[i], Colors::CornflowerBlue);
m_context->ClearDepthStencilView(m_ambientCubeMapDSV, D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, 1.0f, 0);
m_context->OMSetRenderTargets(1, &m_ambientCubeMapRTV[i], m_ambientCubeMapDSV);
m_context->RSSetViewports(1, &viewPort);
for (__int32 n = 0; n < m_roomsToDraw.Size(); n++)
{
RendererRoom* room = m_roomsToDraw[n];
for (__int32 j = 0; j < NUM_BUCKETS; j++)
{
RendererBucket* bucket = &room->Buckets[j];
if (bucket->Vertices.size() == 0)
continue;
// Draw vertices
m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
m_numDrawCalls++;
}
}
}
//D3DX11SaveTextureToFile(m_context, m_ambientCubeMapTexture, D3DX11_IMAGE_FILE_FORMAT::D3DX11_IFF_JPG, "H:\\cubemap.png");
D3DX11SaveTextureToFile(m_context, m_ambientCubeMapTexture, D3DX11_IFF_DDS, "H:\\cubemap.dds");*/
return true;
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}
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void Renderer11::clearSceneItems()
{
m_roomsToDraw.Clear();
m_itemsToDraw.Clear();
m_effectsToDraw.Clear();
m_lightsToDraw.Clear();
m_staticsToDraw.Clear();
m_spritesToDraw.Clear();
m_lines3DToDraw.Clear();
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}
bool Renderer11::drawHorizonAndSky()
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{
// Update the sky
GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel);
Vector4 color = Vector4(SkyColor1.r / 255.0f, SkyColor1.g / 255.0f, SkyColor1.b / 255.0f, 1.0f);
if (!level->Horizon)
return true;
if (BinocularRange)
phd_AlterFOV(14560 - BinocularRange);
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// Storm
if (level->Storm)
{
if (Unk_00E6D74C || Unk_00E6D73C)
{
UpdateStorm();
if (StormTimer > -1)
StormTimer--;
if (!StormTimer)
SoundEffect(SFX_THUNDER_RUMBLE, NULL, 0);
}
else if (!(rand() & 0x7F))
{
Unk_00E6D74C = (rand() & 0x1F) + 16;
Unk_00E6E4DC = rand() + 256;
StormTimer = (rand() & 3) + 12;
}
color = Vector4((SkyStormColor[0]) / 255.0f, SkyStormColor[1] / 255.0f, SkyStormColor[2] / 255.0f, 1.0f);
}
ID3D11SamplerState* sampler;
UINT stride = sizeof(RendererVertex);
UINT offset = 0;
// Draw the sky
Matrix rotation = Matrix::CreateRotationX(PI);
RendererVertex vertices[4];
float size = 9728.0f;
vertices[0].Position.x = -size / 2.0f;
vertices[0].Position.y = 0.0f;
vertices[0].Position.z = size / 2.0f;
vertices[0].UV.x = 0.0f;
vertices[0].UV.y = 0.0f;
vertices[1].Position.x = size / 2.0f;
vertices[1].Position.y = 0.0f;
vertices[1].Position.z = size / 2.0f;
vertices[1].UV.x = 1.0f;
vertices[1].UV.y = 0.0f;
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vertices[2].Position.x = size / 2.0f;
vertices[2].Position.y = 0.0f;
vertices[2].Position.z = -size / 2.0f;
vertices[2].UV.x = 1.0f;
vertices[2].UV.y = 1.0f;
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vertices[3].Position.x = -size / 2.0f;
vertices[3].Position.y = 0.0f;
vertices[3].Position.z = -size / 2.0f;
vertices[3].UV.x = 0.0f;
vertices[3].UV.y = 1.0f;
m_context->VSSetShader(m_vsSky, NULL, 0);
m_context->PSSetShader(m_psSky, NULL, 0);
m_stCameraMatrices.View = View.Transpose();
m_stCameraMatrices.Projection = Projection.Transpose();
updateConstantBuffer(m_cbCameraMatrices, &m_stCameraMatrices, sizeof(CCameraMatrixBuffer));
m_context->VSSetConstantBuffers(0, 1, &m_cbCameraMatrices);
m_context->PSSetShaderResources(0, 1, &m_skyTexture->ShaderResourceView);
sampler = m_states->AnisotropicClamp();
m_context->PSSetSamplers(0, 1, &sampler);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout);
for (__int32 i = 0; i < 2; i++)
{
Matrix translation = Matrix::CreateTranslation(Camera.pos.x + SkyPos1 - i * 9728.0f, Camera.pos.y - 1536.0f, Camera.pos.z);
Matrix world = rotation * translation;
m_stStatic.World = (rotation * translation).Transpose();
m_stStatic.Color = color;
updateConstantBuffer(m_cbStatic, &m_stStatic, sizeof(CStaticBuffer));
m_context->VSSetConstantBuffers(1, 1, &m_cbStatic);
m_context->PSSetConstantBuffers(1, 1, &m_cbStatic);
m_primitiveBatch->Begin();
m_primitiveBatch->DrawQuad(vertices[0], vertices[1], vertices[2], vertices[3]);
m_primitiveBatch->End();
}
// Draw horizon
if (m_moveableObjects[ID_HORIZON] != NULL)
{
m_context->IASetVertexBuffers(0, 1, &m_moveablesVertexBuffer->Buffer, &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout);
m_context->IASetIndexBuffer(m_moveablesIndexBuffer->Buffer, DXGI_FORMAT_R32_UINT, 0);
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m_context->PSSetShaderResources(0, 1, &m_textureAtlas->ShaderResourceView);
sampler = m_states->AnisotropicClamp();
m_context->PSSetSamplers(0, 1, &sampler);
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RendererObject* moveableObj = m_moveableObjects[ID_HORIZON];
m_stStatic.World = Matrix::CreateTranslation(Camera.pos.x, Camera.pos.y, Camera.pos.z).Transpose();
m_stStatic.Position = Vector4::Zero;
m_stStatic.Color = Vector4::One;
updateConstantBuffer(m_cbStatic, &m_stStatic, sizeof(CItemBuffer));
m_context->VSSetConstantBuffers(1, 1, &m_cbStatic);
m_context->PSSetConstantBuffers(1, 1, &m_cbStatic);
for (__int32 k = 0; k < moveableObj->ObjectMeshes.size(); k++)
{
RendererMesh* mesh = moveableObj->ObjectMeshes[k];
for (__int32 j = 0; j < NUM_BUCKETS; j++)
{
RendererBucket* bucket = &mesh->Buckets[j];
if (bucket->Vertices.size() == 0)
continue;
// Draw vertices
m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
m_numDrawCalls++;
}
}
}
// Clear just the Z-buffer so we can start drawing on top of the horizon
m_context->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
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return true;
}
bool Renderer11::drawRooms(bool transparent, bool animated)
{
UINT stride = sizeof(RendererVertex);
UINT offset = 0;
__int32 firstBucket = (transparent ? 2 : 0);
__int32 lastBucket = (transparent ? 4 : 2);
if (!animated)
{
// Set vertex buffer
m_context->IASetVertexBuffers(0, 1, &m_roomsVertexBuffer->Buffer, &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout);
m_context->IASetIndexBuffer(m_roomsIndexBuffer->Buffer, DXGI_FORMAT_R32_UINT, 0);
}
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// Set shaders
m_context->VSSetShader(m_vsRooms, NULL, 0);
m_context->PSSetShader(m_psRooms, NULL, 0);
// Set texture
m_context->PSSetShaderResources(0, 1, &m_textureAtlas->ShaderResourceView);
ID3D11SamplerState* sampler = m_states->AnisotropicClamp();
m_context->PSSetSamplers(0, 1, &sampler);
// Set camera matrices
m_stCameraMatrices.View = View.Transpose();
m_stCameraMatrices.Projection = Projection.Transpose();
updateConstantBuffer(m_cbCameraMatrices, &m_stCameraMatrices, sizeof(CCameraMatrixBuffer));
m_context->VSSetConstantBuffers(0, 1, &m_cbCameraMatrices);
if (animated)
m_primitiveBatch->Begin();
for (__int32 i = 0; i < m_roomsToDraw.Size(); i++)
{
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RendererRoom* room = m_roomsToDraw[i];
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m_stRoomLights.NumLights = room->LightsToDraw.Size();
for (__int32 j = 0; j < room->LightsToDraw.Size(); j++)
memcpy(&m_stRoomLights.Lights[j], room->LightsToDraw[j], 64);
updateConstantBuffer(m_cbRoomLights, &m_stRoomLights, sizeof(CLightBuffer));
m_context->PSSetConstantBuffers(1, 1, &m_cbRoomLights);
for (__int32 j = firstBucket; j < lastBucket; j++)
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{
if (!animated)
{
RendererBucket* bucket = &room->Buckets[j];
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if (bucket->Vertices.size() == 0)
continue;
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m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
m_numDrawCalls++;
}
else
{
RendererBucket* bucket = &room->AnimatedBuckets[j];
if (bucket->Vertices.size() == 0)
continue;
for (__int32 k = 0; k < bucket->Polygons.size(); k++)
{
RendererPolygon* poly = &bucket->Polygons[k];
if (poly->Shape == SHAPE_RECTANGLE)
{
m_primitiveBatch->DrawQuad(bucket->Vertices[poly->Indices[0]], bucket->Vertices[poly->Indices[1]],
bucket->Vertices[poly->Indices[2]], bucket->Vertices[poly->Indices[3]]);
}
else
{
m_primitiveBatch->DrawTriangle(bucket->Vertices[poly->Indices[0]], bucket->Vertices[poly->Indices[1]],
bucket->Vertices[poly->Indices[2]]);
}
}
}
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}
}
if (animated)
m_primitiveBatch->End();
return true;
}
bool Renderer11::drawStatics(bool transparent)
{
UINT stride = sizeof(RendererVertex);
UINT offset = 0;
__int32 firstBucket = (transparent ? 2 : 0);
__int32 lastBucket = (transparent ? 4 : 2);
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m_context->IASetVertexBuffers(0, 1, &m_staticsVertexBuffer->Buffer, &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout);
m_context->IASetIndexBuffer(m_staticsIndexBuffer->Buffer, DXGI_FORMAT_R32_UINT, 0);
// Set shaders
m_context->VSSetShader(m_vsStatics, NULL, 0);
m_context->PSSetShader(m_psStatics, NULL, 0);
// Set texture
m_context->PSSetShaderResources(0, 1, &m_textureAtlas->ShaderResourceView);
ID3D11SamplerState* sampler = m_states->AnisotropicClamp();
m_context->PSSetSamplers(0, 1, &sampler);
// Set camera matrices
m_stCameraMatrices.View = View.Transpose();
m_stCameraMatrices.Projection = Projection.Transpose();
updateConstantBuffer(m_cbCameraMatrices, &m_stCameraMatrices, sizeof(CCameraMatrixBuffer));
m_context->VSSetConstantBuffers(0, 1, &m_cbCameraMatrices);
for (__int32 i = 0; i < m_staticsToDraw.Size(); i++)
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{
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MESH_INFO* msh = m_staticsToDraw[i]->Mesh;
RendererRoom* room = m_rooms[m_staticsToDraw[i]->RoomIndex];
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RendererObject* staticObj = m_staticObjects[msh->staticNumber];
RendererMesh* mesh = staticObj->ObjectMeshes[0];
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m_stStatic.World = (Matrix::CreateRotationY(TR_ANGLE_TO_RAD(msh->yRot)) * Matrix::CreateTranslation(msh->x, msh->y, msh->z)).Transpose();
m_stStatic.Color = Vector4(((msh->shade >> 10) & 0xFF) / 255.0f, ((msh->shade >> 5) & 0xFF) / 255.0f, ((msh->shade >> 0) & 0xFF) / 255.0f, 1.0f);
updateConstantBuffer(m_cbStatic, &m_stStatic, sizeof(CStaticBuffer));
m_context->VSSetConstantBuffers(1, 1, &m_cbStatic);
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for (__int32 j = firstBucket; j < lastBucket; j++)
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{
RendererBucket* bucket = &mesh->Buckets[j];
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if (bucket->Vertices.size() == 0)
continue;
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// Draw vertices
m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
m_numDrawCalls++;
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}
}
return true;
}
bool Renderer11::drawItems(bool transparent, bool animated)
{
__int32 firstBucket = (transparent ? 2 : 0);
__int32 lastBucket = (transparent ? 4 : 2);
for (__int32 i = 0; i < m_itemsToDraw.Size(); i++)
{
RendererItem* item = m_itemsToDraw[i];
RendererRoom* room = m_rooms[item->Item->roomNumber];
RendererObject* moveableObj = m_moveableObjects[item->Item->objectNumber];
if (moveableObj->DoNotDraw)
continue;
m_stItem.World = item->World.Transpose();
m_stItem.Position = Vector4(item->Item->pos.xPos, item->Item->pos.yPos, item->Item->pos.zPos, 1.0f);
m_stItem.AmbientLight = room->AmbientLight;
memcpy(m_stItem.BonesMatrices, item->AnimationTransforms, sizeof(Matrix) * 32);
updateConstantBuffer(m_cbItem, &m_stItem, sizeof(CItemBuffer));
m_context->VSSetConstantBuffers(1, 1, &m_cbItem);
for (__int32 k = 0; k < moveableObj->ObjectMeshes.size(); k++)
{
RendererMesh* mesh = moveableObj->ObjectMeshes[k];
for (__int32 j = firstBucket; j < lastBucket; j++)
{
RendererBucket* bucket = &mesh->Buckets[j];
if (bucket->Vertices.size() == 0)
continue;
// Draw vertices
m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
m_numDrawCalls++;
}
}
}
return true;
}
bool Renderer11::drawLara(bool transparent)
{
UINT stride = sizeof(RendererVertex);
UINT offset = 0;
__int32 firstBucket = (transparent ? 2 : 0);
__int32 lastBucket = (transparent ? 4 : 2);
m_context->IASetVertexBuffers(0, 1, &m_moveablesVertexBuffer->Buffer, &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout);
m_context->IASetIndexBuffer(m_moveablesIndexBuffer->Buffer, DXGI_FORMAT_R32_UINT, 0);
// Set shaders
m_context->VSSetShader(m_vsItems, NULL, 0);
m_context->PSSetShader(m_psItems, NULL, 0);
// Set texture
m_context->PSSetShaderResources(0, 1, &m_textureAtlas->ShaderResourceView);
ID3D11SamplerState* sampler = m_states->AnisotropicClamp();
m_context->PSSetSamplers(0, 1, &sampler);
// Set camera matrices
m_stCameraMatrices.View = View.Transpose();
m_stCameraMatrices.Projection = Projection.Transpose();
updateConstantBuffer(m_cbCameraMatrices, &m_stCameraMatrices, sizeof(CCameraMatrixBuffer));
m_context->VSSetConstantBuffers(0, 1, &m_cbCameraMatrices);
RendererObject* laraObj = m_moveableObjects[ID_LARA];
RendererObject* laraSkin = m_moveableObjects[ID_LARA_SKIN];
RendererRoom* room = m_rooms[LaraItem->roomNumber];
m_stItem.World = m_LaraWorldMatrix.Transpose();
m_stItem.Position = Vector4(LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos, 1.0f);
m_stItem.AmbientLight = room->AmbientLight;
memcpy(m_stItem.BonesMatrices, laraObj->AnimationTransforms.data(), sizeof(Matrix) * 32);
updateConstantBuffer(m_cbItem, &m_stItem, sizeof(CItemBuffer));
m_context->VSSetConstantBuffers(1, 1, &m_cbItem);
m_context->PSSetConstantBuffers(1, 1, &m_cbItem);
for (__int32 k = 0; k < laraSkin->ObjectMeshes.size(); k++)
{
RendererMesh* mesh = m_meshPointersToMesh[Lara.meshPtrs[k]];
for (__int32 j = firstBucket; j < lastBucket; j++)
{
RendererBucket* bucket = &mesh->Buckets[j];
if (bucket->Vertices.size() == 0)
continue;
// Draw vertices
m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
m_numDrawCalls++;
}
}
if (m_moveableObjects[ID_LARA_SKIN_JOINTS] != NULL)
{
RendererObject* laraSkinJoints = m_moveableObjects[ID_LARA_SKIN_JOINTS];
for (__int32 k = 0; k < laraSkinJoints->ObjectMeshes.size(); k++)
{
RendererMesh* mesh = laraSkinJoints->ObjectMeshes[k];
for (__int32 j = firstBucket; j < lastBucket; j++)
{
RendererBucket* bucket = &mesh->Buckets[j];
if (bucket->Vertices.size() == 0)
continue;
// Draw vertices
m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
m_numDrawCalls++;
}
}
}
if (!transparent)
{
for (__int32 k = 0; k < laraSkin->ObjectMeshes.size(); k++)
{
RendererMesh* mesh = laraSkin->ObjectMeshes[k];
for (__int32 j = 0; j < NUM_BUCKETS; j++)
{
RendererBucket* bucket = &mesh->Buckets[j];
if (bucket->Vertices.size() == 0)
continue;
// Draw vertices
m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
m_numDrawCalls++;
}
}
}
return true;
}
bool Renderer11::drawScene(bool dump)
{
m_timeUpdate = 0;
m_timeDraw = 0;
m_timeFrame = 0;
m_numDrawCalls = 0;
m_nextLight = 0;
m_nextSprite = 0;
m_nextLine3D = 0;
m_strings.clear();
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GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel);
ViewProjection = View * Projection;
// Prepare the scene to draw
auto time1 = chrono::high_resolution_clock::now();
clearSceneItems();
collectRooms();
prepareLights();
updateLaraAnimations();
updateItemsAnimations();
updateEffects();
// Update animated textures every 2 frames
if (GnFrameCounter % 2 == 0)
updateAnimatedTextures();
auto time2 = chrono::high_resolution_clock::now();
m_timeUpdate = (chrono::duration_cast<ns>(time2 - time1)).count() / 1000000;
time1 = time2;
// Prepare thr ambient cube map
//drawAmbientCubeMap(LaraItem->roomNumber);
// Reset GPU state
m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
m_context->RSSetState(m_states->CullCounterClockwise());
m_context->OMSetDepthStencilState(m_states->DepthDefault(), 0);
// Clear screen
m_context->ClearRenderTargetView(m_backBufferRTV, Colors::CornflowerBlue);
m_context->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
// Bind the back buffer
m_context->OMSetRenderTargets(1, &m_backBufferRTV, m_depthStencilView);
m_context->RSSetViewports(1, &m_viewport);
// Draw stuff
drawHorizonAndSky();
m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
drawRooms(false, false);
drawRooms(false, true);
drawStatics(false);
drawLara(false);
drawItems(false, false);
drawItems(false, true);
m_context->OMSetBlendState(m_states->Additive(), NULL, 0xFFFFFFFF);
m_context->OMSetDepthStencilState(m_states->DepthRead(), 0);
drawRooms(true, false);
drawRooms(true, true);
drawStatics(true);
drawLara(true);
drawItems(true, false);
drawItems(true, true);
m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
m_context->OMSetDepthStencilState(m_states->DepthDefault(), 0);
// Draw sprites
drawFires();
drawSmokes();
drawBlood();
drawSparks();
drawBubbles();
drawDrips();
drawRipples();
drawUnderwaterDust();
drawSplahes();
drawShockwaves();
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// Do weather
if (level->Rain)
doRain();
else if (level->Snow)
doSnow();
drawSprites();
drawLines3D();
/*
// Set shaders
m_context->VSSetShader(m_vsHairs, NULL, 0);
m_context->PSSetShader(m_psHairs, NULL, 0);
// Set texture
m_context->PSSetShaderResources(0, 1, &m_textureAtlas->ShaderResourceView);
sampler = m_states->AnisotropicClamp();
m_context->PSSetSamplers(0, 1, &sampler);
// Set camera matrices
m_stCameraMatrices.View = View.Transpose();
m_stCameraMatrices.Projection = Projection.Transpose();
updateConstantBuffer(m_cbCameraMatrices, &m_stCameraMatrices, sizeof(CCameraMatrixBuffer));
m_context->VSSetConstantBuffers(0, 1, &m_cbCameraMatrices);
if (m_moveableObjects[ID_HAIR] != NULL)
