2020-01-08 20:57:33 +01:00
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#pragma once
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#include "Renderer11.h"
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#include "../Specific/configuration.h"
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#include <chrono>
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#include "../Game/savegame.h"
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#include "../Game/healt.h"
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#include "../Game/camera.h"
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#include "../Game/draw.h"
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#include "../Game/inventory.h"
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#include "../Game/lara.h"
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#include "../Game/gameflow.h"
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#include "../Game/rope.h"
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#include "../Game/tomb4fx.h"
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2020-01-16 19:14:35 +01:00
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#include "../Game/door.h"
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2020-01-30 11:24:12 +01:00
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#include "../Objects/oldobjects.h"
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2020-03-16 12:36:29 +01:00
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#include "..\Specific\roomload.h"
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2020-01-30 11:24:12 +01:00
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2020-01-08 20:57:33 +01:00
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extern GUNSHELL_STRUCT Gunshells[MAX_GUNSHELL];
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2020-01-13 00:02:32 +01:00
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extern RendererHUDBar* g_DashBar;
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2020-01-14 17:58:07 +01:00
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extern RendererHUDBar* g_SFXVolumeBar;
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extern RendererHUDBar* g_MusicVolumeBar;
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2020-01-30 11:24:12 +01:00
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2020-01-08 20:57:33 +01:00
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int Renderer11::DrawPickup(short objectNum)
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{
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drawObjectOn2DPosition(700 + PickupX, 450, objectNum, 0, m_pickupRotation, 0); // TODO: + PickupY
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m_pickupRotation += 45 * 360 / 30;
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return 0;
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}
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bool Renderer11::drawObjectOn2DPosition(short x, short y, short objectNum, short rotX, short rotY, short rotZ)
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{
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Matrix translation;
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Matrix rotation;
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Matrix world;
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Matrix view;
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Matrix projection;
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Matrix scale;
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UINT stride = sizeof(RendererVertex);
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UINT offset = 0;
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x *= (ScreenWidth / 800.0f);
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y *= (ScreenHeight / 600.0f);
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view = Matrix::CreateLookAt(Vector3(0.0f, 0.0f, 2048.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(0.0f, -1.0f, 0.0f));
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projection = Matrix::CreateOrthographic(ScreenWidth, ScreenHeight, -1024.0f, 1024.0f);
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OBJECT_INFO * obj = &Objects[objectNum];
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RendererObject * moveableObj = m_moveableObjects[objectNum];
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if (obj->animIndex != -1)
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{
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updateAnimation(NULL, moveableObj, &Anims[obj->animIndex].framePtr, 0, 0, 0xFFFFFFFF);
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}
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Vector3 pos = m_viewportToolkit->Unproject(Vector3(x, y, 1), projection, view, Matrix::Identity);
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// Clear just the Z-buffer so we can start drawing on top of the scene
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m_context->ClearDepthStencilView(m_currentRenderTarget->DepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
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// Set vertex buffer
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m_context->IASetVertexBuffers(0, 1, &m_moveablesVertexBuffer->Buffer, &stride, &offset);
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m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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m_context->IASetInputLayout(m_inputLayout);
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m_context->IASetIndexBuffer(m_moveablesIndexBuffer->Buffer, DXGI_FORMAT_R32_UINT, 0);
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// Set shaders
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m_context->VSSetShader(m_vsInventory, NULL, 0);
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m_context->PSSetShader(m_psInventory, NULL, 0);
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// Set texture
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m_context->PSSetShaderResources(0, 1, &m_textureAtlas->ShaderResourceView);
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ID3D11SamplerState* sampler = m_states->AnisotropicClamp();
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m_context->PSSetSamplers(0, 1, &sampler);
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// Set matrices
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m_stCameraMatrices.View = view.Transpose();
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m_stCameraMatrices.Projection = projection.Transpose();
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updateConstantBuffer(m_cbCameraMatrices, &m_stCameraMatrices, sizeof(CCameraMatrixBuffer));
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m_context->VSSetConstantBuffers(0, 1, &m_cbCameraMatrices);
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for (int n = 0; n < moveableObj->ObjectMeshes.size(); n++)
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{
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RendererMesh* mesh = moveableObj->ObjectMeshes[n];
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// Finish the world matrix
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translation = Matrix::CreateTranslation(pos.x, pos.y, pos.z + 1024.0f);
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rotation = Matrix::CreateFromYawPitchRoll(TR_ANGLE_TO_RAD(rotY), TR_ANGLE_TO_RAD(rotX), TR_ANGLE_TO_RAD(rotZ));
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scale = Matrix::CreateScale(0.5f);
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world = scale * rotation;
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world = world * translation;
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if (obj->animIndex != -1)
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m_stItem.World = (moveableObj->AnimationTransforms[n] * world).Transpose();
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else
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m_stItem.World = (moveableObj->BindPoseTransforms[n].Transpose() * world).Transpose();
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m_stItem.AmbientLight = Vector4(0.5f, 0.5f, 0.5f, 1.0f);
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updateConstantBuffer(m_cbItem, &m_stItem, sizeof(CItemBuffer));
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m_context->VSSetConstantBuffers(1, 1, &m_cbItem);
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m_context->PSSetConstantBuffers(1, 1, &m_cbItem);
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for (int m = 0; m < NUM_BUCKETS; m++)
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{
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RendererBucket* bucket = &mesh->Buckets[m];
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if (bucket->NumVertices == 0)
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continue;
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if (m < 2)
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m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
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else
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m_context->OMSetBlendState(m_states->Additive(), NULL, 0xFFFFFFFF);
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m_stMisc.AlphaTest = (m < 2);
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updateConstantBuffer(m_cbMisc, &m_stMisc, sizeof(CMiscBuffer));
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m_context->PSSetConstantBuffers(3, 1, &m_cbMisc);
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m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
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}
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}
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return true;
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}
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bool Renderer11::drawShadowMap()
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{
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m_shadowLight = NULL;
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RendererLight* brightestLight = NULL;
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float brightest = 0.0f;
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Vector3 itemPosition = Vector3(LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos);
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for (int k = 0; k < m_roomsToDraw.size(); k++)
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{
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RendererRoom* room = m_roomsToDraw[k];
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int numLights = room->Lights.size();
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for (int j = 0; j < numLights; j++)
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{
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RendererLight* light = &room->Lights[j];
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// Check only lights different from sun
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if (light->Type == LIGHT_TYPE_SUN)
