TombEngine/TR5Main/Renderer/Renderer11Frame.cpp

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#include "framework.h"
#include "Renderer11.h"
#include "draw.h"
#include "lara.h"
#include "effect.h"
#include "camera.h"
#include "level.h"
#include "setup.h"
using namespace T5M::Renderer;
void Renderer11::collectRooms()
{
short baseRoomIndex = Camera.pos.roomNumber;
for (int i = 0; i < NumberRooms; i++)
{
m_rooms[i].Visited = false;
m_rooms[i].LightsToDraw.clear();
}
Vector4 vp = Vector4(-1.0f, -1.0f, 1.0f, 1.0f);
getVisibleRooms(-1, baseRoomIndex, &vp, false, 0);
}
void Renderer11::collectItems(short roomNumber)
{
if (m_rooms.size() <= roomNumber) {
return;
}
RendererRoom& const room = m_rooms[roomNumber];
ROOM_INFO* r = room.Room;
short itemNum = NO_ITEM;
for (itemNum = r->itemNumber; itemNum != NO_ITEM; itemNum = Items[itemNum].nextItem)
{
//printf("ItemNum: %d, NextItem: %d\n", itemNum, Items[itemNum].nextItem);
ITEM_INFO* item = &Items[itemNum];
if (item->objectNumber == ID_LARA && itemNum == Items[itemNum].nextItem)
break;
if (item->objectNumber == ID_LARA)
continue;
if (item->status == ITEM_INVISIBLE)
continue;
if (m_moveableObjects[item->objectNumber] == NULL)
continue;
RendererItem * newItem = &m_items[itemNum];
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short* bounds = GetBoundsAccurate(item);
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Vector3 min = (Vector3(bounds[0], bounds[2], bounds[4])) + Vector3(item->pos.xPos,item->pos.yPos,item->pos.zPos);
Vector3 max = (Vector3(bounds[1], bounds[3], bounds[5])) + Vector3(item->pos.xPos, item->pos.yPos, item->pos.zPos);
if(!frustum.AABBInFrustum(min,max))
continue;
newItem->Item = item;
newItem->Id = itemNum;
newItem->NumMeshes = Objects[item->objectNumber].nmeshes;
newItem->Translation = Matrix::CreateTranslation(item->pos.xPos, item->pos.yPos, item->pos.zPos);
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newItem->Rotation = Matrix::CreateFromYawPitchRoll(TO_RAD(item->pos.yRot),
TO_RAD(item->pos.xRot),
TO_RAD(item->pos.zRot));
newItem->Scale = Matrix::CreateScale(1.0f);
newItem->World = newItem->Rotation * newItem->Translation;
collectLightsForItem(item->roomNumber, newItem);
m_itemsToDraw.push_back(newItem);
}
}
void Renderer11::collectStatics(short roomNumber)
{
if (m_rooms.size() <= roomNumber) {
return;
}
RendererRoom& const room = m_rooms[roomNumber];
ROOM_INFO* r = room.Room;
if (r->numMeshes <= 0)
return;
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int numStatics = r->numMeshes;
for (int i = 0; i < numStatics; i++)
{
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MESH_INFO* mesh = &r->mesh[i];
RendererStatic* newStatic = &room.Statics[i];
StaticInfo* staticInfo = &StaticObjects[mesh->staticNumber];
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Vector3 min = Vector3(staticInfo->xMinc, staticInfo->yMinc, staticInfo->zMinc);
Vector3 max = Vector3(staticInfo->xMaxc, staticInfo->yMaxc, staticInfo->zMaxc);
min += Vector3(mesh->x, mesh->y, mesh->z);
max += Vector3(mesh->x, mesh->y, mesh->z);
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if (!frustum.AABBInFrustum(min, max))
continue;
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Matrix rotation = Matrix::CreateRotationY(TO_RAD(mesh->yRot));
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Vector3 translation = Vector3(mesh->x, mesh->y, mesh->z);