{
m_primitiveBatch->Begin();
m_primitiveBatch->DrawIndexed(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
(const unsigned __int16*)m_hairIndices.data(), m_numHairIndices,
m_hairVertices.data(), m_numHairVertices);
m_primitiveBatch->End();
}*/
time2 = chrono::high_resolution_clock::now();
m_timeFrame = (chrono::duration_cast<ns>(time2 - time1)).count() / 1000000;
time1 = time2;
m_currentY = 10;
ROOM_INFO* r = &Rooms[LaraItem->roomNumber];
printDebugMessage("Update time: %d", m_timeUpdate);
printDebugMessage("Frame time: %d", m_timeFrame);
printDebugMessage("Draw calls: %d", m_numDrawCalls);
printDebugMessage("Rooms: %d", m_roomsToDraw.Size());
printDebugMessage("Items: %d", m_itemsToDraw.Size());
printDebugMessage("Statics: %d", m_staticsToDraw.Size());
printDebugMessage("Lights: %d", m_lightsToDraw.Size());
printDebugMessage("Lara.roomNumber: %d", LaraItem->roomNumber);
printDebugMessage("Lara.pos: %d %d %d", LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos);
printDebugMessage("Room: %d %d %d %d", r->x, r->z, r->x + r->xSize * WALL_SIZE, r->z + r->ySize * WALL_SIZE);
drawAllStrings();
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m_swapChain->Present(0, 0);
return true;
}
__int32 Renderer11::DumpGameScene()
{
drawScene(true);
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return 0;
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}
__int32 Renderer11::DrawInventory()
{
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return drawInventoryScene();
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}
__int32 Renderer11::DrawPickup(__int16 objectNum)
{
return 0;
}
__int32 Renderer11::SyncRenderer()
{
// Sync the renderer
__int32 nf = Sync();
if (nf < 2)
{
__int32 i = 2 - nf;
nf = 2;
do
{
while (!Sync());
i--;
} while (i);
}
GnFrameCounter++;
return nf;
}
bool Renderer11::PrintString(__int32 x, __int32 y, char* string, D3DCOLOR color, __int32 flags)
{
__int32 realX = x;
__int32 realY = y;
float factorX = ScreenWidth / 800.0f;
float factorY = ScreenHeight / 600.0f;
RECT rect = { 0, 0, 0, 0 };
// Convert the string to wstring
__int32 sizeNeeded = MultiByteToWideChar(CP_UTF8, 0, string, strlen(string), NULL, 0);
std::wstring wstr(sizeNeeded, 0);
MultiByteToWideChar(CP_UTF8, 0, string, strlen(string), &wstr[0], sizeNeeded);
// Prepare the structure for the renderer
RendererStringToDraw str;
str.String = wstr;
str.Flags = flags;
str.X = 0;
str.Y = 0;
str.Color = Vector3((color >> 16) & 0xFF, (color >> 8) & 0xFF, color & 0xFF);
// Measure the string
Vector2 size = m_gameFont->MeasureString(wstr.c_str());
if (flags & PRINTSTRING_CENTER)
{
__int32 width = size.x;
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rect.left = x * factorX - width / 2;
rect.right = x * factorX + width / 2;
rect.top += y * factorY;
rect.bottom += y * factorY;
}
else
{
rect.left = x * factorX;
rect.right += x * factorX;
rect.top = y * factorY;
rect.bottom += y * factorY;
}
str.X = rect.left;
str.Y = rect.top;
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if (flags & PRINTSTRING_BLINK)
{
str.Color = Vector3(m_blinkColorValue, m_blinkColorValue, m_blinkColorValue);
if (!(flags & PRINTSTRING_DONT_UPDATE_BLINK))
{
m_blinkColorValue += m_blinkColorDirection * 16;
if (m_blinkColorValue < 0)
{
m_blinkColorValue = 0;
m_blinkColorDirection = 1;
}
if (m_blinkColorValue > 255)
{
m_blinkColorValue = 255;
m_blinkColorDirection = -1;
}
}
}
m_strings.push_back(str);
return true;
}
bool Renderer11::drawAllStrings()
{
m_spriteBatch->Begin();
for (__int32 i = 0; i < m_strings.size(); i++)
{
RendererStringToDraw* str = &m_strings[i];
// Draw shadow if needed
if (str->Flags & PRINTSTRING_OUTLINE)
m_gameFont->DrawString(m_spriteBatch, str->String.c_str(), Vector2(str->X + 1, str->Y + 1), Vector3(0, 0, 0));
// Draw string
m_gameFont->DrawString(m_spriteBatch, str->String.c_str(), Vector2(str->X, str->Y), str->Color / 255.0f);
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}
m_spriteBatch->End();
return true;
}
bool Renderer11::PrepareDataForTheRenderer()
{
m_moveableObjects = (RendererObject**)malloc(sizeof(RendererObject*) * NUM_OBJECTS);
ZeroMemory(m_moveableObjects, sizeof(RendererObject*) * NUM_OBJECTS);
m_spriteSequences = (RendererSpriteSequence**)malloc(sizeof(RendererSpriteSequence*) * NUM_OBJECTS);
ZeroMemory(m_spriteSequences, sizeof(RendererSpriteSequence*) * NUM_OBJECTS);
m_staticObjects = (RendererObject**)malloc(sizeof(RendererObject*) * NUM_STATICS);
ZeroMemory(m_staticObjects, sizeof(RendererObject*) * NUM_STATICS);
m_rooms = (RendererRoom**)malloc(sizeof(RendererRoom*) * 1024);
ZeroMemory(m_rooms, sizeof(RendererRoom*) * 1024);
// Step 0: prepare animated textures
__int16 numSets = *AnimatedTextureRanges;
__int16* animatedPtr = AnimatedTextureRanges;
animatedPtr++;
m_animatedTextureSets = (RendererAnimatedTextureSet**)malloc(sizeof(RendererAnimatedTextureSet*) * numSets);
m_numAnimatedTextureSets = numSets;
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for (__int32 i = 0; i < numSets; i++)
{
RendererAnimatedTextureSet* set = new RendererAnimatedTextureSet();
__int16 numTextures = *animatedPtr + 1;
animatedPtr++;
set->Textures = (RendererAnimatedTexture**)malloc(sizeof(RendererAnimatedTexture) * numTextures);
set->NumTextures = numTextures;
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for (__int32 j = 0; j < numTextures; j++)
{
__int16 textureId = *animatedPtr;
animatedPtr++;
OBJECT_TEXTURE* texture = &ObjectTextures[textureId];
__int32 tile = texture->tileAndFlag & 0x7FFF;
RendererAnimatedTexture* newTexture = new RendererAnimatedTexture();
newTexture->Id = textureId;
for (__int32 k = 0; k < 4; k++)
{
float x = (texture->vertices[k].x * 256.0f + 0.5f + GET_ATLAS_PAGE_X(tile)) / (float)TEXTURE_ATLAS_SIZE;
float y = (texture->vertices[k].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE;
newTexture->UV[k] = Vector2(x, y);
}
set->Textures[j] = newTexture;
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}
m_animatedTextureSets[i] = set;
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}
// Step 1: create the texture atlas
byte* buffer = (byte*)malloc(TEXTURE_ATLAS_SIZE * TEXTURE_ATLAS_SIZE * 4);
ZeroMemory(buffer, TEXTURE_ATLAS_SIZE * TEXTURE_ATLAS_SIZE * 4);
__int32 blockX = 0;
__int32 blockY = 0;
if (g_GameFlow->GetLevel(CurrentLevel)->LaraType == LARA_DRAW_TYPE::LARA_YOUNG)
{
memcpy(m_laraSkinJointRemap, m_youngLaraSkinJointRemap, 15 * 32 * 2);
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}
else
{
memcpy(m_laraSkinJointRemap, m_normalLaraSkinJointRemap, 15 * 32 * 2);
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}
for (int p = 0; p < NumTexturePages; p++)
{
for (int y = 0; y < 256; y++)
{
for (int x = 0; x < 256; x++)
{
__int32 pixelIndex = blockY * TEXTURE_PAGE_SIZE * NUM_TEXTURE_PAGES_PER_ROW + y * 256 * NUM_TEXTURE_PAGES_PER_ROW * 4 + blockX * 256 * 4 + x * 4;
__int32 oldPixelIndex = p * TEXTURE_PAGE_SIZE + y * 256 * 4 + x * 4;
byte r = Texture32[oldPixelIndex];
byte g = Texture32[oldPixelIndex + 1];
byte b = Texture32[oldPixelIndex + 2];
byte a = Texture32[oldPixelIndex + 3];
buffer[pixelIndex + 2] = r;
buffer[pixelIndex + 1] = g;
buffer[pixelIndex + 0] = b;
buffer[pixelIndex + 3] = a;
}
}
blockX++;
if (blockX == NUM_TEXTURE_PAGES_PER_ROW)
{
blockX = 0;
blockY++;
}
}
if (m_textureAtlas != NULL)
delete m_textureAtlas;
m_textureAtlas = Texture2D::LoadFromByteArray(m_device, TEXTURE_ATLAS_SIZE, TEXTURE_ATLAS_SIZE, &buffer[0]);
if (m_textureAtlas == NULL)
return false;
free(buffer);
buffer = (byte*)malloc(256 * 256 * 4);
memcpy(buffer, MiscTextures + 256 * 512 * 4, 256 * 256 * 4);
m_skyTexture = Texture2D::LoadFromByteArray(m_device, 256, 256, &buffer[0]);
if (m_skyTexture == NULL)
return false;
D3DX11SaveTextureToFileA(m_context, m_skyTexture->Texture, D3DX11_IFF_PNG, "H:\\sky.png");
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free(buffer);
// Step 2: prepare rooms
vector<RendererVertex> roomVertices;
vector<__int32> roomIndices;
__int32 baseRoomVertex = 0;
__int32 baseRoomIndex = 0;
for (__int32 i = 0; i < NumberRooms; i++)
{
ROOM_INFO* room = &Rooms[i];
RendererRoom* r = new RendererRoom();
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r->RoomNumber = i;
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r->Room = room;
r->AmbientLight = Vector4(room->ambient.r / 255.0f, room->ambient.g / 255.0f, room->ambient.b / 255.0f, 1.0f);
r->LightsToDraw.Reserve(32);
m_rooms[i] = r;
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if (room->NumVertices == 0)
continue;
__int32 lastRectangle = 0;
__int32 lastTriangle = 0;
tr5_room_layer* layers = (tr5_room_layer*)room->LayerOffset;
for (__int32 l = 0; l < room->NumLayers; l++)
{
tr5_room_layer* layer = &layers[l];
if (layer->NumLayerVertices == 0)
continue;
byte* polygons = (byte*)layer->PolyOffset;
tr5_room_vertex* vertices = (tr5_room_vertex*)layer->VerticesOffset;
if (layer->NumLayerRectangles > 0)
{
for (int n = 0; n < layer->NumLayerRectangles; n++)
{
tr4_mesh_face4* poly = (tr4_mesh_face4*)polygons;
// Get the real texture index and if double sided
__int16 textureIndex = poly->Texture & 0x3FFF;
bool doubleSided = (poly->Texture & 0x8000) >> 15;
// Get the object texture
OBJECT_TEXTURE* texture = &ObjectTextures[textureIndex];
__int32 tile = texture->tileAndFlag & 0x7FFF;
// Create vertices
RendererBucket* bucket;
__int32 animatedSetIndex = getAnimatedTextureInfo(textureIndex);
__int32 bucketIndex = RENDERER_BUCKET_SOLID;
if (!doubleSided)
{
if (texture->attribute == 2)
bucketIndex = RENDERER_BUCKET_TRANSPARENT;
else
bucketIndex = RENDERER_BUCKET_SOLID;
}
else
{
if (texture->attribute == 2)
bucketIndex = RENDERER_BUCKET_TRANSPARENT_DS;
else
bucketIndex = RENDERER_BUCKET_SOLID_DS;
}
if (animatedSetIndex == -1)
{
bucket = &r->Buckets[bucketIndex];
}
else
{
bucket = &r->AnimatedBuckets[bucketIndex];
}
// Calculate face normal
Vector3 p0 = Vector3(vertices[poly->Vertices[0]].Vertex.x,
vertices[poly->Vertices[0]].Vertex.y,
vertices[poly->Vertices[0]].Vertex.z);
Vector3 p1 = Vector3(vertices[poly->Vertices[1]].Vertex.x,
vertices[poly->Vertices[1]].Vertex.y,
vertices[poly->Vertices[1]].Vertex.z);
Vector3 p2 = Vector3(vertices[poly->Vertices[2]].Vertex.x,
vertices[poly->Vertices[2]].Vertex.y,
vertices[poly->Vertices[2]].Vertex.z);
Vector3 e1 = p1 - p0;
Vector3 e2 = p1 - p2;
Vector3 normal = e1.Cross(e2);
normal.Normalize();
__int32 baseVertices = bucket->NumVertices;
for (__int32 v = 0; v < 4; v++)
{
RendererVertex vertex;
vertex.Position.x = room->x + vertices[poly->Vertices[v]].Vertex.x;
vertex.Position.y = room->y + vertices[poly->Vertices[v]].Vertex.y;
vertex.Position.z = room->z + vertices[poly->Vertices[v]].Vertex.z;
vertex.Normal.x = vertices[poly->Vertices[v]].Normal.x;
vertex.Normal.y = vertices[poly->Vertices[v]].Normal.y;
vertex.Normal.z = vertices[poly->Vertices[v]].Normal.z;
vertex.UV.x = (texture->vertices[v].x * 256.0f + 0.5f + GET_ATLAS_PAGE_X(tile)) / (float)TEXTURE_ATLAS_SIZE;
vertex.UV.y = (texture->vertices[v].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE;
vertex.Color.x = ((vertices[poly->Vertices[v]].Colour >> 16) & 0xFF) / 255.0f;
vertex.Color.y = ((vertices[poly->Vertices[v]].Colour >> 8) & 0xFF) / 255.0f;
vertex.Color.z = ((vertices[poly->Vertices[v]].Colour >> 0) & 0xFF) / 255.0f;
vertex.Color.w = 1.0f;
vertex.Bone = 0;
bucket->NumVertices++;
bucket->Vertices.push_back(vertex);
}
bucket->Indices.push_back(baseVertices);
bucket->Indices.push_back(baseVertices + 1);
bucket->Indices.push_back(baseVertices + 3);
bucket->Indices.push_back(baseVertices + 2);
bucket->Indices.push_back(baseVertices + 3);
bucket->Indices.push_back(baseVertices + 1);
bucket->NumIndices += 6;
RendererPolygon newPolygon;
newPolygon.Shape = SHAPE_RECTANGLE;
newPolygon.AnimatedSet = animatedSetIndex;
newPolygon.TextureId = textureIndex;
newPolygon.Indices[0] = baseVertices;
newPolygon.Indices[1] = baseVertices + 1;
newPolygon.Indices[2] = baseVertices + 2;
newPolygon.Indices[3] = baseVertices + 3;
bucket->Polygons.push_back(newPolygon);
polygons += sizeof(tr4_mesh_face4);
}
}
if (layer->NumLayerTriangles > 0)
{
for (int n = 0; n < layer->NumLayerTriangles; n++)
{
tr4_mesh_face3* poly = (tr4_mesh_face3*)polygons;
// Get the real texture index and if double sided
__int16 textureIndex = poly->Texture & 0x3FFF;
bool doubleSided = (poly->Texture & 0x8000) >> 15;
// Get the object texture
OBJECT_TEXTURE* texture = &ObjectTextures[textureIndex];
__int32 tile = texture->tileAndFlag & 0x7FFF;
// Create vertices
RendererBucket* bucket;
__int32 animatedSetIndex = getAnimatedTextureInfo(textureIndex);
__int32 bucketIndex = RENDERER_BUCKET_SOLID;
if (!doubleSided)
{
if (texture->attribute == 2)
bucketIndex = RENDERER_BUCKET_TRANSPARENT;
else
bucketIndex = RENDERER_BUCKET_SOLID;
}
else
{
if (texture->attribute == 2)
bucketIndex = RENDERER_BUCKET_TRANSPARENT_DS;
else
bucketIndex = RENDERER_BUCKET_SOLID_DS;
}
if (animatedSetIndex == -1)
{
bucket = &r->Buckets[bucketIndex];
}
else
{
bucket = &r->AnimatedBuckets[bucketIndex];
}
// Calculate face normal
Vector3 p0 = Vector3(vertices[poly->Vertices[0]].Vertex.x,
vertices[poly->Vertices[0]].Vertex.y,
vertices[poly->Vertices[0]].Vertex.z);
Vector3 p1 = Vector3(vertices[poly->Vertices[1]].Vertex.x,
vertices[poly->Vertices[1]].Vertex.y,
vertices[poly->Vertices[1]].Vertex.z);
Vector3 p2 = Vector3(vertices[poly->Vertices[2]].Vertex.x,
vertices[poly->Vertices[2]].Vertex.y,
vertices[poly->Vertices[2]].Vertex.z);
Vector3 e1 = p1 - p0;
Vector3 e2 = p1 - p2;
Vector3 normal = e1.Cross(e2);
normal.Normalize();
__int32 baseVertices = bucket->NumVertices;
for (__int32 v = 0; v < 3; v++)
{
RendererVertex vertex;
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vertex.Position.x = room->x + vertices[poly->Vertices[v]].Vertex.x;
vertex.Position.y = room->y + vertices[poly->Vertices[v]].Vertex.y;
vertex.Position.z = room->z + vertices[poly->Vertices[v]].Vertex.z;
vertex.Normal.x = vertices[poly->Vertices[v]].Normal.x;
vertex.Normal.y = vertices[poly->Vertices[v]].Normal.y;
vertex.Normal.z = vertices[poly->Vertices[v]].Normal.z;
vertex.UV.x = (texture->vertices[v].x * 256.0f + 0.5f + GET_ATLAS_PAGE_X(tile)) / (float)TEXTURE_ATLAS_SIZE;
vertex.UV.y = (texture->vertices[v].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE;
vertex.Color.x = ((vertices[poly->Vertices[v]].Colour >> 16) & 0xFF) / 255.0f;
vertex.Color.y = ((vertices[poly->Vertices[v]].Colour >> 8) & 0xFF) / 255.0f;
vertex.Color.z = ((vertices[poly->Vertices[v]].Colour >> 0) & 0xFF) / 255.0f;
vertex.Color.w = 1.0f;
vertex.Bone = 0;
bucket->NumVertices++;
bucket->Vertices.push_back(vertex);
}
bucket->Indices.push_back(baseVertices);
bucket->Indices.push_back(baseVertices + 1);
bucket->Indices.push_back(baseVertices + 2);
bucket->NumIndices += 3;
RendererPolygon newPolygon;
newPolygon.Shape = SHAPE_TRIANGLE;
newPolygon.AnimatedSet = animatedSetIndex;
newPolygon.TextureId = textureIndex;
newPolygon.Indices[0] = baseVertices;
newPolygon.Indices[1] = baseVertices + 1;
newPolygon.Indices[2] = baseVertices + 2;
bucket->Polygons.push_back(newPolygon);
polygons += sizeof(tr4_mesh_face3);
}
}
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}
if (room->numLights != 0)
{
tr5_room_light* oldLight = room->light;
for (__int32 l = 0; l < room->numLights; l++)
{
RendererLight light;
if (oldLight->LightType == LIGHT_TYPES::LIGHT_TYPE_SUN)
{
light.Color = Vector4(oldLight->r, oldLight->g, oldLight->b, 1.0f);
light.Direction = Vector4(oldLight->dx, oldLight->dy, oldLight->dz, 1.0f);
light.Type = LIGHT_TYPES::LIGHT_TYPE_SUN;
r->Lights.push_back(light);
}
else if (oldLight->LightType == LIGHT_TYPE_POINT)
{
light.Position = Vector4(oldLight->x, oldLight->y, oldLight->z, 1.0f);
light.Color = Vector4(oldLight->r, oldLight->g, oldLight->b, 1.0f);
light.Direction = Vector4(oldLight->dx, oldLight->dy, oldLight->dz, 1.0f);
light.Intensity = 1.0f;
light.In = oldLight->In;
light.Out = oldLight->Out;
light.Type = LIGHT_TYPE_POINT;
r->Lights.push_back(light);
}
else if (oldLight->LightType == LIGHT_TYPE_SHADOW)
{
light.Position = Vector4(oldLight->x, oldLight->y, oldLight->z, 1.0f);
light.Color = Vector4(oldLight->r, oldLight->g, oldLight->b, 1.0f);
light.Direction = Vector4(oldLight->dx, oldLight->dy, oldLight->dz, 1.0f);
light.In = oldLight->In;
light.Out = oldLight->Out;
light.Type = LIGHT_TYPE_SHADOW;
r->Lights.push_back(light);
}
else if (oldLight->LightType == LIGHT_TYPE_SPOT)
{
light.Position = Vector4(oldLight->x, oldLight->y, oldLight->z, 1.0f);
light.Color = Vector4(oldLight->r, oldLight->g, oldLight->b, 1.0f);
light.Direction = Vector4(oldLight->dx, oldLight->dy, oldLight->dz, 1.0f);
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light.Intensity = 1.0f;
light.In = oldLight->In;
light.Out = oldLight->Range;
light.Range = oldLight->Range;
light.Type = LIGHT_TYPE_SPOT;
r->Lights.push_back(light);
}
}
}
MESH_INFO* mesh = room->mesh;
for (__int32 j = 0; j < room->numMeshes; j++)
{
RendererStatic obj;
obj.Mesh = mesh;
obj.RoomIndex = i;
r->Statics.push_back(obj);
}
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// Merge vertices and indices in a single list
for (__int32 j = 0; j < NUM_BUCKETS; j++)
{
RendererBucket* bucket = &r->Buckets[j];
bucket->StartVertex = baseRoomVertex;
bucket->StartIndex = baseRoomIndex;
for (__int32 k = 0; k < bucket->Vertices.size(); k++)
roomVertices.push_back(bucket->Vertices[k]);
for (__int32 k = 0; k < bucket->Indices.size(); k++)
roomIndices.push_back(baseRoomVertex + bucket->Indices[k]);
baseRoomVertex += bucket->Vertices.size();
