Merge branch 'master' into renderdatarefactor

# Conflicts:
#	TR5Main/Renderer/Render11Helper.cpp
#	TR5Main/Renderer/Renderer11Compatibility.cpp
#	TR5Main/Renderer/Renderer11Draw.cpp
#	TR5Main/Renderer/Renderer11Frame.cpp
#	TR5Main/Renderer/Renderer11Lara.cpp
This commit is contained in:
Nils Gaitzsch 2020-07-03 10:09:13 +02:00
commit 822ec19f08
40 changed files with 1302 additions and 2676 deletions

View file

@ -5,11 +5,13 @@
#include "setup.h"
#include "control.h"
#include "objects.h"
using std::vector;
using std::stack;
using std::optional;
namespace T5M::Renderer {
bool Renderer11::PrepareDataForTheRenderer() {
using std::stack;
using std::vector;
namespace T5M::Renderer
{
bool Renderer11::PrepareDataForTheRenderer()
{
m_moveableObjects.resize(ID_NUMBER_OBJECTS);
m_spriteSequences.resize(ID_NUMBER_OBJECTS);
m_staticObjects.resize(MAX_STATICS);
@ -19,7 +21,7 @@ namespace T5M::Renderer {
// Step 0: prepare animated textures
short numSets = *AnimTextureRanges;
short* animatedPtr = AnimTextureRanges;
short *animatedPtr = AnimTextureRanges;
animatedPtr++;
m_animatedTextureSets = vector<RendererAnimatedTextureSet>(NUM_ANIMATED_SETS);
@ -28,7 +30,7 @@ namespace T5M::Renderer {
for (int i = 0; i < numSets; i++)
{
m_animatedTextureSets[i] = RendererAnimatedTextureSet();
RendererAnimatedTextureSet& const set = m_animatedTextureSets[i];
RendererAnimatedTextureSet &const set = m_animatedTextureSets[i];
short numTextures = *animatedPtr + 1;
animatedPtr++;
@ -40,10 +42,10 @@ namespace T5M::Renderer {
short textureId = *animatedPtr;
animatedPtr++;
OBJECT_TEXTURE* texture = &ObjectTextures[textureId];
OBJECT_TEXTURE *texture = &ObjectTextures[textureId];
int tile = texture->tileAndFlag & 0x7FFF;
set.Textures[j] = RendererAnimatedTexture();
RendererAnimatedTexture& const newTexture = set.Textures[j];
RendererAnimatedTexture &const newTexture = set.Textures[j];
newTexture.Id = textureId;
for (int k = 0; k < 4; k++)
@ -53,7 +55,6 @@ namespace T5M::Renderer {
newTexture.UV[k] = Vector2(x, y);
}
}
}
@ -99,34 +100,37 @@ namespace T5M::Renderer {
if (m_skyTexture == NULL)
return false;*/
//D3DX11SaveTextureToFileA(m_context, m_skyTexture->Texture, D3DX11_IFF_PNG, "H:\\sky.png");
//D3DX11SaveTextureToFileA(m_context, m_skyTexture->Texture, D3DX11_IFF_PNG, "H:\\sky.png");
//free(buffer);
//free(buffer);
// Upload textures to GPU memory
for (int i = 0; i < RoomTextures.size(); i++) {
TEXTURE* texture = &RoomTextures[i];
// Upload textures to GPU memory
for (int i = 0; i < RoomTextures.size(); i++)
{
TEXTURE *texture = &RoomTextures[i];
m_roomTextures.push_back(Texture2D(m_device, texture->data.data(), texture->size));
}
for (int i = 0; i < MoveablesTextures.size(); i++) {
TEXTURE* texture = &MoveablesTextures[i];
for (int i = 0; i < MoveablesTextures.size(); i++)
{
TEXTURE *texture = &MoveablesTextures[i];
m_moveablesTextures.push_back(Texture2D(m_device, texture->data.data(), texture->size));
}
for (int i = 0; i < StaticsTextures.size(); i++) {
TEXTURE* texture = &StaticsTextures[i];