newStatic->Mesh = mesh;
newStatic->RoomIndex = roomNumber;
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newStatic->World = rotation * Matrix::CreateTranslation(translation);
m_staticsToDraw.push_back(newStatic);
}
}
void Renderer11::collectLightsForEffect(short roomNumber, RendererEffect * effect)
{
effect->Lights.clear();
if (m_rooms.size() <= roomNumber) {
return;
}
RendererRoom& const room = m_rooms[roomNumber];
ROOM_INFO* r = room.Room;
if (r->numLights <= 0)
return;
m_tempItemLights.clear();
Vector3 itemPosition = Vector3(effect->Effect->pos.xPos, effect->Effect->pos.yPos, effect->Effect->pos.zPos);
// Dynamic lights have the priority
for (int i = 0; i < m_dynamicLights.size(); i++)
{
RendererLight* light = m_dynamicLights[i];
Vector3 lightPosition = Vector3(light->Position.x, light->Position.y, light->Position.z);
float distance = (itemPosition - lightPosition).Length();
if (distance > light->Out)
continue;
m_tempItemLights.push_back(light);
}
int numLights = room.Lights.size();
m_shadowLight = NULL;
RendererLight* brightestLight = NULL;
float brightest = 0.0f;
for (int j = 0; j < numLights; j++)
{
RendererLight* light = &room.Lights[j];
// Check only lights different from sun
if (light->Type == LIGHT_TYPE_SUN)
{
// Sun is added without checks
}
else if (light->Type == LIGHT_TYPE_POINT || light->Type == LIGHT_TYPE_SHADOW)
{
Vector3 lightPosition = Vector3(light->Position.x, light->Position.y, light->Position.z);
float distance = (itemPosition - lightPosition).Length();
// Collect only lights nearer than 20 sectors
if (distance >= 20 * WALL_SIZE)
continue;
// Check the out radius
if (distance > light->Out)
continue;
// If Lara, try to collect shadow casting light
if (effect->Effect->objectNumber == ID_LARA)
{
float attenuation = 1.0f - distance / light->Out;
float intensity = max(0.0f, attenuation * (light->Color.x + light->Color.y + light->Color.z) / 3.0f);
if (intensity >= brightest)
{
brightest = intensity;
brightestLight = light;
}
}
}
else if (light->Type == LIGHT_TYPE_SPOT)
{
Vector3 lightPosition = Vector3(light->Position.x, light->Position.y, light->Position.z);
float distance = (itemPosition - lightPosition).Length();
// Collect only lights nearer than 20 sectors
if (distance >= 20 * WALL_SIZE)
continue;
// Check the range
if (distance > light->Range)
continue;
}
else
{
// Invalid light type
continue;
}
m_tempItemLights.push_back(light);
}
for (int i = 0; i < min(MAX_LIGHTS_PER_ITEM, m_tempItemLights.size()); i++)
{
effect->Lights.push_back(m_tempItemLights[i]);
}
}
void Renderer11::collectLightsForItem(short roomNumber, RendererItem * item)
{
item->Lights.clear();
if (m_rooms.size() <= roomNumber) {
return;
}
RendererRoom& const room = m_rooms[roomNumber];
ROOM_INFO* r = room.Room;
if (r->numLights <= 0)
return;
m_tempItemLights.clear();
Vector3 itemPosition = Vector3(item->Item->pos.xPos, item->Item->pos.yPos, item->Item->pos.zPos);
// Dynamic lights have the priority
for (int i = 0; i < m_dynamicLights.size(); i++)
{
RendererLight* light = m_dynamicLights[i];
Vector3 lightPosition = Vector3(light->Position.x, light->Position.y, light->Position.z);
float distance = (itemPosition - lightPosition).Length();
if (distance > light->Out)
continue;
m_tempItemLights.push_back(light);
}
int numLights = room.Lights.size();
m_shadowLight = NULL;