baseRoomIndex += bucket->Indices.size();
}
}
// Create a single vertex buffer and a single index buffer for all rooms
// NOTICE: in theory, a 1,000,000 vertices scene should have a VB of 52 MB and an IB of 4 MB
m_roomsVertexBuffer = VertexBuffer::Create(m_device, roomVertices.size(), roomVertices.data());
m_roomsIndexBuffer = IndexBuffer::Create(m_device, roomIndices.size(), roomIndices.data());
m_numHairVertices = 0;
m_numHairIndices = 0;
vector<RendererVertex> moveablesVertices;
vector<__int32> moveablesIndices;
__int32 baseMoveablesVertex = 0;
__int32 baseMoveablesIndex = 0;
// Step 3: prepare moveables
for (__int32 i = 0; i < MoveablesIds.size(); i++)
{
__int32 objNum = MoveablesIds[i];
OBJECT_INFO* obj = &Objects[objNum];
if (obj->nmeshes > 0)
{
RendererObject* moveable = new RendererObject();
moveable->Id = MoveablesIds[i];
// Assign the draw routine
if (objNum == ID_FLAME || objNum == ID_FLAME_EMITTER || objNum == ID_FLAME_EMITTER2 || objNum == ID_FLAME_EMITTER3 ||
objNum == ID_TRIGGER_TRIGGERER || objNum == ID_TIGHT_ROPE || objNum == ID_AI_AMBUSH ||
objNum == ID_AI_FOLLOW || objNum == ID_AI_GUARD || objNum == ID_AI_MODIFY ||
objNum == ID_AI_PATROL1 || objNum == ID_AI_PATROL2 || objNum == ID_AI_X1 ||
objNum == ID_AI_X2 || objNum == ID_DART_EMITTER || objNum == ID_HOMING_DART_EMITTER ||
objNum == ID_ROPE || objNum == ID_KILL_ALL_TRIGGERS || objNum == ID_EARTHQUAKE ||
objNum == ID_CAMERA_TARGET || objNum == ID_WATERFALLMIST || objNum == ID_SMOKE_EMITTER_BLACK ||
objNum == ID_SMOKE_EMITTER_WHITE)
{
moveable->DoNotDraw = true;
}
else
{
moveable->DoNotDraw = false;
}
for (__int32 j = 0; j < obj->nmeshes; j++)
{
// HACK: mesh pointer 0 is the placeholder for Lara's body parts and is right hand with pistols
// We need to override the bone index because the engine will take mesh 0 while drawing pistols anim,
// and vertices have bone index 0 and not 10
__int32 meshPtrIndex = RawMeshPointers[obj->meshIndex / 2 + j] / 2;
__int32 boneIndex = (meshPtrIndex == 0 ? HAND_R : j);
__int16* meshPtr = &RawMeshData[meshPtrIndex];
RendererMesh* mesh = getRendererMeshFromTrMesh(moveable,
meshPtr,
Meshes[obj->meshIndex + 2 * j],
boneIndex, MoveablesIds[i] == ID_LARA_SKIN_JOINTS,
MoveablesIds[i] == ID_HAIR);
moveable->ObjectMeshes.push_back(mesh);
}
__int32* bone = &Bones[obj->boneIndex];
stack<RendererBone*> stack;
for (int j = 0; j < obj->nmeshes; j++)
{
moveable->LinearizedBones.push_back(new RendererBone(j));
moveable->AnimationTransforms.push_back(Matrix::Identity);
moveable->BindPoseTransforms.push_back(Matrix::Identity);
}
RendererBone* currentBone = moveable->LinearizedBones[0];
RendererBone* stackBone = moveable->LinearizedBones[0];
for (int mi = 0; mi < obj->nmeshes - 1; mi++)
{
int j = mi + 1;
__int32 opcode = *(bone++);
int linkX = *(bone++);
int linkY = *(bone++);
int linkZ = *(bone++);
byte flags = opcode & 0x1C;
moveable->LinearizedBones[j]->ExtraRotationFlags = flags;
switch (opcode & 0x03)
{
case 0:
moveable->LinearizedBones[j]->Parent = currentBone;
moveable->LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ);
currentBone->Children.push_back(moveable->LinearizedBones[j]);
currentBone = moveable->LinearizedBones[j];
break;
case 1:
if (stack.empty())
continue;
currentBone = stack.top();
stack.pop();
moveable->LinearizedBones[j]->Parent = currentBone;
moveable->LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ);
currentBone->Children.push_back(moveable->LinearizedBones[j]);
currentBone = moveable->LinearizedBones[j];
break;
case 2:
stack.push(currentBone);
moveable->LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ);
moveable->LinearizedBones[j]->Parent = currentBone;
currentBone->Children.push_back(moveable->LinearizedBones[j]);
currentBone = moveable->LinearizedBones[j];
break;
case 3:
if (stack.empty())
continue;
RendererBone* theBone = stack.top();
stack.pop();
moveable->LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ);
moveable->LinearizedBones[j]->Parent = theBone;
theBone->Children.push_back(moveable->LinearizedBones[j]);
currentBone = moveable->LinearizedBones[j];
stack.push(theBone);
break;
}
}
for (int n = 0; n < obj->nmeshes; n++)
moveable->LinearizedBones[n]->Transform = Matrix::CreateTranslation(
moveable->LinearizedBones[n]->Translation.x,
moveable->LinearizedBones[n]->Translation.y,
moveable->LinearizedBones[n]->Translation.z);
moveable->Skeleton = moveable->LinearizedBones[0];
buildHierarchy(moveable);
// Fix Lara skin joints and hairs
if (MoveablesIds[i] == ID_LARA_SKIN_JOINTS)
{
RendererObject* objSkin = m_moveableObjects[ID_LARA_SKIN];
for (__int32 j = 1; j < obj->nmeshes; j++)
{
RendererMesh* jointMesh = moveable->ObjectMeshes[j];
RendererBone* jointBone = moveable->LinearizedBones[j];
for (__int32 b1 = 0; b1 < NUM_BUCKETS; b1++)
{
RendererBucket* jointBucket = &jointMesh->Buckets[b1];
for (__int32 v1 = 0; v1 < jointBucket->Vertices.size(); v1++)
{
RendererVertex* jointVertex = &jointBucket->Vertices[v1];
if (jointVertex->Bone != j)
{
RendererMesh* skinMesh = objSkin->ObjectMeshes[jointVertex->Bone];
RendererBone* skinBone = objSkin->LinearizedBones[jointVertex->Bone];
for (__int32 b2 = 0; b2 < NUM_BUCKETS; b2++)
{
RendererBucket* skinBucket = &skinMesh->Buckets[b2];
for (__int32 v2 = 0; v2 < skinBucket->Vertices.size(); v2++)
{
RendererVertex* skinVertex = &skinBucket->Vertices[v2];
__int32 x1 = jointBucket->Vertices[v1].Position.x + jointBone->GlobalTranslation.x;
__int32 y1 = jointBucket->Vertices[v1].Position.y + jointBone->GlobalTranslation.y;
__int32 z1 = jointBucket->Vertices[v1].Position.z + jointBone->GlobalTranslation.z;
__int32 x2 = skinBucket->Vertices[v2].Position.x + skinBone->GlobalTranslation.x;
__int32 y2 = skinBucket->Vertices[v2].Position.y + skinBone->GlobalTranslation.y;
__int32 z2 = skinBucket->Vertices[v2].Position.z + skinBone->GlobalTranslation.z;
if (abs(x1 - x2) < 2 && abs(y1 - y2) < 2 && abs(z1 - z2) < 2)
{
jointVertex->Position.x = skinVertex->Position.x;
jointVertex->Position.y = skinVertex->Position.y;
jointVertex->Position.z = skinVertex->Position.z;
}
}
}
}
}
}
}
}
if (MoveablesIds[i] == ID_HAIR)
{
for (__int32 j = 0; j < moveable->ObjectMeshes.size(); j++)
{
RendererMesh* mesh = moveable->ObjectMeshes[j];
for (__int32 n = 0; n < NUM_BUCKETS; n++)
{
m_numHairVertices += mesh->Buckets[n].NumVertices;
m_numHairIndices += mesh->Buckets[n].NumIndices;
}
}
m_hairVertices.clear();
m_hairIndices.clear();
RendererVertex vertex;
for (__int32 m = 0; m < m_numHairVertices * 2; m++)
m_hairVertices.push_back(vertex);
for (__int32 m = 0; m < m_numHairIndices * 2; m++)
m_hairIndices.push_back(0);
}
m_moveableObjects[MoveablesIds[i]] = moveable;
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// Merge vertices and indices in a single list
for (__int32 m = 0; m < moveable->ObjectMeshes.size(); m++)
{
RendererMesh* msh = moveable->ObjectMeshes[m];
for (__int32 j = 0; j < NUM_BUCKETS; j++)
{
RendererBucket* bucket = &msh->Buckets[j];
bucket->StartVertex = baseMoveablesVertex;
bucket->StartIndex = baseMoveablesIndex;
for (__int32 k = 0; k < bucket->Vertices.size(); k++)
moveablesVertices.push_back(bucket->Vertices[k]);
for (__int32 k = 0; k < bucket->Indices.size(); k++)
moveablesIndices.push_back(baseMoveablesVertex + bucket->Indices[k]);
baseMoveablesVertex += bucket->Vertices.size();
baseMoveablesIndex += bucket->Indices.size();
}
}
}
}
// Create a single vertex buffer and a single index buffer for all moveables
m_moveablesVertexBuffer = VertexBuffer::Create(m_device, moveablesVertices.size(), moveablesVertices.data());
m_moveablesIndexBuffer = IndexBuffer::Create(m_device, moveablesIndices.size(), moveablesIndices.data());
// Step 4: prepare static meshes
vector<RendererVertex> staticsVertices;
vector<__int32> staticsIndices;
__int32 baseStaticsVertex = 0;
__int32 baseStaticsIndex = 0;
for (__int32 i = 0; i < StaticObjectsIds.size(); i++)
{
STATIC_INFO* obj = &StaticObjects[StaticObjectsIds[i]];
RendererObject* staticObject = new RendererObject();
staticObject->Id = StaticObjectsIds[i];
__int16* meshPtr = &RawMeshData[RawMeshPointers[obj->meshNumber / 2] / 2];
RendererMesh* mesh = getRendererMeshFromTrMesh(staticObject, meshPtr, Meshes[obj->meshNumber], 0, false, false);
staticObject->ObjectMeshes.push_back(mesh);
m_staticObjects[StaticObjectsIds[i]] = staticObject;
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// Merge vertices and indices in a single list
RendererMesh* msh = staticObject->ObjectMeshes[0];
for (__int32 j = 0; j < NUM_BUCKETS; j++)
{
RendererBucket* bucket = &msh->Buckets[j];
bucket->StartVertex = baseStaticsVertex;
bucket->StartIndex = baseStaticsIndex;
for (__int32 k = 0; k < bucket->Vertices.size(); k++)
staticsVertices.push_back(bucket->Vertices[k]);
for (__int32 k = 0; k < bucket->Indices.size(); k++)
staticsIndices.push_back(baseStaticsVertex + bucket->Indices[k]);
baseStaticsVertex += bucket->Vertices.size();
baseStaticsIndex += bucket->Indices.size();
}
}
// Create a single vertex buffer and a single index buffer for all statics
m_staticsVertexBuffer = VertexBuffer::Create(m_device, staticsVertices.size(), staticsVertices.data());
m_staticsIndexBuffer = IndexBuffer::Create(m_device, staticsIndices.size(), staticsIndices.data());
// Step 5: prepare sprites
m_sprites = (RendererSprite**)malloc(sizeof(RendererSprite*) * 4);
ZeroMemory(m_sprites, sizeof(RendererSprite*) * 4);
for (__int32 i = 0; i < 41; i++)
{
SPRITE* oldSprite = &Sprites[i];
RendererSprite* sprite = new RendererSprite();
sprite->Width = (oldSprite->right - oldSprite->left)*256.0f;
sprite->Height = (oldSprite->bottom - oldSprite->top)*256.0f;
float left = (oldSprite->left * 256.0f + GET_ATLAS_PAGE_X(oldSprite->tile - 1));
float top = (oldSprite->top * 256.0f + GET_ATLAS_PAGE_Y(oldSprite->tile - 1));
float right = (oldSprite->right * 256.0f + GET_ATLAS_PAGE_X(oldSprite->tile - 1));
float bottom = (oldSprite->bottom * 256.0f + GET_ATLAS_PAGE_Y(oldSprite->tile - 1));
sprite->UV[0] = Vector2(left / (float)TEXTURE_ATLAS_SIZE, top / (float)TEXTURE_ATLAS_SIZE);
sprite->UV[1] = Vector2(right / (float)TEXTURE_ATLAS_SIZE, top / (float)TEXTURE_ATLAS_SIZE);
sprite->UV[2] = Vector2(right / (float)TEXTURE_ATLAS_SIZE, bottom / (float)TEXTURE_ATLAS_SIZE);
sprite->UV[3] = Vector2(left / (float)TEXTURE_ATLAS_SIZE, bottom / (float)TEXTURE_ATLAS_SIZE);
m_sprites[i] = sprite;
}
for (__int32 i = 0; i < MoveablesIds.size(); i++)
{
OBJECT_INFO* obj = &Objects[MoveablesIds[i]];
if (obj->nmeshes < 0)
{
__int16 numSprites = abs(obj->nmeshes);
__int16 baseSprite = obj->meshIndex;
RendererSpriteSequence* sequence = new RendererSpriteSequence(MoveablesIds[i], numSprites);
for (__int32 j = baseSprite; j < baseSprite + numSprites; j++)
{
sequence->SpritesList[j - baseSprite] = m_sprites[j];
}
m_spriteSequences[MoveablesIds[i]] = sequence;
}
}
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// Preallocate lists
m_roomsToDraw.Reserve(NumberRooms);
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m_itemsToDraw.Reserve(NUM_ITEMS);
m_effectsToDraw.Reserve(NUM_ITEMS);
m_lightsToDraw.Reserve(16384);
m_dynamicLights.Reserve(16384);
m_staticsToDraw.Reserve(16384);
m_spritesToDraw.Reserve(MAX_SPRITES);
m_lines3DToDraw.Reserve(MAX_LINES_3D);
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m_lines2DToDraw.Reserve(MAX_LINES_2D);
m_spritesBuffer = (RendererSpriteToDraw*)malloc(sizeof(RendererSpriteToDraw) * MAX_SPRITES);
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m_lines3DBuffer = (RendererLine3D*)malloc(sizeof(RendererLine3D) * MAX_LINES_3D);
m_lines2DBuffer = (RendererLine2D*)malloc(sizeof(RendererLine2D) * MAX_LINES_2D);
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return true;
}
ID3D11VertexShader* Renderer11::compileVertexShader(char* fileName, char* function, char* model, ID3D10Blob** bytecode)
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{
HRESULT res;
*bytecode = NULL;
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ID3DBlob* errors = NULL;
printf("Compiling vertex shader: %s\n", fileName);
res = D3DX11CompileFromFileA(fileName, NULL, NULL, function, model, D3D10_SHADER_OPTIMIZATION_LEVEL3, 0, NULL, bytecode, &errors, NULL);
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if (FAILED(res))
{
printf("Compilation failed: %s\n", errors->GetBufferPointer());
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return NULL;
}
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ID3D11VertexShader* shader = NULL;
res = m_device->CreateVertexShader((*bytecode)->GetBufferPointer(), (*bytecode)->GetBufferSize(), NULL, &shader);
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if (FAILED(res))
return NULL;
return shader;
}
ID3D11PixelShader* Renderer11::compilePixelShader(char* fileName, char* function, char* model, ID3D10Blob** bytecode)
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{
HRESULT res;
*bytecode = NULL;
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ID3DBlob* errors = NULL;
printf("Compiling pixel shader: %s\n", fileName);
res = D3DX11CompileFromFileA(fileName, NULL, NULL, function, model, D3D10_SHADER_OPTIMIZATION_LEVEL3, 0, NULL, bytecode, &errors, NULL);
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if (FAILED(res))
{
printf("Compilation failed: %s\n", errors->GetBufferPointer());
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return NULL;
}
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ID3D11PixelShader* shader = NULL;
res = m_device->CreatePixelShader((*bytecode)->GetBufferPointer(), (*bytecode)->GetBufferSize(), NULL, &shader);
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if (FAILED(res))
return NULL;
return shader;
}
ID3D11GeometryShader* Renderer11::compileGeometryShader(char* fileName)
{
HRESULT res;
ID3DBlob* bytecode = NULL;
ID3DBlob* errors = NULL;
res = D3DX11CompileFromFileA(fileName, NULL, NULL, NULL, "gs_4_0", D3D10_SHADER_OPTIMIZATION_LEVEL3, 0, NULL, &bytecode, &errors, NULL);
if (FAILED(res))
return NULL;
ID3D11GeometryShader* shader = NULL;
res = m_device->CreateGeometryShader(bytecode->GetBufferPointer(), bytecode->GetBufferSize(), NULL, &shader);
if (FAILED(res))
return NULL;
return shader;
}
ID3D11ComputeShader* Renderer11::compileComputeShader(char* fileName)
{
HRESULT res;
ID3DBlob* bytecode = NULL;
ID3DBlob* errors = NULL;
res = D3DX11CompileFromFileA(fileName, NULL, NULL, NULL, "gs_4_0", D3D10_SHADER_OPTIMIZATION_LEVEL3, 0, NULL, &bytecode, &errors, NULL);
if (FAILED(res))
return NULL;
ID3D11ComputeShader* shader = NULL;
res = m_device->CreateComputeShader(bytecode->GetBufferPointer(), bytecode->GetBufferSize(), NULL, &shader);
if (FAILED(res))
return NULL;
return shader;
}
void Renderer11::DrawDashBar()
{
}
void Renderer11::DrawHealthBar(__int32 percentual)
{
}
void Renderer11::DrawAirBar(__int32 percentual)
{
}
void Renderer11::ClearDynamicLights()
{
m_dynamicLights.Clear();
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}
void Renderer11::AddDynamicLight(__int32 x, __int32 y, __int32 z, __int16 falloff, byte r, byte g, byte b)
{
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if (m_nextLight >= MAX_LIGHTS)
return;
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RendererLight* dynamicLight = &m_lights[m_nextLight++];
dynamicLight->Position = Vector4(x, y, z, 1.0f);
dynamicLight->Color = Vector4(r / 255.0f, g / 255.0f, b / 255.0f, 1.0f);
dynamicLight->Out = falloff * 256.0f;
dynamicLight->Type = LIGHT_TYPES::LIGHT_TYPE_POINT;
dynamicLight->Dynamic = true;
dynamicLight->Intensity = 2.0f;
m_dynamicLights.Add(dynamicLight);
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NumDynamics++;
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}
void Renderer11::EnableCinematicBars(bool value)
{
}
void Renderer11::FadeIn()
{
}
void Renderer11::FadeOut()
{
}
void Renderer11::DrawLoadingScreen(char* fileName)
{
}
void Renderer11::UpdateProgress(float value)
{
}
bool Renderer11::IsFading()
{
return false;
}
void Renderer11::GetLaraBonePosition(Vector3* pos, __int32 bone)
{
}
bool Renderer11::ToggleFullScreen()
{
return true;
}
bool Renderer11::IsFullsScreen()
{
return false;
}
bool Renderer11::ChangeScreenResolution(__int32 width, __int32 height, __int32 frequency, bool windowed)
{
return true;
}
void Renderer11::Test()
{
}
ID3D11Buffer* Renderer11::createConstantBuffer(__int32 size)
{
ID3D11Buffer* buffer;
D3D11_BUFFER_DESC desc;
ZeroMemory(&desc, sizeof(D3D11_BUFFER_DESC));
desc.ByteWidth = ceil(size / 16) * 16; // Constant buffer must have a size multiple of 16 bytes
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
HRESULT res = m_device->CreateBuffer(&desc, NULL, &buffer);
if (FAILED(res))
return NULL;
return buffer;
}
__int32 Renderer11::getAnimatedTextureInfo(__int16 textureId)
{
for (__int32 i = 0; i < m_numAnimatedTextureSets; i++)
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{
RendererAnimatedTextureSet* set = m_animatedTextureSets[i];
for (__int32 j = 0; j < set->NumTextures; j++)
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{
if (set->Textures[j]->Id == textureId)
return i;
}
}
return -1;
}
void Renderer11::initialiseHairRemaps()
{
memset(m_normalLaraSkinJointRemap, -1, 15 * 32 * 2);
memset(m_youngLaraSkinJointRemap, -1, 15 * 32 * 2);
// Normal Lara
m_normalLaraSkinJointRemap[1][0] = 0;
m_normalLaraSkinJointRemap[1][1] = 0;
m_normalLaraSkinJointRemap[1][2] = 0;
m_normalLaraSkinJointRemap[1][3] = 0;
m_normalLaraSkinJointRemap[1][4] = 0;
m_normalLaraSkinJointRemap[1][5] = 0;
m_normalLaraSkinJointRemap[2][0] = 1;
m_normalLaraSkinJointRemap[2][1] = 1;
m_normalLaraSkinJointRemap[2][2] = 1;
m_normalLaraSkinJointRemap[2][3] = 1;