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{
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// Sun is added without checks
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}
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else if (light->Type == LIGHT_TYPE_POINT)
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{
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Vector3 lightPosition = Vector3(light->Position.x, light->Position.y, light->Position.z);
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float distance = (itemPosition - lightPosition).Length();
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// Collect only lights nearer than 20 sectors
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if (distance >= 20 * WALL_SIZE)
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continue;
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// Check the out radius
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if (distance > light->Out)
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continue;
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float attenuation = 1.0f - distance / light->Out;
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float intensity = max(0.0f, attenuation * (light->Color.x + light->Color.y + light->Color.z) / 3.0f);
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if (intensity >= brightest)
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{
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brightest = intensity;
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brightestLight = light;
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}
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}
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else if (light->Type == LIGHT_TYPE_SPOT)
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{
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Vector3 lightPosition = Vector3(light->Position.x, light->Position.y, light->Position.z);
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float distance = (itemPosition - lightPosition).Length();
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// Collect only lights nearer than 20 sectors
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if (distance >= 20 * WALL_SIZE)
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continue;
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// Check the range
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if (distance > light->Range)
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continue;
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// If Lara, try to collect shadow casting light
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float attenuation = 1.0f - distance / light->Range;
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float intensity = max(0.0f, attenuation * (light->Color.x + light->Color.y + light->Color.z) / 3.0f);
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if (intensity >= brightest)
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{
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brightest = intensity;
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brightestLight = light;
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}
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}
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else
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{
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// Invalid light type
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continue;
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}
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}
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}
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m_shadowLight = brightestLight;
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if (m_shadowLight == NULL)
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return true;
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// Reset GPU state
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m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
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m_context->RSSetState(m_states->CullCounterClockwise());
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m_context->OMSetDepthStencilState(m_states->DepthDefault(), 0);
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// Bind and clear render target
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m_context->ClearRenderTargetView(m_shadowMap->RenderTargetView, Colors::White);
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m_context->ClearDepthStencilView(m_shadowMap->DepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
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m_context->OMSetRenderTargets(1, &m_shadowMap->RenderTargetView, m_shadowMap->DepthStencilView);
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m_context->RSSetViewports(1, &m_shadowMapViewport);
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//drawLara(false, true);
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Vector3 lightPos = Vector3(m_shadowLight->Position.x, m_shadowLight->Position.y, m_shadowLight->Position.z);
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Vector3 itemPos = Vector3(LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos);
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if (lightPos == itemPos)
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return true;
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UINT stride = sizeof(RendererVertex);
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UINT offset = 0;
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// Set shaders
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m_context->VSSetShader(m_vsShadowMap, NULL, 0);
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m_context->PSSetShader(m_psShadowMap, NULL, 0);
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m_context->IASetVertexBuffers(0, 1, &m_moveablesVertexBuffer->Buffer, &stride, &offset);
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m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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m_context->IASetInputLayout(m_inputLayout);
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m_context->IASetIndexBuffer(m_moveablesIndexBuffer->Buffer, DXGI_FORMAT_R32_UINT, 0);
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// Set texture
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m_context->PSSetShaderResources(0, 1, &m_textureAtlas->ShaderResourceView);
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ID3D11SamplerState * sampler = m_states->AnisotropicClamp();
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m_context->PSSetSamplers(0, 1, &sampler);
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// Set camera matrices
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Matrix view = Matrix::CreateLookAt(lightPos,
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itemPos,
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Vector3(0.0f, -1.0f, 0.0f));
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Matrix projection = Matrix::CreatePerspectiveFieldOfView(90.0f * RADIAN, 1.0f, 64.0f,
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(m_shadowLight->Type == LIGHT_TYPE_POINT ? m_shadowLight->Out : m_shadowLight->Range) * 1.2f);
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m_stCameraMatrices.View = view.Transpose();
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m_stCameraMatrices.Projection = projection.Transpose();
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updateConstantBuffer(m_cbCameraMatrices, &m_stCameraMatrices, sizeof(CCameraMatrixBuffer));
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m_context->VSSetConstantBuffers(0, 1, &m_cbCameraMatrices);
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m_stShadowMap.LightViewProjection = (view * projection).Transpose();
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m_stMisc.AlphaTest = true;
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updateConstantBuffer(m_cbMisc, &m_stMisc, sizeof(CMiscBuffer));
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m_context->PSSetConstantBuffers(3, 1, &m_cbMisc);
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RendererObject * laraObj = m_moveableObjects[ID_LARA];
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RendererObject * laraSkin = m_moveableObjects[ID_LARA_SKIN];
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RendererRoom & const room = m_rooms[LaraItem->roomNumber];
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m_stItem.World = m_LaraWorldMatrix.Transpose();
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m_stItem.Position = Vector4(LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos, 1.0f);
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m_stItem.AmbientLight = room.AmbientLight;
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memcpy(m_stItem.BonesMatrices, laraObj->AnimationTransforms.data(), sizeof(Matrix) * 32);
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updateConstantBuffer(m_cbItem, &m_stItem, sizeof(CItemBuffer));
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m_context->VSSetConstantBuffers(1, 1, &m_cbItem);
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m_context->PSSetConstantBuffers(1, 1, &m_cbItem);
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for (int k = 0; k < laraSkin->ObjectMeshes.size(); k++)
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{
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RendererMesh* mesh = m_meshPointersToMesh[reinterpret_cast<unsigned int>(Lara.meshPtrs[k])];
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for (int j = 0; j < 2; j++)
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{
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RendererBucket* bucket = &mesh->Buckets[j];
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if (bucket->Vertices.size() == 0)
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continue;
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if (j == RENDERER_BUCKET_SOLID_DS || j == RENDERER_BUCKET_TRANSPARENT_DS)
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m_context->RSSetState(m_states->CullNone());
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else
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m_context->RSSetState(m_states->CullCounterClockwise());
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// Draw vertices
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m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
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m_numDrawCalls++;
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}
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}
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if (m_moveableObjects[ID_LARA_SKIN_JOINTS] != NULL)
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{
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RendererObject* laraSkinJoints = m_moveableObjects[ID_LARA_SKIN_JOINTS];