RendererLight* brightestLight = NULL;
float brightest = 0.0f;
for (int j = 0; j < numLights; j++)
{
RendererLight* light = &room.Lights[j];
// Check only lights different from sun
if (light->Type == LIGHT_TYPE_SUN)
{
// Sun is added without checks
}
else if (light->Type == LIGHT_TYPE_POINT || light->Type == LIGHT_TYPE_SHADOW)
{
Vector3 lightPosition = Vector3(light->Position.x, light->Position.y, light->Position.z);
float distance = (itemPosition - lightPosition).Length();
// Collect only lights nearer than 20 sectors
if (distance >= 20 * WALL_SIZE)
continue;
// Check the out radius
if (distance > light->Out)
continue;
// If Lara, try to collect shadow casting light
if (item->Item->objectNumber == ID_LARA)
{
float attenuation = 1.0f - distance / light->Out;
float intensity = max(0.0f, attenuation * (light->Color.x + light->Color.y + light->Color.z) / 3.0f);
if (intensity >= brightest)
{
brightest = intensity;
brightestLight = light;
}
}
}
else if (light->Type == LIGHT_TYPE_SPOT)
{
Vector3 lightPosition = Vector3(light->Position.x, light->Position.y, light->Position.z);
float distance = (itemPosition - lightPosition).Length();
// Collect only lights nearer than 20 sectors
if (distance >= 20 * WALL_SIZE)
continue;
// Check the range
if (distance > light->Range)
continue;
// If Lara, try to collect shadow casting light
if (item->Item->objectNumber == ID_LARA)
{
float attenuation = 1.0f - distance / light->Range;
float intensity = max(0.0f, attenuation * (light->Color.x + light->Color.y + light->Color.z) / 3.0f);
if (intensity >= brightest)
{
brightest = intensity;
brightestLight = light;
}
}
}
else
{
// Invalid light type
continue;
}
m_tempItemLights.push_back(light);
}
for (int i = 0; i < min(MAX_LIGHTS_PER_ITEM, m_tempItemLights.size()); i++)
{
item->Lights.push_back(m_tempItemLights[i]);
}
if (item->Item->objectNumber == ID_LARA)
{
m_shadowLight = brightestLight;
}
}
void Renderer11::collectLightsForRoom(short roomNumber)
{
if (m_rooms.size() <= roomNumber) {
return;
}
RendererRoom& const room = m_rooms[roomNumber];
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ROOM_INFO* r = &Rooms[roomNumber];
int numLights = room.Lights.size();
// Collect dynamic lights for rooms
for (int i = 0; i < m_dynamicLights.size(); i++)
{
RendererLight* light = m_dynamicLights[i];
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Vector3 boxMin = Vector3(r->x - WALL_SIZE, -r->minfloor, r->z - WALL_SIZE);
Vector3 boxMax = Vector3(r->x + r->xSize * WALL_SIZE, -r->maxceiling, r->z + r->ySize * WALL_SIZE);
Vector3 center = Vector3(light->Position.x, -light->Position.y, light->Position.z);
if (sphereBoxIntersection(boxMin, boxMax, center, light->Out))
room.LightsToDraw.push_back(light);
}
}
void Renderer11::prepareLights()
{
// Add dynamic lights
for (int i = 0; i < m_dynamicLights.size(); i++)
m_lightsToDraw.push_back(m_dynamicLights[i]);
// Now I have a list full of draw. Let's sort them.
//std::sort(m_lightsToDraw.begin(), m_lightsToDraw.end(), SortLightsFunction);
//m_lightsToDraw.Sort(SortLightsFunction);
// Let's draw first 32 lights
//if (m_lightsToDraw.size() > 32)
// m_lightsToDraw.resize(32);
// Now try to search for a shadow caster, using Lara as reference
RendererRoom & const room = m_rooms[LaraItem->roomNumber];
// Search for the brightest light. We do a simple version of the classic calculation done in pixel shader.