m_normalLaraSkinJointRemap[2][4] = 1;
m_normalLaraSkinJointRemap[3][4] = 2;
m_normalLaraSkinJointRemap[3][5] = 2;
m_normalLaraSkinJointRemap[3][6] = 2;
m_normalLaraSkinJointRemap[3][7] = 2;
m_normalLaraSkinJointRemap[4][0] = 0;
m_normalLaraSkinJointRemap[4][1] = 0;
m_normalLaraSkinJointRemap[4][2] = 0;
m_normalLaraSkinJointRemap[4][3] = 0;
m_normalLaraSkinJointRemap[4][4] = 0;
m_normalLaraSkinJointRemap[4][5] = 0;
m_normalLaraSkinJointRemap[5][0] = 4;
m_normalLaraSkinJointRemap[5][1] = 4;
m_normalLaraSkinJointRemap[5][2] = 4;
m_normalLaraSkinJointRemap[5][3] = 4;
m_normalLaraSkinJointRemap[5][4] = 4;
m_normalLaraSkinJointRemap[6][4] = 5;
m_normalLaraSkinJointRemap[6][5] = 5;
m_normalLaraSkinJointRemap[6][6] = 5;
m_normalLaraSkinJointRemap[6][7] = 5;
m_normalLaraSkinJointRemap[7][0] = 0;
m_normalLaraSkinJointRemap[7][1] = 0;
m_normalLaraSkinJointRemap[7][2] = 0;
m_normalLaraSkinJointRemap[7][3] = 0;
m_normalLaraSkinJointRemap[7][4] = 0;
m_normalLaraSkinJointRemap[7][5] = 0;
m_normalLaraSkinJointRemap[8][6] = 7;
m_normalLaraSkinJointRemap[8][7] = 7;
m_normalLaraSkinJointRemap[8][8] = 7;
m_normalLaraSkinJointRemap[8][9] = 7;
m_normalLaraSkinJointRemap[8][10] = 7;
m_normalLaraSkinJointRemap[8][11] = 7;
m_normalLaraSkinJointRemap[9][5] = 8;
m_normalLaraSkinJointRemap[9][6] = 8;
m_normalLaraSkinJointRemap[9][7] = 8;
m_normalLaraSkinJointRemap[9][8] = 8;
m_normalLaraSkinJointRemap[9][9] = 8;
m_normalLaraSkinJointRemap[10][0] = 9;
m_normalLaraSkinJointRemap[10][1] = 9;
m_normalLaraSkinJointRemap[10][2] = 9;
m_normalLaraSkinJointRemap[10][3] = 9;
m_normalLaraSkinJointRemap[10][4] = 9;
m_normalLaraSkinJointRemap[11][6] = 7;
m_normalLaraSkinJointRemap[11][7] = 7;
m_normalLaraSkinJointRemap[11][8] = 7;
m_normalLaraSkinJointRemap[11][9] = 7;
m_normalLaraSkinJointRemap[11][10] = 7;
m_normalLaraSkinJointRemap[11][11] = 7;
m_normalLaraSkinJointRemap[12][5] = 11;
m_normalLaraSkinJointRemap[12][6] = 11;
m_normalLaraSkinJointRemap[12][7] = 11;
m_normalLaraSkinJointRemap[12][8] = 11;
m_normalLaraSkinJointRemap[12][9] = 11;
m_normalLaraSkinJointRemap[13][0] = 12;
m_normalLaraSkinJointRemap[13][1] = 12;
m_normalLaraSkinJointRemap[13][2] = 12;
m_normalLaraSkinJointRemap[13][3] = 12;
m_normalLaraSkinJointRemap[13][4] = 12;
m_normalLaraSkinJointRemap[14][6] = 7;
m_normalLaraSkinJointRemap[14][7] = 7;
m_normalLaraSkinJointRemap[14][8] = 7;
m_normalLaraSkinJointRemap[14][9] = 7;
m_normalLaraSkinJointRemap[14][10] = 7;
m_normalLaraSkinJointRemap[14][11] = 7;
// Young Lara
m_youngLaraSkinJointRemap[1][0] = 0; // Left up leg
m_youngLaraSkinJointRemap[1][1] = 0;
m_youngLaraSkinJointRemap[1][2] = 0;
m_youngLaraSkinJointRemap[1][3] = 0;
m_youngLaraSkinJointRemap[1][4] = 0;
m_youngLaraSkinJointRemap[1][5] = 0;
m_youngLaraSkinJointRemap[2][0] = 1; // Bottom left leg
m_youngLaraSkinJointRemap[2][1] = 1;
m_youngLaraSkinJointRemap[2][2] = 1;
m_youngLaraSkinJointRemap[2][3] = 1;
m_youngLaraSkinJointRemap[2][4] = 1;
m_youngLaraSkinJointRemap[3][0] = 2; // Left foot
m_youngLaraSkinJointRemap[3][1] = 2;
m_youngLaraSkinJointRemap[3][2] = 2;
m_youngLaraSkinJointRemap[3][3] = 2;
m_youngLaraSkinJointRemap[4][6] = 0; // Right upper leg
m_youngLaraSkinJointRemap[4][7] = 0;
m_youngLaraSkinJointRemap[4][8] = 0;
m_youngLaraSkinJointRemap[4][9] = 0;
m_youngLaraSkinJointRemap[4][10] = 0;
m_youngLaraSkinJointRemap[4][11] = 0;
m_youngLaraSkinJointRemap[5][0] = 4; // Right bottom leg
m_youngLaraSkinJointRemap[5][1] = 4;
m_youngLaraSkinJointRemap[5][2] = 4;
m_youngLaraSkinJointRemap[5][3] = 4;
m_youngLaraSkinJointRemap[5][4] = 4;
m_youngLaraSkinJointRemap[6][0] = 5; // Right foot
m_youngLaraSkinJointRemap[6][1] = 5;
m_youngLaraSkinJointRemap[6][2] = 5;
m_youngLaraSkinJointRemap[6][3] = 5;
m_youngLaraSkinJointRemap[7][0] = 0; // Torso
m_youngLaraSkinJointRemap[7][1] = 0;
m_youngLaraSkinJointRemap[7][2] = 0;
m_youngLaraSkinJointRemap[7][3] = 0;
m_youngLaraSkinJointRemap[7][4] = 0;
m_youngLaraSkinJointRemap[7][5] = 0;
m_youngLaraSkinJointRemap[8][0] = 7; // Left upper arm
m_youngLaraSkinJointRemap[8][1] = 7;
m_youngLaraSkinJointRemap[8][2] = 7;
m_youngLaraSkinJointRemap[8][3] = 7;
m_youngLaraSkinJointRemap[8][4] = 7;
m_youngLaraSkinJointRemap[8][5] = 7;
m_youngLaraSkinJointRemap[9][5] = 8; // Left bottom arm
m_youngLaraSkinJointRemap[9][6] = 8;
m_youngLaraSkinJointRemap[9][7] = 8;
m_youngLaraSkinJointRemap[9][8] = 8;
m_youngLaraSkinJointRemap[9][9] = 8;
m_youngLaraSkinJointRemap[10][0] = 9; // Left hand
m_youngLaraSkinJointRemap[10][1] = 9;
m_youngLaraSkinJointRemap[10][2] = 9;
m_youngLaraSkinJointRemap[10][3] = 9;
m_youngLaraSkinJointRemap[10][4] = 9;
m_youngLaraSkinJointRemap[11][0] = 7; // Right upper arm
m_youngLaraSkinJointRemap[11][1] = 7;
m_youngLaraSkinJointRemap[11][2] = 7;
m_youngLaraSkinJointRemap[11][3] = 7;
m_youngLaraSkinJointRemap[11][4] = 7;
m_youngLaraSkinJointRemap[11][5] = 7;
m_youngLaraSkinJointRemap[12][5] = 11; // Right low arm
m_youngLaraSkinJointRemap[12][6] = 11;
m_youngLaraSkinJointRemap[12][7] = 11;
m_youngLaraSkinJointRemap[12][8] = 11;
m_youngLaraSkinJointRemap[12][9] = 11;
m_youngLaraSkinJointRemap[13][0] = 12; // Right arm
m_youngLaraSkinJointRemap[13][1] = 12;
m_youngLaraSkinJointRemap[13][2] = 12;
m_youngLaraSkinJointRemap[13][3] = 12;
m_youngLaraSkinJointRemap[13][4] = 12;
m_youngLaraSkinJointRemap[14][0] = 7; // Head
m_youngLaraSkinJointRemap[14][1] = 7;
m_youngLaraSkinJointRemap[14][2] = 7;
m_youngLaraSkinJointRemap[14][3] = 7;
m_youngLaraSkinJointRemap[14][4] = 7;
m_youngLaraSkinJointRemap[14][5] = 7;
}
void Renderer11::getVisibleRooms(int from, int to, Vector4* viewPort, bool water, int count)
{
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// Avoid allocations, 1024 should be fine
RendererRoomNode nodes[1024];
__int32 nextNode = 0;
// Avoid reallocations, 1024 should be fine
RendererRoomNode* stack[1024];
__int32 stackDepth = 0;
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RendererRoomNode* node = &nodes[nextNode++];
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node->To = to;
node->From = -1;
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// Push
stack[stackDepth++] = node;
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while (stackDepth > 0)
{
// Pop
node = stack[--stackDepth];
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if (m_rooms[node->To]->Visited)
continue;
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ROOM_INFO* room = &Rooms[node->To];
Vector3 roomCentre = Vector3(room->x + room->xSize * WALL_SIZE / 2.0f,
(room->RoomYTop + room->RoomYBottom) / 2.0f,
room->z + room->ySize * WALL_SIZE / 2.0f);
Vector3 laraPosition = Vector3(Camera.pos.x, Camera.pos.y, Camera.pos.z);
m_rooms[node->To]->Distance = (roomCentre - laraPosition).Length();
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m_rooms[node->To]->Visited = true;
m_roomsToDraw.Add(m_rooms[node->To]);
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collectItems(node->To);
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collectStatics(node->To);
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collectEffects(node->To);
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collectLights(node->To);
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Vector4 clipPort;
__int16 numDoors = *(room->door);
if (numDoors)
{
__int16* door = room->door + 1;
for (int i = 0; i < numDoors; i++) {
__int16 adjoiningRoom = *(door);
if (node->From != adjoiningRoom && checkPortal(node->To, door, viewPort, &node->ClipPort))
{
RendererRoomNode* childNode = &nodes[nextNode++];
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childNode->From = node->To;
childNode->To = adjoiningRoom;
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// Push
stack[stackDepth++] = childNode;
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}
door += 16;
}
}
}
}
bool Renderer11::checkPortal(__int16 roomIndex, __int16* portal, Vector4* viewPort, Vector4* clipPort)
{
ROOM_INFO* room = &Rooms[roomIndex];
Vector3 n = Vector3(*(portal + 1), *(portal + 2), *(portal + 3));
Vector3 v = Vector3(Camera.pos.x - (room->x + *(portal + 4)),
Camera.pos.y - (room->y + *(portal + 5)),
Camera.pos.z - (room->z + *(portal + 6)));
if (n.Dot(v) <= 0.0f)
return false;
int zClip = 0;
Vector4 p[4];
clipPort->x = FLT_MAX;
clipPort->y = FLT_MAX;
clipPort->z = FLT_MIN;
clipPort->w = FLT_MIN;
for (int i = 0; i < 4; i++) {
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Vector4 tmp = Vector4(*(portal + 4 + 3 * i) + room->x, *(portal + 4 + 3 * i + 1) + room->y,
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*(portal + 4 + 3 * i + 2) + room->z, 1.0f);
Vector4::Transform(tmp, ViewProjection, p[i]);
if (p[i].w > 0.0f) {
p[i].x *= (1.0f / p[i].w);
p[i].y *= (1.0f / p[i].w);
p[i].z *= (1.0f / p[i].w);
clipPort->x = min(clipPort->x, p[i].x);
clipPort->y = min(clipPort->y, p[i].y);
clipPort->z = max(clipPort->z, p[i].x);
clipPort->w = max(clipPort->w, p[i].y);
}
else
zClip++;
}
if (zClip == 4)
return false;
if (zClip > 0) {
for (int i = 0; i < 4; i++) {
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Vector4 a = p[i];
Vector4 b = p[(i + 1) % 4];
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if ((a.w > 0.0f) ^ (b.w > 0.0f)) {
if (a.x < 0.0f && b.x < 0.0f)
clipPort->x = -1.0f;
else
if (a.x > 0.0f && b.x > 0.0f)
clipPort->z = 1.0f;
else {
clipPort->x = -1.0f;
clipPort->z = 1.0f;
}
if (a.y < 0.0f && b.y < 0.0f)
clipPort->y = -1.0f;
else
if (a.y > 0.0f && b.y > 0.0f)
clipPort->w = 1.0f;
else {
clipPort->y = -1.0f;
clipPort->w = 1.0f;
}
}
}
}
if (clipPort->x > viewPort->z || clipPort->y > viewPort->w || clipPort->z < viewPort->x || clipPort->w < viewPort->y)
return false;
clipPort->x = max(clipPort->x, viewPort->x);
clipPort->y = max(clipPort->y, viewPort->y);
clipPort->z = min(clipPort->z, viewPort->z);
clipPort->w = min(clipPort->w, viewPort->w);
return true;
}
void Renderer11::collectRooms()
{
__int16 baseRoomIndex = Camera.pos.roomNumber;
for (__int32 i = 0; i < NumberRooms; i++)
{
m_rooms[i]->Visited = false;
m_rooms[i]->LightsToDraw.Clear();
}
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Vector4 vp = Vector4(-1.0f, -1.0f, 1.0f, 1.0f);
getVisibleRooms(-1, baseRoomIndex, &vp, false, 0);
}
inline void Renderer11::collectItems(__int16 roomNumber)
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{
RendererRoom* room = m_rooms[roomNumber];
if (room == NULL)
return;
ROOM_INFO* r = room->Room;
__int16 itemNum = NO_ITEM;
for (itemNum = r->itemNumber; itemNum != NO_ITEM; itemNum = Items[itemNum].nextItem)
{
ITEM_INFO* item = &Items[itemNum];
if (item->objectNumber == ID_LARA && itemNum == Items[itemNum].nextItem)
break;
if (item->objectNumber == ID_LARA)
continue;
if (item->status == ITEM_DEACTIVATED || item->status == ITEM_INVISIBLE)
continue;
//if (m_moveableObjects.find(item->objectNumber) == m_moveableObjects.end())
if (m_moveableObjects[item->objectNumber] == NULL)
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continue;
RendererItem* newItem = &m_items[itemNum];
newItem->Item = item;
newItem->Id = itemNum;
newItem->NumMeshes = Objects[item->objectNumber].nmeshes;
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newItem->World = Matrix::CreateFromYawPitchRoll(TR_ANGLE_TO_RAD(item->pos.yPos),
TR_ANGLE_TO_RAD(item->pos.xPos),
TR_ANGLE_TO_RAD(item->pos.zPos)) *
Matrix::CreateTranslation(item->pos.xPos, item->pos.yPos, item->pos.zPos);
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m_itemsToDraw.Add(newItem);
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}
}
inline void Renderer11::collectStatics(__int16 roomNumber)
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{
RendererRoom* room = m_rooms[roomNumber];
if (room == NULL)
return;
ROOM_INFO* r = room->Room;
if (r->numMeshes <= 0)
return;
MESH_INFO* mesh = r->mesh;
__int32 numStatics = room->Statics.size();
for (__int32 i = 0; i < numStatics; i++)
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{
RendererStatic* newStatic = &room->Statics[i];
newStatic->Mesh = mesh;
newStatic->RoomIndex = roomNumber;
newStatic->World = Matrix::CreateRotationY(TR_ANGLE_TO_RAD(mesh->yRot)) * Matrix::CreateTranslation(mesh->x, mesh->y, mesh->z);
m_staticsToDraw.Add(newStatic);
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mesh++;
}
}
inline void Renderer11::collectLights(__int16 roomNumber)
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{
RendererRoom* room = m_rooms[roomNumber];
if (room == NULL)
return;
ROOM_INFO* r = room->Room;
if (r->numLights <= 0)
return;
__int32 numLights = room->Lights.size();
for (__int32 j = 0; j < numLights; j++)
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{
Vector3 laraPos = Vector3(LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos);
Vector3 lightPos = Vector3(room->Lights[j].Position.x, room->Lights[j].Position.y, room->Lights[j].Position.z);
// Collect only lights nearer than 20 sectors
if ((laraPos - lightPos).Length() >= 20 * WALL_SIZE)
continue;
// Check only lights different from sun
/*if (room->Lights[j]->Type != LIGHT_TYPES::LIGHT_TYPE_SUN)
{
// Now check if lights are touching items
bool isTouchingItem = false;
for (__int32 k = 0; k < m_itemsToDraw.size(); k++)
{
Vector3 itemPos = Vector3(m_itemsToDraw[k]->Item->pos.xPos, m_itemsToDraw[k]->Item->pos.yPos, m_itemsToDraw[k]->Item->pos.zPos);
float distance = D3DXVec3Length(&(itemPos - lightPos));
if (room->Lights[j]->Type == LIGHT_TYPES::LIGHT_TYPE_SPOT)
{
if (distance < room->Lights[j]->Range)
{
isTouchingItem = true;
break;
}
}
else
{
if (distance < room->Lights[j]->Out)
{
isTouchingItem = true;
break;
}
}
}
// If the light is not touching an item, then discard it
if (!isTouchingItem)
continue;
}*/
RendererLight* light = &room->Lights[j];
m_lightsToDraw.Add(light);
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}
// Collect dynamic lights
for (__int32 i = 0; i < m_dynamicLights.Size(); i++)
{
RendererLight* light = m_dynamicLights[i];
float left = r->x + WALL_SIZE;
float bottom = r->z + WALL_SIZE;
float right = r->x + (r->xSize - 1) * WALL_SIZE;
float top = r->z + (r->ySize - 1) * WALL_SIZE;
float closestX = light->Position.x;
if (closestX < left)
closestX = left;
else if (closestX > right)
closestX = right;
float closestZ = light->Position.z;
if (closestZ < bottom)
closestZ = bottom;
else if (closestZ > top)
closestZ = top;
// Calculate the distance between the circle's center and this closest point
float distanceX = light->Position.x - closestX;
float distanceY = light->Position.z - closestZ;
// If the distance is less than the circle's radius, an intersection occurs
float distanceSquared = (distanceX * distanceX) + (distanceY * distanceY);
if (distanceSquared < SQUARE(light->Out))
room->LightsToDraw.Add(light);
}
}
bool Renderer11::sphereBoxIntersection(Vector3 boxMin, Vector3 boxMax, Vector3 sphereCentre, float sphereRadius)
{
//Vector3 closestPointInAabb = Vector3::Min(Vector3::Max(sphereCentre, boxMin), boxMax);
//double distanceSquared = (closestPointInAabb - sphereCentre).LengthSquared();
//return (distanceSquared < (sphereRadius * sphereRadius));
/*float x = max(boxMin.x, min(sphereCentre.x, boxMax.x));
float y = max(boxMin.y, min(sphereCentre.y, boxMax.y));
float z = max(boxMin.z, min(sphereCentre.z, boxMax.z));
float distance = sqrt((x - sphereCentre.x) * (x - sphereCentre.x) +
(y - sphereCentre.y) * (y - sphereCentre.y) +
(z - sphereCentre.z) * (z - sphereCentre.z));
return (distance < sphereRadius);*/
return 0;
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}
void Renderer11::prepareLights()
{
// Add dynamic lights
for (__int32 i = 0; i < m_dynamicLights.Size(); i++)
m_lightsToDraw.Add(m_dynamicLights[i]);
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// Now I have a list full of draw. Let's sort them.
//std::sort(m_lightsToDraw.begin(), m_lightsToDraw.end(), SortLightsFunction);
//m_lightsToDraw.Sort(SortLightsFunction);
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// Let's draw first 32 lights
//if (m_lightsToDraw.size() > 32)
// m_lightsToDraw.resize(32);
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// Now try to search for a shadow caster, using Lara as reference
RendererRoom* room = m_rooms[LaraItem->roomNumber];
// Search for the brightest light. We do a simple version of the classic calculation done in pixel shader.
RendererLight* brightestLight = NULL;
float brightest = 0.0f;
// Try room lights
if (room->Lights.size() != 0)
{
for (__int32 j = 0; j < room->Lights.size(); j++)
{
RendererLight* light = &room->Lights[j];
Vector4 itemPos = Vector4(LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos, 1.0f);
Vector4 lightVector = itemPos - light->Position;
float distance = lightVector.Length();
lightVector.Normalize();
float intensity;
float attenuation;
float angle;
float d;
float attenuationRange;
float attenuationAngle;
switch (light->Type)
{
case LIGHT_TYPES::LIGHT_TYPE_POINT:
if (distance > light->Out || light->Out < 2048.0f)
continue;
attenuation = 1.0f - distance / light->Out;
intensity = max(0.0f, attenuation * (light->Color.x + light->Color.y + light->Color.z) / 3.0f);
if (intensity >= brightest)
{
brightest = intensity;
brightestLight = light;
}
break;
case LIGHT_TYPES::LIGHT_TYPE_SPOT:
if (distance > light->Range)
continue;
attenuation = 1.0f - distance / light->Range;
intensity = max(0.0f, attenuation * (light->Color.x + light->Color.y + light->Color.z) / 3.0f);
if (intensity >= brightest)
{
brightest = intensity;
brightestLight = light;
}
break;
}
}
}
// If the brightest light is found, then fill the data structure. We ignore for now dynamic lights for shadows.
