Final formatting pass

This commit is contained in:
Sezz 2024-12-25 18:23:26 +11:00
parent c2b2756725
commit ac800ff1e1
6 changed files with 17 additions and 20 deletions

View file

@ -300,8 +300,11 @@ void ControlWaterfallMist(short itemNumber);
void TriggerWaterfallMist(const ItemInfo& item);
void KillAllCurrentItems(short itemNumber);
void TriggerDynamicLight(int x, int y, int z, short falloff, byte r, byte g, byte b);
// TODO: use Spawn prefix instead.
void TriggerDynamicPointLight(const Vector3& pos, const Color& color, float falloff, bool castShadows = false, int hash = 0);
void TriggerDynamicSpotLight(const Vector3& pos, const Vector3& dir, const Color& color, float radius, float falloff, float distance, bool castShadows = false, int hash = 0);
void TriggerRocketFlame(int x, int y, int z, int xv, int yv, int zv, int itemNumber);
void TriggerRocketSmoke(int x, int y, int z);
void TriggerFlashSmoke(int x, int y, int z, short roomNumber);

View file

@ -561,7 +561,7 @@ namespace TEN::Renderer
if (rat->On)
{
auto* mesh = GetMesh(Objects[ID_RATS_EMITTER].meshIndex + (rand() % 8));
const auto& mesh = *GetMesh(Objects[ID_RATS_EMITTER].meshIndex + (rand() % 8));
auto world = rat->Transform;
ReflectMatrixOptionally(world);
@ -575,21 +575,17 @@ namespace TEN::Renderer
_cbStatic.UpdateData(_stStatic, _context.Get());
for (auto& bucket : mesh->Buckets)
for (const auto& bucket : mesh.Buckets)
{
if (bucket.NumVertices == 0)
{
continue;
}
int passes = rendererPass == RendererPass::Opaque && bucket.BlendMode == BlendMode::AlphaTest ? 2 : 1;
for (int p = 0; p < passes; p++)
{
if (!SetupBlendModeAndAlphaTest(bucket.BlendMode, rendererPass, p))
{
continue;
}
BindTexture(TextureRegister::ColorMap, &std::get<0>(_moveablesTextures[bucket.Texture]), SamplerStateRegister::AnisotropicClamp);
BindTexture(TextureRegister::NormalMap, &std::get<1>(_moveablesTextures[bucket.Texture]), SamplerStateRegister::AnisotropicClamp);

View file

@ -493,7 +493,7 @@ namespace TEN::Renderer
if (r->mesh.empty())
return;
bool roomIsReflected = IsRoomReflected(renderView, roomNumber);
bool isRoomReflected = IsRoomReflected(renderView, roomNumber);
for (int i = 0; i < room.Statics.size(); i++)
{
@ -523,7 +523,7 @@ namespace TEN::Renderer
if (obj.ObjectMeshes.empty())
continue;
if (!roomIsReflected && !renderView.Camera.Frustum.SphereInFrustum(mesh->Sphere.Center, mesh->Sphere.Radius))
if (!isRoomReflected && !renderView.Camera.Frustum.SphereInFrustum(mesh->Sphere.Center, mesh->Sphere.Radius))
continue;
// Collect the lights

View file

@ -1,7 +1,6 @@
#include "framework.h"
#include <string>
#include <memory>
#include <filesystem>
// TODO: To framework.
#include <random>
#include <d3dcompiler.h>

View file

@ -286,7 +286,7 @@ void Renderer::UpdateLaraAnimations(bool force)
rItem.DoneAnimations = true;
}
void TEN::Renderer::Renderer::DrawLara(RenderView& view, RendererPass rendererPass)
void Renderer::DrawLara(RenderView& view, RendererPass rendererPass)
{
// TODO: Avoid Lara global.
// Don't draw player if using optics (but still draw reflections).

View file

@ -1,6 +1,5 @@
#pragma once
#include <wrl/client.h>
#include <d3d11.h>
#include <utility>
using Microsoft::WRL::ComPtr;
@ -18,25 +17,25 @@ namespace TEN::Renderer::Structures
struct RendererPixelShaderAndBlob
{
ComPtr<ID3D11PixelShader> Shader = nullptr;
ComPtr<ID3D10Blob> Blob;
ComPtr<ID3D10Blob> Blob = nullptr;
};
struct RendererVertexShaderAndBlob
{
ComPtr<ID3D11VertexShader> Shader = nullptr;
ComPtr<ID3D10Blob> Blob;
ComPtr<ID3D10Blob> Blob = nullptr;
};
struct RendererComputeShaderAndBlob
{
ComPtr<ID3D11ComputeShader> Shader = nullptr;
ComPtr<ID3D10Blob> Blob;
ComPtr<ID3D10Blob> Blob = nullptr;
};
struct RendererShader
{
RendererPixelShaderAndBlob Pixel;
RendererVertexShaderAndBlob Vertex;
RendererComputeShaderAndBlob Compute;
RendererPixelShaderAndBlob Pixel = {};
RendererVertexShaderAndBlob Vertex = {};
RendererComputeShaderAndBlob Compute = {};
};
}
}