RendererLight * brightestLight = NULL;
float brightest = 0.0f;
// Try room lights
if (room.Lights.size() != 0)
{
for (int j = 0; j < room.Lights.size(); j++)
{
RendererLight* light = &room.Lights[j];
Vector4 itemPos = Vector4(LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos, 1.0f);
Vector4 lightVector = itemPos - light->Position;
float distance = lightVector.Length();
lightVector.Normalize();
float intensity;
float attenuation;
float angle;
float d;
float attenuationRange;
float attenuationAngle;
switch ((int)light->Type)
{
case LIGHT_TYPES::LIGHT_TYPE_POINT:
if (distance > light->Out || light->Out < 2048.0f)
continue;
attenuation = 1.0f - distance / light->Out;
intensity = max(0.0f, attenuation * (light->Color.x + light->Color.y + light->Color.z) / 3.0f);
if (intensity >= brightest)
{
brightest = intensity;
brightestLight = light;
}
break;
case LIGHT_TYPES::LIGHT_TYPE_SPOT:
if (distance > light->Range)
continue;
attenuation = 1.0f - distance / light->Range;
intensity = max(0.0f, attenuation * (light->Color.x + light->Color.y + light->Color.z) / 3.0f);
if (intensity >= brightest)
{
brightest = intensity;
brightestLight = light;
}
break;
}
}
}
// If the brightest light is found, then fill the data structure. We ignore for now dynamic lights for shadows.
m_shadowLight = brightestLight;
}
void Renderer11::collectEffects(short roomNumber)
{
if (m_rooms.size() <= roomNumber) return;
RendererRoom & const room = m_rooms[roomNumber];
ROOM_INFO * r = room.Room;
short fxNum = NO_ITEM;
for (fxNum = r->fxNumber; fxNum != NO_ITEM; fxNum = EffectList[fxNum].nextFx)
{
FX_INFO* fx = &EffectList[fxNum];
if (fx->objectNumber < 0)
continue;
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ObjectInfo* obj = &Objects[fx->objectNumber];
RendererEffect* newEffect = &m_effects[fxNum];
newEffect->Effect = fx;
newEffect->Id = fxNum;
newEffect->World = Matrix::CreateFromYawPitchRoll(fx->pos.yRot, fx->pos.xPos, fx->pos.zPos) * Matrix::CreateTranslation(fx->pos.xPos, fx->pos.yPos, fx->pos.zPos);
newEffect->Mesh = m_meshPointersToMesh[reinterpret_cast<unsigned int>(Meshes[(obj->nmeshes ? obj->meshIndex : fx->frameNumber)])];
collectLightsForEffect(fx->roomNumber, newEffect);
m_effectsToDraw.push_back(newEffect);
short* mp = Meshes[(obj->nmeshes ? obj->meshIndex : fx->frameNumber)];
short hhh = 0;
}
}
void Renderer11::prepareCameraForFrame()
{
// Set camera matrices
m_stCameraMatrices.ViewProjection = ViewProjection;
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m_stCameraMatrices.Frame = GnFrameCounter;
m_stCameraMatrices.CameraUnderwater = (Rooms[Camera.pos.roomNumber].flags & ENV_FLAG_WATER) != 0 ? 1: 0;
m_stCameraMatrices.Projection = Projection;
m_stCameraMatrices.View = View;
m_stCameraMatrices.WorldPosition = Vector3(Camera.pos.x, Camera.pos.y, Camera.pos.z);
m_stCameraMatrices.ViewSize = Vector2(ScreenWidth, ScreenHeight);
m_stCameraMatrices.InvViewSize = Vector2(1 / ScreenWidth, 1 / ScreenHeight);
m_stCameraMatrices.WorldDirection = Vector3(Camera.target.x, Camera.target.y, Camera.target.z) - Vector3(Camera.pos.x, Camera.pos.y, Camera.pos.z);
m_stCameraMatrices.WorldDirection.Normalize();
updateConstantBuffer(m_cbCameraMatrices, &m_stCameraMatrices, sizeof(CCameraMatrixBuffer));
m_context->VSSetConstantBuffers(0, 1, &m_cbCameraMatrices);
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frustum.Update(View,Projection);
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}
void Renderer11::ResetAnimations()
{
for (int i = 0; i < NUM_ITEMS; i++)
{
m_items[i].DoneAnimations = false;
}
}