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

@ -7,35 +7,41 @@
#include "level.h"
#include "setup.h"
#include "RenderView\RenderView.h"
namespace T5M::Renderer {
namespace T5M::Renderer
{
using namespace T5M::Renderer;
using std::vector;
void Renderer11::collectRooms(RenderView& renderView) {
void Renderer11::collectRooms(RenderView &renderView)
{
short baseRoomIndex = renderView.camera.RoomNumber;
for (int i = 0; i < Rooms.size(); i++) {
for (int i = 0; i < Rooms.size(); i++)
{
m_rooms[i].Visited = false;
}
Vector4 vp = Vector4(-1.0f, -1.0f, 1.0f, 1.0f);
vector<RendererRoom*> collectedRooms;
vector<RendererRoom *> collectedRooms;
collectedRooms.reserve(128);
getVisibleObjects(-1, baseRoomIndex, &vp, false, 0,renderView);
getVisibleObjects(-1, baseRoomIndex, &vp, false, 0, renderView);
}
void Renderer11::collectItems(short roomNumber,RenderView& renderView) {
if (m_rooms.size() <= roomNumber) {
void Renderer11::collectItems(short roomNumber, RenderView &renderView)
{
if (m_rooms.size() <= roomNumber)
{
return;
}
RendererRoom& const room = m_rooms[roomNumber];
RendererRoom &const room = m_rooms[roomNumber];
ROOM_INFO* r = room.Room;
ROOM_INFO *r = room.Room;
short itemNum = NO_ITEM;
for (itemNum = r->itemNumber; itemNum != NO_ITEM; itemNum = Items[itemNum].nextItem) {
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];
ITEM_INFO *item = &Items[itemNum];
if (item->objectNumber == ID_LARA && itemNum == Items[itemNum].nextItem)
break;
@ -48,8 +54,8 @@ namespace T5M::Renderer {
if (!m_moveableObjects[item->objectNumber].has_value())
continue;
RendererItem* newItem = &m_items[itemNum];
short* bounds = GetBoundsAccurate(item);
RendererItem *newItem = &m_items[itemNum];
short *bounds = GetBoundsAccurate(item);
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 (!renderView.camera.frustum.AABBInFrustum(min, max))
@ -63,24 +69,27 @@ namespace T5M::Renderer {
TO_RAD(item->pos.zRot));
newItem->Scale = Matrix::CreateScale(1.0f);
newItem->World = newItem->Rotation * newItem->Translation;
collectLightsForItem(item->roomNumber, newItem,renderView);
collectLightsForItem(item->roomNumber, newItem, renderView);
renderView.itemsToDraw.push_back(newItem);
}
}
void Renderer11::collectStatics(short roomNumber, RenderView& renderView) {
if (m_rooms.size() <= roomNumber) {
void Renderer11::collectStatics(short roomNumber, RenderView &renderView)
{
if (m_rooms.size() <= roomNumber)
{
return;
}
RendererRoom& const room = m_rooms[roomNumber];
ROOM_INFO* r = room.Room;
RendererRoom &const room = m_rooms[roomNumber];
ROOM_INFO *r = room.Room;
if (r->mesh.size() <= 0)
return;
int numStatics = r->mesh.size();
for (int i = 0; i < numStatics; i++) {
MESH_INFO* mesh = &r->mesh[i];
RendererStatic* newStatic = &room.Statics[i];
StaticInfo* staticInfo = &StaticObjects[mesh->staticNumber];
for (int i = 0; i < numStatics; i++)
{
MESH_INFO *mesh = &r->mesh[i];
RendererStatic *newStatic = &room.Statics[i];
StaticInfo *staticInfo = &StaticObjects[mesh->staticNumber];
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);
@ -96,14 +105,16 @@ namespace T5M::Renderer {
}
}
void Renderer11::collectLightsForEffect(short roomNumber, RendererEffect* effect, RenderView& renderView) {
void Renderer11::collectLightsForEffect(short roomNumber, RendererEffect *effect, RenderView &renderView)
{
effect->Lights.clear();
if (m_rooms.size() <= roomNumber) {
if (m_rooms.size() <= roomNumber)
{
return;
}
RendererRoom& const room = m_rooms[roomNumber];
RendererRoom &const room = m_rooms[roomNumber];
ROOM_INFO* r = room.Room;
ROOM_INFO *r = room.Room;
if (r->lights.size() <= 0)
return;
@ -113,8 +124,9 @@ namespace T5M::Renderer {
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];