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for (int k = 0; k < laraSkinJoints->ObjectMeshes.size(); k++)
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{
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RendererMesh* mesh = laraSkinJoints->ObjectMeshes[k];
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for (int j = 0; j < 2; j++)
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{
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RendererBucket* bucket = &mesh->Buckets[j];
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if (bucket->Vertices.size() == 0)
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continue;
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// Draw vertices
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m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
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m_numDrawCalls++;
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}
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}
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}
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for (int k = 0; k < laraSkin->ObjectMeshes.size(); k++)
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{
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RendererMesh* mesh = laraSkin->ObjectMeshes[k];
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for (int j = 0; j < NUM_BUCKETS; j++)
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{
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RendererBucket* bucket = &mesh->Buckets[j];
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if (bucket->Vertices.size() == 0)
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continue;
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// Draw vertices
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m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
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m_numDrawCalls++;
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}
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}
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// Draw items
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// Hairs are pre-transformed
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Matrix matrices[8] = { Matrix::Identity, Matrix::Identity, Matrix::Identity, Matrix::Identity,
|
|
|
|
Matrix::Identity, Matrix::Identity, Matrix::Identity, Matrix::Identity };
|
|
|
|
memcpy(m_stItem.BonesMatrices, matrices, sizeof(Matrix) * 8);
|
|
|
|
m_stItem.World = Matrix::Identity;
|
|
|
|
updateConstantBuffer(m_cbItem, &m_stItem, sizeof(CItemBuffer));
|
|
|
|
|
|
|
|
if (m_moveableObjects[ID_LARA_HAIR] != NULL)
|
|
|
|
{
|
|
|
|
m_primitiveBatch->Begin();
|
|
|
|
m_primitiveBatch->DrawIndexed(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
|
|
|
|
(const unsigned short*)m_hairIndices.data(), m_numHairIndices,
|
|
|
|
m_hairVertices.data(), m_numHairVertices);
|
|
|
|
m_primitiveBatch->End();
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Renderer11::DoTitleImage()
|
|
|
|
{
|
|
|
|
Texture2D* texture = Texture2D::LoadFromFile(m_device, (char*)g_GameFlow->Intro);
|
|
|
|
if (!texture)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
float currentFade = 0;
|
|
|
|
while (currentFade <= 1.0f)
|
|
|
|
{
|
|
|
|
drawFullScreenImage(texture->ShaderResourceView, currentFade);
|
|
|
|
SyncRenderer();
|
|
|
|
currentFade += FADE_FACTOR;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int i = 0; i < 30 * 1.5f; i++)
|
|
|
|
{
|
|
|
|
drawFullScreenImage(texture->ShaderResourceView, 1.0f);
|
|
|
|
SyncRenderer();
|
|
|
|
}
|
|
|
|
|
|
|
|
currentFade = 1.0f;
|
|
|
|
while (currentFade >= 0.0f)
|
|
|
|
{
|
|
|
|
drawFullScreenImage(texture->ShaderResourceView, currentFade);
|
|
|
|
SyncRenderer();
|
|
|
|
currentFade -= FADE_FACTOR;
|
|
|
|
}
|
|
|
|
|
|
|
|
delete texture;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Renderer11::drawGunShells()
|
|
|
|
{
|
|
|
|
RendererRoom& const room = m_rooms[LaraItem->roomNumber];
|
|
|
|
RendererItem* item = &m_items[Lara.itemNumber];
|
|
|
|
|
|
|
|
m_stItem.AmbientLight = room.AmbientLight;
|
|
|
|
memcpy(m_stItem.BonesMatrices, &Matrix::Identity, sizeof(Matrix));
|
|
|
|
|
2020-01-12 10:50:45 +01:00
|
|
|
m_stLights.NumLights = item->Lights.size();
|
|
|
|
for (int j = 0; j < item->Lights.size(); j++)
|
2020-01-08 20:57:33 +01:00
|
|
|
memcpy(&m_stLights.Lights[j], item->Lights[j], sizeof(ShaderLight));
|
|
|
|
updateConstantBuffer(m_cbLights, &m_stLights, sizeof(CLightBuffer));
|
|
|
|
m_context->PSSetConstantBuffers(2, 1, &m_cbLights);
|
|
|
|
|
|
|
|
m_stMisc.AlphaTest = true;
|
|
|
|
updateConstantBuffer(m_cbMisc, &m_stMisc, sizeof(CMiscBuffer));
|
|
|
|
m_context->PSSetConstantBuffers(3, 1, &m_cbMisc);
|
|
|
|
|
|
|
|
for (int i = 0; i < 24; i++)
|
|
|
|
{
|
|
|
|
GUNSHELL_STRUCT* gunshell = &Gunshells[i];
|
|
|
|
|
|
|
|
if (gunshell->counter > 0)
|
|
|
|
{
|
|
|
|
OBJECT_INFO* obj = &Objects[gunshell->objectNumber];
|
|
|
|
RendererObject* moveableObj = m_moveableObjects[gunshell->objectNumber];
|
|
|
|
|
|
|
|
Matrix translation = Matrix::CreateTranslation(gunshell->pos.xPos, gunshell->pos.yPos, gunshell->pos.zPos);
|
|
|
|
Matrix rotation = Matrix::CreateFromYawPitchRoll(TR_ANGLE_TO_RAD(gunshell->pos.yRot), TR_ANGLE_TO_RAD(gunshell->pos.xRot), TR_ANGLE_TO_RAD(gunshell->pos.zRot));
|
|
|
|
Matrix world = rotation * translation;
|
|
|
|
|
|
|
|
m_stItem.World = world.Transpose();
|
|
|
|
updateConstantBuffer(m_cbItem, &m_stItem, sizeof(CItemBuffer));
|
|
|
|
m_context->VSSetConstantBuffers(1, 1, &m_cbItem);
|
|
|
|
|
|
|
|
RendererMesh* mesh = moveableObj->ObjectMeshes[0];
|
|
|
|
|
|
|
|
for (int b = 0; b < NUM_BUCKETS; b++)
|
|
|
|
{
|
|
|
|
RendererBucket* bucket = &mesh->Buckets[b];
|
|
|
|
|
|
|
|
if (bucket->NumVertices == 0)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
|
|
|
|
m_numDrawCalls++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int Renderer11::drawInventoryScene()
|
|
|
|
{
|
|
|
|
char stringBuffer[255];
|
|
|
|
|
|
|
|
bool drawLogo = true;
|
|
|
|
|
|
|
|
RECT guiRect;
|
|
|
|
Vector4 guiColor = Vector4(0.0f, 0.0f, 0.25f, 0.5f);
|
|
|
|
bool drawGuiRect = false;
|
|
|
|
|
|
|
|
RECT rect;
|
|
|
|
rect.left = 0;
|
|
|
|
rect.top = 0;
|
|
|
|
rect.right = ScreenWidth;
|
|
|
|
rect.bottom = ScreenHeight;
|
|
|
|
|
|
|
|
m_lines2DToDraw.clear();
|
|
|
|
m_strings.clear();
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
// Bind and clear render target
|
|
|
|
m_context->ClearRenderTargetView(m_renderTarget->RenderTargetView, Colors::Black);
|
|
|
|
m_context->ClearDepthStencilView(m_renderTarget->DepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
|
|
|
|
m_context->OMSetRenderTargets(1, &m_renderTarget->RenderTargetView, m_renderTarget->DepthStencilView);
|
|
|
|
m_context->RSSetViewports(1, &m_viewport);
|
|
|
|
|
|
|
|
// Clear the Z-Buffer after drawing the background
|
|
|
|
if (g_Inventory->GetType() == INV_TYPE_TITLE)
|
|
|
|
{
|
|
|
|
if (g_GameFlow->TitleType == TITLE_BACKGROUND)
|
|
|
|
drawFullScreenQuad(m_titleScreen->ShaderResourceView, Vector3(m_fadeFactor, m_fadeFactor, m_fadeFactor), false);
|
|
|
|
else
|
|
|
|
drawFullScreenQuad(m_dumpScreenRenderTarget->ShaderResourceView, Vector3(1.0f, 1.0f, 1.0f), false);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
drawFullScreenQuad(m_dumpScreenRenderTarget->ShaderResourceView, Vector3(0.2f, 0.2f, 0.2f), false);
|
|
|
|
}
|
|
|
|
|
|
|
|
m_context->ClearDepthStencilView(m_renderTarget->DepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 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);
|
|
|
|
|
|
|
|
InventoryRing* activeRing = g_Inventory->GetRing(g_Inventory->GetActiveRing());
|
|
|
|
int lastRing = 0;
|
|
|
|
|
|
|
|
float cameraX = INV_CAMERA_DISTANCE * cos(g_Inventory->GetCameraTilt() * RADIAN);
|
|
|
|
float cameraY = g_Inventory->GetCameraY() - INV_CAMERA_DISTANCE * sin(g_Inventory->GetCameraTilt() * RADIAN);
|
|
|
|
float cameraZ = 0.0f;
|
|
|
|
|
|
|
|
m_stCameraMatrices.View = Matrix::CreateLookAt(Vector3(cameraX, cameraY, cameraZ),
|
|
|
|
Vector3(0.0f, g_Inventory->GetCameraY() - 512.0f, 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);
|
|
|
|
|
|
|
|
for (int k = 0; k < NUM_INVENTORY_RINGS; k++)
|
|
|
|
{
|
|
|
|
InventoryRing* ring = g_Inventory->GetRing(k);
|
|
|
|
if (ring->draw == false || ring->numObjects == 0)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
short numObjects = ring->numObjects;
|
|
|
|
float deltaAngle = 360.0f / numObjects;
|
|
|
|
int objectIndex = 0;
|
|
|
|
objectIndex = ring->currentObject;
|
|
|
|
|
|
|
|
// Yellow title
|
|
|
|
if (ring->focusState == INV_FOCUS_STATE_NONE && g_Inventory->GetType() != INV_TYPE_TITLE)
|
|
|
|
PrintString(400, 20, g_GameFlow->GetString(activeRing->titleStringIndex), PRINTSTRING_COLOR_YELLOW, PRINTSTRING_CENTER);
|
|
|
|
|
|
|
|
for (int i = 0; i < numObjects; i++)
|
|
|
|
{
|
|
|
|
short inventoryObject = ring->objects[objectIndex].inventoryObject;
|
|
|
|
short objectNumber = g_Inventory->GetInventoryObject(ring->objects[objectIndex].inventoryObject)->objectNumber;
|
|
|
|
|
|
|
|
//if (ring->focusState != INV_FOCUS_STATE_NONE && (k != g_Inventory->GetActiveRing() || inventoryObject != ring->objects[i].inventoryObject))
|
|
|
|
// continue;
|
|
|
|
|
|
|
|
// Calculate the inventory object position and rotation
|
|
|
|
float currentAngle = 0.0f;
|
|
|
|
short steps = -objectIndex + ring->currentObject;
|
|
|
|
if (steps < 0) steps += numObjects;
|
|
|
|
currentAngle = steps * deltaAngle;
|
|
|
|
currentAngle += ring->rotation;
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
int x = ring->distance * cos(currentAngle * RADIAN);
|
|
|
|
int y = g_Inventory->GetRing(k)->y;
|
|
|
|
int z = ring->distance * sin(currentAngle * RADIAN);
|
|
|
|
|
|
|
|
// 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 + g_Inventory->GetInventoryObject(inventoryObject)->rotY));
|
|
|
|
Matrix transform = (scale * rotation) * translation;
|
|
|
|
|
|
|
|
OBJECT_INFO * obj = &Objects[objectNumber];
|
|
|
|
RendererObject * moveableObj = m_moveableObjects[objectNumber];
|
|
|
|
if (moveableObj == NULL)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// Build the object animation matrices
|
|
|
|
if (ring->focusState == INV_FOCUS_STATE_FOCUSED && obj->animIndex != -1 &&
|
|
|
|
objectIndex == ring->currentObject && k == g_Inventory->GetActiveRing())
|
|
|
|
{
|
|
|
|
short* framePtr[2];
|
|
|
|
int 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 (int n = 0; n < moveableObj->ObjectMeshes.size(); n++)
|
|
|
|
{
|
|
|
|
RendererMesh* mesh = moveableObj->ObjectMeshes[n];
|
|
|
|
|
|
|
|
// HACK: revolver and crossbow + lasersight
|
|
|
|
if (moveableObj->Id == ID_REVOLVER_ITEM && !g_LaraExtra.Weapons[WEAPON_REVOLVER].HasLasersight && n > 0)
|
|
|
|
break;
|
|
|
|
|
|
|
|
if (moveableObj->Id == ID_CROSSBOW_ITEM && !g_LaraExtra.Weapons[WEAPON_CROSSBOW].HasLasersight && n > 0)
|
|
|
|
break;
|
|
|
|
|
|
|
|
// Finish the world matrix
|
|
|
|
if (obj->animIndex != -1)
|
|
|
|
m_stItem.World = (moveableObj->AnimationTransforms[n] * transform).Transpose();
|
|
|
|
else
|
|
|
|
m_stItem.World = (moveableObj->BindPoseTransforms[n].Transpose() * transform).Transpose();
|
|
|
|
