#include "Renderer11.h" #include "..\Specific\input.h" #include "..\Specific\winmain.h" #include "..\Specific\roomload.h" #include "..\Specific\game.h" #include "..\Specific\configuration.h" #include "..\Game\draw.h" #include "..\Game\healt.h" #include "..\Game\pickup.h" #include "..\Game\inventory.h" #include "..\Game\gameflow.h" #include "..\Game\Lara.h" #include "..\Game\effect2.h" #include "..\Game\rope.h" #include "..\Game\items.h" #include "..\Game\Camera.h" #include "..\Game\healt.h" #include "../Game/tomb4fx.h" #include #include #include #include "../Game/misc.h" using ns = chrono::nanoseconds; using get_time = chrono::steady_clock; int SortLightsFunction(RendererLight* a, RendererLight* b) { if (a->Dynamic > b->Dynamic) return -1; return 0; } bool SortRoomsFunction(RendererRoom* a, RendererRoom* b) { return (a->Distance < b->Distance); } int SortRoomsFunctionNonStd(RendererRoom* a, RendererRoom* b) { return (a->Distance - b->Distance); } Renderer11::Renderer11() { initialiseHairRemaps(); m_blinkColorDirection = 1; } Renderer11::~Renderer11() { FreeRendererData(); DX11_RELEASE(m_backBufferRTV); DX11_RELEASE(m_backBufferTexture); DX11_RELEASE(m_depthStencilState); DX11_RELEASE(m_depthStencilTexture); DX11_RELEASE(m_depthStencilView); DX11_DELETE(m_primitiveBatch); DX11_DELETE(m_spriteBatch); DX11_DELETE(m_gameFont); DX11_DELETE(m_states); for (int i = 0; i < NUM_CAUSTICS_TEXTURES; i++) DX11_DELETE(m_caustics[i]); DX11_DELETE(m_titleScreen); DX11_DELETE(m_binocularsTexture); DX11_DELETE(m_whiteTexture); DX11_DELETE(m_logo); DX11_RELEASE(m_vsRooms); DX11_RELEASE(m_psRooms); DX11_RELEASE(m_vsItems); DX11_RELEASE(m_psItems); DX11_RELEASE(m_vsStatics); DX11_RELEASE(m_psStatics); DX11_RELEASE(m_vsHairs); DX11_RELEASE(m_psHairs); DX11_RELEASE(m_vsSky); DX11_RELEASE(m_psSky); DX11_RELEASE(m_vsSprites); DX11_RELEASE(m_psSprites); DX11_RELEASE(m_vsSolid); DX11_RELEASE(m_psSolid); DX11_RELEASE(m_vsInventory); DX11_RELEASE(m_psInventory); DX11_RELEASE(m_vsFullScreenQuad); DX11_RELEASE(m_psFullScreenQuad); DX11_RELEASE(m_cbCameraMatrices); DX11_RELEASE(m_cbItem); DX11_RELEASE(m_cbStatic); DX11_RELEASE(m_cbLights); DX11_RELEASE(m_cbMisc); DX11_DELETE(m_renderTarget); DX11_DELETE(m_dumpScreenRenderTarget); DX11_DELETE(m_shadowMap); DX11_RELEASE(m_swapChain); DX11_RELEASE(m_context); DX11_RELEASE(m_device); } void Renderer11::FreeRendererData() { m_meshPointersToMesh.clear(); for (int i = 0; i < ID_NUMBER_OBJECTS; i++) DX11_DELETE(m_moveableObjects[i]); free(m_moveableObjects); for (int i = 0; i < g_NumSprites; i++) DX11_DELETE(m_sprites[i]); free(m_sprites); for (int i = 0; i < ID_NUMBER_OBJECTS; i++) DX11_DELETE(m_spriteSequences[i]); free(m_spriteSequences); for (int i = 0; i < NUM_STATICS; i++) DX11_DELETE(m_staticObjects[i]); free(m_staticObjects); for (int i = 0; i < NUM_ROOMS; i++) DX11_DELETE(m_rooms[i]); free(m_rooms); for (int i = 0; i < m_numAnimatedTextureSets; i++) DX11_DELETE(m_animatedTextureSets[i]); free(m_animatedTextureSets); DX11_DELETE(m_textureAtlas); DX11_DELETE(m_skyTexture); DX11_DELETE(m_roomsVertexBuffer); DX11_DELETE(m_roomsIndexBuffer); DX11_DELETE(m_moveablesVertexBuffer); DX11_DELETE(m_moveablesIndexBuffer); DX11_DELETE(m_staticsVertexBuffer); DX11_DELETE(m_staticsIndexBuffer); } bool Renderer11::Create() { D3D_FEATURE_LEVEL levels[1] = { D3D_FEATURE_LEVEL_10_0 }; D3D_FEATURE_LEVEL featureLevel; HRESULT res; #ifdef _RELEASE res = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, levels, 1, D3D11_SDK_VERSION, &m_device, &featureLevel, &m_context); #else res = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, levels, 1, D3D11_SDK_VERSION, &m_device, &featureLevel, &m_context); // D3D11_CREATE_DEVICE_DEBUG #endif if (FAILED(res)) return false; return true; } bool Renderer11::EnumerateVideoModes() { HRESULT res; IDXGIFactory* dxgiFactory = NULL; res = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&dxgiFactory); if (FAILED(res)) return false; IDXGIAdapter* dxgiAdapter = NULL; for (int i = 0; dxgiFactory->EnumAdapters(i, &dxgiAdapter) != DXGI_ERROR_NOT_FOUND; i++) { DXGI_ADAPTER_DESC adapterDesc; UINT stringLength; char videoCardDescription[128]; dxgiAdapter->GetDesc(&adapterDesc); int error = wcstombs_s(&stringLength, videoCardDescription, 128, adapterDesc.Description, 128); RendererVideoAdapter adapter; adapter.Index = i; adapter.Name = videoCardDescription; printf("Adapter %d\n", i); printf("\t Device Name: %s\n", videoCardDescription); IDXGIOutput* output = NULL; res = dxgiAdapter->EnumOutputs(0, &output); if (FAILED(res)) return false; UINT numModes = 0; DXGI_MODE_DESC* displayModes = NULL; DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM; // Get the number of elements res = output->GetDisplayModeList(format, 0, &numModes, NULL); if (FAILED(res)) return false; // Get the list displayModes = new DXGI_MODE_DESC[numModes]; res = output->GetDisplayModeList(format, 