for (int i = 0; i < StaticsTextures.size(); i++)
{
TEXTURE *texture = &StaticsTextures[i];
m_staticsTextures.push_back(Texture2D(m_device, texture->data.data(), texture->size));
}
for (int i = 0; i < SpritesTextures.size(); i++) {
TEXTURE* texture = &SpritesTextures[i];
for (int i = 0; i < SpritesTextures.size(); i++)
{
TEXTURE *texture = &SpritesTextures[i];
m_spritesTextures.push_back(Texture2D(m_device, texture->data.data(), texture->size));
}
m_skyTexture = Texture2D(m_device, MiscTextures.data.data(), MiscTextures.size);
// Step 2: prepare rooms
vector<RendererVertex> roomVertices;
vector<int> roomIndices;
@ -136,10 +140,10 @@ namespace T5M::Renderer {
for (int i = 0; i < Rooms.size(); i++)
{
ROOM_INFO* room = &Rooms[i];
ROOM_INFO *room = &Rooms[i];
m_rooms[i] = RendererRoom();
RendererRoom& r = m_rooms[i];
RendererRoom &r = m_rooms[i];
r.RoomNumber = i;
r.Room = room;
r.AmbientLight = Vector4(room->ambient.x, room->ambient.y, room->ambient.z, 1.0f);
@ -149,12 +153,12 @@ namespace T5M::Renderer {
if (room->vertices.size() == 0)
continue;
ROOM_VERTEX * vertices = room->vertices.data();
ROOM_VERTEX *vertices = room->vertices.data();
for (int n = 0; n < room->buckets.size(); n++)
{
BUCKET* levelBucket = &room->buckets[n];
RendererBucket* bucket;
BUCKET *levelBucket = &room->buckets[n];
RendererBucket *bucket;
int bucketIndex;
if (levelBucket->blendMode != 0)
@ -174,7 +178,7 @@ namespace T5M::Renderer {
for (int v = 0; v < levelBucket->indices.size(); v++)
{
int index = levelBucket->indices[v];
ROOM_VERTEX* levelVertex = &vertices[index];
ROOM_VERTEX *levelVertex = &vertices[index];
RendererVertex vertex;
@ -207,7 +211,7 @@ namespace T5M::Renderer {
for (int l = 0; l < room->lights.size(); l++)
{
RendererLight light;
ROOM_LIGHT* oldLight = &room->lights[l];
ROOM_LIGHT *oldLight = &room->lights[l];
if (oldLight->type == LIGHT_TYPES::LIGHT_TYPE_SUN)
{
@ -262,7 +266,7 @@ namespace T5M::Renderer {
// Merge vertices and indices in a single list
for (int j = 0; j < NUM_BUCKETS; j++)
{
RendererBucket* bucket = &r.Buckets[j];
RendererBucket *bucket = &r.Buckets[j];
bucket->StartVertex = baseRoomVertex;
bucket->StartIndex = baseRoomIndex;
@ -292,13 +296,15 @@ namespace T5M::Renderer {
int baseMoveablesIndex = 0;
// Step 3: prepare moveables
for (int i = 0; i < MoveablesIds.size(); i++) {
for (int i = 0; i < MoveablesIds.size(); i++)
{
int objNum = MoveablesIds[i];
ObjectInfo* obj = &Objects[objNum];
ObjectInfo *obj = &Objects[objNum];
if (obj->nmeshes > 0) {
if (obj->nmeshes > 0)
{
m_moveableObjects[MoveablesIds[i]] = RendererObject();
RendererObject& moveable = *m_moveableObjects[MoveablesIds[i]];
RendererObject &moveable = *m_moveableObjects[MoveablesIds[i]];
moveable.Id = MoveablesIds[i];
// Assign the draw routine
@ -311,99 +317,108 @@ namespace T5M::Renderer {
objNum == ID_CAMERA_TARGET || objNum == ID_WATERFALLMIST || objNum == ID_SMOKE_EMITTER_BLACK ||
objNum == ID_SMOKE_EMITTER_WHITE)
{
moveable->DoNotDraw = true;
moveable.DoNotDraw = true;
}
else
{
moveable->DoNotDraw = false;