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 (int 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_stMisc.AlphaTest = (m < 2);
|
|
|
|
updateConstantBuffer(m_cbMisc, &m_stMisc, sizeof(CMiscBuffer));
|
|
|
|
m_context->PSSetConstantBuffers(3, 1, &m_cbMisc);
|
|
|
|
|
|
|
|
m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
short 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)
|
|
|
|
{
|
|
|
|
/* **************** PASSAPORT ************* */
|
|
|
|
if (inventoryItem == INV_OBJECT_PASSPORT && ring->focusState == INV_FOCUS_STATE_FOCUSED)
|
|
|
|
{
|
|
|
|
/* **************** LOAD AND SAVE MENU ************* */
|
|
|
|
if (ring->passportAction == INV_WHAT_PASSPORT_LOAD_GAME || ring->passportAction == INV_WHAT_PASSPORT_SAVE_GAME)
|
|
|
|
{
|
|
|
|
y = 44;
|
|
|
|
|
|
|
|
for (int n = 0; n < MAX_SAVEGAMES; n++)
|
|
|
|
{
|
|
|
|
if (!g_NewSavegameInfos[n].Present)
|
|
|
|
PrintString(400, y, 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(200, y, stringBuffer, D3DCOLOR_ARGB(255, 255, 255, 255), PRINTSTRING_OUTLINE |
|
|
|
|
(ring->selectedIndex == n ? PRINTSTRING_BLINK | PRINTSTRING_DONT_UPDATE_BLINK : 0));
|
|
|
|
|
|
|
|
PrintString(250, y, (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(475, y, stringBuffer, D3DCOLOR_ARGB(255, 255, 255, 255),
|
|
|
|
PRINTSTRING_OUTLINE | (ring->selectedIndex == n ? PRINTSTRING_BLINK : 0));
|
|
|
|
}
|
|
|
|
|
|
|
|
y += 24;
|
|
|
|
}
|
|
|
|
|
|
|
|
drawLogo = false;
|
|
|
|
|
|
|
|
drawGuiRect = true;
|
|
|
|
guiRect.left = 180;
|
|
|
|
guiRect.right = 440;
|
|
|
|
guiRect.top = 24;
|
|
|
|
guiRect.bottom = y + 20 - 24;
|
|
|
|
|
|
|
|
//drawColoredQuad(180, 24, 440, y + 20 - 24, Vector4(0.0f, 0.0f, 0.25f, 0.5f));
|
|
|
|
}
|
|
|
|
/* **************** SELECT LEVEL ************* */
|
|
|
|
else if (ring->passportAction == INV_WHAT_PASSPORT_SELECT_LEVEL)
|
|
|
|
{
|
|
|
|
drawLogo = false;
|
|
|
|
|
|
|
|
drawGuiRect = true;
|
|
|
|
guiRect.left = 200;
|
|
|
|
guiRect.right = 400;
|
|
|
|
guiRect.top = 24;
|
|
|
|
guiRect.bottom = 24 * (g_GameFlow->GetNumLevels() - 1) + 40;
|
|
|
|
|
|
|
|
//drawColoredQuad(200, 24, 400, 24 * (g_GameFlow->GetNumLevels() - 1) + 40, Vector4(0.0f, 0.0f, 0.25f, 0.5f));
|
|
|
|
|
|
|
|
short lastY = 50;
|
|
|
|
|
|
|
|
for (int n = 1; n < g_GameFlow->GetNumLevels(); n++)
|
|
|
|
{
|
|
|
|
GameScriptLevel* levelScript = g_GameFlow->GetLevel(n);
|
|
|
|
PrintString(400, lastY, g_GameFlow->GetString(levelScript->NameStringIndex), 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_NEW_GAME);
|
|
|
|
break;
|
|
|
|
case INV_WHAT_PASSPORT_SELECT_LEVEL:
|
|
|
|
string = g_GameFlow->GetString(STRING_SELECT_LEVEL);
|
|
|
|
break;
|
|
|
|
case INV_WHAT_PASSPORT_LOAD_GAME:
|
|
|
|
string = g_GameFlow->GetString(STRING_LOAD_GAME);
|
|
|
|
break;
|
|
|
|
case INV_WHAT_PASSPORT_SAVE_GAME:
|
|
|
|
string = g_GameFlow->GetString(STRING_SAVE_GAME);
|
|
|
|
break;
|
|
|
|
case INV_WHAT_PASSPORT_EXIT_GAME:
|
|
|
|
string = g_GameFlow->GetString(STRING_EXIT_GAME);
|
|
|
|
break;
|
|
|
|
case INV_WHAT_PASSPORT_EXIT_TO_TITLE:
|
|
|
|
string = g_GameFlow->GetString(STRING_EXIT_TO_TITLE);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
PrintString(400, 550, string, PRINTSTRING_COLOR_ORANGE, PRINTSTRING_CENTER | PRINTSTRING_OUTLINE);
|
|
|
|
}
|
|
|
|
/* **************** GRAPHICS SETTINGS ************* */
|
|
|
|
else if (inventoryItem == INV_OBJECT_SUNGLASSES && ring->focusState == INV_FOCUS_STATE_FOCUSED)
|
|
|
|
{
|
|
|
|
// Draw settings menu
|
|
|
|
RendererVideoAdapter* adapter = &m_adapters[g_Configuration.Adapter];
|
|
|
|
|
|
|
|
int y = 200;
|
|
|
|
|
|
|
|
PrintString(400, y, g_GameFlow->GetString(STRING_DISPLAY),
|
|
|
|
PRINTSTRING_COLOR_YELLOW, PRINTSTRING_OUTLINE | PRINTSTRING_CENTER);
|
|
|
|
|
|
|
|
y += 25;
|
|
|
|
|
|
|
|
// Screen resolution
|
|
|
|
PrintString(200, y, g_GameFlow->GetString(STRING_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, y, buffer, PRINTSTRING_COLOR_WHITE,
|
|
|
|
PRINTSTRING_OUTLINE | (ring->selectedIndex == 0 ? PRINTSTRING_BLINK : 0));
|
|
|
|
|
|
|
|
y += 25;
|
|
|
|
|
|
|
|
// Windowed mode
|
|
|
|
PrintString(200, y, g_GameFlow->GetString(STRING_WINDOWED),
|
|
|
|
PRINTSTRING_COLOR_ORANGE,
|
|
|
|
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (ring->selectedIndex == 1 ? PRINTSTRING_BLINK : 0));
|
|
|
|
PrintString(400, y, g_GameFlow->GetString(ring->Configuration.Windowed ? STRING_ENABLED : STRING_DISABLED),
|
|
|
|
PRINTSTRING_COLOR_WHITE,
|
|
|
|
PRINTSTRING_OUTLINE | (ring->selectedIndex == 1 ? PRINTSTRING_BLINK : 0));
|
|
|
|
|
|
|
|
y += 25;
|
|
|
|
|
|
|
|
// Enable dynamic shadows
|
|
|
|
PrintString(200, y, g_GameFlow->GetString(STRING_SHADOWS),
|
|
|
|
PRINTSTRING_COLOR_ORANGE,
|
|
|
|
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (ring->selectedIndex == 2 ? PRINTSTRING_BLINK : 0));
|
|
|
|
PrintString(400, y, g_GameFlow->GetString(ring->Configuration.EnableShadows ? STRING_ENABLED : STRING_DISABLED),
|
|
|
|
PRINTSTRING_COLOR_WHITE,
|
|
|
|
PRINTSTRING_OUTLINE | (ring->selectedIndex == 2 ? PRINTSTRING_BLINK : 0));
|
|
|
|
|
|
|
|
y += 25;
|
|
|
|
|
|
|
|
// Enable caustics
|
|
|
|
PrintString(200, y, g_GameFlow->GetString(STRING_CAUSTICS),
|
|
|
|
PRINTSTRING_COLOR_ORANGE,
|
|
|
|
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (ring->selectedIndex == 3 ? PRINTSTRING_BLINK : 0));
|
|
|
|
PrintString(400, y, g_GameFlow->GetString(ring->Configuration.EnableCaustics ? STRING_ENABLED : STRING_DISABLED),
|
|
|
|
PRINTSTRING_COLOR_WHITE,
|
|
|
|
PRINTSTRING_OUTLINE | (ring->selectedIndex == 3 ? PRINTSTRING_BLINK : 0));
|
|
|
|
|
|
|
|
y += 25;
|
|
|
|
|
|
|
|
// Enable volumetric fog
|
|
|
|
PrintString(200, y, g_GameFlow->GetString(STRING_VOLUMETRIC_FOG),
|
|
|
|
PRINTSTRING_COLOR_ORANGE,
|
|
|
|
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (ring->selectedIndex == 4 ? PRINTSTRING_BLINK : 0));
|
|
|
|
PrintString(400, y, g_GameFlow->GetString(ring->Configuration.EnableVolumetricFog ? STRING_ENABLED : STRING_DISABLED),
|
|
|
|
PRINTSTRING_COLOR_WHITE,
|
|
|
|
PRINTSTRING_OUTLINE | (ring->selectedIndex == 4 ? PRINTSTRING_BLINK : 0));
|
|
|
|
|
|
|
|
y += 25;
|
|
|
|
|
|
|
|
// Apply and cancel
|
|
|
|
PrintString(400, y, g_GameFlow->GetString(STRING_APPLY),
|
|
|
|
PRINTSTRING_COLOR_ORANGE,
|
|
|
|
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (ring->selectedIndex == 5 ? PRINTSTRING_BLINK : 0));
|
|
|
|
|
|
|
|
y += 25;
|
|
|
|
|
|
|
|
PrintString(400, y, g_GameFlow->GetString(STRING_CANCEL),
|
|
|
|
PRINTSTRING_COLOR_ORANGE,
|
|
|
|
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (ring->selectedIndex == 6 ? PRINTSTRING_BLINK : 0));
|
|
|
|
|
|
|
|
y += 25;
|
|
|
|
|
|
|
|
drawLogo = false;
|
|
|
|
|
|
|
|
drawGuiRect = true;
|
|
|
|
guiRect.left = 180;
|
|
|
|
guiRect.right = 440;
|
|
|
|
guiRect.top = 180;
|
|
|
|
guiRect.bottom = y + 20 - 180;
|
|
|
|
|
|
|
|
//drawColoredQuad(180, 180, 440, y + 20 - 180, Vector4(0.0f, 0.0f, 0.25f, 0.5f));
|
|
|
|
}
|
|
|
|
/* **************** AUDIO SETTINGS ************* */
|
|
|
|
else if (inventoryItem == INV_OBJECT_HEADPHONES && ring->focusState == INV_FOCUS_STATE_FOCUSED)
|
|
|
|
{
|
|
|
|
// Draw sound menu
|
|
|
|
|
|
|
|
y = 200;
|
|
|
|
|
|
|
|
PrintString(400, y, g_GameFlow->GetString(STRING_SOUND),
|
|
|
|
PRINTSTRING_COLOR_YELLOW, PRINTSTRING_OUTLINE | PRINTSTRING_CENTER);
|
|
|
|
|
|
|
|
y += 25;
|
|
|
|
|
|
|
|
// Enable sound
|
|
|
|
PrintString(200, y, g_GameFlow->GetString(STRING_ENABLE_SOUND),
|
|
|
|
PRINTSTRING_COLOR_ORANGE,
|
|
|
|
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (ring->selectedIndex == 0 ? PRINTSTRING_BLINK : 0));
|
|
|
|
PrintString(400, y, g_GameFlow->GetString(ring->Configuration.EnableSound ? STRING_ENABLED : STRING_DISABLED),
|
|
|
|
PRINTSTRING_COLOR_WHITE,
|
|
|
|
PRINTSTRING_OUTLINE | (ring->selectedIndex == 0 ? PRINTSTRING_BLINK : 0));
|
|
|
|
|
|
|
|
y += 25;
|
|
|
|
|
|
|
|
// Enable sound special effects
|
|
|
|
PrintString(200, y, g_GameFlow->GetString(STRING_SPECIAL_SOUND_FX),
|
|
|
|
PRINTSTRING_COLOR_ORANGE,
|
|
|
|
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (ring->selectedIndex == 1 ? PRINTSTRING_BLINK : 0));
|
|
|
|
PrintString(400, y, g_GameFlow->GetString(ring->Configuration.EnableAudioSpecialEffects ? STRING_ENABLED : STRING_DISABLED),
|
|
|
|
PRINTSTRING_COLOR_WHITE,
|
|
|
|
PRINTSTRING_OUTLINE | (ring->selectedIndex == 1 ? PRINTSTRING_BLINK : 0));
|
|
|
|
|
|
|
|
y += 25;
|
|
|
|
|
|
|
|
// Music volume
|
|
|
|
PrintString(200, y, g_GameFlow->GetString(STRING_MUSIC_VOLUME),
|
|
|
|
PRINTSTRING_COLOR_ORANGE,
|
|
|
|
PRINTSTRING_OUTLINE | (ring->selectedIndex == 2 ? PRINTSTRING_BLINK : 0));
|
2020-01-12 17:28:04 +01:00
|
|
|
//DrawBar(400, y + 4, 150, 18, ring->Configuration.MusicVolume, 0x0000FF, 0x0000FF);
|
2020-01-14 17:58:07 +01:00
|
|
|
DrawBar(ring->Configuration.MusicVolume / 100.0f, g_MusicVolumeBar);
|
2020-01-08 20:57:33 +01:00
|
|
|
|
|
|
|
y += 25;
|
|
|
|
|
|
|
|
// Sound FX volume
|
|
|
|
PrintString(200, y, g_GameFlow->GetString(STRING_SFX_VOLUME),
|
|
|
|
PRINTSTRING_COLOR_ORANGE,
|
|
|
|
PRINTSTRING_OUTLINE | (ring->selectedIndex == 3 ? PRINTSTRING_BLINK : 0));
|
2020-01-12 17:28:04 +01:00
|
|
|
//DrawBar(400, y + 4, 150, 18, ring->Configuration.SfxVolume, 0x0000FF, 0x0000FF);
|
2020-01-14 17:58:07 +01:00
|
|
|
DrawBar(ring->Configuration.SfxVolume / 100.0f, g_SFXVolumeBar);
|
2020-01-08 20:57:33 +01:00
|
|
|
y += 25;
|
|
|
|
|
|
|
|
// Apply and cancel
|
|
|
|
PrintString(400, y, g_GameFlow->GetString(STRING_APPLY),
|
|
|
|
PRINTSTRING_COLOR_ORANGE,
|
|
|
|
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (ring->selectedIndex == 4 ? PRINTSTRING_BLINK : 0));
|
|
|
|
|
|
|
|
y += 25;
|
|
|
|
|
|
|
|
PrintString(400, y, g_GameFlow->GetString(STRING_CANCEL),
|
|
|
|
PRINTSTRING_COLOR_ORANGE,
|
|
|
|
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (ring->selectedIndex == 5 ? PRINTSTRING_BLINK : 0));
|
|
|
|
|
|
|
|
y += 25;
|
|
|
|
|
|
|
|
drawLogo = false;
|
|
|
|
|
|
|
|
drawGuiRect = true;
|
|
|
|
guiRect.left = 180;
|
|
|
|
guiRect.right = 440;
|
|
|
|
guiRect.top = 180;
|
|
|
|
guiRect.bottom = y + 20 - 180;
|
|
|
|
|
|
|
|
//drawColoredQuad(180, 180, 440, y + 20 - 180, Vector4(0.0f, 0.0f, 0.25f, 0.5f));
|
|
|
|
}
|
|
|
|
/* **************** CONTROLS SETTINGS ************* */
|
|
|
|
else if (inventoryItem == INV_OBJECT_KEYS && ring->focusState == INV_FOCUS_STATE_FOCUSED)
|
|
|
|
{
|
|
|
|
// Draw sound menu
|
|
|
|
y = 40;
|
|
|
|
|
|
|
|
PrintString(400, y, g_GameFlow->GetString(STRING_CONTROLS),
|
|
|
|
PRINTSTRING_COLOR_YELLOW, PRINTSTRING_OUTLINE | PRINTSTRING_CENTER);
|
|
|
|
|
|
|
|
y += 25;
|
|
|
|
|
|
|
|
for (int k = 0; k < 18; k++)
|
|
|
|
{
|
|
|
|
PrintString(200, y, g_GameFlow->GetString(STRING_CONTROLS_MOVE_FORWARD + k),
|
|
|
|
PRINTSTRING_COLOR_WHITE,
|
|
|
|
PRINTSTRING_OUTLINE | (ring->selectedIndex == k ? PRINTSTRING_BLINK : 0) |
|
|
|
|
(ring->waitingForKey ? PRINTSTRING_DONT_UPDATE_BLINK : 0));
|
|
|
|
|
|
|
|
if (ring->waitingForKey && k == ring->selectedIndex)
|
|
|
|
{
|
|
|
|
PrintString(400, y, g_GameFlow->GetString(STRING_WAITING_FOR_KEY),
|
|
|
|
PRINTSTRING_COLOR_YELLOW,
|
|
|
|
PRINTSTRING_OUTLINE | PRINTSTRING_BLINK);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
PrintString(400, y, (char*)g_KeyNames[KeyboardLayout1[k]],
|
|
|
|
PRINTSTRING_COLOR_ORANGE,
|
|
|
|
PRINTSTRING_OUTLINE);