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);
@ -128,16 +140,20 @@ namespace T5M::Renderer {
int numLights = room.Lights.size();
m_shadowLight = NULL;
RendererLight* brightestLight = NULL;
RendererLight *brightestLight = NULL;
float brightest = 0.0f;
for (int j = 0; j < numLights; j++) {
RendererLight* light = &room.Lights[j];
for (int j = 0; j < numLights; j++)
{
RendererLight *light = &room.Lights[j];
// Check only lights different from sun
if (light->Type == LIGHT_TYPE_SUN) {
if (light->Type == LIGHT_TYPE_SUN)
{
// Sun is added without checks
} else if (light->Type == LIGHT_TYPE_POINT || light->Type == LIGHT_TYPE_SHADOW) {
}
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();
@ -151,16 +167,20 @@ namespace T5M::Renderer {
continue;
// If Lara, try to collect shadow casting light
if (effect->Effect->objectNumber == ID_LARA) {
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) {
if (intensity >= brightest)
{
brightest = intensity;
brightestLight = light;
}
}
} else if (light->Type == LIGHT_TYPE_SPOT) {
}
else if (light->Type == LIGHT_TYPE_SPOT)
{
Vector3 lightPosition = Vector3(light->Position.x, light->Position.y, light->Position.z);
float distance = (itemPosition - lightPosition).Length();
@ -172,7 +192,9 @@ namespace T5M::Renderer {
// Check the range
if (distance > light->Range)
continue;
} else {
}
else
{
// Invalid light type
continue;
}
@ -180,19 +202,22 @@ namespace T5M::Renderer {
m_tempItemLights.push_back(light);
}
for (int i = 0; i < min(MAX_LIGHTS_PER_ITEM, m_tempItemLights.size()); i++) {
for (int i = 0; i < min(MAX_LIGHTS_PER_ITEM, m_tempItemLights.size()); i++)
{
renderView.lightsToDraw.push_back(m_tempItemLights[i]);
}
}
void Renderer11::collectLightsForItem(short roomNumber, RendererItem* item,RenderView& renderView) {
void Renderer11::collectLightsForItem(short roomNumber, RendererItem *item, RenderView &renderView)
{
item->Lights.clear();
if (m_rooms.size() <= roomNumber) {
if (m_rooms.size() <= roomNumber)
{
return;
}
RendererRoom& const room = m_rooms[roomNumber];
RendererRoom &const room = m_rooms[roomNumber];
ROOM_INFO* r = room.Room;
ROOM_INFO *r = room.Room;
if (r->lights.size() <= 0)
return;
@ -202,8 +227,9 @@ namespace T5M::Renderer {
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];
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);
@ -217,16 +243,20 @@ namespace T5M::Renderer {
int numLights = room.Lights.size();
m_shadowLight = NULL;
RendererLight* brightestLight = NULL;
RendererLight *brightestLight = NULL;
float brightest = 0.0f;
for (int j = 0; j < numLights; j++) {
RendererLight* light = &room.Lights[j];
for (int j = 0; j < numLights; j++)
{
RendererLight *light = &room.Lights[j];
// Check only lights different from sun
if (light->Type == LIGHT_TYPE_SUN) {
if (light->Type == LIGHT_TYPE_SUN)
{
// Sun is added without checks
} else if (light->Type == LIGHT_TYPE_POINT || light->Type == LIGHT_TYPE_SHADOW) {
}
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();
@ -240,16 +270,20 @@ namespace T5M::Renderer {
continue;
// If Lara, try to collect shadow casting light
if (item->Item->objectNumber == ID_LARA) {
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) {
if (intensity >= brightest)
{
brightest = intensity;
brightestLight = light;
}
}
} else if (light->Type == LIGHT_TYPE_SPOT) {
}
else if (light->Type == LIGHT_TYPE_SPOT)
{
Vector3 lightPosition = Vector3(light->Position.x, light->Position.y, light->Position.z);
float distance = (itemPosition - lightPosition).Length();
@ -263,16 +297,20 @@ namespace T5M::Renderer {
continue;
// If Lara, try to collect shadow casting light
if (item->Item->objectNumber == ID_LARA) {