m_shadowLight = brightestLight;
}
inline void Renderer11::collectEffects(__int16 roomNumber)
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{
RendererRoom* room = m_rooms[roomNumber];
if (room == NULL)
return;
ROOM_INFO* r = room->Room;
__int16 fxNum = NO_ITEM;
for (fxNum = r->fxNumber; fxNum != NO_ITEM; fxNum = Effects[fxNum].nextFx)
{
FX_INFO* fx = &Effects[fxNum];
if (fx->objectNumber < 0)
continue;
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RendererEffect* newEffect = &m_effects[fxNum];
newEffect->Effect = fx;
newEffect->Id = fxNum;
newEffect->World = Matrix::CreateTranslation(fx->pos.xPos, fx->pos.yPos, fx->pos.zPos);
m_effectsToDraw.Add(newEffect);
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}
}
RendererMesh* Renderer11::getRendererMeshFromTrMesh(RendererObject* obj, __int16* meshPtr, __int16* refMeshPtr,
__int16 boneIndex, __int32 isJoints, __int32 isHairs)
{
RendererMesh* mesh = new RendererMesh();
__int16* basePtr = meshPtr;
__int16 cx = *meshPtr++;
__int16 cy = *meshPtr++;
__int16 cz = *meshPtr++;
__int16 r1 = *meshPtr++;
__int16 r2 = *meshPtr++;
__int16 numVertices = *meshPtr++;
VECTOR* vertices = (VECTOR*)malloc(sizeof(VECTOR) * numVertices);
for (__int32 v = 0; v < numVertices; v++)
{
__int16 x = *meshPtr++;
__int16 y = *meshPtr++;
__int16 z = *meshPtr++;
vertices[v].vx = x;
vertices[v].vy = y;
vertices[v].vz = z;
mesh->Positions.push_back(Vector3(x, y, z));
}
__int16 numNormals = *meshPtr++;
VECTOR* normals = NULL;
__int16* colors = NULL;
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if (numNormals > 0)
{
normals = (VECTOR*)malloc(sizeof(VECTOR) * numNormals);
for (__int32 v = 0; v < numNormals; v++)
{
__int16 x = *meshPtr++;
__int16 y = *meshPtr++;
__int16 z = *meshPtr++;
normals[v].vx = x;
normals[v].vy = y;
normals[v].vz = z;
}
}
else
{
__int16 numLights = -numNormals;
colors = (__int16*)malloc(sizeof(__int16) * numLights);
for (__int32 v = 0; v < numLights; v++)
{
colors[v] = *meshPtr++;
}
}
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__int16 numRectangles = *meshPtr++;
for (__int32 r = 0; r < numRectangles; r++)
{
__int16 v1 = *meshPtr++;
__int16 v2 = *meshPtr++;
__int16 v3 = *meshPtr++;
__int16 v4 = *meshPtr++;
__int16 textureId = *meshPtr++;
__int16 effects = *meshPtr++;
__int16 indices[4] = { v1,v2,v3,v4 };
__int16 textureIndex = textureId & 0x7FFF;
bool doubleSided = (textureId & 0x8000) >> 15;
// Get the object texture
OBJECT_TEXTURE* texture = &ObjectTextures[textureIndex];
__int32 tile = texture->tileAndFlag & 0x7FFF;
// Create vertices
RendererBucket* bucket;
__int32 bucketIndex = RENDERER_BUCKET_SOLID;
if (!doubleSided)
{
if (texture->attribute == 2 || (effects & 1))
bucketIndex = RENDERER_BUCKET_TRANSPARENT;
else
bucketIndex = RENDERER_BUCKET_SOLID;
}
else
{
if (texture->attribute == 2 || (effects & 1))
bucketIndex = RENDERER_BUCKET_TRANSPARENT_DS;
else
bucketIndex = RENDERER_BUCKET_SOLID_DS;
}
// ColAddHorizon special handling
if (obj->Id == ID_HORIZON && g_GameFlow->GetLevel(CurrentLevel)->ColAddHorizon)
{
if (texture->attribute == 2 || (effects & 1))
bucketIndex = RENDERER_BUCKET_TRANSPARENT;
else
bucketIndex = RENDERER_BUCKET_SOLID;
}
bucket = &mesh->Buckets[bucketIndex];
obj->HasDataInBucket[bucketIndex] = true;
__int32 baseVertices = bucket->NumVertices;
for (__int32 v = 0; v < 4; v++)
{
RendererVertex vertex;
vertex.Position.x = vertices[indices[v]].vx;
vertex.Position.y = vertices[indices[v]].vy;
vertex.Position.z = vertices[indices[v]].vz;
if (numNormals > 0)
{
vertex.Normal.x = normals[indices[v]].vx / 16300.0f;
vertex.Normal.y = normals[indices[v]].vy / 16300.0f;
vertex.Normal.z = normals[indices[v]].vz / 16300.0f;
}
vertex.UV.x = (texture->vertices[v].x * 256.0f + 0.5f + GET_ATLAS_PAGE_X(tile)) / (float)TEXTURE_ATLAS_SIZE;
vertex.UV.y = (texture->vertices[v].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE;
vertex.Bone = boneIndex;
if (isJoints && boneIndex != 0 && m_laraSkinJointRemap[boneIndex][indices[v]] != -1)
vertex.Bone = m_laraSkinJointRemap[boneIndex][indices[v]];
if (isHairs)
vertex.Bone = indices[v];
if (colors == NULL)
{
vertex.Color = Vector4::One * 0.5f;
}
else
{
__int16 shade = colors[indices[v]];
shade = (255 - shade * 255 / 8191) & 0xFF;
vertex.Color = Vector4(shade / 255.0f, shade / 255.0f, shade / 255.0f, 1.0f);
}
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bucket->NumVertices++;
bucket->Vertices.push_back(vertex);
}
bucket->Indices.push_back(baseVertices);
bucket->Indices.push_back(baseVertices + 1);
bucket->Indices.push_back(baseVertices + 3);
bucket->Indices.push_back(baseVertices + 2);
bucket->Indices.push_back(baseVertices + 3);
bucket->Indices.push_back(baseVertices + 1);
bucket->NumIndices += 6;
RendererPolygon newPolygon;
newPolygon.Shape = SHAPE_RECTANGLE;
newPolygon.Indices[0] = baseVertices;
newPolygon.Indices[1] = baseVertices + 1;
newPolygon.Indices[2] = baseVertices + 2;
newPolygon.Indices[3] = baseVertices + 3;
bucket->Polygons.push_back(newPolygon);
}
__int16 numTriangles = *meshPtr++;
for (__int32 r = 0; r < numTriangles; r++)
{
__int16 v1 = *meshPtr++;
__int16 v2 = *meshPtr++;
__int16 v3 = *meshPtr++;
__int16 textureId = *meshPtr++;
__int16 effects = *meshPtr++;
__int16 indices[3] = { v1,v2,v3 };
__int16 textureIndex = textureId & 0x7FFF;
bool doubleSided = (textureId & 0x8000) >> 15;
// Get the object texture
OBJECT_TEXTURE* texture = &ObjectTextures[textureIndex];
__int32 tile = texture->tileAndFlag & 0x7FFF;
// Create vertices
RendererBucket* bucket;
__int32 bucketIndex = RENDERER_BUCKET_SOLID;
if (!doubleSided)
{
if (texture->attribute == 2 || (effects & 1))
bucketIndex = RENDERER_BUCKET_TRANSPARENT;
else
bucketIndex = RENDERER_BUCKET_SOLID;
}
else
{
if (texture->attribute == 2 || (effects & 1))
bucketIndex = RENDERER_BUCKET_TRANSPARENT_DS;
else
bucketIndex = RENDERER_BUCKET_SOLID_DS;
}
bucket = &mesh->Buckets[bucketIndex];
obj->HasDataInBucket[bucketIndex] = true;
__int32 baseVertices = bucket->NumVertices;
for (__int32 v = 0; v < 3; v++)
{
RendererVertex vertex;
vertex.Position.x = vertices[indices[v]].vx;
vertex.Position.y = vertices[indices[v]].vy;
vertex.Position.z = vertices[indices[v]].vz;
if (numNormals > 0)
{
vertex.Normal.x = normals[indices[v]].vx / 16300.0f;
vertex.Normal.y = normals[indices[v]].vy / 16300.0f;
vertex.Normal.z = normals[indices[v]].vz / 16300.0f;
}
vertex.UV.x = (texture->vertices[v].x * 256.0f + 0.5f + GET_ATLAS_PAGE_X(tile)) / (float)TEXTURE_ATLAS_SIZE;
vertex.UV.y = (texture->vertices[v].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE;
vertex.Bone = boneIndex;
if (isJoints && boneIndex != 0 && m_laraSkinJointRemap[boneIndex][indices[v]] != -1)
vertex.Bone = m_laraSkinJointRemap[boneIndex][indices[v]];
if (isHairs)
vertex.Bone = indices[v];
if (colors == NULL)
{
vertex.Color = Vector4::One * 0.5f;
}
else
{
__int16 shade = colors[indices[v]];
shade = (255 - shade * 255 / 8191) & 0xFF;
vertex.Color = Vector4(shade / 255.0f, shade / 255.0f, shade / 255.0f, 1.0f);
}
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bucket->NumVertices++;
bucket->Vertices.push_back(vertex);
}
bucket->Indices.push_back(baseVertices);
bucket->Indices.push_back(baseVertices + 1);
bucket->Indices.push_back(baseVertices + 2);
bucket->NumIndices += 3;
RendererPolygon newPolygon;
newPolygon.Shape = SHAPE_TRIANGLE;
newPolygon.Indices[0] = baseVertices;
newPolygon.Indices[1] = baseVertices + 1;
newPolygon.Indices[2] = baseVertices + 2;
bucket->Polygons.push_back(newPolygon);
}
free(vertices);
if (normals != NULL) free(normals);
if (colors != NULL) free(colors);
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if (m_meshPointersToMesh.find(refMeshPtr) == m_meshPointersToMesh.end())
m_meshPointersToMesh.insert(pair<__int16*, RendererMesh*>(refMeshPtr, mesh));
return mesh;
}
void Renderer11::buildHierarchyRecursive(RendererObject* obj, RendererBone* node, RendererBone* parentNode)
{
node->GlobalTransform = node->Transform * parentNode->GlobalTransform;
obj->BindPoseTransforms[node->Index] = node->GlobalTransform;
obj->Skeleton->GlobalTranslation = Vector3(0.0f, 0.0f, 0.0f);
node->GlobalTranslation = node->Translation + parentNode->GlobalTranslation;
for (int j = 0; j < node->Children.size(); j++)
{
buildHierarchyRecursive(obj, node->Children[j], node);
}
}
void Renderer11::buildHierarchy(RendererObject* obj)
{
obj->Skeleton->GlobalTransform = obj->Skeleton->Transform;
obj->BindPoseTransforms[obj->Skeleton->Index] = obj->Skeleton->GlobalTransform;
obj->Skeleton->GlobalTranslation = Vector3(0.0f, 0.0f, 0.0f);
for (int j = 0; j < obj->Skeleton->Children.size(); j++)
{
buildHierarchyRecursive(obj, obj->Skeleton->Children[j], obj->Skeleton);
}
}
void Renderer11::fromTrAngle(Matrix* matrix, __int16* frameptr, __int32 index)
{
__int16* ptr = &frameptr[0];
ptr += 9;
for (int i = 0; i < index; i++)
{
ptr += ((*ptr & 0xc000) == 0 ? 2 : 1);
}
int rot0 = *ptr++;
int frameMode = (rot0 & 0xc000);
int rot1;
int rotX;
int rotY;
int rotZ;
switch (frameMode)
{
case 0:
rot1 = *ptr++;
rotX = ((rot0 & 0x3ff0) >> 4);
rotY = (((rot1 & 0xfc00) >> 10) | ((rot0 & 0xf) << 6) & 0x3ff);
rotZ = ((rot1) & 0x3ff);
*matrix = Matrix::CreateFromYawPitchRoll(rotY* (360.0f / 1024.0f) * RADIAN,
rotX* (360.0f / 1024.0f) * RADIAN,
rotZ* (360.0f / 1024.0f) * RADIAN);
break;
case 0x4000:
*matrix = Matrix::CreateRotationX((rot0 & 0xfff)* (360.0f / 4096.0f) * RADIAN);
break;
case 0x8000:
*matrix = Matrix::CreateRotationY((rot0 & 0xfff)* (360.0f / 4096.0f) * RADIAN);
break;
case 0xc000:
*matrix = Matrix::CreateRotationZ((rot0 & 0xfff)* (360.0f / 4096.0f) * RADIAN);
break;
}
}
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bool Renderer11::updateConstantBuffer(ID3D11Buffer* buffer, void* data, __int32 size)
{
HRESULT res;
D3D11_MAPPED_SUBRESOURCE mappedResource;
// Lock the constant buffer so it can be written to.
res = m_context->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(res))
return false;
// Get a pointer to the data in the constant buffer.
char* dataPtr = reinterpret_cast<char*>(mappedResource.pData);
memcpy(dataPtr, data, size);
// Unlock the constant buffer.
m_context->Unmap(buffer, 0);
return true;
}
void Renderer11::updateItemsAnimations()
{
Matrix translation;
Matrix rotation;
__int32 numItems = m_itemsToDraw.Size();
for (__int32 i = 0; i < numItems; i++)
{
RendererItem* itemToDraw = m_itemsToDraw[i];
ITEM_INFO* item = itemToDraw->Item;
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
// Lara has her own routine
if (item->objectNumber == ID_LARA)
continue;
OBJECT_INFO* obj = &Objects[item->objectNumber];
RendererObject* moveableObj = m_moveableObjects[item->objectNumber];
// Update animation matrices
if (obj->animIndex != -1 /*&& item->objectNumber != ID_HARPOON*/)
{
// Apply extra rotations
__int32 lastJoint = 0;
for (__int32 j = 0; j < moveableObj->LinearizedBones.size(); j++)
{
RendererBone* currentBone = moveableObj->LinearizedBones[j];
currentBone->ExtraRotation = Vector3(0.0f, 0.0f, 0.0f);
if (creature)
{
if (currentBone->ExtraRotationFlags & ROT_Y)
{
currentBone->ExtraRotation.y = TR_ANGLE_TO_RAD(creature->jointRotation[lastJoint]);
lastJoint++;
}
if (currentBone->ExtraRotationFlags & ROT_X)
{
currentBone->ExtraRotation.x = TR_ANGLE_TO_RAD(creature->jointRotation[lastJoint]);
lastJoint++;
}
if (currentBone->ExtraRotationFlags & ROT_Z)
{
currentBone->ExtraRotation.z = TR_ANGLE_TO_RAD(creature->jointRotation[lastJoint]);
lastJoint++;
}
}
}
__int16 *framePtr[2];
__int32 rate;
__int32 frac = GetFrame_D2(item, framePtr, &rate);
updateAnimation(itemToDraw, moveableObj, framePtr, frac, rate, 0xFFFFFFFF);
for (__int32 m = 0; m < itemToDraw->NumMeshes; m++)
itemToDraw->AnimationTransforms[m] = itemToDraw->AnimationTransforms[m].Transpose();
}
// Update world matrix
translation = Matrix::CreateTranslation(item->pos.xPos, item->pos.yPos, item->pos.zPos);
rotation = Matrix::CreateFromYawPitchRoll(TR_ANGLE_TO_RAD(item->pos.yRot), TR_ANGLE_TO_RAD(item->pos.xRot), TR_ANGLE_TO_RAD(item->pos.zRot));
itemToDraw->World = rotation * translation;
}
}
void Renderer11::updateLaraAnimations()
{
Matrix translation;
Matrix rotation;
Matrix lastMatrix;
Matrix hairMatrix;
Matrix identity;
Matrix world;
RendererObject* laraObj = m_moveableObjects[ID_LARA];
// Clear extra rotations
for (__int32 i = 0; i < laraObj->LinearizedBones.size(); i++)
laraObj->LinearizedBones[i]->ExtraRotation = Vector3(0.0f, 0.0f, 0.0f);
// Lara world matrix
translation = Matrix::CreateTranslation(LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos);
rotation = Matrix::CreateFromYawPitchRoll(
TR_ANGLE_TO_RAD(LaraItem->pos.yRot),
TR_ANGLE_TO_RAD(LaraItem->pos.xRot),
TR_ANGLE_TO_RAD(LaraItem->pos.zRot));
m_LaraWorldMatrix = rotation * translation;
// Update first Lara's animations
laraObj->LinearizedBones[TORSO]->ExtraRotation = Vector3(TR_ANGLE_TO_RAD(Lara.torsoXrot),
TR_ANGLE_TO_RAD(Lara.torsoYrot), TR_ANGLE_TO_RAD(Lara.torsoZrot));
laraObj->LinearizedBones[HEAD]->ExtraRotation = Vector3(TR_ANGLE_TO_RAD(Lara.headXrot),
TR_ANGLE_TO_RAD(Lara.headYrot), TR_ANGLE_TO_RAD(Lara.headZrot));
// First calculate matrices for legs, hips, head and torso
__int32 mask = (1 << HIPS) | (1 << THIGH_L) | (1 << CALF_L) | (1 << FOOT_L) |
(1 << THIGH_R) | (1 << CALF_R) | (1 << FOOT_R) | (1 << TORSO) | (1 << HEAD);
__int16 *framePtr[2];
__int32 rate;
__int32 frac = GetFrame_D2(LaraItem, framePtr, &rate);
updateAnimation(NULL, laraObj, framePtr, frac, rate, mask);
// Then the arms, based on current weapon status
if ((Lara.gunStatus == LG_NO_ARMS || Lara.gunStatus == LG_HANDS_BUSY) && Lara.gunType != WEAPON_FLARE)
{
// Both arms
mask = (1 << UARM_L) | (1 << LARM_L) | (1 << HAND_L) | (1 << UARM_R) |
(1 << LARM_R) | (1 << HAND_R);
frac = GetFrame_D2(LaraItem, framePtr, &rate);
updateAnimation(NULL, laraObj, framePtr, frac, rate, mask);
}
else
{
// While handling weapon some extra rotation could be applied to arms
laraObj->LinearizedBones[UARM_L]->ExtraRotation += Vector3(TR_ANGLE_TO_RAD(Lara.leftArm.xRot),
TR_ANGLE_TO_RAD(Lara.leftArm.yRot), TR_ANGLE_TO_RAD(Lara.leftArm.zRot));
laraObj->LinearizedBones[UARM_R]->ExtraRotation += Vector3(TR_ANGLE_TO_RAD(Lara.rightArm.xRot),
TR_ANGLE_TO_RAD(Lara.rightArm.yRot), TR_ANGLE_TO_RAD(Lara.rightArm.zRot));
if (Lara.gunType != WEAPON_FLARE)
{
// HACK: backguns handles differently
if (Lara.gunType == WEAPON_SHOTGUN || Lara.gunType == WEAPON_GRENADE_LAUNCHER ||
Lara.gunType == WEAPON_CROSSBOW || Lara.gunType == WEAPON_ROCKET_LAUNCHER ||
Lara.gunType == WEAPON_HARPOON_GUN)
{
// Left arm
mask = (1 << UARM_L) | (1 << LARM_L) | (1 << HAND_L);
__int16* shotgunFramePtr = Lara.leftArm.frameBase + (Lara.leftArm.frameNumber) * (Anims[Lara.leftArm.animNumber].interpolation >> 8);
updateAnimation(NULL, laraObj, &shotgunFramePtr, 0, 1, mask);
// Right arm
mask = (1 << UARM_R) | (1 << LARM_R) | (1 << HAND_R);
shotgunFramePtr = Lara.rightArm.frameBase + (Lara.rightArm.frameNumber) * (Anims[Lara.rightArm.animNumber].interpolation >> 8);
updateAnimation(NULL, laraObj, &shotgunFramePtr, 0, 1, mask);
}
else
{
// Left arm
mask = (1 << UARM_L) | (1 << LARM_L) | (1 << HAND_L);
frac = getFrame(Lara.leftArm.animNumber, Lara.leftArm.frameNumber, framePtr, &rate);
updateAnimation(NULL, laraObj, framePtr, frac, rate, mask);
// Right arm
mask = (1 << UARM_R) | (1 << LARM_R) | (1 << HAND_R);
frac = getFrame(Lara.rightArm.animNumber, Lara.rightArm.frameNumber, framePtr, &rate);
updateAnimation(NULL, laraObj, framePtr, frac, rate, mask);
}
}
else
{
// Left arm
mask = (1 << UARM_L) | (1 << LARM_L) | (1 << HAND_L);
frac = getFrame(Lara.leftArm.animNumber, Lara.leftArm.frameNumber, framePtr, &rate);
updateAnimation(NULL, laraObj, framePtr, frac, rate, mask);
// Right arm
mask = (1 << UARM_R) | (1 << LARM_R) | (1 << HAND_R);
frac = GetFrame_D2(LaraItem, framePtr, &rate);
updateAnimation(NULL, laraObj, framePtr, frac, rate, mask);
}
}
// At this point, Lara's matrices are ready. Now let's do ponytails...
if (m_moveableObjects[ID_HAIR] != NULL)
{
RendererObject* hairsObj = m_moveableObjects[ID_HAIR];
lastMatrix = Matrix::Identity;
identity = Matrix::Identity;
Vector3 parentVertices[6][4];
Matrix headMatrix;
RendererObject* objSkin = m_moveableObjects[ID_LARA_SKIN];
RendererObject* objLara = m_moveableObjects[ID_LARA];
RendererMesh* parentMesh = objSkin->ObjectMeshes[HEAD];
RendererBone* parentBone = objSkin->LinearizedBones[HEAD];
world = objLara->AnimationTransforms[HEAD] * m_LaraWorldMatrix;
__int32 lastVertex = 0;
__int32 lastIndex = 0;
GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel);
for (__int32 p = 0; p < ((level->LaraType == LARA_DRAW_TYPE::LARA_YOUNG) ? 2 : 1); p++)
{
// We can't use hardware skinning here, however hairs have just a few vertices so
// it's not so bad doing skinning in software
if (level->LaraType == LARA_DRAW_TYPE::LARA_YOUNG)
{
if (p == 1)
{
parentVertices[0][0] = Vector3::Transform(parentMesh->Positions[68], world);
parentVertices[0][1] = Vector3::Transform(parentMesh->Positions[69], world);
parentVertices[0][2] = Vector3::Transform(parentMesh->Positions[70], world);
parentVertices[0][3] = Vector3::Transform(parentMesh->Positions[71], world);
}
else
{
parentVertices[0][0] = Vector3::Transform(parentMesh->Positions[78], world);
parentVertices[0][1] = Vector3::Transform(parentMesh->Positions[78], world);
parentVertices[0][2] = Vector3::Transform(parentMesh->Positions[77], world);
parentVertices[0][3] = Vector3::Transform(parentMesh->Positions[76], world);
}
}
else
{
parentVertices[0][0] = Vector3::Transform(parentMesh->Positions[37], world);
parentVertices[0][1] = Vector3::Transform(parentMesh->Positions[39], world);
parentVertices[0][2] = Vector3::Transform(parentMesh->Positions[40], world);
parentVertices[0][3] = Vector3::Transform(parentMesh->Positions[38], world);
}
for (__int32 i = 0; i < 6; i++)
{
RendererMesh* mesh = hairsObj->ObjectMeshes[i];
RendererBucket* bucket = &mesh->Buckets[RENDERER_BUCKET_SOLID];
translation = Matrix::CreateTranslation(Hairs[7 * p + i].pos.xPos, Hairs[7 * p + i].pos.yPos, Hairs[7 * p + i].pos.zPos);
rotation = Matrix::CreateFromYawPitchRoll(
TR_ANGLE_TO_RAD(Hairs[7 * p + i].pos.yRot),
TR_ANGLE_TO_RAD(Hairs[7 * p + i].pos.xRot),
TR_ANGLE_TO_RAD(Hairs[7 * p + i].pos.zRot));
m_hairsMatrices[6 * p + i] = rotation * translation;
__int32 baseVertex = lastVertex;
for (__int32 j = 0; j < bucket->Vertices.size(); j++)
{
__int32 oldVertexIndex = (__int32)bucket->Vertices[j].Bone;
if (oldVertexIndex < 4)
{
m_hairVertices[lastVertex].Position.x = parentVertices[i][oldVertexIndex].x;
m_hairVertices[lastVertex].Position.y = parentVertices[i][oldVertexIndex].y;
m_hairVertices[lastVertex].Position.z = parentVertices[i][oldVertexIndex].z;
m_hairVertices[lastVertex].UV.x = bucket->Vertices[j].UV.x;
m_hairVertices[lastVertex].UV.y = bucket->Vertices[j].UV.y;
Vector3 n = Vector3(bucket->Vertices[j].Normal.x, bucket->Vertices[j].Normal.y, bucket->Vertices[j].Normal.z);
n.Normalize();
n = Vector3::TransformNormal(n, m_hairsMatrices[6 * p + i]);
n.Normalize();
m_hairVertices[lastVertex].Normal.x = n.x;
m_hairVertices[lastVertex].Normal.y = n.y;
m_hairVertices[lastVertex].Normal.z = n.z;
m_hairVertices[lastVertex].Color = Vector4::One * 0.5f;
lastVertex++;
}
else
{
Vector3 in = Vector3(bucket->Vertices[j].Position.x, bucket->Vertices[j].Position.y, bucket->Vertices[j].Position.z);
Vector3 out = Vector3::Transform(in, m_hairsMatrices[6 * p + i]);
if (i < 5)
{
parentVertices[i + 1][oldVertexIndex - 4].x = out.x;
parentVertices[i + 1][oldVertexIndex - 4].y = out.y;
parentVertices[i + 1][oldVertexIndex - 4].z = out.z;
}
m_hairVertices[lastVertex].Position.x = out.x;
m_hairVertices[lastVertex].Position.y = out.y;
m_hairVertices[lastVertex].Position.z = out.z;
m_hairVertices[lastVertex].UV.x = bucket->Vertices[j].UV.x;
m_hairVertices[lastVertex].UV.y = bucket->Vertices[j].UV.y;
Vector3 n = Vector3(bucket->Vertices[j].Normal.x, bucket->Vertices[j].Normal.y, bucket->Vertices[j].Normal.z);
n.Normalize();
n = Vector3::TransformNormal(n, m_hairsMatrices[6 * p + i]);
n.Normalize();
m_hairVertices[lastVertex].Normal.x = n.x;
m_hairVertices[lastVertex].Normal.y = n.y;
m_hairVertices[lastVertex].Normal.z = n.z;
m_hairVertices[lastVertex].Color = Vector4::One * 0.5f;
lastVertex++;
}
}
for (__int32 j = 0; j < bucket->Indices.size(); j++)
{
m_hairIndices[lastIndex] = baseVertex + bucket->Indices[j];
lastIndex++;
}
}
}
}
// Transpose matrices for shaders
for (__int32 m = 0; m < 15; m++)
laraObj->AnimationTransforms[m] = laraObj->AnimationTransforms[m].Transpose();
}
__int32 Renderer11::getFrame(__int16 animation, __int16 frame, __int16** framePtr, __int32* rate)
{
ITEM_INFO item;
item.animNumber = animation;
item.frameNumber = frame;
return GetFrame_D2(&item, framePtr, rate);
}
void Renderer11::updateEffects()
{
for (__int32 i = 0; i < m_effectsToDraw.Size(); i++)
{
RendererEffect* fx = m_effectsToDraw[i];
Matrix translation = Matrix::CreateTranslation(fx->Effect->pos.xPos, fx->Effect->pos.yPos, fx->Effect->pos.zPos);
Matrix rotation = Matrix::CreateFromYawPitchRoll(
TR_ANGLE_TO_RAD(fx->Effect->pos.yRot),
TR_ANGLE_TO_RAD(fx->Effect->pos.xRot),
TR_ANGLE_TO_RAD(fx->Effect->pos.zRot));
m_effectsToDraw[i]->World = rotation * translation;
}
}
void Renderer11::updateAnimation(RendererItem* item, RendererObject* obj, __int16** frmptr, __int16 frac, __int16 rate, __int32 mask)
{
RendererBone* bones[32];
__int32 nextBone = 0;
Matrix rotation;
Matrix* transforms = (item == NULL ? obj->AnimationTransforms.data() : &item->AnimationTransforms[0]);
// Push
bones[nextBone++] = obj->Skeleton;
while (nextBone != 0)
{
// Pop the last bone in the stack
RendererBone* bone = bones[--nextBone];
bool calculateMatrix = (mask >> bone->Index) & 1;
if (calculateMatrix)
{
Vector3 p = Vector3((int)*(frmptr[0] + 6), (int)*(frmptr[0] + 7), (int)*(frmptr[0] + 8));
fromTrAngle(&rotation, frmptr[0], bone->Index);
if (frac)
{
Vector3 p2 = Vector3((int)*(frmptr[1] + 6), (int)*(frmptr[1] + 7), (int)*(frmptr[1] + 8));
p = Vector3::Lerp(p, p2, frac / ((float)rate));
Matrix rotation2;
fromTrAngle(&rotation2, frmptr[1], bone->Index);
Quaternion q1, q2, q3;
q1 = Quaternion::CreateFromRotationMatrix(rotation);
q2 = Quaternion::CreateFromRotationMatrix(rotation2);
q3 = Quaternion::Slerp(q1, q2, frac / ((float)rate));
rotation = Matrix::CreateFromQuaternion(q3);
}
Matrix translation;
if (bone == obj->Skeleton)
translation = Matrix::CreateTranslation(p.x, p.y, p.z);
Matrix extraRotation;
extraRotation = Matrix::CreateFromYawPitchRoll(bone->ExtraRotation.y, bone->ExtraRotation.x, bone->ExtraRotation.z);
rotation = extraRotation * rotation;
if (bone != obj->Skeleton)
transforms[bone->Index] = rotation * bone->Transform;
else
transforms[bone->Index] = rotation * translation;
if (bone != obj->Skeleton)
transforms[bone->Index] = transforms[bone->Index] * transforms[bone->Parent->Index];
}
for (__int32 i = 0; i < bone->Children.size(); i++)
{
// Push
bones[nextBone++] = bone->Children[i];
}
}
}
bool Renderer11::printDebugMessage(__int32 x, __int32 y, __int32 alpha, byte r, byte g, byte b, LPCSTR Message)
{
2019-01-16 20:54:45 +01:00
return true;
}
void Renderer11::printDebugMessage(char* message, ...)