moveable.DoNotDraw = false;
}*/
moveable.DoNotDraw = (obj->drawRoutine == NULL);
for (int j = 0; j < obj->nmeshes; j++) {
for (int j = 0; j < obj->nmeshes; j++)
{
// HACK: mesh pointer 0 is the placeholder for Lara's body parts and is right hand with pistols
// We need to override the bone index because the engine will take mesh 0 while drawing pistols anim,
// and vertices have bone index 0 and not 10
RendererMesh* mesh = getRendererMeshFromTrMesh(&moveable,
Meshes[obj->meshIndex + j],
RendererMesh *mesh = getRendererMeshFromTrMesh(&moveable,
&Meshes[obj->meshIndex + j],
j, MoveablesIds[i] == ID_LARA_SKIN_JOINTS,
MoveablesIds[i] == ID_LARA_HAIR);
moveable.ObjectMeshes.push_back(mesh);
}
if (objNum == ID_IMP_ROCK || objNum == ID_ENERGY_BUBBLES || objNum == ID_BUBBLES || objNum == ID_BODY_PART) {
if (objNum == ID_IMP_ROCK || objNum == ID_ENERGY_BUBBLES || objNum == ID_BUBBLES || objNum == ID_BODY_PART)
{
// HACK: these objects must have nmeshes = 0 because engine will use them in a different way while drawing Effects.
// In Core's code this was done in SETUP.C but we must do it here because we need to create renderer's meshes.
obj->nmeshes = 0;
}
else {
int* bone = &Bones[obj->boneIndex];
stack<RendererBone*> stack;
for (int j = 0; j < obj->nmeshes; j++) {
else
{
for (int j = 0; j < obj->nmeshes; j++)
{
moveable.LinearizedBones.push_back(new RendererBone(j));
moveable.AnimationTransforms.push_back(Matrix::Identity);
moveable.BindPoseTransforms.push_back(Matrix::Identity);
}
RendererBone* currentBone = moveable.LinearizedBones[0];
RendererBone* stackBone = moveable.LinearizedBones[0];
if (obj->nmeshes > 1)
{
int *bone = &Bones[obj->boneIndex];
for (int mi = 0; mi < obj->nmeshes - 1; mi++) {
int j = mi + 1;
stack<RendererBone *> stack;
int opcode = *(bone++);
int linkX = *(bone++);
int linkY = *(bone++);
int linkZ = *(bone++);
RendererBone *currentBone = moveable.LinearizedBones[0];
RendererBone *stackBone = moveable.LinearizedBones[0];
byte flags = opcode & 0x1C;
for (int mi = 0; mi < obj->nmeshes - 1; mi++)
{
int j = mi + 1;
moveable.LinearizedBones[j]->ExtraRotationFlags = flags;
int opcode = *(bone++);
int linkX = *(bone++);
int linkY = *(bone++);
int linkZ = *(bone++);
switch (opcode & 0x03) {
case 0:
moveable.LinearizedBones[j]->Parent = currentBone;
moveable.LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ);
currentBone->Children.push_back(moveable.LinearizedBones[j]);
currentBone = moveable.LinearizedBones[j];
byte flags = opcode & 0x1C;
break;
case 1:
if (stack.empty())
continue;
currentBone = stack.top();
stack.pop();
moveable.LinearizedBones[j]->ExtraRotationFlags = flags;
moveable.LinearizedBones[j]->Parent = currentBone;
moveable.LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ);
currentBone->Children.push_back(moveable.LinearizedBones[j]);
currentBone = moveable.LinearizedBones[j];
switch (opcode & 0x03)
{
case 0:
moveable.LinearizedBones[j]->Parent = currentBone;
moveable.LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ);