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) {
if (intensity >= brightest)
{
brightest = intensity;
brightestLight = light;
}
}
} else {
}
else
{
// Invalid light type
continue;
}
@ -280,27 +318,32 @@ namespace T5M::Renderer {
m_tempItemLights.push_back(light);
}
for (int i = 0; i < min(MAX_LIGHTS_PER_ITEM, m_tempItemLights.size()); i++) {
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) {
if (item->Item->objectNumber == ID_LARA)
{
m_shadowLight = brightestLight;
}
}
void Renderer11::collectLightsForRoom(short roomNumber,RenderView& renderView) {
if (m_rooms.size() <= roomNumber) {
void Renderer11::collectLightsForRoom(short roomNumber, RenderView &renderView)
{
if (m_rooms.size() <= roomNumber)
{
return;
}
RendererRoom& const room = m_rooms[roomNumber];
ROOM_INFO* r = &Rooms[roomNumber];
RendererRoom &const room = m_rooms[roomNumber];
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];
for (int i = 0; i < m_dynamicLights.size(); i++)
{
RendererLight *light = m_dynamicLights[i];
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);
@ -311,7 +354,8 @@ namespace T5M::Renderer {
}
}
void Renderer11::prepareLights() {
void Renderer11::prepareLights()
{
// Add dynamic lights
for (int i = 0; i < m_dynamicLights.size(); i++)
m_lightsToDraw.push_back(m_dynamicLights[i]);
@ -325,16 +369,18 @@ namespace T5M::Renderer {
// m_lightsToDraw.resize(32);
// Now try to search for a shadow caster, using Lara as reference
RendererRoom& const room = m_rooms[LaraItem->roomNumber];
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;
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];
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;
@ -349,7 +395,8 @@ namespace T5M::Renderer {
float attenuationRange;
float attenuationAngle;
switch ((int)light->Type) {
switch ((int)light->Type)
{
case LIGHT_TYPES::LIGHT_TYPE_POINT:
if (distance > light->Out || light->Out < 2048.0f)
continue;
@ -357,21 +404,23 @@ namespace T5M::Renderer {
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) {
if (intensity >= brightest)
{
brightest = intensity;
brightestLight = light;
}
break;
case LIGHT_TYPES::LIGHT_TYPE_SPOT:
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) {
if (intensity >= brightest)
{
brightest = intensity;
brightestLight = light;
}
@ -385,40 +434,42 @@ namespace T5M::Renderer {
m_shadowLight = brightestLight;
}
void Renderer11::collectEffects(short roomNumber,RenderView& renderView) {
if (m_rooms.size() <= roomNumber) return;
RendererRoom& const room = m_rooms[roomNumber];
void Renderer11::collectEffects(short roomNumber, RenderView &renderView)
{
if (m_rooms.size() <= roomNumber)
return;
RendererRoom &const room = m_rooms[roomNumber];
ROOM_INFO* r = room.Room;
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];
for (fxNum = r->fxNumber; fxNum != NO_ITEM; fxNum = EffectList[fxNum].nextFx)
{
FX_INFO *fx = &EffectList[fxNum];
if (fx->objectNumber < 0)
continue;
ObjectInfo* obj = &Objects[fx->objectNumber];
ObjectInfo *obj = &Objects[fx->objectNumber];
RendererEffect* newEffect = &m_effects[fxNum];
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)])];
newEffect->Mesh = getMesh(obj->nmeshes ? obj->meshIndex : fx->frameNumber);
collectLightsForEffect(fx->roomNumber, newEffect,renderView);
collectLightsForEffect(fx->roomNumber, newEffect, renderView);
renderView.effectsToDraw.push_back(newEffect);
short* mp = Meshes[(obj->nmeshes ? obj->meshIndex : fx->frameNumber)];
short hhh = 0;
m_effectsToDraw.push_back(newEffect);
}
}
void Renderer11::ResetAnimations() {
for (int i = 0; i < NUM_ITEMS; i++) {
void Renderer11::ResetAnimations()
{
for (int i = 0; i < NUM_ITEMS; i++)
{
m_items[i].DoneAnimations = false;
}
}
}
} // namespace T5M::Renderer