{
char buffer[255];
ZeroMemory(buffer, 255);
va_list args;
va_start(args, message);
_vsprintf_l(buffer, message, NULL, args);
va_end(args);
PrintString(10, m_currentY, buffer, 0xFFFFFFFF, PRINTSTRING_OUTLINE);
m_currentY += 20;
}
void Renderer11::drawBlood()
{
for (__int32 i = 0; i < 32; i++)
{
BLOOD_STRUCT* blood = &Blood[i];
if (blood->On)
{
addSpriteBillboard(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + 15],
blood->x, blood->y, blood->z,
blood->Shade * 244, blood->Shade * 0, blood->Shade * 0,
TR_ANGLE_TO_RAD(blood->RotAng), 1.0f, blood->Size * 8.0f, blood->Size * 8.0f,
BLENDMODE_ALPHABLEND);
}
}
}
void Renderer11::drawSparks()
{
for (__int32 i = 0; i < 1024; i++)
{
SPARKS* spark = &Sparks[i];
if (spark->on)
{
if (spark->flags & SP_DEF)
{
addSpriteBillboard(m_sprites[spark->def],
spark->x, spark->y, spark->z,
spark->r, spark->g, spark->b,
TR_ANGLE_TO_RAD(spark->rotAng), spark->scalar, spark->size * 12.0f, spark->size * 12.0f,
BLENDMODE_ALPHABLEND);
}
else
{
Vector3 v = Vector3(spark->xVel, spark->yVel, spark->zVel);
v.Normalize();
addLine3D(spark->x, spark->y, spark->z, spark->x + v.x * 24.0f, spark->y + v.y * 24.0f, spark->z + v.z * 24.0f, spark->r, spark->g, spark->b);
}
}
}
}
void Renderer11::drawFires()
{
for (__int32 k = 0; k < 32; k++)
{
FIRE_LIST* fire = &Fires[k];
if (fire->on)
{
for (__int32 i = 0; i < 20; i++)
{
FIRE_SPARKS* spark = &FireSparks[i];
if (spark->on)
{
addSpriteBillboard(m_sprites[spark->def],
fire->x + spark->x, fire->y + spark->y, fire->z + spark->z,
spark->r, spark->g, spark->b,
TR_ANGLE_TO_RAD(spark->rotAng), spark->scalar, spark->size * 4.0f, spark->size * 4.0f,
BLENDMODE_ALPHABLEND);
}
}
}
}
}
void Renderer11::addSpriteBillboard(RendererSprite* sprite, float x, float y, float z, byte r, byte g, byte b, float rotation, float scale, float width, float height, BLEND_MODES blendMode)
{
if (m_nextSprite >= MAX_SPRITES)
return;
scale = 1.0f;
width *= scale;
height *= scale;
RendererSpriteToDraw* spr = &m_spritesBuffer[m_nextSprite++];
spr->Type = RENDERER_SPRITE_TYPE::SPRITE_TYPE_BILLBOARD;
spr->Sprite = sprite;
spr->X = x;
spr->Y = y;
spr->Z = z;
spr->R = r;
spr->G = g;
spr->B = b;
spr->Rotation = rotation;
spr->Scale = scale;
spr->Width = width;
spr->Height = height;
spr->BlendMode = blendMode;
m_spritesToDraw.Add(spr);
}
void Renderer11::drawSmokes()
{
for (__int32 i = 0; i < 32; i++)
{
SMOKE_SPARKS* spark = &SmokeSparks[i];
if (spark->On)
{
addSpriteBillboard(m_sprites[spark->Def],
spark->x, spark->y, spark->z,
spark->Shade, spark->Shade, spark->Shade,
TR_ANGLE_TO_RAD(spark->RotAng), spark->Scalar, spark->Size * 4.0f, spark->Size * 4.0f,
BLENDMODE_ALPHABLEND);
}
}
}
void Renderer11::addLine3D(__int32 x1, __int32 y1, __int32 z1, __int32 x2, __int32 y2, __int32 z2, byte r, byte g, byte b)
{
if (m_nextLine3D >= MAX_LINES_3D)
return;
2019-02-02 15:40:44 +01:00
RendererLine3D* line = &m_lines3DBuffer[m_nextLine3D++];
line->X1 = x1;
line->Y1 = y1;
line->Z1 = z1;
line->X2 = x2;
line->Y2 = y2;
line->Z2 = z2;
line->R = r;
line->G = g;
line->B = b;
m_lines3DToDraw.Add(line);
}
void Renderer11::addSprite3D(RendererSprite* sprite, float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4, byte r, byte g, byte b, float rotation, float scale, float width, float height, BLEND_MODES blendMode)
{
if (m_nextSprite >= MAX_SPRITES)
return;
scale = 1.0f;
width *= scale;
height *= scale;
RendererSpriteToDraw* spr = &m_spritesBuffer[m_nextSprite++];
spr->Type = RENDERER_SPRITE_TYPE::SPRITE_TYPE_3D;
spr->Sprite = sprite;
spr->X1 = x1;
spr->Y1 = y1;
spr->Z1 = z1;
spr->X2 = x2;
spr->Y2 = y2;
spr->Z2 = z2;
spr->X3 = x3;
spr->Y3 = y3;
spr->Z3 = z3;
spr->X4 = x4;
spr->Y4 = y4;
spr->Z4 = z4;
spr->R = r;
spr->G = g;
spr->B = b;
spr->Rotation = rotation;
spr->Scale = scale;
spr->Width = width;
spr->Height = height;
spr->BlendMode = blendMode;
m_spritesToDraw.Add(spr);
}
void Renderer11::drawShockwaves()
{
for (__int32 i = 0; i < 16; i++)
{
SHOCKWAVE_STRUCT* shockwave = &ShockWaves[i];
if (shockwave->life)
{
byte color = shockwave->life * 8;
// Inner circle
float angle = PI / 32.0f;
float c = cos(angle);
float s = sin(angle);
float x1 = shockwave->x + (shockwave->innerRad * c);
float z1 = shockwave->z + (shockwave->innerRad * s);
float x4 = shockwave->x + (shockwave->outerRad * c);
float z4 = shockwave->z + (shockwave->outerRad * s);
angle -= PI / 8.0f;
for (__int32 j = 0; j < 16; j++)
{
c = cos(angle);
s = sin(angle);
float x2 = shockwave->x + (shockwave->innerRad * c);
float z2 = shockwave->z + (shockwave->innerRad * s);
float x3 = shockwave->x + (shockwave->outerRad * c);
float z3 = shockwave->z + (shockwave->outerRad * s);
angle -= PI / 8.0f;
addSprite3D(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + 8],
x1, shockwave->y, z1,
x2, shockwave->y, z2,
x3, shockwave->y, z3,
x4, shockwave->y, z4,
color, color, color, 0, 1, 0, 0, BLENDMODE_ALPHABLEND);
x1 = x2;
z1 = z2;
x4 = x3;
z4 = z3;
}
}
}
}
void Renderer11::drawRipples()
{
for (__int32 i = 0; i < 32; i++)
{
RIPPLE_STRUCT* ripple = &Ripples[i];
if (ripple->flags & 1)
{
float x1 = ripple->x - ripple->size;
float z1 = ripple->z - ripple->size;
float x2 = ripple->x + ripple->size;
float z2 = ripple->z + ripple->size;
float y = ripple->y;
byte color = (ripple->init ? ripple->init << 1 : ripple->life << 1);
addSprite3D(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + 9],
x1, y, z2, x2, y, z2, x2, y, z1, x1, y, z1, color, color, color, 0.0f, 1.0f, ripple->size, ripple->size,
BLENDMODE_ALPHABLEND);
}
}
}
void Renderer11::drawUnderwaterDust()
{
/*if (m_firstUnderwaterDustParticles)
{
for (__int32 i = 0; i < NUM_UNDERWATER_DUST_PARTICLES; i++)
m_underwaterDustParticles[i].Reset = true;
}
for (__int32 i = 0; i < NUM_UNDERWATER_DUST_PARTICLES; i++)
{
RendererUnderwaterDustParticle* dust = &m_underwaterDustParticles[i];
if (dust->Reset)
{
dust->X = LaraItem->pos.xPos + rand() % UNDERWATER_DUST_PARTICLES_RADIUS - UNDERWATER_DUST_PARTICLES_RADIUS / 2.0f;
dust->Y = LaraItem->pos.yPos + rand() % UNDERWATER_DUST_PARTICLES_RADIUS - UNDERWATER_DUST_PARTICLES_RADIUS / 2.0f;
dust->Z = LaraItem->pos.zPos + rand() % UNDERWATER_DUST_PARTICLES_RADIUS - UNDERWATER_DUST_PARTICLES_RADIUS / 2.0f;
// Check if water room
__int16 roomNumber = Camera.pos.roomNumber;
FLOOR_INFO* floor = GetFloor(dust->X, dust->Y, dust->Z, &roomNumber);
if (!isRoomUnderwater(roomNumber))
continue;
if (!isInRoom(dust->X, dust->Y, dust->Z, roomNumber))
{
dust->Reset = true;
continue;
}
dust->Life = 0;
dust->Reset = false;
}
dust->Life++;
byte color = (dust->Life > 16 ? 32 - dust->Life : dust->Life) * 4;
addSpriteBillboard(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + 14], dust->X, dust->Y, dust->Z, color, color, color,
0.0f, 1.0f, UNDERWATER_DUST_PARTICLES_SIZE, UNDERWATER_DUST_PARTICLES_SIZE,
BLENDMODE_ALPHABLEND);
if (dust->Life >= 32)
dust->Reset = true;
}
m_firstUnderwaterDustParticles = false;
*/
return;
}
void Renderer11::drawDrips()
{
for (__int32 i = 0; i < 32; i++)
{
DRIP_STRUCT* drip = &Drips[i];
if (drip->On)
{
addLine3D(drip->x, drip->y, drip->z, drip->x, drip->y + 24.0f, drip->z, drip->R, drip->G, drip->B);
}
}
}
void Renderer11::drawBubbles()
{
for (__int32 i = 0; i < 40; i++)
{
BUBBLE_STRUCT* bubble = &Bubbles[i];
if (bubble->size)
{
addSpriteBillboard(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + 13],
bubble->pos.x, bubble->pos.y, bubble->pos.z,
bubble->shade * 255, bubble->shade * 255, bubble->shade * 255,
0.0f, 1.0f, bubble->size * 0.5f, bubble->size * 0.5f,
BLENDMODE_ALPHABLEND);
}
}
}
void Renderer11::drawSplahes()
{
for (__int32 i = 0; i < 4; i++)
{
SPLASH_STRUCT* splash = &Splashes[i];
if (splash->flags & 1)
{
byte color = (splash->life >= 32 ? 255 : splash->life << 5);
// Inner circle
float angle = PI / 16.0f;
float c = cos(angle);
float s = sin(angle);
float dx = splash->innerRad * c;
float dz = splash->innerRad * s;
float x1 = splash->x + dx;
float z1 = splash->z + dz;
angle -= PI / 4.0f;
for (__int32 j = 0; j < 8; j++)
{
c = cos(angle);
s = sin(angle);
dx = splash->innerRad * c;
dz = splash->innerRad * s;
float x2 = splash->x + dx;
float z2 = splash->z + dz;
angle -= PI / 4.0f;
addSprite3D(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + 8],
x1, splash->y + splash->innerY, z1,
x2, splash->y + splash->innerY, z2,
x2, splash->y, z2,
x1, splash->y, z1,
color, color, color, 0, 1, 0, 0, BLENDMODE_ALPHABLEND);
x1 = x2;
z1 = z2;
}
// Medium circle
angle = PI / 16.0f;
c = cos(angle);
s = sin(angle);
dx = splash->middleRad * c;
dz = splash->middleRad * s;
x1 = splash->x + dx;
z1 = splash->z + dz;
angle -= PI / 4.0f;
for (__int32 j = 0; j < 8; j++)
{
c = cos(angle);
s = sin(angle);
dx = splash->middleRad * c;
dz = splash->middleRad * s;
float x2 = splash->x + dx;
float z2 = splash->z + dz;
angle -= PI / 4.0f;
addSprite3D(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + 8],
x1, splash->y + splash->middleY, z1,
x2, splash->y + splash->middleY, z2,
x2, splash->y, z2,
x1, splash->y, z1,
color, color, color, 0, 1, 0, 0, BLENDMODE_ALPHABLEND);
x1 = x2;
z1 = z2;
}
// Large circle
angle = PI / 16.0f;
c = cos(angle);
s = sin(angle);
dx = splash->outerRad * c;
dz = splash->outerRad * s;
x1 = splash->x + dx;
z1 = splash->z + dz;
angle -= PI / 4.0f;
for (__int32 j = 0; j < 8; j++)
{
c = cos(angle);
s = sin(angle);
dx = splash->outerRad * c;
dz = splash->outerRad * s;
float x2 = splash->x + dx;
float z2 = splash->z + dz;
angle -= PI / 4.0f;
addSprite3D(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + 8],
x1, splash->y - splash->outerSize, z1,
x2, splash->y - splash->outerSize, z2,
x2, splash->y, z2,
x1, splash->y, z1,
color, color, color, 0, 1, 0, 0, BLENDMODE_ALPHABLEND);
x1 = x2;
z1 = z2;
}
}
}
}
bool Renderer11::drawSprites()
{
m_context->RSSetState(m_states->CullNone());
m_context->OMSetDepthStencilState(m_states->DepthRead(), 0);
m_context->VSSetShader(m_vsSprites, NULL, 0);
m_context->PSSetShader(m_psSprites, NULL, 0);
m_stCameraMatrices.View = View.Transpose();
m_stCameraMatrices.Projection = Projection.Transpose();
updateConstantBuffer(m_cbCameraMatrices, &m_stCameraMatrices, sizeof(CCameraMatrixBuffer));
m_context->VSSetConstantBuffers(0, 1, &m_cbCameraMatrices);
m_context->PSSetShaderResources(0, 1, &m_textureAtlas->ShaderResourceView);
ID3D11SamplerState* sampler = m_states->AnisotropicClamp();
m_context->PSSetSamplers(0, 1, &sampler);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout);
for (__int32 b = 0; b < 3; b++)
{
BLEND_MODES currentBlendMode = (BLEND_MODES)b;
__int32 numSpritesToDraw = m_spritesToDraw.Size();
__int32 lastSprite = 0;
m_primitiveBatch->Begin();
for (__int32 i = 0; i < numSpritesToDraw; i++)
{
RendererSpriteToDraw* spr = m_spritesToDraw[i];
if (spr->BlendMode != currentBlendMode)
continue;
if (currentBlendMode == BLENDMODE_OPAQUE)
{
m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
}
else
{
m_context->OMSetBlendState(m_states->Additive(), NULL, 0xFFFFFFFF);
}
if (spr->Type == RENDERER_SPRITE_TYPE::SPRITE_TYPE_BILLBOARD)
{
float halfWidth = spr->Width / 2.0f;
float halfHeight = spr->Height / 2.0f;
Matrix billboardMatrix;
createBillboardMatrix(&billboardMatrix, &Vector3(spr->X, spr->Y, spr->Z),
&Vector3(Camera.pos.x, Camera.pos.y, Camera.pos.z), spr->Rotation);
Vector3 p0 = Vector3(-halfWidth, -halfHeight, 0);
Vector3 p1 = Vector3(halfWidth, -halfHeight, 0);
Vector3 p2 = Vector3(halfWidth, halfHeight, 0);
Vector3 p3 = Vector3(-halfWidth, halfHeight, 0);
Vector3 p0t = Vector3::Transform(p0, billboardMatrix);
Vector3 p1t = Vector3::Transform(p1, billboardMatrix);
Vector3 p2t = Vector3::Transform(p2, billboardMatrix);
Vector3 p3t = Vector3::Transform(p3, billboardMatrix);
RendererVertex v0;
v0.Position.x = p0t.x;
v0.Position.y = p0t.y;
v0.Position.z = p0t.z;
v0.UV.x = spr->Sprite->UV[0].x;
v0.UV.y = spr->Sprite->UV[0].y;
v0.Color.x = spr->R / 255.0f;
v0.Color.y = spr->G / 255.0f;
v0.Color.z = spr->B / 255.0f;
v0.Color.w = 1.0f;
RendererVertex v1;
v1.Position.x = p1t.x;
v1.Position.y = p1t.y;
v1.Position.z = p1t.z;
v1.UV.x = spr->Sprite->UV[1].x;
v1.UV.y = spr->Sprite->UV[1].y;
v1.Color.x = spr->R / 255.0f;
v1.Color.y = spr->G / 255.0f;
v1.Color.z = spr->B / 255.0f;
v1.Color.w = 1.0f;
RendererVertex v2;
v2.Position.x = p2t.x;
v2.Position.y = p2t.y;
v2.Position.z = p2t.z;
v2.UV.x = spr->Sprite->UV[2].x;
v2.UV.y = spr->Sprite->UV[2].y;
v2.Color.x = spr->R / 255.0f;
v2.Color.y = spr->G / 255.0f;
v2.Color.z = spr->B / 255.0f;
v2.Color.w = 1.0f;
RendererVertex v3;
v3.Position.x = p3t.x;
v3.Position.y = p3t.y;
v3.Position.z = p3t.z;
v3.UV.x = spr->Sprite->UV[3].x;
v3.UV.y = spr->Sprite->UV[3].y;
v3.Color.x = spr->R / 255.0f;
v3.Color.y = spr->G / 255.0f;
v3.Color.z = spr->B / 255.0f;
v3.Color.w = 1.0f;
m_primitiveBatch->DrawQuad(v0, v1, v2, v3);
}
else if (spr->Type == RENDERER_SPRITE_TYPE::SPRITE_TYPE_3D)
{
Vector3 p0t = Vector3(spr->X1, spr->Y1, spr->Z1);
Vector3 p1t = Vector3(spr->X2, spr->Y2, spr->Z2);
Vector3 p2t = Vector3(spr->X3, spr->Y3, spr->Z3);
Vector3 p3t = Vector3(spr->X4, spr->Y4, spr->Z4);
RendererVertex v0;
v0.Position.x = p0t.x;
v0.Position.y = p0t.y;
v0.Position.z = p0t.z;
v0.UV.x = spr->Sprite->UV[0].x;
v0.UV.y = spr->Sprite->UV[0].y;
v0.Color.x = spr->R / 255.0f;
v0.Color.y = spr->G / 255.0f;
v0.Color.z = spr->B / 255.0f;
v0.Color.w = 1.0f;
RendererVertex v1;
v1.Position.x = p1t.x;
v1.Position.y = p1t.y;
v1.Position.z = p1t.z;
v1.UV.x = spr->Sprite->UV[1].x;
v1.UV.y = spr->Sprite->UV[1].y;
v1.Color.x = spr->R / 255.0f;
v1.Color.y = spr->G / 255.0f;
v1.Color.z = spr->B / 255.0f;
v1.Color.w = 1.0f;
RendererVertex v2;
v2.Position.x = p2t.x;
v2.Position.y = p2t.y;
v2.Position.z = p2t.z;
v2.UV.x = spr->Sprite->UV[2].x;
v2.UV.y = spr->Sprite->UV[2].y;
v2.Color.x = spr->R / 255.0f;
v2.Color.y = spr->G / 255.0f;
v2.Color.z = spr->B / 255.0f;
v2.Color.w = 1.0f;
RendererVertex v3;
v3.Position.x = p3t.x;
v3.Position.y = p3t.y;
v3.Position.z = p3t.z;
v3.UV.x = spr->Sprite->UV[3].x;
v3.UV.y = spr->Sprite->UV[3].y;
v3.Color.x = spr->R / 255.0f;
v3.Color.y = spr->G / 255.0f;
v3.Color.z = spr->B / 255.0f;
v3.Color.w = 1.0f;
m_primitiveBatch->DrawQuad(v0, v1, v2, v3);
}
}
m_primitiveBatch->End();
}
m_context->RSSetState(m_states->CullCounterClockwise());
m_context->OMSetDepthStencilState(m_states->DepthDefault(), 0);
return true;
}
void Renderer11::createBillboardMatrix(Matrix* out, Vector3* particlePos, Vector3* cameraPos, float rotation)
{
Vector3 look = *particlePos;
look = look - *cameraPos;
look.Normalize();
Vector3 cameraUp = Vector3(0.0f, -1.0f, 0.0f);
Vector3 right;
right = cameraUp.Cross(look);
right.Normalize();
// Rotate right vector
Matrix rightTransform = Matrix::CreateFromAxisAngle(look, rotation);
right = Vector3::Transform(right, rightTransform);
Vector3 up;
up = look.Cross(right);
up.Normalize();
*out = Matrix::Identity;
out->_11 = right.x;
out->_12 = right.y;
out->_13 = right.z;
out->_21 = up.x;
out->_22 = up.y;
out->_23 = up.z;
out->_31 = look.x;
out->_32 = look.y;
out->_33 = look.z;
out->_41 = particlePos->x;
out->_42 = particlePos->y;
out->_43 = particlePos->z;
}
void Renderer11::updateAnimatedTextures()
{
for (__int32 i = 0; i < NumberRooms; i++)
{
RendererRoom* room = m_rooms[i];
if (room == NULL)
continue;
for (__int32 bucketIndex = 0; bucketIndex < NUM_BUCKETS; bucketIndex++)
{
RendererBucket* bucket = &room->AnimatedBuckets[bucketIndex];
if (bucket->Vertices.size() == 0)
continue;
for (__int32 p = 0; p < bucket->Polygons.size(); p++)
{
RendererPolygon* polygon = &bucket->Polygons[p];
RendererAnimatedTextureSet* set = m_animatedTextureSets[polygon->AnimatedSet];
__int32 textureIndex = -1;
for (__int32 j = 0; j < set->NumTextures; j++)
{
if (set->Textures[j]->Id == polygon->TextureId)
{
textureIndex = j;
break;
}
}
if (textureIndex == -1)
continue;
if (textureIndex == set->NumTextures - 1)
textureIndex = 0;
else
textureIndex++;
polygon->TextureId = set->Textures[textureIndex]->Id;
for (__int32 v = 0; v < (polygon->Shape == SHAPE_RECTANGLE ? 4 : 3); v++)