currentBone->Children.push_back(moveable.LinearizedBones[j]);
currentBone = moveable.LinearizedBones[j];
break;
case 2:
stack.push(currentBone);
break;
case 1:
if (stack.empty())
continue;
currentBone = stack.top();
stack.pop();
moveable.LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ);
moveable.LinearizedBones[j]->Parent = currentBone;
currentBone->Children.push_back(moveable.LinearizedBones[j]);
currentBone = moveable.LinearizedBones[j];
moveable.LinearizedBones[j]->Parent = currentBone;
moveable.LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ);
currentBone->Children.push_back(moveable.LinearizedBones[j]);
currentBone = moveable.LinearizedBones[j];
break;
case 3:
if (stack.empty())
continue;
RendererBone* theBone = stack.top();
stack.pop();
break;
case 2:
stack.push(currentBone);
moveable.LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ);
moveable.LinearizedBones[j]->Parent = theBone;
theBone->Children.push_back(moveable.LinearizedBones[j]);
currentBone = moveable.LinearizedBones[j];
stack.push(theBone);
moveable.LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ);
moveable.LinearizedBones[j]->Parent = currentBone;
currentBone->Children.push_back(moveable.LinearizedBones[j]);
currentBone = moveable.LinearizedBones[j];
break;
break;
case 3:
if (stack.empty())
continue;
RendererBone *theBone = stack.top();
stack.pop();
moveable.LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ);
moveable.LinearizedBones[j]->Parent = theBone;
theBone->Children.push_back(moveable.LinearizedBones[j]);
currentBone = moveable.LinearizedBones[j];
stack.push(theBone);
break;
}
}
}
@ -417,34 +432,41 @@ namespace T5M::Renderer {
buildHierarchy(&moveable);
// Fix Lara skin joints and hairs
if (MoveablesIds[i] == ID_LARA_SKIN_JOINTS) {
int bonesToCheck[2] = { 0,0 };
if (MoveablesIds[i] == ID_LARA_SKIN_JOINTS)
{
int BonesToCheck[2] = {0, 0};
RendererObject& objSkin = *m_moveableObjects[ID_LARA_SKIN];
RendererObject &objSkin = *m_moveableObjects[ID_LARA_SKIN];
for (int j = 1; j < obj->nmeshes; j++) {
RendererMesh* jointMesh = moveable.ObjectMeshes[j];
RendererBone* jointBone = moveable.LinearizedBones[j];
for (int j = 1; j < obj->nmeshes; j++)
{
RendererMesh *jointMesh = moveable.ObjectMeshes[j];
RendererBone *jointBone = moveable.LinearizedBones[j];
bonesToCheck[0] = jointBone->Parent->Index;
bonesToCheck[1] = j;
BonesToCheck[0] = jointBone->Parent->Index;
BonesToCheck[1] = j;
for (int b1 = 0; b1 < NUM_BUCKETS; b1++) {
RendererBucket* jointBucket = &jointMesh->Buckets[b1];
for (int b1 = 0; b1 < NUM_BUCKETS; b1++)
{
RendererBucket *jointBucket = &jointMesh->Buckets[b1];
for (int v1 = 0; v1 < jointBucket->Vertices.size(); v1++) {
RendererVertex* jointVertex = &jointBucket->Vertices[v1];
for (int v1 = 0; v1 < jointBucket->Vertices.size(); v1++)
{
RendererVertex *jointVertex = &jointBucket->Vertices[v1];
bool done = false;
for (int k = 0; k < 2; k++) {
RendererMesh* skinMesh = objSkin.ObjectMeshes[bonesToCheck[k]];
RendererBone* skinBone = objSkin.LinearizedBones[bonesToCheck[k]];