|
|
|
|
}
|
|
|
|
|
|
|
|
y += 25;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Apply and cancel
|
|
|
|
PrintString(400, y, g_GameFlow->GetString(STRING_APPLY),
|
|
|
|
PRINTSTRING_COLOR_ORANGE,
|
|
|
|
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (ring->selectedIndex == NUM_CONTROLS + 0 ? PRINTSTRING_BLINK : 0));
|
|
|
|
|
|
|
|
y += 25;
|
|
|
|
|
|
|
|
PrintString(400, y, g_GameFlow->GetString(STRING_CANCEL),
|
|
|
|
PRINTSTRING_COLOR_ORANGE,
|
|
|
|
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (ring->selectedIndex == NUM_CONTROLS + 1 ? PRINTSTRING_BLINK : 0));
|
|
|
|
|
|
|
|
y += 25;
|
|
|
|
|
|
|
|
drawLogo = false;
|
|
|
|
|
|
|
|
drawGuiRect = true;
|
|
|
|
guiRect.left = 180;
|
|
|
|
guiRect.right = 440;
|
|
|
|
guiRect.top = 20;
|
|
|
|
guiRect.bottom = y + 20 - 20;
|
|
|
|
|
|
|
|
//drawColoredQuad(180, 20, 440, y + 20 - 20, Vector4(0.0f, 0.0f, 0.25f, 0.5f));
|
|
|
|
}
|
|
|
|
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
|
|
|
|
{
|
|
|
|
short inventoryItem = g_Inventory->GetRing(k)->objects[objectIndex].inventoryObject;
|
|
|
|
char* string = g_GameFlow->GetString(g_Inventory->GetInventoryObject(inventoryItem)->objectName); // &AllStrings[AllStringsOffsets[InventoryObjectsList[inventoryItem].objectName]];
|
|
|
|
|
2020-01-24 10:40:46 +01:00
|
|
|
if (/*g_Inventory->IsCurrentObjectWeapon() &&*/ ring->focusState == INV_FOCUS_STATE_FOCUSED)
|
2020-01-08 20:57:33 +01:00
|
|
|
{
|
|
|
|
y = 100;
|
|
|
|
|
|
|
|
for (int a = 0; a < ring->numActions; a++)
|
|
|
|
{
|
|
|
|
int stringIndex = 0;
|
|
|
|
if (ring->actions[a] == INV_ACTION_USE) stringIndex = STRING_USE;
|
|
|
|
if (ring->actions[a] == INV_ACTION_COMBINE) stringIndex = STRING_COMBINE;
|
|
|
|
if (ring->actions[a] == INV_ACTION_SEPARE) stringIndex = STRING_SEPARE;
|
|
|
|
if (ring->actions[a] == INV_ACTION_SELECT_AMMO) stringIndex = STRING_CHOOSE_AMMO;
|
|
|
|
|
|
|
|
// Apply and cancel
|
|
|
|
PrintString(400, y, g_GameFlow->GetString(stringIndex),
|
|
|
|
PRINTSTRING_COLOR_WHITE,
|
|
|
|
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (ring->selectedIndex == a ? PRINTSTRING_BLINK : 0));
|
|
|
|
|
|
|
|
y += 25;
|
|
|
|
}
|
|
|
|
|
|
|
|
drawLogo = false;
|
|
|
|
|
|
|
|
drawGuiRect = true;
|
|
|
|
guiRect.left = 300;
|
|
|
|
guiRect.right = 200;
|
|
|
|
guiRect.top = 80;
|
|
|
|
guiRect.bottom = y + 20 - 80;
|
|
|
|
|
|
|
|
//drawColoredQuad(300, 80, 200, y + 20 - 80, Vector4(0.0f, 0.0f, 0.25f, 0.5f));
|
|
|
|
}
|
|
|
|
|
|
|
|
int quantity = -1;
|
|
|
|
switch (objectNumber)
|
|
|
|
{
|
|
|
|
case ID_BIGMEDI_ITEM:
|
2020-01-10 08:02:16 +01:00
|
|
|
quantity = g_LaraExtra.NumLargeMedipacks;
|
2020-01-08 20:57:33 +01:00
|
|
|
break;
|
|
|
|
case ID_SMALLMEDI_ITEM:
|
2020-01-10 08:02:16 +01:00
|
|
|
quantity = g_LaraExtra.NumSmallMedipacks;
|
2020-01-08 20:57:33 +01:00
|
|
|
break;
|
|
|
|
case ID_FLARE_INV_ITEM:
|
2020-01-10 08:02:16 +01:00
|
|
|
quantity = g_LaraExtra.NumFlares;
|
2020-01-08 20:57:33 +01:00
|
|
|
break;
|
|
|
|
case ID_SHOTGUN_AMMO1_ITEM:
|
|
|
|
quantity = g_LaraExtra.Weapons[WEAPON_SHOTGUN].Ammo[0];
|
|
|
|
if (quantity != -1)
|
|
|
|
quantity /= 6;
|
|
|
|
break;
|
|
|
|
case ID_SHOTGUN_AMMO2_ITEM:
|
|
|
|
quantity = g_LaraExtra.Weapons[WEAPON_SHOTGUN].Ammo[1];
|
|
|
|
if (quantity != -1)
|
|
|
|
quantity /= 6;
|
|
|
|
break;
|
|
|
|
case ID_HK_AMMO_ITEM:
|
|
|
|
quantity = g_LaraExtra.Weapons[WEAPON_HK].Ammo[0];
|
|
|
|
break;
|
|
|
|
case ID_CROSSBOW_AMMO1_ITEM:
|
|
|
|
quantity = g_LaraExtra.Weapons[WEAPON_CROSSBOW].Ammo[0];
|
|
|
|
break;
|
|
|
|
case ID_CROSSBOW_AMMO2_ITEM:
|
|
|
|
quantity = g_LaraExtra.Weapons[WEAPON_CROSSBOW].Ammo[1];
|
|
|
|
break;
|
|
|
|
case ID_CROSSBOW_AMMO3_ITEM:
|
|
|
|
quantity = g_LaraExtra.Weapons[WEAPON_CROSSBOW].Ammo[2];
|
|
|
|
break;
|
|
|
|
case ID_REVOLVER_AMMO_ITEM:
|
|
|
|
quantity = g_LaraExtra.Weapons[WEAPON_REVOLVER].Ammo[0];
|
|
|
|
break;
|
|
|
|
case ID_UZI_AMMO_ITEM:
|
|
|
|
quantity = g_LaraExtra.Weapons[WEAPON_UZI].Ammo[0];
|
|
|
|
break;
|
|
|
|
case ID_PISTOLS_AMMO_ITEM:
|
|
|
|
quantity = g_LaraExtra.Weapons[WEAPON_PISTOLS].Ammo[0];
|
|
|
|
break;
|
|
|
|
case ID_GRENADE_AMMO1_ITEM:
|
|
|
|
quantity = g_LaraExtra.Weapons[WEAPON_GRENADE_LAUNCHER].Ammo[0];
|
|
|
|
break;
|
|
|
|
case ID_GRENADE_AMMO2_ITEM:
|
|
|
|
quantity = g_LaraExtra.Weapons[WEAPON_GRENADE_LAUNCHER].Ammo[1];
|
|
|
|
break;
|
|
|
|
case ID_GRENADE_AMMO3_ITEM:
|
|
|
|
quantity = g_LaraExtra.Weapons[WEAPON_GRENADE_LAUNCHER].Ammo[2];
|
|
|
|
break;
|
|
|
|
case ID_HARPOON_AMMO_ITEM:
|
|
|
|
quantity = g_LaraExtra.Weapons[WEAPON_HARPOON_GUN].Ammo[0];
|
|
|
|
break;
|
|
|
|
case ID_ROCKET_LAUNCHER_AMMO_ITEM:
|
|
|
|
quantity = g_LaraExtra.Weapons[WEAPON_ROCKET_LAUNCHER].Ammo[0];
|
|
|
|
break;
|
|
|
|
case ID_PICKUP_ITEM4:
|
|
|
|
quantity = Savegame.Level.Secrets;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
if (objectNumber >= ID_PUZZLE_ITEM1 && objectNumber <= ID_PUZZLE_ITEM8)
|
2020-01-10 08:02:16 +01:00
|
|
|
quantity = g_LaraExtra.Puzzles[objectNumber - ID_PUZZLE_ITEM1];
|
|
|
|
|
2020-01-08 20:57:33 +01:00
|
|
|
else if (objectNumber >= ID_PUZZLE_ITEM1_COMBO1 && objectNumber <= ID_PUZZLE_ITEM8_COMBO2)
|
2020-01-10 08:02:16 +01:00
|
|
|
quantity = g_LaraExtra.PuzzlesCombo[objectNumber - ID_PUZZLE_ITEM1_COMBO1];
|
|
|
|
|
2020-01-08 20:57:33 +01:00
|
|
|
else if (objectNumber >= ID_KEY_ITEM1 && objectNumber <= ID_KEY_ITEM8)
|
2020-01-10 08:02:16 +01:00
|
|
|
quantity = g_LaraExtra.Keys[objectNumber - ID_KEY_ITEM1];
|
|
|
|
|
2020-01-08 20:57:33 +01:00
|
|
|
else if (objectNumber >= ID_KEY_ITEM1_COMBO1 && objectNumber <= ID_KEY_ITEM8_COMBO2)
|
2020-01-10 08:02:16 +01:00
|
|
|
quantity = g_LaraExtra.KeysCombo[objectNumber - ID_KEY_ITEM1_COMBO1];
|
|
|
|
|
2020-01-08 20:57:33 +01:00
|
|
|
else if (objectNumber >= ID_PICKUP_ITEM1 && objectNumber <= ID_PICKUP_ITEM3)
|
2020-01-10 08:02:16 +01:00
|
|
|
quantity = g_LaraExtra.Pickups[objectNumber - ID_PICKUP_ITEM1];
|
|
|
|
|
2020-01-08 20:57:33 +01:00
|
|
|
else if (objectNumber >= ID_PICKUP_ITEM1_COMBO1 && objectNumber <= ID_PICKUP_ITEM3_COMBO2)
|
2020-01-10 08:02:16 +01:00
|
|
|
quantity = g_LaraExtra.PickupsCombo[objectNumber - ID_PICKUP_ITEM1_COMBO1];
|
|
|
|
|
|
|
|
else if (objectNumber >= ID_EXAMINE1 && objectNumber <= ID_EXAMINE3)
|
|
|
|
quantity = g_LaraExtra.Pickups[objectNumber - ID_EXAMINE1];
|
|
|
|
|
|
|
|
else if (objectNumber >= ID_EXAMINE1_COMBO1 && objectNumber <= ID_EXAMINE3_COMBO2)
|
|
|
|
quantity = g_LaraExtra.PickupsCombo[objectNumber - ID_EXAMINE1_COMBO1];
|
|
|
|
|
2020-01-08 20:57:33 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
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++;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (drawGuiRect)
|
|
|
|
{
|
|
|
|
// Draw blu box
|
|
|
|
drawColoredQuad(guiRect.left, guiRect.top, guiRect.right, guiRect.bottom, guiColor);
|
|
|
|
}
|
|
|
|
|
|
|
|
drawLines2D();
|
|
|
|
drawAllStrings();
|
|
|
|
|
|
|
|
if (g_Inventory->GetType() == INV_TYPE_TITLE && g_GameFlow->TitleType == TITLE_FLYBY && drawLogo)
|
|
|
|
{
|
|
|
|
// Draw main logo
|
2020-01-14 17:58:07 +01:00
|
|
|
float factorX = (float)ScreenWidth / REFERENCE_RES_WIDTH;
|
|
|
|
float factorY = (float)ScreenHeight / REFERENCE_RES_HEIGHT;
|
2020-01-08 20:57:33 +01:00
|
|
|
|
|
|
|
RECT rect;
|
|
|
|
rect.left = 250 * factorX;
|
|
|
|
rect.right = 550 * factorX;
|
|
|
|
rect.top = 50 * factorY;
|
|
|
|
rect.bottom = 200 * factorY;
|
|
|
|
|
|
|
|
m_spriteBatch->Begin(SpriteSortMode_BackToFront, m_states->Additive());
|
|
|
|
m_spriteBatch->Draw(m_logo->ShaderResourceView, rect, Vector4::One);
|
|
|
|
m_spriteBatch->End();
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Renderer11::drawFullScreenQuad(ID3D11ShaderResourceView * texture, Vector3 color, bool cinematicBars)
|
|
|
|
{
|
|
|
|
RendererVertex vertices[4];
|
|
|
|
|
|
|
|
if (!cinematicBars)
|
|
|
|
{
|
|
|
|
vertices[0].Position.x = -1.0f;
|
|
|
|
vertices[0].Position.y = 1.0f;
|
|
|
|
vertices[0].Position.z = 0.0f;
|
|
|
|
vertices[0].UV.x = 0.0f;
|
|
|
|
vertices[0].UV.y = 0.0f;
|
|
|
|
vertices[0].Color = Vector4(color.x, color.y, color.z, 1.0f);
|
|
|
|
|
|
|
|
vertices[1].Position.x = 1.0f;
|
|
|
|
vertices[1].Position.y = 1.0f;
|
|
|
|
vertices[1].Position.z = 0.0f;
|
|
|
|
vertices[1].UV.x = 1.0f;
|
|
|
|
vertices[1].UV.y = 0.0f;
|
|
|
|
vertices[1].Color = Vector4(color.x, color.y, color.z, 1.0f);
|
|
|
|
|
|
|
|
vertices[2].Position.x = 1.0f;
|
|
|
|
vertices[2].Position.y = -1.0f;
|
|
|
|
vertices[2].Position.z = 0.0f;
|
|
|
|
vertices[2].UV.x = 1.0f;
|
|
|
|
vertices[2].UV.y = 1.0f;
|
|
|
|
vertices[2].Color = Vector4(color.x, color.y, color.z, 1.0f);
|
|
|
|
|
|
|
|
vertices[3].Position.x = -1.0f;
|
|
|
|
vertices[3].Position.y = -1.0f;
|
|
|
|
vertices[3].Position.z = 0.0f;
|
|
|
|
vertices[3].UV.x = 0.0f;
|
|
|
|
vertices[3].UV.y = 1.0f;
|
|
|
|
vertices[3].Color = Vector4(color.x, color.y, color.z, 1.0f);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
float cinematicFactor = 0.12f;
|
|
|
|
|
|
|
|
vertices[0].Position.x = -1.0f;
|
|
|
|
vertices[0].Position.y = 1.0f - cinematicFactor * 2;
|
|
|
|
vertices[0].Position.z = 0.0f;
|
|
|
|
vertices[0].UV.x = 0.0f;
|
|
|
|
vertices[0].UV.y = cinematicFactor;
|
|
|
|
vertices[0].Color = Vector4(color.x, color.y, color.z, 1.0f);
|
|
|
|
|
|
|
|
vertices[1].Position.x = 1.0f;
|
|
|
|
vertices[1].Position.y = 1.0f - cinematicFactor * 2;
|
|
|
|
vertices[1].Position.z = 0.0f;
|
|
|
|
vertices[1].UV.x = 1.0f;
|
|
|
|
vertices[1].UV.y = cinematicFactor;
|
|
|
|
vertices[1].Color = Vector4(color.x, color.y, color.z, 1.0f);
|
|
|
|
|
|
|
|
vertices[2].Position.x = 1.0f;
|
|
|
|
vertices[2].Position.y = -(1.0f - cinematicFactor * 2);
|
|
|
|
vertices[2].Position.z = 0.0f;
|
|
|
|
vertices[2].UV.x = 1.0f;
|
|
|
|
vertices[2].UV.y = 1.0f - cinematicFactor;
|
|
|
|
vertices[2].Color = Vector4(color.x, color.y, color.z, 1.0f);
|
|
|
|
|
|
|
|
vertices[3].Position.x = -1.0f;
|
|
|
|
vertices[3].Position.y = -(1.0f - cinematicFactor * 2);
|
|
|
|
vertices[3].Position.z = 0.0f;
|
|
|
|
vertices[3].UV.x = 0.0f;
|
|
|
|
vertices[3].UV.y = 1.0f - cinematicFactor;
|
|
|
|
vertices[3].Color = Vector4(color.x, color.y, color.z, 1.0f);
|
|
|
|
}
|
|
|
|
|
|
|
|
m_context->VSSetShader(m_vsFullScreenQuad, NULL, 0);
|
|
|
|
m_context->PSSetShader(m_psFullScreenQuad, NULL, 0);
|
|
|
|
|
|
|
|
m_context->PSSetShaderResources(0, 1, &texture);
|
|
|
|
ID3D11SamplerState * sampler = m_states->AnisotropicClamp();
|
|
|
|
m_context->PSSetSamplers(0, 1, &sampler);
|
|
|
|
|
|
|
|
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
|
|
m_context->IASetInputLayout(m_inputLayout);
|
|
|
|
|
|
|
|
m_primitiveBatch->Begin();
|
|
|
|
m_primitiveBatch->DrawQuad(vertices[0], vertices[1], vertices[2], vertices[3]);
|
|
|
|
m_primitiveBatch->End();
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Renderer11::drawRopes()
|
|
|
|
{
|
|
|
|
for (int n = 0; n < NumRopes; n++)
|
|
|
|
{
|
|
|
|
ROPE_STRUCT* rope = &Ropes[n];
|
|
|
|
|
|
|
|
if (rope->active)
|
|
|
|
{
|
|
|
|
// Original algorithm:
|
|
|
|
// 1) Transform segment coordinates from 3D to 2D + depth
|
|
|
|
// 2) Get dx, dy and the segment length
|
|
|
|
// 3) Get sine and cosine from dx / length and dy / length
|
|
|
|
// 4) Calculate a scale factor
|
|
|
|