{
bucket->Vertices[polygon->Indices[v]].UV.x = set->Textures[textureIndex]->UV[v].x;
bucket->Vertices[polygon->Indices[v]].UV.y = set->Textures[textureIndex]->UV[v].y;
}
}
}
}
}
bool Renderer11::drawLines3D()
{
m_context->RSSetState(m_states->CullNone());
m_context->OMSetBlendState(m_states->Additive(), NULL, 0xFFFFFFFF);
m_context->OMSetDepthStencilState(m_states->DepthRead(), 0);
m_context->VSSetShader(m_vsSolid, NULL, 0);
m_context->PSSetShader(m_psSolid, NULL, 0);
m_stCameraMatrices.View = View.Transpose();
m_stCameraMatrices.Projection = Projection.Transpose();
updateConstantBuffer(m_cbCameraMatrices, &m_stCameraMatrices, sizeof(CCameraMatrixBuffer));
m_context->VSSetConstantBuffers(0, 1, &m_cbCameraMatrices);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
m_context->IASetInputLayout(m_inputLayout);
m_primitiveBatch->Begin();
for (__int32 i = 0; i < m_lines3DToDraw.Size(); i++)
{
2019-02-02 15:40:44 +01:00
RendererLine3D* line = m_lines3DToDraw[i];
RendererVertex v1;
v1.Position.x = line->X1;
v1.Position.y = line->Y1;
v1.Position.z = line->Z1;
v1.Color.x = line->R / 255.0f;
v1.Color.y = line->G / 255.0f;
v1.Color.z = line->B / 255.0f;
v1.Color.w = 1.0f;
RendererVertex v2;
v2.Position.x = line->X2;
v2.Position.y = line->Y2;
v2.Position.z = line->Z2;
v2.Color.x = line->R / 255.0f;
v2.Color.y = line->G / 255.0f;
v2.Color.z = line->B / 255.0f;
v2.Color.w = 1.0f;
m_primitiveBatch->DrawLine(v1, v2);
}
m_primitiveBatch->End();
m_context->RSSetState(m_states->CullCounterClockwise());
m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
m_context->OMSetDepthStencilState(m_states->DepthDefault(), 0);
return true;
}
bool Renderer11::doRain()
{
if (m_firstWeather)
{
for (__int32 i = 0; i < NUM_RAIN_DROPS; i++)
m_rain[i].Reset = true;
}
for (__int32 i = 0; i < NUM_RAIN_DROPS; i++)
{
RendererWeatherParticle* drop = &m_rain[i];
if (drop->Reset)
{
drop->X = LaraItem->pos.xPos + rand() % WEATHER_RADIUS - WEATHER_RADIUS / 2.0f;
drop->Y = LaraItem->pos.yPos - (m_firstWeather ? rand() % WEATHER_HEIGHT : WEATHER_HEIGHT);
drop->Z = LaraItem->pos.zPos + rand() % WEATHER_RADIUS - WEATHER_RADIUS / 2.0f;
// Check if in inside room
__int16 roomNumber = Camera.pos.roomNumber;
FLOOR_INFO* floor = GetFloor(drop->X, drop->Y, drop->Z, &roomNumber);
ROOM_INFO* room = &Rooms[roomNumber];
if (!(room->flags & ENV_FLAG_OUTSIDE))
{
drop->Reset = true;
continue;
}
drop->Size = RAIN_SIZE + (rand() % 64);
drop->AngleH = (rand() % RAIN_MAX_ANGLE_H) * RADIAN;
drop->AngleV = (rand() % RAIN_MAX_ANGLE_V) * RADIAN;
drop->Reset = false;
}
float x1 = drop->X;
float y1 = drop->Y;
float z1 = drop->Z;
float radius = drop->Size * sin(drop->AngleV);
float dx = sin(drop->AngleH) * radius;
float dy = drop->Size * cos(drop->AngleV);
float dz = cos(drop->AngleH) * radius;
drop->X += dx;
drop->Y += RAIN_DELTA_Y;
drop->Z += dz;
addLine3D(x1, y1, z1, drop->X, drop->Y, drop->Z, (byte)(RAIN_COLOR * 255.0f), (byte)(RAIN_COLOR * 255.0f), (byte)(RAIN_COLOR * 255.0f));
// If rain drop has hit the ground, then reset it and add a little drip
__int16 roomNumber = Camera.pos.roomNumber;
FLOOR_INFO* floor = GetFloor(drop->X, drop->Y, drop->Z, &roomNumber);
ROOM_INFO* room = &Rooms[roomNumber];
if (drop->Y >= room->y + room->minfloor)
{
drop->Reset = true;
AddWaterSparks(drop->X, room->y + room->minfloor, drop->Z, 1);
}
}
m_firstWeather = false;
return true;
2019-02-02 15:40:44 +01:00
}
bool Renderer11::doSnow()
{
if (m_firstWeather)
{
for (__int32 i = 0; i < NUM_SNOW_PARTICLES; i++)
m_snow[i].Reset = true;
}
for (__int32 i = 0; i < NUM_SNOW_PARTICLES; i++)
{
RendererWeatherParticle* snow = &m_snow[i];
if (snow->Reset)
{
snow->X = LaraItem->pos.xPos + rand() % WEATHER_RADIUS - WEATHER_RADIUS / 2.0f;
snow->Y = LaraItem->pos.yPos - (m_firstWeather ? rand() % WEATHER_HEIGHT : WEATHER_HEIGHT) + (rand() % 512);
snow->Z = LaraItem->pos.zPos + rand() % WEATHER_RADIUS - WEATHER_RADIUS / 2.0f;
// Check if in inside room
__int16 roomNumber = Camera.pos.roomNumber;
FLOOR_INFO* floor = GetFloor(snow->X, snow->Y, snow->Z, &roomNumber);
ROOM_INFO* room = &Rooms[roomNumber];
if (!(room->flags & ENV_FLAG_OUTSIDE))
continue;
snow->Size = SNOW_DELTA_Y + (rand() % 64);
snow->AngleH = (rand() % SNOW_MAX_ANGLE_H) * RADIAN;
snow->AngleV = (rand() % SNOW_MAX_ANGLE_V) * RADIAN;
snow->Reset = false;
}
float radius = snow->Size * sin(snow->AngleV);
float dx = sin(snow->AngleH) * radius;
float dz = cos(snow->AngleH) * radius;
snow->X += dx;
snow->Y += SNOW_DELTA_Y;
snow->Z += dz;
if (snow->X <= 0 || snow->Z <= 0 || snow->X >= 100 * 1024.0f || snow->Z >= 100 * 1024.0f)
{
snow->Reset = true;
continue;
}
addSpriteBillboard(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + 14], snow->X, snow->Y, snow->Z, 255, 255, 255,
0.0f, 1.0f, SNOW_SIZE, SNOW_SIZE,
BLENDMODE_ALPHABLEND);
__int16 roomNumber = Camera.pos.roomNumber;
FLOOR_INFO* floor = GetFloor(snow->X, snow->Y, snow->Z, &roomNumber);
ROOM_INFO* room = &Rooms[roomNumber];
if (snow->Y >= room->y + room->minfloor)
snow->Reset = true;
}
m_firstWeather = false;
return true;
}
bool Renderer11::drawDebris()
{
UINT cPasses = 1;
// First collect debrises
vector<RendererVertex> vertices;
for (__int32 i = 0; i < NUM_DEBRIS; i++)
{
DEBRIS_STRUCT* debris = &Debris[i];
if (debris->On)
{
Matrix translation = Matrix::CreateTranslation(debris->x, debris->y, debris->z);
Matrix rotation = Matrix::CreateFromYawPitchRoll(TR_ANGLE_TO_RAD (debris->YRot), TR_ANGLE_TO_RAD(debris->XRot), 0);
Matrix world = rotation * translation;
OBJECT_TEXTURE* texture = &ObjectTextures[(__int32)(debris->textInfo) & 0x7FFF];
__int32 tile = texture->tileAndFlag & 0x7FFF;
/*// Draw only debris of the current bucket
if (texture->attribute == 0 &&
bucketIndex != RENDERER_BUCKET_SOLID && bucketIndex != RENDERER_BUCKET_SOLID_DS
||
texture->attribute == 1 &&
bucketIndex != RENDERER_BUCKET_ALPHA_TEST && bucketIndex != RENDERER_BUCKET_ALPHA_TEST_DS
||
texture->attribute == 2 &&
bucketIndex != RENDERER_BUCKET_TRANSPARENT && bucketIndex != RENDERER_BUCKET_TRANSPARENT_DS
)
continue;
RendererVertex vertex;
// Prepare the triangle
Vector3 p = Vector3(debris->XYZOffsets1[0], debris->XYZOffsets1[1], debris->XYZOffsets1[2]);
D3DXVec3TransformCoord(&p, &p, &m_tempWorld);
vertex.x = p.x;
vertex.y = p.y;
vertex.z = p.z;
vertex.u = (texture->vertices[0].x * 256.0f + 0.5f + GET_ATLAS_PAGE_X(tile)) / (float)TEXTURE_ATLAS_SIZE;
vertex.v = (texture->vertices[0].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE;
vertex.r = debris->Pad[2] / 255.0f;
vertex.g = debris->Pad[3] / 255.0f;
vertex.b = debris->Pad[4] / 255.0f;
vertices.push_back(vertex);
p = Vector3(debris->XYZOffsets2[0], debris->XYZOffsets2[1], debris->XYZOffsets2[2]);
D3DXVec3TransformCoord(&p, &p, &m_tempWorld);
vertex.x = p.x;
vertex.y = p.y;
vertex.z = p.z;
vertex.u = (texture->vertices[1].x * 256.0f + 0.5f + GET_ATLAS_PAGE_X(tile)) / (float)TEXTURE_ATLAS_SIZE;
vertex.v = (texture->vertices[1].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE;
vertex.r = debris->Pad[6] / 255.0f;
vertex.g = debris->Pad[7] / 255.0f;
vertex.b = debris->Pad[8] / 255.0f;
vertices.push_back(vertex);
p = Vector3(debris->XYZOffsets3[0], debris->XYZOffsets3[1], debris->XYZOffsets3[2]);
D3DXVec3TransformCoord(&p, &p, &m_tempWorld);
vertex.x = p.x;
vertex.y = p.y;
vertex.z = p.z;
vertex.u = (texture->vertices[2].x * 256.0f + 0.5f + GET_ATLAS_PAGE_X(tile)) / (float)TEXTURE_ATLAS_SIZE;
vertex.v = (texture->vertices[2].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE;
vertex.r = debris->Pad[10] / 255.0f;
vertex.g = debris->Pad[11] / 255.0f;
vertex.b = debris->Pad[12] / 255.0f;
vertices.push_back(vertex);*/
}
}
// Check if no debris have to be drawn
/*if (vertices.size() == 0)
return true;
setGpuStateForBucket(bucketIndex);
LPD3DXEFFECT effect;
if (pass == RENDERER_PASS_SHADOW_MAP)
effect = m_shaderDepth->GetEffect();
else if (pass == RENDERER_PASS_RECONSTRUCT_DEPTH)
effect = m_shaderReconstructZBuffer->GetEffect();
else if (pass == RENDERER_PASS_GBUFFER)
effect = m_shaderFillGBuffer->GetEffect();
else
effect = m_shaderTransparent->GetEffect();
effect->SetBool(effect->GetParameterByName(NULL, "UseSkinning"), false);
effect->SetInt(effect->GetParameterByName(NULL, "ModelType"), MODEL_TYPE_STATIC);
if (bucketIndex == RENDERER_BUCKET_SOLID || bucketIndex == RENDERER_BUCKET_SOLID_DS)
effect->SetInt(effect->GetParameterByName(NULL, "BlendMode"), BLENDMODE_OPAQUE);
else
effect->SetInt(effect->GetParameterByName(NULL, "BlendMode"), BLENDMODE_ALPHATEST);
XMMATRIXIdentity(&m_tempWorld);
effect->SetMatrix(effect->GetParameterByName(NULL, "World"), &m_tempWorld);
for (int iPass = 0; iPass < cPasses; iPass++)
{
effect->BeginPass(iPass);
effect->CommitChanges();
m_device->DrawPrimitiveUP(D3DPT_TRIANGLELIST, vertices.size() / 3, &vertices[0], sizeof(RendererVertex));
effect->EndPass();
}*/
return true;
}
bool Renderer11::drawBats()
{
/*UINT cPasses = 1;
if (Objects[ID_BATS].loaded)
{
OBJECT_INFO* obj = &Objects[ID_BATS];
RendererObject* moveableObj = m_moveableObjects[ID_BATS];
__int16* meshPtr = Meshes[Objects[ID_BATS].meshIndex + 2 * (-GlobalCounter & 3)];
RendererMesh* mesh = m_meshPointersToMesh[meshPtr];
for (__int32 m = 0; m < 32; m++)
memcpy(&m_stItem.BonesMatrices[m], &Matrix::Identity, sizeof(Matrix));
for (__int32 b = 0; b < 2; b++)
{
RendererBucket* bucket = &mesh->Buckets[b];
if (bucket->NumVertices == 0)
continue;
for (__int32 i = 0; i < 64; i++)
{
BAT_STRUCT* bat = &Bats[i];
if (bat->on)
{
Matrix translation = Matrix::CreateTranslation(bat->pos.xPos, bat->pos.yPos, bat->pos.zPos);
Matrix rotation = Matrix::CreateFromYawPitchRoll(bat->pos.yRot, bat->pos.xRot, bat->pos.zRot);
Matrix world = rotation * translation;
m_stItem.World = world;
m_stItem.Position = Vector4(bat->pos.xPos, bat->pos.yPos, bat->pos.zPos, 1.0f);
m_stItem.AmbientLight = m_rooms[bat->roomNumber]->AmbientLight;
updateConstantBuffer(m_cbItem, &m_stItem, sizeof(CItemBuffer));
for (int iPass = 0; iPass < cPasses; iPass++)
{
effect->BeginPass(iPass);
effect->CommitChanges();
drawPrimitives(D3DPT_TRIANGLELIST, 0, 0, bucket->NumVertices, 0, bucket->NumIndices / 3);
effect->EndPass();
}
}
}
}
effect->SetBool(effect->GetParameterByName(NULL, "UseSkinning"), false);
effect->SetInt(effect->GetParameterByName(NULL, "ModelType"), MODEL_TYPE_MOVEABLE);
if (bucketIndex == RENDERER_BUCKET_SOLID || bucketIndex == RENDERER_BUCKET_SOLID_DS)
effect->SetInt(effect->GetParameterByName(NULL, "BlendMode"), BLENDMODE_OPAQUE);
else
effect->SetInt(effect->GetParameterByName(NULL, "BlendMode"), BLENDMODE_ALPHATEST);
for (__int32 i = 0; i < 64; i++)
{
BAT_STRUCT* bat = &Bats[i];
if (bat->on)
{
XMMATRIXTranslation(&m_tempTranslation, bat->pos.xPos, bat->pos.yPos, bat->pos.zPos);
XMMATRIXRotationYawPitchRoll(&m_tempRotation, bat->pos.yRot, bat->pos.xRot, bat->pos.zRot);
XMMATRIXMultiply(&m_tempWorld, &m_tempRotation, &m_tempTranslation);
effect->SetMatrix(effect->GetParameterByName(NULL, "World"), &m_tempWorld);
effect->SetVector(effect->GetParameterByName(NULL, "AmbientLight"), &m_rooms[bat->roomNumber]->AmbientLight);
for (int iPass = 0; iPass < cPasses; iPass++)
{
effect->BeginPass(iPass);
effect->CommitChanges();
drawPrimitives(D3DPT_TRIANGLELIST, 0, 0, bucket->NumVertices, 0, bucket->NumIndices / 3);
effect->EndPass();
}
}
}
}*/
return true;
}
bool Renderer11::drawRats()
{
/*XMMATRIX world;
UINT cPasses = 1;
if (Objects[ID_RATS].loaded)
{
OBJECT_INFO* obj = &Objects[ID_RATS];
RendererObject* moveableObj = m_moveableObjects[ID_RATS].get();
setGpuStateForBucket(bucketIndex);
LPD3DXEFFECT effect;
if (pass == RENDERER_PASS_SHADOW_MAP)
effect = m_shaderDepth->GetEffect();
else if (pass == RENDERER_PASS_RECONSTRUCT_DEPTH)
effect = m_shaderReconstructZBuffer->GetEffect();
else if (pass == RENDERER_PASS_GBUFFER)
effect = m_shaderFillGBuffer->GetEffect();
else
effect = m_shaderTransparent->GetEffect();
effect->SetBool(effect->GetParameterByName(NULL, "UseSkinning"), false);
effect->SetInt(effect->GetParameterByName(NULL, "ModelType"), MODEL_TYPE_MOVEABLE);
if (bucketIndex == RENDERER_BUCKET_SOLID || bucketIndex == RENDERER_BUCKET_SOLID_DS)
effect->SetInt(effect->GetParameterByName(NULL, "BlendMode"), BLENDMODE_OPAQUE);
else
effect->SetInt(effect->GetParameterByName(NULL, "BlendMode"), BLENDMODE_ALPHATEST);
for (__int32 i = 0; i < NUM_RATS; i += 4)
{
RAT_STRUCT* rat = &Rats[i];
if (rat->on)
{
__int16* meshPtr = Meshes[Objects[ID_RATS].meshIndex + (((i + Wibble) >> 2) & 0xE)];
RendererMesh* mesh = m_meshPointersToMesh[meshPtr];
RendererBucket* bucket = mesh->GetBucket(bucketIndex);
if (bucket->NumVertices == 0)
return true;
m_device->SetStreamSource(0, bucket->GetVertexBuffer(), 0, sizeof(RendererVertex));
m_device->SetIndices(bucket->GetIndexBuffer());
XMMATRIXTranslation(&m_tempTranslation, rat->pos.xPos, rat->pos.yPos, rat->pos.zPos);
XMMATRIXRotationYawPitchRoll(&m_tempRotation, rat->pos.yRot, rat->pos.xRot, rat->pos.zRot);
XMMATRIXMultiply(&m_tempWorld, &m_tempRotation, &m_tempTranslation);
effect->SetMatrix(effect->GetParameterByName(NULL, "World"), &m_tempWorld);
effect->SetVector(effect->GetParameterByName(NULL, "AmbientLight"), &m_rooms[rat->roomNumber]->AmbientLight);
for (int iPass = 0; iPass < cPasses; iPass++)
{
effect->BeginPass(iPass);
effect->CommitChanges();
drawPrimitives(D3DPT_TRIANGLELIST, 0, 0, bucket->NumVertices, 0, bucket->NumIndices / 3);
effect->EndPass();
}
}
}
}*/
return true;
}
bool Renderer11::drawSpiders()
{
/*XMMATRIX world;
UINT cPasses = 1;
if (Objects[ID_SPIDER].loaded)
{
OBJECT_INFO* obj = &Objects[ID_SPIDER];
RendererObject* moveableObj = m_moveableObjects[ID_SPIDER].get();
__int16* meshPtr = Meshes[Objects[ID_SPIDER].meshIndex + ((Wibble >> 2) & 2)];
RendererMesh* mesh = m_meshPointersToMesh[meshPtr];
RendererBucket* bucket = mesh->GetBucket(bucketIndex);
if (bucket->NumVertices == 0)
return true;
setGpuStateForBucket(bucketIndex);
m_device->SetStreamSource(0, bucket->GetVertexBuffer(), 0, sizeof(RendererVertex));
m_device->SetIndices(bucket->GetIndexBuffer());
LPD3DXEFFECT effect;
if (pass == RENDERER_PASS_SHADOW_MAP)
effect = m_shaderDepth->GetEffect();
else if (pass == RENDERER_PASS_RECONSTRUCT_DEPTH)
effect = m_shaderReconstructZBuffer->GetEffect();
else if (pass == RENDERER_PASS_GBUFFER)
effect = m_shaderFillGBuffer->GetEffect();
else
effect = m_shaderTransparent->GetEffect();
effect->SetBool(effect->GetParameterByName(NULL, "UseSkinning"), false);
effect->SetInt(effect->GetParameterByName(NULL, "ModelType"), MODEL_TYPE_MOVEABLE);
if (bucketIndex == RENDERER_BUCKET_SOLID || bucketIndex == RENDERER_BUCKET_SOLID_DS)
effect->SetInt(effect->GetParameterByName(NULL, "BlendMode"), BLENDMODE_OPAQUE);
else
effect->SetInt(effect->GetParameterByName(NULL, "BlendMode"), BLENDMODE_ALPHATEST);
for (__int32 i = 0; i < NUM_SPIDERS; i++)
{
SPIDER_STRUCT* spider = &Spiders[i];
if (spider->on)
{
XMMATRIXTranslation(&m_tempTranslation, spider->pos.xPos, spider->pos.yPos, spider->pos.zPos);
XMMATRIXRotationYawPitchRoll(&m_tempRotation, spider->pos.yRot, spider->pos.xRot, spider->pos.zRot);
XMMATRIXMultiply(&m_tempWorld, &m_tempRotation, &m_tempTranslation);
effect->SetMatrix(effect->GetParameterByName(NULL, "World"), &m_tempWorld);
effect->SetVector(effect->GetParameterByName(NULL, "AmbientLight"), &m_rooms[spider->roomNumber]->AmbientLight);
for (int iPass = 0; iPass < cPasses; iPass++)
{
effect->BeginPass(iPass);
effect->CommitChanges();
drawPrimitives(D3DPT_TRIANGLELIST, 0, 0, bucket->NumVertices, 0, bucket->NumIndices / 3);
effect->EndPass();
}
}
}
}*/
return true;
}
__int32 Renderer11::drawInventoryScene()
{
char stringBuffer[255];
RECT rect;
rect.left = 0;
rect.top = 0;
rect.right = ScreenWidth;
rect.bottom = ScreenHeight;
m_lines2DToDraw.Clear();
m_strings.clear();
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m_nextLine2D = 0;
// Set basic render states
m_context->OMSetDepthStencilState(m_states->DepthDefault(), 0);