for (int k = 0; k < 2; k++)
{
RendererMesh *skinMesh = objSkin.ObjectMeshes[BonesToCheck[k]];
RendererBone *skinBone = objSkin.LinearizedBones[BonesToCheck[k]];
for (int b2 = 0; b2 < NUM_BUCKETS; b2++) {
RendererBucket* skinBucket = &skinMesh->Buckets[b2];
for (int v2 = 0; v2 < skinBucket->Vertices.size(); v2++) {
RendererVertex* skinVertex = &skinBucket->Vertices[v2];
for (int b2 = 0; b2 < NUM_BUCKETS; b2++)
{
RendererBucket *skinBucket = &skinMesh->Buckets[b2];
for (int v2 = 0; v2 < skinBucket->Vertices.size(); v2++)
{
RendererVertex *skinVertex = &skinBucket->Vertices[v2];
int x1 = jointBucket->Vertices[v1].Position.x + jointBone->GlobalTranslation.x;
int y1 = jointBucket->Vertices[v1].Position.y + jointBone->GlobalTranslation.y;
@ -454,12 +476,12 @@ namespace T5M::Renderer {
int y2 = skinBucket->Vertices[v2].Position.y + skinBone->GlobalTranslation.y;
int z2 = skinBucket->Vertices[v2].Position.z + skinBone->GlobalTranslation.z;
if (abs(x1 - x2) < 2 && abs(y1 - y2) < 2 && abs(z1 - z2) < 2) {
jointVertex->Bone = bonesToCheck[k];
jointVertex->Position.x = skinVertex->Position.x;
jointVertex->Position.y = skinVertex->Position.y;
jointVertex->Position.z = skinVertex->Position.z;
if (abs(x1 - x2) < 2 && abs(y1 - y2) < 2 && abs(z1 - z2) < 2)
{
jointVertex->Bone = BonesToCheck[k];
jointVertex->Position = skinVertex->Position;
jointVertex->Normal = skinVertex->Normal;
done = true;
break;
}
@ -477,12 +499,15 @@ namespace T5M::Renderer {
}
}
if (MoveablesIds[i] == ID_LARA_HAIR) {
for (int j = 0; j < moveable.ObjectMeshes.size(); j++) {
RendererMesh* mesh = moveable.ObjectMeshes[j];
for (int n = 0; n < NUM_BUCKETS; n++) {
if (MoveablesIds[i] == ID_LARA_HAIR)
{
for (int j = 0; j < moveable.ObjectMeshes.size(); j++)
{
RendererMesh *mesh = moveable.ObjectMeshes[j];
for (int n = 0; n < NUM_BUCKETS; n++)
{
m_numHairVertices += mesh->Buckets[n].NumVertices;
m_numHairIndices += mesh->Buckets[n].NumIndices;
m_numHairIndices += mesh->Buckets[n].Indices.size();
}
}
@ -497,13 +522,14 @@ namespace T5M::Renderer {
}
}
// Merge vertices and indices in a single list
for (int m = 0; m < moveable.ObjectMeshes.size(); m++) {
RendererMesh* msh = moveable.ObjectMeshes[m];
for (int m = 0; m < moveable.ObjectMeshes.size(); m++)
{
RendererMesh *msh = moveable.ObjectMeshes[m];
for (int j = 0; j < NUM_BUCKETS; j++) {
RendererBucket* bucket = &msh->Buckets[j];
for (int j = 0; j < NUM_BUCKETS; j++)
{
RendererBucket *bucket = &msh->Buckets[j];
bucket->StartVertex = baseMoveablesVertex;
bucket->StartIndex = baseMoveablesIndex;
@ -531,24 +557,25 @@ namespace T5M::Renderer {
int baseStaticsVertex = 0;
int baseStaticsIndex = 0;
for (int i = 0; i < StaticObjectsIds.size(); i++) {
StaticInfo* obj = &StaticObjects[StaticObjectsIds[i]];
for (int i = 0; i < StaticObjectsIds.size(); i++)
{
StaticInfo *obj = &StaticObjects[StaticObjectsIds[i]];
m_staticObjects[StaticObjectsIds[i]] = RendererObject();
RendererObject& staticObject = *m_staticObjects[StaticObjectsIds[i]];
RendererObject &staticObject = *m_staticObjects[StaticObjectsIds[i]];