// 5) Get the coordinates of the 4 corners of each sprite iteratively
|
|
|
|
// 6) Last step only for us, unproject back to 3D coordinates
|
|
|
|
|
|
|
|
// Tranform rope points
|
|
|
|
Vector3 projected[24];
|
|
|
|
Matrix world = Matrix::Identity;
|
|
|
|
|
|
|
|
for (int i = 0; i < 24; i++)
|
|
|
|
{
|
|
|
|
Vector3 absolutePosition = Vector3(rope->position.x + rope->segment[i].x / 65536.0f,
|
|
|
|
rope->position.y + rope->segment[i].y / 65536.0f,
|
|
|
|
rope->position.z + rope->segment[i].z / 65536.0f);
|
|
|
|
|
|
|
|
projected[i] = m_viewportToolkit->Project(absolutePosition, Projection, View, world);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Now each rope point is transformed in screen X, Y and Z depth
|
|
|
|
// Let's calculate dx, dy corrections and scaling
|
|
|
|
float dx = projected[1].x - projected[0].x;
|
|
|
|
float dy = projected[1].y - projected[0].y;
|
|
|
|
float length = sqrt(dx * dx + dy * dy);
|
|
|
|
float s = 0;
|
|
|
|
float c = 0;
|
|
|
|
|
|
|
|
if (length != 0)
|
|
|
|
{
|
|
|
|
s = -dy / length;
|
|
|
|
c = dx / length;
|
|
|
|
}
|
|
|
|
|
|
|
|
float w = 6.0f;
|
|
|
|
if (projected[0].z)
|
|
|
|
{
|
|
|
|
w = 6.0f * PhdPerspective / projected[0].z / 65536.0f;
|
|
|
|
if (w < 3)
|
|
|
|
w = 3;
|
|
|
|
}
|
|
|
|
|
|
|
|
float sdx = s * w;
|
|
|
|
float sdy = c * w;
|
|
|
|
|
|
|
|
float x1 = projected[0].x - sdx;
|
|
|
|
float y1 = projected[0].y - sdy;
|
|
|
|
|
|
|
|
float x2 = projected[0].x + sdx;
|
|
|
|
float y2 = projected[0].y + sdy;
|
|
|
|
|
|
|
|
float depth = projected[0].z;
|
|
|
|
|
|
|
|
for (int j = 0; j < 24; j++)
|
|
|
|
{
|
|
|
|
Vector3 p1 = m_viewportToolkit->Unproject(Vector3(x1, y1, depth), Projection, View, world);
|
|
|
|
Vector3 p2 = m_viewportToolkit->Unproject(Vector3(x2, y2, depth), Projection, View, world);
|
|
|
|
|
|
|
|
dx = projected[j].x - projected[j - 1].x;
|
|
|
|
dy = projected[j].y - projected[j - 1].y;
|
|
|
|
length = sqrt(dx * dx + dy * dy);
|
|
|
|
s = 0;
|
|
|
|
c = 0;
|
|
|
|
|
|
|
|
if (length != 0)
|
|
|
|
{
|
|
|
|
s = -dy / length;
|
|
|
|
c = dx / length;
|
|
|
|
}
|
|
|
|
|
|
|
|
w = 6.0f;
|
|
|
|
if (projected[j].z)
|
|
|
|
{
|
|
|
|
w = 6.0f * PhdPerspective / projected[j].z / 65536.0f;
|
|
|
|
if (w < 3)
|
|
|
|
w = 3;
|
|
|
|
}
|
|
|
|
|
|
|
|
float sdx = s * w;
|
|
|
|
float sdy = c * w;
|
|
|
|
|
|
|
|
float x3 = projected[j].x - sdx;
|
|
|
|
float y3 = projected[j].y - sdy;
|
|
|
|
|
|
|
|
float x4 = projected[j].x + sdx;
|
|
|
|
float y4 = projected[j].y + sdy;
|
|
|
|
|
|
|
|
depth = projected[j].z;
|
|
|
|
|
|
|
|
Vector3 p3 = m_viewportToolkit->Unproject(Vector3(x3, y3, depth), Projection, View, world);
|
|
|
|
Vector3 p4 = m_viewportToolkit->Unproject(Vector3(x4, y4, depth), Projection, View, world);
|
|
|
|
|
|
|
|
AddSprite3D(m_sprites[20],
|
|
|
|
Vector3(p1.x, p1.y, p1.z),
|
|
|
|
Vector3(p2.x, p2.y, p2.z),
|
|
|
|
Vector3(p3.x, p3.y, p3.z),
|
|
|
|
Vector3(p4.x, p4.y, p4.z),
|
|
|
|
Vector4(0.5f, 0.5f, 0.5f, 1.0f), 0, 1, 0, 0, BLENDMODE_OPAQUE);
|
|
|
|
|
|
|
|
x1 = x4;
|
|
|
|
y1 = y4;
|
|
|
|
x2 = x3;
|
|
|
|
y2 = y3;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Renderer11::drawLines2D()
|
|
|
|
{
|
|
|
|
m_context->RSSetState(m_states->CullNone());
|
|
|
|
m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
|
|
|
|
m_context->OMSetDepthStencilState(m_states->DepthRead(), 0);
|
|
|
|
|
|
|
|
m_context->VSSetShader(m_vsSolid, NULL, 0);
|
|
|
|
m_context->PSSetShader(m_psSolid, NULL, 0);
|
|
|
|
Matrix world = Matrix::CreateOrthographicOffCenter(0, ScreenWidth, ScreenHeight, 0, m_viewport.MinDepth, m_viewport.MaxDepth);
|
|
|
|
|
|
|
|
m_stCameraMatrices.View = Matrix::Identity;
|
|
|
|
m_stCameraMatrices.Projection = Matrix::Identity;
|
|
|
|
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 (int i = 0; i < m_lines2DToDraw.size(); i++)
|
|
|
|
{
|
|
|
|
RendererLine2D* line = m_lines2DToDraw[i];
|
|
|
|
|
|
|
|
RendererVertex v1;
|
|
|
|
v1.Position.x = line->Vertices[0].x;
|
|
|
|
v1.Position.y = line->Vertices[0].y;
|
|
|
|
v1.Position.z = 1.0f;
|
|
|
|
v1.Color.x = line->Color.x / 255.0f;
|
|
|
|
v1.Color.y = line->Color.y / 255.0f;
|
|
|
|
v1.Color.z = line->Color.z / 255.0f;
|
|
|
|
v1.Color.w = line->Color.w / 255.0f;
|
|
|
|
|
|
|
|
RendererVertex v2;
|
|
|
|
v2.Position.x = line->Vertices[1].x;
|
|
|
|
v2.Position.y = line->Vertices[1].y;
|
|
|
|
v2.Position.z = 1.0f;
|
|
|
|
v2.Color.x = line->Color.x / 255.0f;
|
|
|
|
v2.Color.y = line->Color.y / 255.0f;
|
|
|
|
v2.Color.z = line->Color.z / 255.0f;
|
|
|
|
v2.Color.w = line->Color.w / 255.0f;
|
|
|
|
|
|
|
|
v1.Position = Vector3::Transform(v1.Position, world);
|
|
|
|
v2.Position = Vector3::Transform(v2.Position, world);
|
|
|
|
|
|
|
|
v1.Position.z = 0.5f;
|
|
|
|
v2.Position.z = 0.5f;
|
|
|
|
|
|
|
|
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::drawSpiders()
|
|
|
|
{
|
|
|
|
/*XMMATRIX world;
|
|
|
|
UINT cPasses = 1;
|
|
|
|
|
2020-02-24 12:51:28 +01:00
|
|
|
if (Objects[ID_SPIDERS_EMITTER].loaded)
|
2020-01-08 20:57:33 +01:00
|
|
|
{
|
2020-02-24 12:51:28 +01:00
|
|
|
OBJECT_INFO* obj = &Objects[ID_SPIDERS_EMITTER];
|
|
|
|
RendererObject* moveableObj = m_moveableObjects[ID_SPIDERS_EMITTER].get();
|
|
|
|
short* meshPtr = Meshes[Objects[ID_SPIDERS_EMITTER].meshIndex + ((Wibble >> 2) & 2)];
|
2020-01-08 20:57:33 +01:00
|
|
|
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 (int 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;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Renderer11::drawRats()
|
|
|
|
{
|
|
|
|
UINT stride = sizeof(RendererVertex);
|
|
|
|
UINT offset = 0;
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
2020-02-24 12:51:28 +01:00
|
|
|
if (Objects[ID_RATS_EMITTER].loaded)
|
2020-01-08 20:57:33 +01:00
|
|
|
{
|
2020-03-09 20:24:59 +01:00
|
|
|
OBJECT_INFO* obj = &Objects[ID_RATS_EMITTER];
|
|
|
|
RendererObject* moveableObj = m_moveableObjects[ID_RATS_EMITTER];
|
2020-01-08 20:57:33 +01:00
|
|
|
|
|
|
|
for (int m = 0; m < 32; m++)
|
|
|
|
memcpy(&m_stItem.BonesMatrices[m], &Matrix::Identity, sizeof(Matrix));
|
|
|
|
|
2020-03-09 20:24:59 +01:00
|
|
|
for (int i = 0; i < NUM_RATS; i++)
|
2020-01-08 20:57:33 +01:00
|
|
|
{
|
|
|
|
RAT_STRUCT* rat = &Rats[i];
|
|
|
|
|
|
|
|
if (rat->on)
|
|
|
|
{
|
2020-03-18 06:27:45 +01:00
|
|
|
short* meshPtr = Meshes[Objects[ID_RATS_EMITTER].meshIndex + (rand() % 8)];
|
2020-01-08 20:57:33 +01:00
|
|
|
RendererMesh * mesh = m_meshPointersToMesh[reinterpret_cast<unsigned int>(meshPtr)];
|
|
|
|
Matrix translation = Matrix::CreateTranslation(rat->pos.xPos, rat->pos.yPos, rat->pos.zPos);
|
|
|
|
Matrix rotation = Matrix::CreateFromYawPitchRoll(rat->pos.yRot, rat->pos.xRot, rat->pos.zRot);
|
|
|
|
Matrix world = rotation * translation;
|
|
|
|
|
|
|
|
m_stItem.World = world.Transpose();
|
|
|
|
m_stItem.Position = Vector4(rat->pos.xPos, rat->pos.yPos, rat->pos.zPos, 1.0f);
|
|
|
|
m_stItem.AmbientLight = m_rooms[rat->roomNumber].AmbientLight;
|
|
|
|
updateConstantBuffer(m_cbItem, &m_stItem, sizeof(CItemBuffer));
|
|
|
|
|
|
|
|
for (int b = 0; b < 2; b++)
|
|
|
|
{
|
|
|
|
RendererBucket* bucket = &mesh->Buckets[b];
|
|
|
|
|
|
|
|
if (bucket->NumVertices == 0)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
|
|
|
|
m_numDrawCalls++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Renderer11::drawBats()
|
|
|
|
{
|
|
|
|
UINT stride = sizeof(RendererVertex);
|
|
|
|
UINT offset = 0;
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
2020-02-24 12:51:28 +01:00
|
|
|
if (Objects[ID_BATS_EMITTER].loaded)
|
2020-01-08 20:57:33 +01:00
|
|
|
{
|
2020-02-24 12:51:28 +01:00
|
|
|
OBJECT_INFO* obj = &Objects[ID_BATS_EMITTER];
|
|
|
|
RendererObject* moveableObj = m_moveableObjects[ID_BATS_EMITTER];
|
2020-03-16 22:27:50 +01:00
|
|
|
short* meshPtr = Meshes[Objects[ID_BATS_EMITTER].meshIndex + (-GlobalCounter & 3)];
|
2020-01-08 20:57:33 +01:00
|
|
|
RendererMesh* mesh = m_meshPointersToMesh[reinterpret_cast<unsigned int>(meshPtr)];
|
|
|
|
|
|
|
|
for (int m = 0; m < 32; m++)
|
|
|
|
memcpy(&m_stItem.BonesMatrices[m], &Matrix::Identity, sizeof(Matrix));
|
|
|
|
|
|
|
|
for (int b = 0; b < 2; b++)
|
|
|
|
{
|
|
|
|
RendererBucket* bucket = &mesh->Buckets[b];
|
|
|
|
|
|
|
|
if (bucket->NumVertices == 0)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
for (int i = 0; i < NUM_BATS; 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.Transpose();
|
|
|
|
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));
|
|
|
|
|
|
|
|
m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
|
|
|
|
m_numDrawCalls++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Renderer11::doSnow()
|
|
|
|
{
|
|
|
|
if (m_firstWeather)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < NUM_SNOW_PARTICLES; i++)
|
|
|
|
m_snow[i].Reset = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int 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
|
|
|
|
short 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 + SPR_UNDERWATERDUST], Vector3(snow->X, snow->Y, snow->Z), Vector4(1, 1, 1, 1),
|
|
|
|
0.0f, 1.0f, SNOW_SIZE, SNOW_SIZE,
|
|
|
|
BLENDMODE_ALPHABLEND);
|
|
|
|
|
|
|
|
short 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::doRain()
|
|
|
|
{
|
|
|
|
if (m_firstWeather)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < NUM_RAIN_DROPS; i++)
|
|
|
|
{
|
|
|
|
m_rain[i].Reset = true;
|
|
|
|
m_rain[i].Draw = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int i = 0; i < NUM_RAIN_DROPS; i++)
|
|
|
|
{
|
|
|
|
RendererWeatherParticle* drop = &m_rain[i];
|
|
|
|
|
|
|
|
if (drop->Reset)
|
|
|
|
{
|
|
|
|
drop->Draw = true;
|
|
|
|
|
|
|
|
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
|
|
|
|
short 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;
|
|
|
|
|
|
|
|
if (drop->Draw)
|
|
|
|
AddLine3D(Vector3(x1, y1, z1), Vector3(drop->X, drop->Y, drop->Z), Vector4(RAIN_COLOR, RAIN_COLOR, RAIN_COLOR, 1.0f));
|
|
|
|
|
|
|
|
// If rain drop has hit the ground, then reset it and add a little drip
|
|
|
|
short 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;
|
|
|
|
}
|
|
|
|
|
|
|
|
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 (int i = 0; i < m_lines3DToDraw.size(); i++)
|
|
|
|
{
|
|
|
|
RendererLine3D* line = m_lines3DToDraw[i];
|
|
|
|
|
|
|
|
RendererVertex v1;
|
|
|
|
v1.Position = line->start;
|
|
|
|
v1.Color = line->color;
|
|
|
|
|
|
|
|
RendererVertex v2;
|
|
|
|
v2.Position = line->end;
|
|
|
|
v2.Color = line->color;
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void Renderer11::AddLine3D(Vector3 start, Vector3 end, Vector4 color)
|
|
|
|
{
|
|
|
|
if (m_nextLine3D >= MAX_LINES_3D)
|
|
|
|
return;
|
|
|
|
|
|
|
|
RendererLine3D * line = &m_lines3DBuffer[m_nextLine3D++];
|
|
|
|
|
|
|
|
line->start = start;
|
|
|
|
line->end = end;
|
|
|
|
line->color = color;
|
|
|
|
|
|
|
|
m_lines3DToDraw.push_back(line);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Renderer11::DrawLoadingScreen(char* fileName)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
|
|
|
|
Texture2D* texture = Texture2D::LoadFromFile(m_device, fileName);
|
|
|
|
if (texture == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
m_fadeStatus = RENDERER_FADE_STATUS::FADE_IN;
|
|
|
|
m_fadeFactor = 0.0f;
|
|
|
|
|
|
|
|
while (true)
|
|
|
|
{
|
|
|
|
if (m_fadeStatus == RENDERER_FADE_STATUS::FADE_IN && m_fadeFactor < 1.0f)
|
|
|
|