0, &numModes, displayModes); if (FAILED(res)) { delete displayModes; return false; } for (int j = 0; j < numModes; j++) { DXGI_MODE_DESC* mode = &displayModes[j]; RendererDisplayMode newMode; // discard lower resolutions if (mode->Width < 1024 || mode->Height < 768) continue; newMode.Width = mode->Width; newMode.Height = mode->Height; newMode.RefreshRate = mode->RefreshRate.Numerator / mode->RefreshRate.Denominator; bool found = false; for (int k = 0; k < adapter.DisplayModes.size(); k++) { RendererDisplayMode* currentMode = &adapter.DisplayModes[k]; if (currentMode->Width == newMode.Width && currentMode->Height == newMode.Height && currentMode->RefreshRate == newMode.RefreshRate) { found = true; break; } } if (found) continue; adapter.DisplayModes.push_back(newMode); printf("\t\t %d x %d %d Hz\n", newMode.Width, newMode.Height, newMode.RefreshRate); } m_adapters.push_back(adapter); delete displayModes; } dxgiFactory->Release(); return true; } bool Renderer11::initialiseScreen(int w, int h, int refreshRate, bool windowed, HWND handle, bool reset) { HRESULT res; DXGI_SWAP_CHAIN_DESC sd; sd.BufferDesc.Width = w; sd.BufferDesc.Height = h; sd.BufferDesc.RefreshRate.Numerator = refreshRate; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_PROGRESSIVE; sd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED; sd.Windowed = windowed; sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; sd.OutputWindow = handle; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.BufferCount = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; IDXGIDevice* dxgiDevice = NULL; res = m_device->QueryInterface(__uuidof(IDXGIDevice), (void**)& dxgiDevice); if (FAILED(res)) return false; IDXGIAdapter* dxgiAdapter = NULL; res = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)& dxgiAdapter); if (FAILED(res)) return false; IDXGIFactory* dxgiFactory = NULL; res = dxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)& dxgiFactory); if (FAILED(res)) return false; if (reset) { // Always return to windowed mode otherwise crash will happen m_swapChain->SetFullscreenState(false, NULL); m_swapChain->Release(); } m_swapChain = NULL; res = dxgiFactory->CreateSwapChain(m_device, &sd, &m_swapChain); if (FAILED(res)) return false; dxgiFactory->MakeWindowAssociation(handle, 0); res = m_swapChain->SetFullscreenState(!windowed, NULL); dxgiDevice->Release(); dxgiAdapter->Release(); dxgiFactory->Release(); // Initialise the back buffer m_backBufferTexture = NULL; res = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast (&m_backBufferTexture)); if (FAILED(res)) return false; m_backBufferRTV = NULL; res = m_device->CreateRenderTargetView(m_backBufferTexture, NULL, &m_backBufferRTV); if (FAILED(res)) return false; D3D11_TEXTURE2D_DESC depthStencilDesc; depthStencilDesc.Width = w; depthStencilDesc.Height = h; depthStencilDesc.MipLevels = 1; depthStencilDesc.ArraySize = 1; depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilDesc.SampleDesc.Count = 1; depthStencilDesc.SampleDesc.Quality = 0; depthStencilDesc.Usage = D3D11_USAGE_DEFAULT; depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; depthStencilDesc.CPUAccessFlags = 0; depthStencilDesc.MiscFlags = 0; m_depthStencilTexture = NULL; res = m_device->CreateTexture2D(&depthStencilDesc, NULL, &m_depthStencilTexture); if (FAILED(res)) return false; m_depthStencilView = NULL; res = m_device->CreateDepthStencilView(m_depthStencilTexture, NULL, &m_depthStencilView); if (FAILED(res)) return false; // Bind the back buffer and the depth stencil m_context->OMSetRenderTargets(1, &m_backBufferRTV, m_depthStencilView); // Initialise sprites and font m_spriteBatch = new SpriteBatch(m_context); m_gameFont = new SpriteFont(m_device, L"Font.spritefont"); m_primitiveBatch = new PrimitiveBatch(m_context); // Initialise buffers m_renderTarget = RenderTarget2D::Create(m_device, w, h, DXGI_FORMAT_R8G8B8A8_UNORM); m_dumpScreenRenderTarget = RenderTarget2D::Create(m_device, w, h, DXGI_FORMAT_R8G8B8A8_UNORM); m_shadowMap = RenderTarget2D::Create(m_device, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, DXGI_FORMAT_R32_FLOAT); // Initialise viewport m_viewport.TopLeftX = 0; m_viewport.TopLeftY = 0; m_viewport.Width = w; m_viewport.Height = h; m_viewport.MinDepth = 0.0f; m_viewport.MaxDepth = 1.0f; m_shadowMapViewport.TopLeftX = 0; m_shadowMapViewport.TopLeftY = 0; m_shadowMapViewport.Width = SHADOW_MAP_SIZE; m_shadowMapViewport.Height = SHADOW_MAP_SIZE; m_shadowMapViewport.MinDepth = 0.0f; m_shadowMapViewport.MaxDepth = 1.0f; m_viewportToolkit = new Viewport(m_viewport.TopLeftX, m_viewport.TopLeftY, m_viewport.Width, m_viewport.Height, m_viewport.MinDepth, m_viewport.MaxDepth); if (windowed) { SetWindowLong(WindowsHandle, GWL_STYLE, WS_OVERLAPPEDWINDOW); SetWindowPos(WindowsHandle, HWND_TOP, 0, 0, g_Configuration.Width, g_Configuration.Height, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW); } else { SetWindowLong(WindowsHandle, GWL_STYLE, WS_POPUPWINDOW); SetWindowPos(WindowsHandle, HWND_TOP, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW); } UpdateWindow(handle); return true; } bool Renderer11::Initialise(int w, int h, int refreshRate, bool windowed, HWND handle) { HRESULT res; DB_Log(2, "Renderer::Initialise - DLL"); printf("Initialising DX11\n"); CoInitialize(NULL); ScreenWidth = w; ScreenHeight = h; Windowed = windowed; if (!initialiseScreen(w, h, refreshRate, windowed, handle, false)) return false; // Initialise render states m_states = new CommonStates(m_device); // Load caustics const char* causticsNames[NUM_CAUSTICS_TEXTURES] = { "CausticsRender_001.bmp", "CausticsRender_002.bmp", "CausticsRender_003.bmp", "CausticsRender_004.bmp", "CausticsRender_005.bmp", "CausticsRender_006.bmp", "CausticsRender_007.bmp", "CausticsRender_008.bmp", "CausticsRender_009.bmp", "CausticsRender_010.bmp", "CausticsRender_011.bmp", "CausticsRender_012.bmp", "CausticsRender_013.bmp", "CausticsRender_014.bmp", "CausticsRender_015.bmp", "CausticsRender_016.bmp" }; for (int i = 0; i < NUM_CAUSTICS_TEXTURES; i++) { m_caustics[i] = Texture2D::LoadFromFile(m_device, causticsNames[i]); if (m_caustics[i] == NULL) return false; } m_titleScreen = Texture2D::LoadFromFile(m_device, (char*)g_GameFlow->GetLevel(0)->Background.c_str()); if (m_titleScreen == NULL) return false; m_binocularsTexture = Texture2D::LoadFromFile(m_device, "Binoculars.png"); if (m_binocularsTexture == NULL) return false; m_whiteTexture = Texture2D::LoadFromFile(m_device, "WhiteSprite.png"); if (m_whiteTexture == NULL) return false; m_logo = Texture2D::LoadFromFile(m_device, "Logo.png"); if (m_logo == NULL) return false; // Load shaders ID3D10Blob* blob; m_vsRooms = compileVertexShader("Shaders\\DX11_Rooms.fx", "VS", "vs_4_0", &blob); if (m_vsRooms == NULL) return false; // Initialise input layout using the first vertex shader D3D11_INPUT_ELEMENT_DESC inputLayout[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"BLENDINDICES", 0, DXGI_FORMAT_R32_FLOAT, 0, 48, D3D11_INPUT_PER_VERTEX_DATA, 0}, }; m_inputLayout = NULL; res = m_device->CreateInputLayout(inputLayout, 5, blob->GetBufferPointer(), blob->GetBufferSize(), &m_inputLayout); if (FAILED(res)) return false; m_psRooms = compilePixelShader("Shaders\\DX11_Rooms.fx", "PS", "ps_4_0", &blob); if (m_psRooms == NULL) return false; m_vsItems = compileVertexShader("Shaders\\DX11_Items.fx", "VS", "vs_4_0", &blob); if (m_vsItems == NULL) return false; m_psItems = compilePixelShader("Shaders\\DX11_Items.fx", "PS", "ps_4_0", &blob); if (m_psItems == NULL) return false; m_vsStatics = compileVertexShader("Shaders\\DX11_Statics.fx", "VS", "vs_4_0", &blob); if (m_vsStatics == NULL) return false; m_psStatics = compilePixelShader("Shaders\\DX11_Statics.fx", "PS", "ps_4_0", &blob); if (m_psStatics == NULL) return false; m_vsHairs = compileVertexShader("Shaders\\DX11_Hairs.fx", "VS", "vs_4_0", &blob); if (m_vsHairs == NULL) return false; m_psHairs = compilePixelShader("Shaders\\DX11_Hairs.fx", "PS", "ps_4_0", &blob); if (m_psHairs == NULL) return false; m_vsSky = compileVertexShader("Shaders\\DX11_Sky.fx", "VS", "vs_4_0", &blob); if (m_vsSky == NULL) return false; m_psSky = compilePixelShader("Shaders\\DX11_Sky.fx", "PS", "ps_4_0", &blob); if (m_psSky == NULL) return false; m_vsSprites = compileVertexShader("Shaders\\DX11_Sprites.fx", "VS", "vs_4_0", &blob); if (m_vsSprites == NULL) return false; m_psSprites = compilePixelShader("Shaders\\DX11_Sprites.fx", "PS", "ps_4_0", &blob); if (m_psSprites == NULL) return false; m_vsSolid = compileVertexShader("Shaders\\DX11_Solid.fx", "VS", "vs_4_0", &blob); if (m_vsSolid == NULL) return false; m_psSolid = compilePixelShader("Shaders\\DX11_Solid.fx", "PS", "ps_4_0", &blob); if (m_psSolid == NULL) return false; m_vsInventory = compileVertexShader("Shaders\\DX11_Inventory.fx", "VS", "vs_4_0", &blob); if (m_vsInventory == NULL) return false; m_psInventory = compilePixelShader("Shaders\\DX11_Inventory.fx", "PS", "ps_4_0", &blob); if (m_psInventory == NULL) return false; m_vsFullScreenQuad = compileVertexShader("Shaders\\DX11_FullScreenQuad.fx", "VS", "vs_4_0", &blob); if (m_vsFullScreenQuad == NULL) return false; m_psFullScreenQuad = compilePixelShader("Shaders\\DX11_FullScreenQuad.fx", "PS", "ps_4_0", &blob); if (m_psFullScreenQuad == NULL) return false; m_vsShadowMap = compileVertexShader("Shaders\\DX11_ShadowMap.fx", "VS", "vs_4_0", &blob); if (m_vsShadowMap == NULL) return false; m_psShadowMap = compilePixelShader("Shaders\\DX11_ShadowMap.fx", "PS", "ps_4_0", &blob); if (m_psShadowMap == NULL) return false; // Initialise constant buffers m_cbCameraMatrices = createConstantBuffer(sizeof(CCameraMatrixBuffer)); m_cbItem = createConstantBuffer(sizeof(CItemBuffer)); m_cbStatic = createConstantBuffer(sizeof(CStaticBuffer)); m_cbLights = createConstantBuffer(sizeof(CLightBuffer)); m_cbMisc = createConstantBuffer(sizeof(CMiscBuffer)); m_cbShadowMap = createConstantBuffer(sizeof(CShadowLightBuffer)); m_currentCausticsFrame = 0; m_firstWeather = true; // Preallocate lists m_roomsToDraw.Reserve(NUM_ROOMS); m_itemsToDraw.Reserve(NUM_ITEMS); m_effectsToDraw.Reserve(NUM_ITEMS); m_lightsToDraw.Reserve(MAX_LIGHTS_DRAW); m_dynamicLights.Reserve(MAX_DYNAMIC_LIGHTS); m_staticsToDraw.Reserve(MAX_DRAW_STATICS); m_spritesToDraw.Reserve(MAX_SPRITES); m_lines3DToDraw.Reserve(MAX_LINES_3D); m_lines2DToDraw.Reserve(MAX_LINES_2D); m_tempItemLights.Reserve(MAX_LIGHTS); m_spritesBuffer = (RendererSpriteToDraw*)malloc(sizeof(RendererSpriteToDraw) * MAX_SPRITES); m_lines3DBuffer = (RendererLine3D*)malloc(sizeof(RendererLine3D) * MAX_LINES_3D); m_lines2DBuffer = (RendererLine2D*)malloc(sizeof(RendererLine2D) * MAX_LINES_2D); m_pickupRotation = 0; for (int i = 0; i < NUM_ITEMS; i++) { m_items[i].Lights.Reserve(MAX_LIGHTS_PER_ITEM); m_effects[i].Lights.Reserve(MAX_LIGHTS_PER_ITEM); } m_textureAtlas = NULL; m_skyTexture = NULL; return true; } int Renderer11::Draw() { drawScene(false); drawFinalPass(); return 0; } void Renderer11::UpdateCameraMatrices(float posX, float posY, float posZ, float targetX, float targetY, float targetZ, float roll, float fov) { g_Configuration.MaxDrawDistance = 200; Vector3 up = -Vector3::UnitY; Matrix upRotation = Matrix::CreateFromYawPitchRoll(0.0f, 0.0f, roll); up = Vector3::Transform(up, upRotation); FieldOfView = fov; View = Matrix::CreateLookAt(Vector3(posX, posY, posZ), Vector3(targetX, targetY, targetZ), up); Projection = Matrix::CreatePerspectiveFieldOfView(fov, ScreenWidth / (float)ScreenHeight, 20.0f, g_Configuration.MaxDrawDistance * 1024.0f); m_stCameraMatrices.View = View; m_stCameraMatrices.Projection = Projection; } bool Renderer11::drawAmbientCubeMap(short roomNumber) { return true; } void Renderer11::clearSceneItems() { m_roomsToDraw.Clear(); m_itemsToDraw.Clear(); m_effectsToDraw.Clear(); m_lightsToDraw.Clear(); m_staticsToDraw.Clear(); m_spritesToDraw.Clear(); m_lines3DToDraw.Clear(); m_lines2DToDraw.Clear(); } 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::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]; 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)); 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); 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 (!animated) 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::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); m_stMisc.AlphaTest = !transparent; updateConstantBuffer(m_cbMisc, &m_stMisc, sizeof(CMiscBuffer)); m_context->PSSetConstantBuffers(3, 1, &m_cbMisc); for (int i = 0; i < m_staticsToDraw.Size(); i++) { MESH_INFO* msh = m_staticsToDraw[i]->Mesh; if (!(msh->Flags & 1)) continue; RendererRoom* 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::drawAnimatingItem(RendererItem* item, bool transparent, bool animated) { UINT stride = sizeof(RendererVertex); UINT offset = 0; int firstBucket = (transparent ? 2 : 0); int lastBucket = (transparent ? 4 : 2); RendererRoom* room = m_rooms[item->Item->roomNumber]; if (room == NULL) return true; RendererObject* moveableObj = m_moveableObjects[item->Item->objectNumber]; 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); m_stLights.NumLights = item->Lights.Size(); for (int j = 0; j < item->Lights.Size(); j++) 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++) { RendererMesh* mesh = moveableObj->ObjectMeshes[k]; 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::drawWaterfalls() { UINT stride = sizeof(RendererVertex); UINT offset = 0; // Draw waterfalls m_context->RSSetState(m_states->CullCounterClockwise()); for (int i = 0; i < m_itemsToDraw.Size(); i++) { RendererItem* item = m_itemsToDraw[i]; RendererRoom* room = m_rooms[item->Item->roomNumber]; RendererObject* moveableObj = m_moveableObjects[item->Item->objectNumber]; short objectNumber = item->Item->objectNumber; if (objectNumber >= ID_WATERFALL1 && objectNumber <= ID_WATERFALLSS2) { RendererRoom* room = m_rooms[item->Item->roomNumber]; RendererObject* moveableObj = m_moveableObjects[item->Item->objectNumber]; 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; //Vector4::One * 0.1f; // 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); m_stLights.NumLights = item->Lights.Size(); for (int j = 0; j < item->Lights.Size(); j++) 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 = false; updateConstantBuffer(m_cbMisc, &m_stMisc, sizeof(CMiscBuffer)); m_context->PSSetConstantBuffers(3, 1, &m_cbMisc); m_primitiveBatch->Begin(); for (int k = 0; k < moveableObj->ObjectMeshes.size(); k++) { RendererMesh* mesh = moveableObj->ObjectMeshes[k]; for (int b = 0; b < NUM_BUCKETS; b++) { RendererBucket* bucket = &mesh->Buckets[b]; if (bucket->Vertices.size() == 0) continue; for (int p = 0; p < bucket->Polygons.size(); p++) { RendererPolygon* poly = &bucket->Polygons[p]; OBJECT_TEXTURE* texture = &ObjectTextures[poly->TextureId]; int tile = texture->tileAndFlag & 0x7FFF; if (poly->Shape == SHAPE_RECTANGLE) { bucket->Vertices[poly->Indices[0]].UV.y = (texture->vertices[0].