staticObject.Id = StaticObjectsIds[i];
short* meshPtr = Meshes[obj->meshNumber];
RendererMesh* mesh = getRendererMeshFromTrMesh(&staticObject, Meshes[obj->meshNumber], 0, false, false);
RendererMesh *mesh = getRendererMeshFromTrMesh(&staticObject, &Meshes[obj->meshNumber], 0, false, false);
staticObject.ObjectMeshes.push_back(mesh);
m_staticObjects[StaticObjectsIds[i]] = staticObject;
// Merge vertices and indices in a single list
RendererMesh* msh = staticObject.ObjectMeshes[0];
RendererMesh *msh = staticObject.ObjectMeshes[0];
for (int j = 0; j < NUM_BUCKETS; j++) {
RendererBucket* bucket = &msh->Buckets[j];
for (int j = 0; j < NUM_BUCKETS; j++)
{
RendererBucket *bucket = &msh->Buckets[j];
bucket->StartVertex = baseStaticsVertex;
bucket->StartIndex = baseStaticsIndex;
@ -571,30 +598,32 @@ namespace T5M::Renderer {
// Step 5: prepare sprites
m_sprites.resize(g_NumSprites);
for (int i = 0; i < g_NumSprites; i++) {
SPRITE* oldSprite = &Sprites[i];
for (int i = 0; i < g_NumSprites; i++)
{
SPRITE *oldSprite = &Sprites[i];
m_sprites[i] = RendererSprite();
RendererSprite& sprite = m_sprites[i];
RendererSprite &sprite = m_sprites[i];
sprite.UV[0] = Vector2(oldSprite->x1, oldSprite->y1);
sprite.UV[1] = Vector2(oldSprite->x2, oldSprite->y2);
sprite.UV[2] = Vector2(oldSprite->x3, oldSprite->y3);
sprite.UV[3] = Vector2(oldSprite->x4, oldSprite->y4);
sprite.Texture = &m_spritesTextures[oldSprite->tile];
}
for (int i = 0; i < MoveablesIds.size(); i++) {
ObjectInfo* obj = &Objects[MoveablesIds[i]];
if (obj->nmeshes < 0) {
for (int i = 0; i < MoveablesIds.size(); i++)
{
ObjectInfo *obj = &Objects[MoveablesIds[i]];
if (obj->nmeshes < 0)
{
short numSprites = abs(obj->nmeshes);
short baseSprite = obj->meshIndex;
m_spriteSequences[MoveablesIds[i]] = RendererSpriteSequence(MoveablesIds[i], numSprites);
RendererSpriteSequence& sequence = m_spriteSequences[MoveablesIds[i]];
RendererSpriteSequence &sequence = m_spriteSequences[MoveablesIds[i]];
for (int j = baseSprite; j < baseSprite + numSprites; j++) {
for (int j = baseSprite; j < baseSprite + numSprites; j++)
{
sequence.SpritesList[j - baseSprite] = &m_sprites[j];
}
@ -602,10 +631,12 @@ namespace T5M::Renderer {
}
}
for (int i = 0; i < 6; i++) {
if (Objects[ID_WATERFALL1 + i].loaded) {
for (int i = 0; i < 6; i++)
{
if (Objects[ID_WATERFALL1 + i].loaded)
{
// Get the first textured bucket
RendererBucket* bucket = NULL;
RendererBucket *bucket = NULL;
for (int j = 0; j < NUM_BUCKETS; j++)
if (m_moveableObjects[ID_WATERFALL1 + i]->ObjectMeshes[0]->Buckets[j].Polygons.size() > 0)
bucket = &m_moveableObjects[ID_WATERFALL1 + i]->ObjectMeshes[0]->Buckets[j];
@ -613,7 +644,7 @@ namespace T5M::Renderer {
if (bucket == NULL)
continue;
OBJECT_TEXTURE * texture = &ObjectTextures[bucket->Polygons[0].TextureId];
OBJECT_TEXTURE *texture = &ObjectTextures[bucket->Polygons[0].TextureId];
WaterfallTextures[i] = texture;
WaterfallY[i] = texture->vertices[0].y;
}
@ -621,4 +652,4 @@ namespace T5M::Renderer {
return true;
}
}
} // namespace T5M::Renderer