m_fadeFactor += FADE_FACTOR;
|
|
|
|
|
|
|
|
if (m_fadeStatus == RENDERER_FADE_STATUS::FADE_OUT && m_fadeFactor > 0.0f)
|
|
|
|
m_fadeFactor -= FADE_FACTOR;
|
|
|
|
|
|
|
|
// 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
|
|
|
|
drawFullScreenQuad(texture->ShaderResourceView, Vector3(m_fadeFactor, m_fadeFactor, m_fadeFactor), false);
|
|
|
|
m_context->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
|
|
|
|
|
|
|
|
m_swapChain->Present(0, 0);
|
2020-01-12 23:10:38 +01:00
|
|
|
m_context->ClearState();
|
2020-01-08 20:57:33 +01:00
|
|
|
if (m_fadeStatus == RENDERER_FADE_STATUS::FADE_IN && m_fadeFactor >= 1.0f)
|
|
|
|
{
|
|
|
|
m_fadeStatus = RENDERER_FADE_STATUS::NO_FADE;
|
|
|
|
m_fadeFactor = 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (m_fadeStatus == RENDERER_FADE_STATUS::NO_FADE && m_progress == 100)
|
|
|
|
{
|
|
|
|
m_fadeStatus = RENDERER_FADE_STATUS::FADE_OUT;
|
|
|
|
m_fadeFactor = 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (m_fadeStatus == RENDERER_FADE_STATUS::FADE_OUT && m_fadeFactor <= 0.0f)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
delete texture;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Renderer11::AddDynamicLight(int x, int y, int z, short falloff, byte r, byte g, byte b)
|
|
|
|
{
|
|
|
|
if (m_nextLight >= MAX_LIGHTS)
|
|
|
|
return;
|
|
|
|
|
|
|
|
RendererLight * dynamicLight = &m_lights[m_nextLight++];
|
|
|
|
|
|
|
|
dynamicLight->Position = Vector3(float(x), float(y), float(z));
|
|
|
|
dynamicLight->Color = Vector3(r / 255.0f, g / 255.0f, b / 255.0f);
|
|
|
|
dynamicLight->Out = falloff * 256.0f;
|
|
|
|
dynamicLight->Type = LIGHT_TYPES::LIGHT_TYPE_POINT;
|
|
|
|
dynamicLight->Dynamic = 1;
|
|
|
|
dynamicLight->Intensity = 2.0f;
|
|
|
|
|
|
|
|
m_dynamicLights.push_back(dynamicLight);
|
|
|
|
//NumDynamics++;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Renderer11::ClearDynamicLights()
|
|
|
|
{
|
|
|
|
m_dynamicLights.clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
int Renderer11::drawFinalPass()
|
|
|
|
{
|
|
|
|
// Update fade status
|
|
|
|
if (m_fadeStatus == RENDERER_FADE_STATUS::FADE_IN && m_fadeFactor > 0.99f)
|
|
|
|
m_fadeStatus = RENDERER_FADE_STATUS::NO_FADE;
|
|
|
|
|
|
|
|
if (m_fadeStatus == RENDERER_FADE_STATUS::FADE_OUT && m_fadeFactor <= 0.01f)
|
|
|
|
m_fadeStatus = RENDERER_FADE_STATUS::NO_FADE;
|
|
|
|
|
|
|
|
// Reset GPU state
|
|
|
|
m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
|
|
|
|
m_context->RSSetState(m_states->CullCounterClockwise());
|
|
|
|
m_context->OMSetDepthStencilState(m_states->DepthDefault(), 0);
|
|
|
|
|
|
|
|
m_context->ClearRenderTargetView(m_backBufferRTV, Colors::Black);
|
|
|
|
m_context->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
|
|
|
|
m_context->OMSetRenderTargets(1, &m_backBufferRTV, m_depthStencilView);
|
|
|
|
|
|
|
|
drawFullScreenQuad(m_renderTarget->ShaderResourceView, Vector3(m_fadeFactor, m_fadeFactor, m_fadeFactor), m_enableCinematicBars);
|
|
|
|
|
|
|
|
m_swapChain->Present(0, 0);
|
|
|
|
|
|
|
|
// Update fade status
|
|
|
|
if (m_fadeStatus == RENDERER_FADE_STATUS::FADE_IN)
|
|
|
|
m_fadeFactor += FADE_FACTOR;
|
|
|
|
|
|
|
|
if (m_fadeStatus == RENDERER_FADE_STATUS::FADE_OUT)
|
|
|
|
m_fadeFactor -= FADE_FACTOR;
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Renderer11::drawFullScreenImage(ID3D11ShaderResourceView* texture, float fade)
|
|
|
|
{
|
|
|
|
// Reset GPU state
|
|
|
|
m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
|
|
|
|
m_context->RSSetState(m_states->CullCounterClockwise());
|
|
|
|
m_context->OMSetDepthStencilState(m_states->DepthDefault(), 0);
|
|
|
|
|
|
|
|
m_context->ClearRenderTargetView(m_backBufferRTV, Colors::White);
|
|
|
|
m_context->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
|
|
|
|
m_context->OMSetRenderTargets(1, &m_backBufferRTV, m_depthStencilView);
|
|
|
|
m_context->RSSetViewports(1, &m_viewport);
|
|
|
|
|
|
|
|
drawFullScreenQuad(texture, Vector3(fade, fade, fade), false);
|
|
|
|
|
|
|
|
m_swapChain->Present(0, 0);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
int Renderer11::DrawInventory()
|
|
|
|
{
|
|
|
|
if (CurrentLevel == 0 && g_GameFlow->TitleType == TITLE_FLYBY)
|
|
|
|
drawScene(true);
|
|
|
|
drawInventoryScene();
|
|
|
|
drawFinalPass();
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Renderer11::drawScene(bool dump)
|
|
|
|
{
|
|
|
|
using ns = chrono::nanoseconds;
|
|
|
|
using get_time = chrono::steady_clock;
|
|
|
|
m_timeUpdate = 0;
|
|
|
|
m_timeDraw = 0;
|
|
|
|
m_timeFrame = 0;
|
|
|
|
m_numDrawCalls = 0;
|
|
|
|
m_nextLight = 0;
|
|
|
|
m_nextSprite = 0;
|
|
|
|
m_nextLine3D = 0;
|
|
|
|
m_nextLine2D = 0;
|
|
|
|
|
|
|
|
m_currentCausticsFrame++;
|
|
|
|
m_currentCausticsFrame %= 32;
|
|
|
|
|
|
|
|
m_strings.clear();
|
|
|
|
|
|
|
|
GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel);
|
|
|
|
|
|
|
|
ViewProjection = View * Projection;
|
|
|
|
m_stLights.CameraPosition = Vector3(Camera.pos.x, Camera.pos.y, Camera.pos.z);
|
|
|
|
|
|
|
|
// Prepare the scene to draw
|
|
|
|
auto time1 = chrono::high_resolution_clock::now();
|
|
|
|
|
2020-01-16 19:14:35 +01:00
|
|
|
ProcessClosedDoors();
|
|
|
|
|
|
|
|
// TEST
|
2020-01-18 20:52:57 +01:00
|
|
|
//CollectRooms(CurrentRoom);
|
2020-01-16 19:14:35 +01:00
|
|
|
|
2020-01-08 20:57:33 +01:00
|
|
|
clearSceneItems();
|
|
|
|
collectRooms();
|
|
|
|
updateLaraAnimations();
|
|
|
|
updateItemsAnimations();
|
|
|
|
updateEffects();
|
|
|
|
|
|
|
|
m_items[Lara.itemNumber].Item = LaraItem;
|
|
|
|
collectLightsForItem(LaraItem->roomNumber, &m_items[Lara.itemNumber]);
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
|
|
|
// Draw shadow map
|
|
|
|
if (g_Configuration.EnableShadows)
|
|
|
|
drawShadowMap();
|
|
|
|
|
|
|
|
// Reset GPU state
|
|
|
|
m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
|
|
|
|
m_context->RSSetState(m_states->CullCounterClockwise());
|
|
|
|
m_context->OMSetDepthStencilState(m_states->DepthDefault(), 0);
|
|
|
|
|
|
|
|
// Bind and clear render target
|
|
|
|
m_currentRenderTarget = (dump ? m_dumpScreenRenderTarget : m_renderTarget);
|
|
|
|
|
|
|
|
m_context->ClearRenderTargetView(m_currentRenderTarget->RenderTargetView, Colors::Black);
|
|
|
|
m_context->ClearDepthStencilView(m_currentRenderTarget->DepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
|
|
|
|
m_context->OMSetRenderTargets(1, &m_currentRenderTarget->RenderTargetView, m_currentRenderTarget->DepthStencilView);
|
|
|
|
|
|
|
|
m_context->RSSetViewports(1, &m_viewport);
|
|
|
|
|
|
|
|
drawHorizonAndSky();
|
|
|
|
|
|
|
|
// Opaque geometry
|
|
|
|
m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
|
|
|
|
|
|
|
|
drawRooms(false, false);
|
|
|
|
drawRooms(false, true);
|
|
|
|
drawStatics(false);
|
|
|
|
drawLara(false, false);
|
|
|
|
drawItems(false, false);
|
|
|
|
drawItems(false, true);
|
|
|
|
drawEffects(false);
|
|
|
|
drawGunFlashes();
|
|
|
|
drawGunShells();
|
2020-03-12 15:29:57 +01:00
|
|
|
drawBaddieGunflashes();
|
2020-01-08 20:57:33 +01:00
|
|
|
drawDebris(false);
|
|
|
|
drawBats();
|
|
|
|
drawRats();
|
|
|
|
drawSpiders();
|
|
|
|
|
|
|
|
// Transparent geometry
|
|
|
|
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, false);
|
|
|
|
drawItems(true, false);
|
|
|
|
drawItems(true, true);
|
|
|
|
drawEffects(true);
|
|
|
|
drawWaterfalls();
|
|
|
|
drawDebris(true);
|
|
|
|
|
|
|
|
m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
|
|
|
|
m_context->OMSetDepthStencilState(m_states->DepthDefault(), 0);
|
|
|
|
|
|
|
|
// Do special effects and weather
|
|
|
|
drawFires();
|
|
|
|
drawSmokes();
|
|
|
|
drawFootprints();
|
|
|
|
drawBlood();
|
|
|
|
drawSparks();
|
|
|
|
drawBubbles();
|
|
|
|
drawDrips();
|
|
|
|
drawRipples();
|
|
|
|
drawUnderwaterDust();
|
|
|
|
drawSplahes();
|
|
|
|
drawShockwaves();
|
2020-03-16 12:36:29 +01:00
|
|
|
drawEnergyArcs();
|
2020-01-08 20:57:33 +01:00
|
|
|
|
|
|
|
switch (level->Weather)
|
|
|
|
{
|
|
|
|
case WEATHER_NORMAL:
|
|
|
|
// no weather in normal
|
|
|
|
break;
|
|
|
|
case WEATHER_RAIN:
|
|
|
|
doRain();
|
|
|
|
break;
|
|
|
|
case WEATHER_SNOW:
|
|
|
|
doSnow();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
drawRopes();
|
|
|
|
drawSprites();
|
|
|
|
drawLines3D();
|
|
|
|
|
|
|
|
time2 = chrono::high_resolution_clock::now();
|
|
|
|
m_timeFrame = (chrono::duration_cast<ns>(time2 - time1)).count() / 1000000;
|
|
|
|
time1 = time2;
|
|
|
|
|
|
|
|
// Bars
|
|
|
|
int flash = FlashIt();
|
|
|
|
if (DashTimer < 120)
|
2020-01-13 00:02:32 +01:00
|
|
|
DrawBar(DashTimer / 120.0f, g_DashBar);
|
2020-01-08 20:57:33 +01:00
|
|
|
UpdateHealtBar(flash);
|
|
|
|
UpdateAirBar(flash);
|
|
|
|
DrawAllPickups();
|
|
|
|
|
|
|
|
drawLines2D();
|
|
|
|
|
|
|
|
if (CurrentLevel != 0)
|
|
|
|
{
|
|
|
|
// Draw binoculars or lasersight
|
|
|
|
drawOverlays();
|
|
|
|
|
|
|
|
m_currentY = 60;
|
|
|
|
#ifdef _DEBUG
|
|
|
|
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("Lara.rot: %d %d %d", LaraItem->pos.xRot, LaraItem->pos.yRot, LaraItem->pos.zRot);
|
|
|
|
printDebugMessage("Lara.animNumber: %d", LaraItem->animNumber);
|
|
|
|
printDebugMessage("Lara.frameNumber: %d", LaraItem->frameNumber);
|
|
|
|
printDebugMessage("Lara.currentAnimState: %d", LaraItem->currentAnimState);
|
|
|
|
printDebugMessage("Lara.requiredAnimState: %d", LaraItem->requiredAnimState);
|
|
|
|
printDebugMessage("Lara.goalAnimState: %d", LaraItem->goalAnimState);
|
2020-01-12 08:02:48 +01:00
|
|
|
printDebugMessage("Lara.weaponItem: %d", Lara.weaponItem);
|
2020-01-08 20:57:33 +01:00
|
|
|
printDebugMessage("Room: %d %d %d %d", r->x, r->z, r->x + r->xSize * WALL_SIZE, r->z + r->ySize * WALL_SIZE);
|
2020-01-19 21:10:31 +01:00
|
|
|
printDebugMessage("Room.y, minFloor, minCeiling: %d %d %d ", r->y, r->minfloor, r->maxceiling);
|
2020-01-08 20:57:33 +01:00
|
|
|
printDebugMessage("Camera.pos: %d %d %d", Camera.pos.x, Camera.pos.y, Camera.pos.z);
|
|
|
|
printDebugMessage("Camera.target: %d %d %d", Camera.target.x, Camera.target.y, Camera.target.z);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
drawAllStrings();
|
|
|
|
|
|
|
|
/*m_spriteBatch->Begin();
|
|
|
|
RECT rect; rect.top = rect.left = 0; rect.right = rect.bottom = 128;
|
|
|
|
m_spriteBatch->Draw(m_shadowMap->ShaderResourceView, rect, Colors::White);
|
|
|
|
m_spriteBatch->End();*/
|
|
|
|
|
|
|
|
if (!dump)
|
|
|
|
m_swapChain->Present(0, 0);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
int Renderer11::DumpGameScene()
|
|
|
|
{
|
|
|
|
drawScene(true);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Renderer11::drawItems(bool transparent, bool animated)
|
|
|
|
{
|
|
|
|
UINT stride = sizeof(RendererVertex);
|
|
|
|
UINT offset = 0;
|
|
|
|
|
|
|
|
int firstBucket = (transparent ? 2 : 0);
|
|
|
|
int 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);
|
|
|
|
|
|
|
|
RendererItem * item = &m_items[Lara.itemNumber];
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
|
|
|
m_stMisc.AlphaTest = !transparent;
|
|
|
|
updateConstantBuffer(m_cbMisc, &m_stMisc, sizeof(CMiscBuffer));
|
|
|
|
m_context->PSSetConstantBuffers(3, 1, &m_cbMisc);
|
|
|
|
|
|
|
|
for (int i = 0; i < m_itemsToDraw.size(); i++)
|
|
|
|
{
|
|
|
|
RendererItem* item = m_itemsToDraw[i];
|
|
|
|
RendererRoom& const room = m_rooms[item->Item->roomNumber];
|
|
|
|