m_context->RSSetState(m_states->CullCounterClockwise());
m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
// Clear screen
m_context->ClearRenderTargetView(m_backBufferRTV, Colors::Black);
m_context->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
// Bind the back buffer
m_context->OMSetRenderTargets(1, &m_backBufferRTV, m_depthStencilView);
m_context->RSSetViewports(1, &m_viewport);
// Draw the full screen background
/*if (g_Inventory->GetType() == INV_TYPE_TITLE)
{
drawFullScreenBackground(m_titleScreen, 1.0f);
}
else
{
XMMATRIXScaling(&m_tempScale, 1.0f, 1.0f, 1.0f);
m_dxSprite->Begin(0);
m_dxSprite->SetTransform(&m_tempScale);
m_dxSprite->Draw(m_renderTarget, &rect, &Vector3(0.0f, 0.0f, 0.0f), &Vector3(0.0f, 0.0f, 0.0f), D3DCOLOR_ARGB(255, 64, 64, 64));
m_dxSprite->End();
}
// Clear the Z-Buffer after drawing the background
m_device->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0);*/
UINT stride = sizeof(RendererVertex);
UINT offset = 0;
// Set vertex buffer
m_context->IASetVertexBuffers(0, 1, &m_moveablesVertexBuffer->Buffer, &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout);
m_context->IASetIndexBuffer(m_moveablesIndexBuffer->Buffer, DXGI_FORMAT_R32_UINT, 0);
// Set shaders
m_context->VSSetShader(m_vsInventory, NULL, 0);
m_context->PSSetShader(m_psInventory, NULL, 0);
// Set texture
m_context->PSSetShaderResources(0, 1, &m_textureAtlas->ShaderResourceView);
ID3D11SamplerState* sampler = m_states->AnisotropicClamp();
m_context->PSSetSamplers(0, 1, &sampler);
//effect->SetVector(effect->GetParameterByName(NULL, "AmbientLight"), &XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f));
__int32 activeRing = g_Inventory->GetActiveRing();
__int32 lastRing = 0;
for (__int32 k = 0; k < 3; k++)
{
InventoryRing* ring = g_Inventory->GetRing(k);
if (!ring->draw || ring->numObjects == 0)
continue;
// Inventory camera
if (k == g_Inventory->GetActiveRing())
{
float cameraY = -384.0f + g_Inventory->GetVerticalOffset() + lastRing * INV_RINGS_OFFSET;
float targetY = g_Inventory->GetVerticalOffset() + lastRing * INV_RINGS_OFFSET;
m_stCameraMatrices.View = Matrix::CreateLookAt(Vector3(3072.0f, cameraY, 0.0f),
Vector3(0.0f, targetY, 0.0f), Vector3(0.0f, -1.0f, 0.0f)).Transpose();
m_stCameraMatrices.Projection = Matrix::CreatePerspectiveFieldOfView(80.0f * RADIAN,
g_Renderer->ScreenWidth / (float)g_Renderer->ScreenHeight, 1.0f, 200000.0f).Transpose();
updateConstantBuffer(m_cbCameraMatrices, &m_stCameraMatrices, sizeof(CCameraMatrixBuffer));
m_context->VSSetConstantBuffers(0, 1, &m_cbCameraMatrices);
}
__int16 numObjects = ring->numObjects;
float deltaAngle = 360.0f / numObjects;
__int32 objectIndex = 0;
objectIndex = ring->currentObject;
for (__int32 i = 0; i < numObjects; i++)
{
__int16 objectNumber = g_Inventory->GetInventoryObject(ring->objects[objectIndex].inventoryObject)->objectNumber;
// Calculate the inventory object position and rotation
float currentAngle = 0.0f;
__int16 steps = -objectIndex + ring->currentObject;
if (steps < 0) steps += numObjects;
currentAngle = steps * deltaAngle;
currentAngle += ring->movement;
if (ring->focusState == INV_FOCUS_STATE_NONE && k == g_Inventory->GetActiveRing())
{
if (objectIndex == ring->currentObject)
ring->objects[objectIndex].rotation += 45 * 360 / 30;
else if (ring->objects[objectIndex].rotation != 0)
ring->objects[objectIndex].rotation += 45 * 360 / 30;
}
else if (ring->focusState != INV_FOCUS_STATE_POPUP && ring->focusState != INV_FOCUS_STATE_POPOVER)
g_Inventory->GetRing(k)->objects[objectIndex].rotation = 0;
if (ring->objects[objectIndex].rotation > 65536.0f)
ring->objects[objectIndex].rotation = 0;
__int32 x = 2048.0f * cos(currentAngle * RADIAN);
__int32 z = 2048.0f * sin(currentAngle * RADIAN);
__int32 y = lastRing * INV_RINGS_OFFSET;
// Prepare the object transform
Matrix scale = Matrix::CreateScale(ring->objects[objectIndex].scale, ring->objects[objectIndex].scale, ring->objects[objectIndex].scale);
Matrix translation = Matrix::CreateTranslation(x, y, z);
Matrix rotation = Matrix::CreateRotationY(TR_ANGLE_TO_RAD(ring->objects[objectIndex].rotation + 16384));
Matrix transform = (scale * rotation) * translation;
OBJECT_INFO* obj = &Objects[objectNumber];
RendererObject* moveableObj = m_moveableObjects[objectNumber];
// Build the object animation matrices
if (ring->focusState == INV_FOCUS_STATE_FOCUSED && obj->animIndex != -1 &&
objectIndex == ring->currentObject && k == g_Inventory->GetActiveRing())
{
__int16* framePtr[2];
__int32 rate = 0;
getFrame(obj->animIndex, ring->frameIndex, framePtr, &rate);
updateAnimation(NULL, moveableObj, framePtr, 0, 1, 0xFFFFFFFF);
}
else
{
if (obj->animIndex != -1)
updateAnimation(NULL, moveableObj, &Anims[obj->animIndex].framePtr, 0, 1, 0xFFFFFFFF);
}
for (__int32 n = 0; n < moveableObj->ObjectMeshes.size(); n++)
{
RendererMesh* mesh = moveableObj->ObjectMeshes[n];
// Finish the world matrix
if (obj->animIndex != -1)
m_stItem.World = (moveableObj->AnimationTransforms[n] * transform).Transpose();
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else
m_stItem.World = (moveableObj->BindPoseTransforms[n].Transpose() * transform).Transpose();
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m_stItem.AmbientLight = Vector4(0.5f, 0.5f, 0.5f, 1.0f);
updateConstantBuffer(m_cbItem, &m_stItem, sizeof(CItemBuffer));
m_context->VSSetConstantBuffers(1, 1, &m_cbItem);
m_context->PSSetConstantBuffers(1, 1, &m_cbItem);
for (__int32 m = 0; m < NUM_BUCKETS; m++)
{
RendererBucket* bucket = &mesh->Buckets[m];
if (bucket->NumVertices == 0)
continue;
if (m < 2)
m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
else
m_context->OMSetBlendState(m_states->Additive(), NULL, 0xFFFFFFFF);
m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
}
}
__int16 inventoryItem = ring->objects[objectIndex].inventoryObject;
// Draw special stuff if needed
if (objectIndex == ring->currentObject && k == g_Inventory->GetActiveRing())
{
if (g_Inventory->GetActiveRing() == INV_RING_OPTIONS)
{
if (inventoryItem == INV_OBJECT_PASSAPORT && ring->focusState == INV_FOCUS_STATE_FOCUSED)
{
// Draw savegames menu
if (ring->passportAction == INV_WHAT_PASSPORT_LOAD_GAME || ring->passportAction == INV_WHAT_PASSPORT_SAVE_GAME)
{
__int16 lastY = 44;
for (__int32 n = 0; n < MAX_SAVEGAMES; n++)
{
if (!g_NewSavegameInfos[i].Present)
PrintString(400, lastY, g_GameFlow->GetString(45), D3DCOLOR_ARGB(255, 255, 255, 255),
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (ring->selectedIndex == n ? PRINTSTRING_BLINK : 0));
else
{
sprintf(stringBuffer, "%05d", g_NewSavegameInfos[n].Count);
PrintString(20, lastY, stringBuffer, D3DCOLOR_ARGB(255, 255, 255, 255), PRINTSTRING_OUTLINE |
(ring->selectedIndex == n ? PRINTSTRING_BLINK | PRINTSTRING_DONT_UPDATE_BLINK : 0));
PrintString(100, lastY, (char*)g_NewSavegameInfos[n].LevelName.c_str(), D3DCOLOR_ARGB(255, 255, 255, 255), PRINTSTRING_OUTLINE |
(ring->selectedIndex == n ? PRINTSTRING_BLINK | PRINTSTRING_DONT_UPDATE_BLINK : 0));
sprintf(stringBuffer, g_GameFlow->GetString(44), g_NewSavegameInfos[n].Days, g_NewSavegameInfos[n].Hours, g_NewSavegameInfos[n].Minutes, g_NewSavegameInfos[n].Seconds);
PrintString(600, lastY, stringBuffer, D3DCOLOR_ARGB(255, 255, 255, 255),
PRINTSTRING_OUTLINE | (ring->selectedIndex == n ? PRINTSTRING_BLINK : 0));
}
lastY += 24;
}
}
else if (ring->passportAction == INV_WHAT_PASSPORT_SELECT_LEVEL)
{
__int16 lastY = 44;
for (__int32 n = 1; n < g_GameFlow->GetNumLevels(); n++)
{
GameScriptLevel* levelScript = g_GameFlow->GetLevel(n);
PrintString(400, lastY, g_GameFlow->GetString(levelScript->Name), D3DCOLOR_ARGB(255, 255, 255, 255),
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (ring->selectedIndex == n - 1 ? PRINTSTRING_BLINK : 0));
lastY += 24;
}
}
char* string = (char*)"";
switch (ring->passportAction)
{
case INV_WHAT_PASSPORT_NEW_GAME:
string = g_GameFlow->GetString(STRING_INV_NEW_GAME);
break;
case INV_WHAT_PASSPORT_SELECT_LEVEL:
string = g_GameFlow->GetString(STRING_INV_SELECT_LEVEL);
break;
case INV_WHAT_PASSPORT_LOAD_GAME:
string = g_GameFlow->GetString(STRING_INV_LOAD_GAME);
break;
case INV_WHAT_PASSPORT_SAVE_GAME:
string = g_GameFlow->GetString(STRING_INV_SAVE_GAME);
break;
case INV_WHAT_PASSPORT_EXIT_GAME:
string = g_GameFlow->GetString(STRING_INV_EXIT_GAME);
break;
case INV_WHAT_PASSPORT_EXIT_TO_TITLE:
string = g_GameFlow->GetString(STRING_INV_EXIT_TO_TITLE);
break;
}
PrintString(400, 550, string, PRINTSTRING_COLOR_ORANGE, PRINTSTRING_CENTER | PRINTSTRING_OUTLINE);
}
else if (inventoryItem == INV_OBJECT_SUNGLASSES && ring->focusState == INV_FOCUS_STATE_FOCUSED)
{
// Draw settings menu
/*RendererVideoAdapter* adapter = &m_adapters[g_Configuration.Adapter];
// Screen resolution
PrintString(200, 200, g_GameFlow->GetString(STRING_INV_SCREEN_RESOLUTION),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (ring->selectedIndex == 0 ? PRINTSTRING_BLINK : 0));
RendererDisplayMode* mode = &adapter->DisplayModes[ring->SelectedVideoMode];
char buffer[255];
ZeroMemory(buffer, 255);
sprintf(buffer, "%d x %d (%d Hz)", mode->Width, mode->Height, mode->RefreshRate);
PrintString(400, 200, buffer, PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (ring->selectedIndex == 0 ? PRINTSTRING_BLINK : 0));
// Enable dynamic shadows
PrintString(200, 230, g_GameFlow->GetString(STRING_INV_SHADOWS),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (ring->selectedIndex == 1 ? PRINTSTRING_BLINK : 0));
PrintString(400, 230, g_GameFlow->GetString(ring->Configuration.EnableShadows ? STRING_INV_ENABLED : STRING_INV_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (ring->selectedIndex == 1 ? PRINTSTRING_BLINK : 0));
// Enable caustics
PrintString(200, 260, g_GameFlow->GetString(STRING_INV_CAUSTICS),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (ring->selectedIndex == 2 ? PRINTSTRING_BLINK : 0));
PrintString(400, 260, g_GameFlow->GetString(ring->Configuration.EnableCaustics ? STRING_INV_ENABLED : STRING_INV_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (ring->selectedIndex == 2 ? PRINTSTRING_BLINK : 0));
// Enable volumetric fog
PrintString(200, 290, g_GameFlow->GetString(STRING_INV_VOLUMETRIC_FOG),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (ring->selectedIndex == 3 ? PRINTSTRING_BLINK : 0));
PrintString(400, 290, g_GameFlow->GetString(ring->Configuration.EnableVolumetricFog ? STRING_INV_ENABLED : STRING_INV_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (ring->selectedIndex == 3 ? PRINTSTRING_BLINK : 0));
// Apply and cancel
PrintString(400, 320, g_GameFlow->GetString(STRING_INV_APPLY),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (ring->selectedIndex == 4 ? PRINTSTRING_BLINK : 0));
PrintString(400, 350, g_GameFlow->GetString(STRING_INV_CANCEL),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (ring->selectedIndex == 5 ? PRINTSTRING_BLINK : 0));
*/
}
else if (inventoryItem == INV_OBJECT_HEADPHONES && ring->focusState == INV_FOCUS_STATE_FOCUSED)
{
// Draw sound menu
// Enable sound
PrintString(200, 200, g_GameFlow->GetString(STRING_INV_ENABLE_SOUND),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (ring->selectedIndex == 0 ? PRINTSTRING_BLINK : 0));
PrintString(400, 200, g_GameFlow->GetString(ring->Configuration.EnableSound ? STRING_INV_ENABLED : STRING_INV_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (ring->selectedIndex == 0 ? PRINTSTRING_BLINK : 0));
// Enable sound special effects
PrintString(200, 230, g_GameFlow->GetString(STRING_INV_SPECIAL_SOUND_FX),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (ring->selectedIndex == 1 ? PRINTSTRING_BLINK : 0));
PrintString(400, 230, g_GameFlow->GetString(ring->Configuration.EnableAudioSpecialEffects ? STRING_INV_ENABLED : STRING_INV_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (ring->selectedIndex == 1 ? PRINTSTRING_BLINK : 0));
// Music volume
PrintString(200, 260, g_GameFlow->GetString(STRING_INV_MUSIC_VOLUME),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_OUTLINE | (ring->selectedIndex == 2 ? PRINTSTRING_BLINK : 0));
//drawBar(400, 260, 150, 12, ring->Configuration.MusicVolume, 0x0000FF, 0x0000FF);
// Sound FX volume
PrintString(200, 290, g_GameFlow->GetString(STRING_INV_SFX_VOLUME),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_OUTLINE | (ring->selectedIndex == 3 ? PRINTSTRING_BLINK : 0));
//drawBar(400, 290, 150, 12, ring->Configuration.SfxVolume, 0x0000FF, 0x0000FF);
// Apply and cancel
PrintString(400, 320, g_GameFlow->GetString(STRING_INV_APPLY),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (ring->selectedIndex == 4 ? PRINTSTRING_BLINK : 0));
PrintString(400, 350, g_GameFlow->GetString(STRING_INV_CANCEL),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (ring->selectedIndex == 5 ? PRINTSTRING_BLINK : 0));
}
else
{
// Draw the description below the object
char* string = g_GameFlow->GetString(g_Inventory->GetInventoryObject(inventoryItem)->objectName); // (char*)g_NewStrings[g_Inventory->GetInventoryObject(inventoryItem)->objectName].c_str(); // &AllStrings[AllStringsOffsets[g_Inventory->GetInventoryObject(inventoryItem)->objectName]];
PrintString(400, 550, string, PRINTSTRING_COLOR_ORANGE, PRINTSTRING_CENTER | PRINTSTRING_OUTLINE);
}
}
else
{
__int16 inventoryItem = g_Inventory->GetRing(k)->objects[objectIndex].inventoryObject;
char* string = g_GameFlow->GetString(g_Inventory->GetInventoryObject(inventoryItem)->objectName); // &AllStrings[AllStringsOffsets[InventoryObjectsList[inventoryItem].objectName]];
__int32 quantity = -1;
switch (objectNumber)
{
case ID_BIGMEDI_ITEM:
quantity = Lara.numLargeMedipack;
break;
case ID_SMALLMEDI_ITEM:
quantity = Lara.numSmallMedipack;
break;
case ID_FLARE_INV_ITEM:
quantity = Lara.numFlares;
break;
case ID_SHOTGUN_AMMO1_ITEM:
quantity = Lara.numShotgunAmmo1;
if (quantity != -1)
quantity /= 6;
break;
case ID_SHOTGUN_AMMO2_ITEM:
quantity = Lara.numShotgunAmmo2;
if (quantity != -1)
quantity /= 6;
break;
case ID_HK_AMMO_ITEM:
quantity = Lara.numHKammo1;
break;
case ID_CROSSBOW_AMMO1_ITEM:
quantity = Lara.numCrossbowAmmo1;
break;
case ID_CROSSBOW_AMMO2_ITEM:
quantity = Lara.numCrossbowAmmo2;
break;
case ID_REVOLVER_AMMO_ITEM:
quantity = Lara.numRevolverAmmo;
break;
case ID_UZI_AMMO_ITEM:
quantity = Lara.numUziAmmo;
break;
case ID_PICKUP_ITEM4:
quantity = Savegame.Level.Secrets;
break;
default:
if (objectNumber >= ID_PUZZLE_ITEM1 && objectNumber <= ID_PUZZLE_ITEM8)
quantity = Lara.puzzleItems[objectNumber - ID_PUZZLE_ITEM1];
else if (objectNumber >= ID_PUZZLE_ITEM1_COMBO1 && objectNumber <= ID_PUZZLE_ITEM8_COMBO2)
quantity = (Lara.puzzleItemsCombo >> (objectNumber - ID_PUZZLE_ITEM1_COMBO1)) & 1;
else if (objectNumber >= ID_KEY_ITEM1 && objectNumber <= ID_KEY_ITEM8)
quantity = (Lara.keyItems >> (objectNumber - ID_KEY_ITEM1)) & 1;
else if (objectNumber >= ID_KEY_ITEM1_COMBO1 && objectNumber <= ID_KEY_ITEM8_COMBO2)
quantity = (Lara.keyItemsCombo >> (objectNumber - ID_KEY_ITEM1_COMBO1)) & 1;
else if (objectNumber >= ID_PICKUP_ITEM1 && objectNumber <= ID_PICKUP_ITEM3)
quantity = (Lara.pickupItems >> (objectNumber - ID_PICKUP_ITEM1)) & 1;
else if (objectNumber >= ID_PICKUP_ITEM1_COMBO1 && objectNumber <= ID_PICKUP_ITEM3_COMBO2)
quantity = (Lara.pickupItemsCombo >> (objectNumber - ID_PICKUP_ITEM1_COMBO1)) & 1;
else if (objectNumber == ID_EXAMINE1)
quantity = Lara.examine1;
else if (objectNumber == ID_EXAMINE2)
quantity = Lara.examine2;
else if (objectNumber == ID_EXAMINE3)
quantity = Lara.examine3;
}
if (quantity < 1)
PrintString(400, 550, string, D3DCOLOR_ARGB(255, 216, 117, 49), PRINTSTRING_CENTER);
else
{
sprintf(stringBuffer, "%d x %s", quantity, string);
PrintString(400, 550, stringBuffer, D3DCOLOR_ARGB(255, 216, 117, 49), PRINTSTRING_CENTER);
}
}
}
objectIndex++;
if (objectIndex == numObjects) objectIndex = 0;
}
lastRing++;
}
//drawAllLines2D();
drawAllStrings();
m_swapChain->Present(0, 0);
return 0;
2019-01-16 20:54:45 +01:00
}