RendererObject* moveableObj = m_moveableObjects[item->Item->objectNumber];
|
|
|
|
|
|
|
|
short objectNumber = item->Item->objectNumber;
|
|
|
|
if (moveableObj->DoNotDraw)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
else if (objectNumber == ID_TEETH_SPIKES || objectNumber == ID_RAISING_BLOCK1 || objectNumber == ID_RAISING_BLOCK2)
|
|
|
|
{
|
|
|
|
// Raising blocks and teeth spikes are normal animating objects but scaled on Y direction
|
|
|
|
drawScaledSpikes(item, transparent, animated);
|
|
|
|
}
|
|
|
|
else if (objectNumber >= ID_WATERFALL1 && objectNumber <= ID_WATERFALLSS2)
|
|
|
|
{
|
|
|
|
// We'll draw waterfalls later
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
drawAnimatingItem(item, transparent, animated);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Renderer11::drawAnimatingItem(RendererItem* item, bool transparent, bool animated)
|
|
|
|
{
|
|
|
|
UINT stride = sizeof(RendererVertex);
|
|
|
|
UINT offset = 0;
|
|
|
|
|
|
|
|
int firstBucket = (transparent ? 2 : 0);
|
|
|
|
int lastBucket = (transparent ? 4 : 2);
|
|
|
|
if (m_rooms.size() <= item->Item->roomNumber) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
RendererRoom& const room = m_rooms[item->Item->roomNumber];
|
|
|
|
RendererObject* moveableObj = m_moveableObjects[item->Item->objectNumber];
|
2020-03-14 07:48:35 +01:00
|
|
|
OBJECT_INFO* obj = &Objects[item->Item->objectNumber];
|
2020-01-08 20:57:33 +01:00
|
|
|
|
|
|
|
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);
|
|
|
|
|
2020-01-12 10:50:45 +01:00
|
|
|
m_stLights.NumLights = item->Lights.size();
|
|
|
|
for (int j = 0; j < item->Lights.size(); j++)
|
2020-01-08 20:57:33 +01:00
|
|
|
memcpy(&m_stLights.Lights[j], item->Lights[j], sizeof(ShaderLight));
|
|
|
|
updateConstantBuffer(m_cbLights, &m_stLights, sizeof(CLightBuffer));
|
|
|
|
m_context->PSSetConstantBuffers(2, 1, &m_cbLights);
|
|
|
|
|
|
|
|
m_stMisc.AlphaTest = !transparent;
|
|
|
|
updateConstantBuffer(m_cbMisc, &m_stMisc, sizeof(CMiscBuffer));
|
|
|
|
m_context->PSSetConstantBuffers(3, 1, &m_cbMisc);
|
|
|
|
|
|
|
|
for (int k = 0; k < moveableObj->ObjectMeshes.size(); k++)
|
|
|
|
{
|
2020-03-14 07:48:35 +01:00
|
|
|
RendererMesh* mesh;
|
|
|
|
if (obj->meshSwapSlot != -1 && ((item->Item->swapMeshFlags >> k) & 1))
|
|
|
|
{
|
|
|
|
RendererObject* swapMeshObj = m_moveableObjects[obj->meshSwapSlot];
|
|
|
|
mesh = swapMeshObj->ObjectMeshes[k];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mesh = moveableObj->ObjectMeshes[k];
|
|
|
|
}
|
2020-01-08 20:57:33 +01:00
|
|
|
|
|
|
|
for (int j = firstBucket; j < lastBucket; j++)
|
|
|
|
{
|
|
|
|
RendererBucket* bucket = &mesh->Buckets[j];
|
|
|
|
|
|
|
|
if (bucket->Vertices.size() == 0)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (j == RENDERER_BUCKET_SOLID_DS || j == RENDERER_BUCKET_TRANSPARENT_DS)
|
|
|
|
m_context->RSSetState(m_states->CullNone());
|
|
|
|
else
|
|
|
|
m_context->RSSetState(m_states->CullCounterClockwise());
|
|
|
|
|
|
|
|
// Draw vertices
|
|
|
|
m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
|
|
|
|
m_numDrawCalls++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Renderer11::drawScaledSpikes(RendererItem* item, bool transparent, bool animated)
|
|
|
|
{
|
|
|
|
short objectNumber = item->Item->objectNumber;
|
|
|
|
if ((item->Item->objectNumber != ID_TEETH_SPIKES || item->Item->itemFlags[1])
|
|
|
|
&& (item->Item->objectNumber != ID_RAISING_BLOCK1 || item->Item->triggerFlags > -1))
|
|
|
|
{
|
|
|
|
item->Scale = Matrix::CreateScale(1.0f, item->Item->itemFlags[1] / 4096.0f, 1.0f);
|
|
|
|
item->World = item->Scale * item->Rotation * item->Translation;
|
|
|
|
|
|
|
|
return drawAnimatingItem(item, transparent, animated);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Renderer11::drawStatics(bool transparent)
|
|
|
|
{
|
|
|
|
//return true;
|
|
|
|
UINT stride = sizeof(RendererVertex);
|
|
|
|
UINT offset = 0;
|
|
|
|
|
|
|
|
int firstBucket = (transparent ? 2 : 0);
|
|
|
|
int lastBucket = (transparent ? 4 : 2);
|
|
|
|
|
|
|
|
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 (int i = 0; i < m_staticsToDraw.size(); i++)
|
|
|
|
{
|
|
|
|
MESH_INFO* msh = m_staticsToDraw[i]->Mesh;
|
|
|
|
|
|
|
|
if (!(msh->Flags & 1))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
RendererRoom& const room = m_rooms[m_staticsToDraw[i]->RoomIndex];
|
|
|
|
|
|
|
|
RendererObject* staticObj = m_staticObjects[msh->staticNumber];
|
|
|
|
RendererMesh* mesh = staticObj->ObjectMeshes[0];
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
for (int j = firstBucket; j < lastBucket; j++)
|
|
|
|
{
|
|
|
|
if (j == RENDERER_BUCKET_SOLID_DS || j == RENDERER_BUCKET_TRANSPARENT_DS)
|
|
|
|
m_context->RSSetState(m_states->CullNone());
|
|
|
|
else
|
|
|
|
m_context->RSSetState(m_states->CullCounterClockwise());
|
|
|
|
|
|
|
|
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::drawRooms(bool transparent, bool animated)
|
|
|
|
{
|
|
|
|
UINT stride = sizeof(RendererVertex);
|
|
|
|
UINT offset = 0;
|
|
|
|
|
|
|
|
int firstBucket = (transparent ? 2 : 0);
|
|
|
|
int 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);
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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->AnisotropicWrap();
|
|
|
|
ID3D11SamplerState* shadowSampler = m_states->PointClamp();
|
|
|
|
m_context->PSSetSamplers(0, 1, &sampler);
|
|
|
|
m_context->PSSetShaderResources(1, 1, &m_caustics[m_currentCausticsFrame / 2]->ShaderResourceView);
|
|
|
|
m_context->PSSetSamplers(1, 1, &shadowSampler);
|
|
|
|
m_context->PSSetShaderResources(2, 1, &m_shadowMap->ShaderResourceView);
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
|
|
|
// Set shadow map data
|
|
|
|
if (m_shadowLight != NULL)
|
|
|
|
{
|
|
|
|
memcpy(&m_stShadowMap.Light, m_shadowLight, sizeof(ShaderLight));
|
|
|
|
m_stShadowMap.CastShadows = true;
|
|
|
|
//m_stShadowMap.ViewProjectionInverse = ViewProjection.Invert().Transpose();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_stShadowMap.CastShadows = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
updateConstantBuffer(m_cbShadowMap, &m_stShadowMap, sizeof(CShadowLightBuffer));
|
|
|
|
m_context->VSSetConstantBuffers(4, 1, &m_cbShadowMap);
|
|
|
|
m_context->PSSetConstantBuffers(4, 1, &m_cbShadowMap);
|
|
|
|
|
|
|
|
if (animated)
|
|
|
|
m_primitiveBatch->Begin();
|
|
|
|
|
|
|
|
for (int i = 0; i < m_roomsToDraw.size(); i++)
|
|
|
|
{
|
|
|
|
RendererRoom* room = m_roomsToDraw[i];
|
|
|
|
|
2020-01-19 08:12:51 +01:00
|
|
|
m_stLights.NumLights = room->LightsToDraw.size();
|
|
|
|
for (int j = 0; j < room->LightsToDraw.size(); j++)
|
|
|
|
memcpy(&m_stLights.Lights[j], room->LightsToDraw[j], sizeof(ShaderLight));
|
2020-01-08 20:57:33 +01:00
|
|
|
updateConstantBuffer(m_cbLights, &m_stLights, sizeof(CLightBuffer));
|
|
|
|
m_context->PSSetConstantBuffers(1, 1, &m_cbLights);
|
|
|
|
|
|
|
|
m_stMisc.Caustics = (room->Room->flags & ENV_FLAG_WATER);
|
|
|
|
m_stMisc.AlphaTest = !transparent;
|
|
|
|
updateConstantBuffer(m_cbMisc, &m_stMisc, sizeof(CMiscBuffer));
|
|
|
|
m_context->PSSetConstantBuffers(3, 1, &m_cbMisc);
|
|
|
|
m_stRoom.AmbientColor = room->AmbientLight;
|
|
|
|
updateConstantBuffer(m_cbRoom, &m_stRoom, sizeof(CRoomBuffer));
|
|
|
|
m_context->PSSetConstantBuffers(5, 1, &m_cbRoom);
|
|
|
|
for (int j = firstBucket; j < lastBucket; j++)
|
|
|
|
{
|
|
|
|
RendererBucket* bucket;
|
|
|
|
if (!animated)
|
|
|
|
bucket = &room->Buckets[j];
|
|
|
|
else
|
|
|
|
bucket = &room->AnimatedBuckets[j];
|
|
|
|
|
|
|
|
if (bucket->Vertices.size() == 0)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (j == RENDERER_BUCKET_SOLID_DS || j == RENDERER_BUCKET_TRANSPARENT_DS)
|
|
|
|
m_context->RSSetState(m_states->CullNone());
|
|
|
|
else
|
|
|
|
m_context->RSSetState(m_states->CullCounterClockwise());
|
|
|
|
|
|
|
|
if (!animated)
|
|
|
|
{
|
|
|
|
m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0);
|
|
|
|
m_numDrawCalls++;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (int 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]]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (animated)
|
|
|
|
m_primitiveBatch->End();
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Renderer11::drawHorizonAndSky()
|
|
|
|
{
|
|
|
|
// 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)
|
|
|
|
AlterFOV(14560 - BinocularRange);
|
|
|
|
|
|
|
|
// 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[0].Color.x = 1.0f;
|
|
|
|
vertices[0].Color.y = 1.0f;
|
|
|
|
vertices[0].Color.z = 1.0f;
|
|
|
|
vertices[0].Color.w = 1.0f;
|
|
|
|
|
|
|
|
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;
|
|
|
|
vertices[1].Color.x = 1.0f;
|
|
|
|
vertices[1].Color.y = 1.0f;
|
|
|
|
vertices[1].Color.z = 1.0f;
|
|
|
|
vertices[1].Color.w = 1.0f;
|
|
|
|
|
|
|
|
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;
|
|
|
|
vertices[2].Color.x = 1.0f;
|
|
|
|
vertices[2].Color.y = 1.0f;
|
|
|
|
vertices[2].Color.z = 1.0f;
|
|
|
|
vertices[2].Color.w = 1.0f;
|
|
|
|
|
|
|
|
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;
|
|
|
|
vertices[3].Color.x = 1.0f;
|
|
|
|
vertices[3].Color.y = 1.0f;
|
|
|
|
vertices[3].Color.z = 1.0f;
|
|
|
|
vertices[3].Color.w = 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_stMisc.AlphaTest = true;
|
|
|
|
updateConstantBuffer(m_cbMisc, &m_stMisc, sizeof(CMiscBuffer));
|
|
|
|
m_context->PSSetConstantBuffers(3, 1, &m_cbMisc);
|
|
|
|
|
|
|
|
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 (int 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);
|
|
|
|
|
|
|
|
m_context->PSSetShaderResources(0, 1, &m_textureAtlas->ShaderResourceView);
|
|
|
|
sampler = m_states->AnisotropicClamp();
|
|
|
|
m_context->PSSetSamplers(0, 1, &sampler);
|
|
|
|
|
|
|
|
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(CStaticBuffer));
|
|
|
|
m_context->VSSetConstantBuffers(1, 1, &m_cbStatic);
|
|
|
|
m_context->PSSetConstantBuffers(1, 1, &m_cbStatic);
|
|
|
|
|
|
|
|
m_stMisc.AlphaTest = true;
|
|
|
|
updateConstantBuffer(m_cbMisc, &m_stMisc, sizeof(CMiscBuffer));
|
|
|
|
m_context->PSSetConstantBuffers(3, 1, &m_cbMisc);
|
|
|
|
|
|
|
|
for (int k = 0; k < moveableObj->ObjectMeshes.size(); k++)
|
|
|
|
{
|
|
|
|
RendererMesh* mesh = moveableObj->ObjectMeshes[k];
|
|
|
|
|
|
|
|
for (int j = 0; j < NUM_BUCKETS; j++)
|
|
|
|
{
|
|
|
|
RendererBucket* bucket = &mesh->Buckets[j];
|
|
|
|
|
|
|
|
if (bucket->Vertices.size() == 0)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (j == RENDERER_BUCKET_SOLID_DS || j == RENDERER_BUCKET_TRANSPARENT_DS)
|
|
|
|
m_context->RSSetState(m_states->CullNone());
|
|
|
|
else
|
|
|
|
m_context->RSSetState(m_states->CullCounterClockwise());
|
|
|
|
|
|
|
|
if (j == RENDERER_BUCKET_TRANSPARENT || j == RENDERER_BUCKET_TRANSPARENT_DS)
|
|
|
|
m_context->OMSetBlendState(m_states->Additive(), NULL, 0xFFFFFFFF);
|
|
|
|
else
|
|
|
|
m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
|
|
|
|
|
|
|
|
// 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_currentRenderTarget->DepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Renderer11::drawAmbientCubeMap(short roomNumber)
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
int Renderer11::Draw()
|
|
|
|
{
|
|
|
|
drawScene(false);
|
|
|
|
drawFinalPass();
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|