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE; bucket->Vertices[poly->Indices[1]].UV.y = (texture->vertices[1].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE; bucket->Vertices[poly->Indices[2]].UV.y = (texture->vertices[2].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE; bucket->Vertices[poly->Indices[3]].UV.y = (texture->vertices[3].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE; m_primitiveBatch->DrawQuad(bucket->Vertices[poly->Indices[0]], bucket->Vertices[poly->Indices[1]], bucket->Vertices[poly->Indices[2]], bucket->Vertices[poly->Indices[3]]); } else { bucket->Vertices[poly->Indices[0]].UV.y = (texture->vertices[0].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE; bucket->Vertices[poly->Indices[1]].UV.y = (texture->vertices[1].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE; bucket->Vertices[poly->Indices[2]].UV.y = (texture->vertices[2].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE; m_primitiveBatch->DrawTriangle(bucket->Vertices[poly->Indices[0]], bucket->Vertices[poly->Indices[1]], bucket->Vertices[poly->Indices[2]]); } } } } m_primitiveBatch->End(); } else { continue; } } return true; } 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); for (int i = 0; i < m_itemsToDraw.Size(); i++) { RendererItem* item = m_itemsToDraw[i]; RendererRoom* 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_WATERFALL1 && objectNumber <= ID_WATERFALLSS2) { // We'll draw waterfalls later continue; } else { drawAnimatingItem(item, transparent, animated); } } return true; } bool Renderer11::drawEffects(bool transparent) { 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); for (int i = 0; i < m_effectsToDraw.Size(); i++) { RendererEffect* effect = m_effectsToDraw[i]; RendererRoom* room = m_rooms[effect->Effect->roomNumber]; OBJECT_INFO* obj = &Objects[effect->Effect->objectNumber]; drawEffect(effect, transparent); if (obj->nmeshes > 0) { } else { } } return true; } bool Renderer11::drawEffect(RendererEffect* effect, bool transparent) { UINT stride = sizeof(RendererVertex); UINT offset = 0; int firstBucket = (transparent ? 2 : 0); int lastBucket = (transparent ? 4 : 2); RendererRoom * room = m_rooms[effect->Effect->roomNumber]; RendererObject * moveableObj = m_moveableObjects[effect->Effect->objectNumber]; m_stItem.World = effect->World.Transpose(); m_stItem.Position = Vector4(effect->Effect->pos.xPos, effect->Effect->pos.yPos, effect->Effect->pos.zPos, 1.0f); m_stItem.AmbientLight = room->AmbientLight; Matrix matrices[1] = { Matrix::Identity }; memcpy(m_stItem.BonesMatrices, matrices, sizeof(Matrix)); updateConstantBuffer(m_cbItem, &m_stItem, sizeof(CItemBuffer)); m_context->VSSetConstantBuffers(1, 1, &m_cbItem); m_stLights.NumLights = effect->Lights.Size(); for (int j = 0; j < effect->Lights.Size(); j++) memcpy(&m_stLights.Lights[j], effect->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); RendererMesh* mesh = effect->Mesh; 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::drawLara(bool transparent, bool shadowMap) { // Don't draw Lara if binoculars or sniper if (BinocularRange || SpotcamOverlay || SpotcamDontDrawLara || CurrentLevel == 0) 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_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 if (shadowMap) { m_context->VSSetShader(m_vsShadowMap, NULL, 0); m_context->PSSetShader(m_psShadowMap, NULL, 0); } else { 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); RendererObject* laraObj = m_moveableObjects[ID_LARA]; RendererObject* laraSkin = m_moveableObjects[ID_LARA_SKIN]; RendererRoom* room = m_rooms[LaraItem->roomNumber]; m_stItem.World = m_LaraWorldMatrix.Transpose(); m_stItem.Position = Vector4(LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos, 1.0f); m_stItem.AmbientLight = room->AmbientLight; memcpy(m_stItem.BonesMatrices, laraObj->AnimationTransforms.data(), sizeof(Matrix) * 32); updateConstantBuffer(m_cbItem, &m_stItem, sizeof(CItemBuffer)); m_context->VSSetConstantBuffers(1, 1, &m_cbItem); m_context->PSSetConstantBuffers(1, 1, &m_cbItem); if (!shadowMap) { m_stLights.NumLights = item->Lights.Size(); for (int j = 0; j < item->Lights.Size(); j++) memcpy(&m_stLights.Lights[j], item->Lights[j], sizeof(ShaderLight)); updateConstantBuffer(m_cbLights, &m_stLights, sizeof(CLightBuffer)); m_context->PSSetConstantBuffers(2, 1, &m_cbLights); } for (int k = 0; k < laraSkin->ObjectMeshes.size(); k++) { RendererMesh* mesh = m_meshPointersToMesh[reinterpret_cast(Lara.meshPtrs[k])]; 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++; } } if (m_moveableObjects[ID_LARA_SKIN_JOINTS] != NULL) { RendererObject* laraSkinJoints = m_moveableObjects[ID_LARA_SKIN_JOINTS]; for (int k = 0; k < laraSkinJoints->ObjectMeshes.size(); k++) { RendererMesh* mesh = laraSkinJoints->ObjectMeshes[k]; for (int j = firstBucket; j < lastBucket; j++) { RendererBucket* bucket = &mesh->Buckets[j]; if (bucket->Vertices.size() == 0) continue; // Draw vertices m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0); m_numDrawCalls++; } } } if (!transparent) { for (int k = 0; k < laraSkin->ObjectMeshes.size(); k++) { RendererMesh* mesh = laraSkin->ObjectMeshes[k]; for (int j = 0; j < NUM_BUCKETS; j++) { RendererBucket* bucket = &mesh->Buckets[j]; if (bucket->Vertices.size() == 0) continue; // Draw vertices m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0); m_numDrawCalls++; } } // Hairs are pre-transformed 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_HAIR] != NULL) { m_primitiveBatch->Begin(); m_primitiveBatch->DrawIndexed(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, (const uint16_t*)m_hairIndices.data(), m_numHairIndices, m_hairVertices.data(), m_numHairVertices); m_primitiveBatch->End(); } } return true; } bool Renderer11::drawScene(bool dump) { 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(); 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(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(); 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(); drawBlood(); drawSparks(); drawBubbles(); drawDrips(); drawRipples(); drawUnderwaterDust(); drawSplahes(); drawShockwaves(); 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(time2 - time1)).count() / 1000000; time1 = time2; // Bars DrawDashBar(); UpdateHealtBar(0); UpdateAirBar(0); 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); printDebugMessage("Room: %d %d %d %d", r->x, r->z, r->x + r->xSize * WALL_SIZE, r->z + r->ySize * WALL_SIZE); 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 = 300; 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; } int Renderer11::DrawInventory() { if (CurrentLevel == 0 && g_GameFlow->TitleType == TITLE_FLYBY) drawScene(true); drawInventoryScene(); drawFinalPass(); return 0; } int Renderer11::SyncRenderer() { // Sync the renderer int nf = Sync(); if (nf < 2) { int i = 2 - nf; nf = 2; do { while (!Sync()); i--; } while (i); } GnFrameCounter++; return nf; } bool Renderer11::PrintString(int x, int y, char* string, D3DCOLOR color, int flags) { int realX = x; int realY = y; float factorX = ScreenWidth / 800.0f; float factorY = ScreenHeight / 600.0f; RECT rect = { 0, 0, 0, 0 }; // Convert the string to wstring int sizeNeeded = MultiByteToWideChar(CP_UTF8, 0, string, strlen(string), NULL, 0); std::wstring wstr(sizeNeeded, 0); MultiByteToWideChar(CP_UTF8, 0, string, strlen(string), &wstr[0], sizeNeeded); // Prepare the structure for the renderer RendererStringToDraw str; str.String = wstr; str.Flags = flags; str.X = 0; str.Y = 0; str.Color = Vector3((color >> 16) & 0xFF, (color >> 8) & 0xFF, color & 0xFF); // Measure the string Vector2 size = m_gameFont->MeasureString(wstr.c_str()); if (flags & PRINTSTRING_CENTER) { int width = size.x; rect.left = x * factorX - width / 2; rect.right = x * factorX + width / 2; rect.top += y * factorY; rect.bottom += y * factorY; } else { rect.left = x * factorX; rect.right += x * factorX; rect.top = y * factorY; rect.bottom += y * factorY; } str.X = rect.left; str.Y = rect.top; if (flags & PRINTSTRING_BLINK) { str.Color = Vector3(m_blinkColorValue, m_blinkColorValue, m_blinkColorValue); if (!(flags & PRINTSTRING_DONT_UPDATE_BLINK)) { m_blinkColorValue += m_blinkColorDirection * 16; if (m_blinkColorValue < 0) { m_blinkColorValue = 0; m_blinkColorDirection = 1; } if (m_blinkColorValue > 255) { m_blinkColorValue = 255; m_blinkColorDirection = -1; } } } m_strings.push_back(str); return true; } 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; } bool Renderer11::drawAllStrings() { m_spriteBatch->Begin(); for (int i = 0; i < m_strings.size(); i++) { RendererStringToDraw* str = &m_strings[i]; // Draw shadow if needed if (str->Flags & PRINTSTRING_OUTLINE) m_gameFont->DrawString(m_spriteBatch, str->String.c_str(), Vector2(str->X + 1, str->Y + 1), Vector4(0.0f, 0.0f, 0.0f, 1.0f)); // Draw string m_gameFont->DrawString(m_spriteBatch, str->String.c_str(), Vector2(str->X, str->Y), Vector4(str->Color.x / 255.0f, str->Color.y / 255.0f, str->Color.z / 255.0f, 1.0f)); } m_spriteBatch->End(); return true; } bool Renderer11::PrepareDataForTheRenderer() { m_moveableObjects = (RendererObject**)malloc(sizeof(RendererObject*) * ID_NUMBER_OBJECTS); ZeroMemory(m_moveableObjects, sizeof(RendererObject*) * ID_NUMBER_OBJECTS); m_spriteSequences = (RendererSpriteSequence**)malloc(sizeof(RendererSpriteSequence*) * ID_NUMBER_OBJECTS); ZeroMemory(m_spriteSequences, sizeof(RendererSpriteSequence*) * ID_NUMBER_OBJECTS); m_staticObjects = (RendererObject**)malloc(sizeof(RendererObject*) * NUM_STATICS); ZeroMemory(m_staticObjects, sizeof(RendererObject*) * NUM_STATICS); m_rooms = (RendererRoom**)malloc(sizeof(RendererRoom*) * NUM_ROOMS); ZeroMemory(m_rooms, sizeof(RendererRoom*) * NUM_ROOMS); m_meshes.clear(); // Step 0: prepare animated textures short numSets = *AnimatedTextureRanges; short* animatedPtr = AnimatedTextureRanges; animatedPtr++; m_animatedTextureSets = (RendererAnimatedTextureSet**)malloc(sizeof(RendererAnimatedTextureSet*) * NUM_ANIMATED_SETS); m_numAnimatedTextureSets = numSets; for (int i = 0; i < numSets; i++) { RendererAnimatedTextureSet* set = new RendererAnimatedTextureSet(); short numTextures = *animatedPtr + 1; animatedPtr++; set->Textures = (RendererAnimatedTexture**)malloc(sizeof(RendererAnimatedTexture) * numTextures); set->NumTextures = numTextures; for (int j = 0; j < numTextures; j++) { short textureId = *animatedPtr; animatedPtr++; OBJECT_TEXTURE* texture = &ObjectTextures[textureId]; int tile = texture->tileAndFlag & 0x7FFF; RendererAnimatedTexture* newTexture = new RendererAnimatedTexture(); newTexture->Id = textureId; for (int k = 0; k < 4; k++) { float x = (texture->vertices[k].x * 256.0f + 0.5f + GET_ATLAS_PAGE_X(tile)) / (float)TEXTURE_ATLAS_SIZE; float y = (texture->vertices[k].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE; newTexture->UV[k] = Vector2(x, y); } set->Textures[j] = newTexture; } m_animatedTextureSets[i] = set; } // Step 1: create the texture atlas byte* buffer = (byte*)malloc(TEXTURE_ATLAS_SIZE * TEXTURE_ATLAS_SIZE * 4); ZeroMemory(buffer, TEXTURE_ATLAS_SIZE * TEXTURE_ATLAS_SIZE * 4); int blockX = 0; int blockY = 0; if (g_GameFlow->GetLevel(CurrentLevel)->LaraType == LARA_YOUNG) { memcpy(m_laraSkinJointRemap, m_youngLaraSkinJointRemap, 15 * 32 * 2); } else { memcpy(m_laraSkinJointRemap, m_normalLaraSkinJointRemap, 15 * 32 * 2); } for (int p = 0; p < NumTexturePages; p++) { for (int y = 0; y < 256; y++) { for (int x = 0; x < 256; x++) { int pixelIndex = blockY * TEXTURE_PAGE_SIZE * NUM_TEXTURE_PAGES_PER_ROW + y * 256 * NUM_TEXTURE_PAGES_PER_ROW * 4 + blockX * 256 * 4 + x * 4; int oldPixelIndex = p * TEXTURE_PAGE_SIZE + y * 256 * 4 + x * 4; byte r = Texture32[oldPixelIndex]; byte g = Texture32[oldPixelIndex + 1]; byte b = Texture32[oldPixelIndex + 2]; byte a = Texture32[oldPixelIndex + 3]; buffer[pixelIndex + 2] = r; buffer[pixelIndex + 1] = g; buffer[pixelIndex + 0] = b; buffer[pixelIndex + 3] = a; } } blockX++; if (blockX == NUM_TEXTURE_PAGES_PER_ROW) { blockX = 0; blockY++; } } if (m_textureAtlas != NULL) delete m_textureAtlas; m_textureAtlas = Texture2D::LoadFromByteArray(m_device, TEXTURE_ATLAS_SIZE, TEXTURE_ATLAS_SIZE, &buffer[0]); if (m_textureAtlas == NULL) return false; free(buffer); buffer = (byte*)malloc(256 * 256 * 4); memcpy(buffer, MiscTextures + 256 * 512 * 4, 256 * 256 * 4); m_skyTexture = Texture2D::LoadFromByteArray(m_device, 256, 256, &buffer[0]); if (m_skyTexture == NULL) return false; //D3DX11SaveTextureToFileA(m_context, m_skyTexture->Texture, D3DX11_IFF_PNG, "H:\\sky.png"); free(buffer); // Step 2: prepare rooms vector roomVertices; vector roomIndices; int baseRoomVertex = 0; int baseRoomIndex = 0; for (int i = 0; i < NumberRooms; i++) { ROOM_INFO* room = &Rooms[i]; RendererRoom* r = new RendererRoom(); r->RoomNumber = i; r->Room = room; r->AmbientLight = Vector4(room->ambient.b / 255.0f, room->ambient.g / 255.0f, room->ambient.r / 255.0f, 1.0f); r->LightsToDraw.Reserve(32); m_rooms[i] = r; if (room->NumVertices == 0) continue; int lastRectangle = 0; int lastTriangle = 0; tr5_room_layer* layers = (tr5_room_layer*)room->LayerOffset; for (int l = 0; l < room->NumLayers; l++) { tr5_room_layer* layer = &layers[l]; if (layer->NumLayerVertices == 0) continue; byte* polygons = (byte*)layer->PolyOffset; tr5_room_vertex* vertices = (tr5_room_vertex*)layer->VerticesOffset; if (layer->NumLayerRectangles > 0) { for (int n = 0; n < layer->NumLayerRectangles; n++) { tr4_mesh_face4* poly = (tr4_mesh_face4*)polygons; // Get the real texture index and if double sided short textureIndex = poly->Texture & 0x3FFF; bool doubleSided = (poly->Texture & 0x8000) >> 15; // Get the object texture OBJECT_TEXTURE* texture = &ObjectTextures[textureIndex]; int tile = texture->tileAndFlag & 0x7FFF; // Create vertices RendererBucket* bucket; int animatedSetIndex = getAnimatedTextureInfo(textureIndex); int bucketIndex = RENDERER_BUCKET_SOLID; if (!doubleSided) { if (texture->attribute == 2) bucketIndex = RENDERER_BUCKET_TRANSPARENT; else bucketIndex = RENDERER_BUCKET_SOLID; } else { if (texture->attribute == 2) bucketIndex = RENDERER_BUCKET_TRANSPARENT_DS; else bucketIndex = RENDERER_BUCKET_SOLID_DS; } if (animatedSetIndex == -1) { bucket = &r->Buckets[bucketIndex]; } else { bucket = &r->AnimatedBuckets[bucketIndex]; } // Calculate face normal Vector3 p0 = Vector3(vertices[poly->Vertices[0]].Vertex.x, vertices[poly->Vertices[0]].Vertex.y, vertices[poly->Vertices[0]].Vertex.z); Vector3 p1 = Vector3(vertices[poly->Vertices[1]].Vertex.x, vertices[poly->Vertices[1]].Vertex.y, vertices[poly->Vertices[1]].Vertex.z); Vector3 p2 = Vector3(vertices[poly->Vertices[2]].Vertex.x, vertices[poly->Vertices[2]].Vertex.y, vertices[poly->Vertices[2]].Vertex.z); Vector3 e1 = p1 - p0; Vector3 e2 = p1 - p2; Vector3 normal = e1.Cross(e2); normal.Normalize(); int baseVertices = bucket->NumVertices; for (int v = 0; v < 4; v++) { RendererVertex vertex; vertex.Position.x = room->x + vertices[poly->Vertices[v]].Vertex.x; vertex.Position.y = room->y + vertices[poly->Vertices[v]].Vertex.y; vertex.Position.z = room->z + vertices[poly->Vertices[v]].Vertex.z; vertex.Normal.x = vertices[poly->Vertices[v]].Normal.x; vertex.Normal.y = vertices[poly->Vertices[v]].Normal.y; vertex.Normal.z = vertices[poly->Vertices[v]].Normal.z; vertex.UV.x = (texture->vertices[v].x * 256.0f + 0.5f + GET_ATLAS_PAGE_X(tile)) / (float)TEXTURE_ATLAS_SIZE; vertex.UV.y = (texture->vertices[v].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE; vertex.Color.x = ((vertices[poly->Vertices[v]].Colour >> 16) & 0xFF) / 255.0f; vertex.Color.y = ((vertices[poly->Vertices[v]].Colour >> 8) & 0xFF) / 255.0f; vertex.Color.z = ((vertices[poly->Vertices[v]].Colour >> 0) & 0xFF) / 255.0f; vertex.Color.w = 1.0f; vertex.Bone = 0; bucket->NumVertices++; bucket->Vertices.push_back(vertex); } bucket->Indices.push_back(baseVertices); bucket->Indices.push_back(baseVertices + 1); bucket->Indices.push_back(baseVertices + 3); bucket->Indices.push_back(baseVertices + 2); bucket->Indices.push_back(baseVertices + 3); bucket->Indices.push_back(baseVertices + 1); bucket->NumIndices += 6; RendererPolygon newPolygon; newPolygon.Shape = SHAPE_RECTANGLE; newPolygon.AnimatedSet = animatedSetIndex; newPolygon.TextureId = textureIndex; newPolygon.Indices[0] = baseVertices; newPolygon.Indices[1] = baseVertices + 1; newPolygon.Indices[2] = baseVertices + 2; newPolygon.Indices[3] = baseVertices + 3; bucket->Polygons.push_back(newPolygon); polygons += sizeof(tr4_mesh_face4); } } if (layer->NumLayerTriangles > 0) { for (int n = 0; n < layer->NumLayerTriangles; n++) { tr4_mesh_face3* poly = (tr4_mesh_face3*)polygons; // Get the real texture index and if double sided short textureIndex = poly->Texture & 0x3FFF; bool doubleSided = (poly->Texture & 0x8000) >> 15; // Get the object texture OBJECT_TEXTURE* texture = &ObjectTextures[textureIndex]; int tile = texture->tileAndFlag & 0x7FFF; // Create vertices RendererBucket* bucket; int animatedSetIndex = getAnimatedTextureInfo(textureIndex); int bucketIndex = RENDERER_BUCKET_SOLID; if (!doubleSided) { if (texture->attribute == 2) bucketIndex = RENDERER_BUCKET_TRANSPARENT; else bucketIndex = RENDERER_BUCKET_SOLID; } else { if (texture->attribute == 2) bucketIndex = RENDERER_BUCKET_TRANSPARENT_DS; else bucketIndex = RENDERER_BUCKET_SOLID_DS; } if (animatedSetIndex == -1) { bucket = &r->Buckets[bucketIndex]; } else { bucket = &r->AnimatedBuckets[bucketIndex]; } // Calculate face normal Vector3 p0 = Vector3(vertices[poly->Vertices[0]].Vertex.x, vertices[poly->Vertices[0]].Vertex.y, vertices[poly->Vertices[0]].Vertex.z); Vector3 p1 = Vector3(vertices[poly->Vertices[1]].Vertex.x, vertices[poly->Vertices[1]].Vertex.y, vertices[poly->Vertices[1]].Vertex.z); Vector3 p2 = Vector3(vertices[poly->Vertices[2]].Vertex.x, vertices[poly->Vertices[2]].Vertex.y, vertices[poly->Vertices[2]].Vertex.z); Vector3 e1 = p1 - p0; Vector3 e2 = p1 - p2; Vector3 normal = e1.Cross(e2); normal.Normalize(); int baseVertices = bucket->NumVertices; for (int v = 0; v < 3; v++) { RendererVertex vertex; vertex.Position.x = room->x + vertices[poly->Vertices[v]].Vertex.x; vertex.Position.y = room->y + vertices[poly->Vertices[v]].Vertex.y; vertex.Position.z = room->z + vertices[poly->Vertices[v]].Vertex.z; vertex.Normal.x = vertices[poly->Vertices[v]].Normal.x; vertex.Normal.y = vertices[poly->Vertices[v]].Normal.y; vertex.Normal.z = vertices[poly->Vertices[v]].Normal.z; vertex.UV.x = (texture->vertices[v].x * 256.0f + 0.5f + GET_ATLAS_PAGE_X(tile)) / (float)TEXTURE_ATLAS_SIZE; vertex.UV.y = (texture->vertices[v].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE; vertex.Color.x = ((vertices[poly->Vertices[v]].Colour >> 16) & 0xFF) / 255.0f; vertex.Color.y = ((vertices[poly->Vertices[v]].Colour >> 8) & 0xFF) / 255.0f; vertex.Color.z = ((vertices[poly->Vertices[v]].Colour >> 0) & 0xFF) / 255.0f; vertex.Color.w = 1.0f; vertex.Bone = 0; bucket->NumVertices++; bucket->Vertices.push_back(vertex); } bucket->Indices.push_back(baseVertices); bucket->Indices.push_back(baseVertices + 1); bucket->Indices.push_back(baseVertices + 2); bucket->NumIndices += 3; RendererPolygon newPolygon; newPolygon.Shape = SHAPE_TRIANGLE; newPolygon.AnimatedSet = animatedSetIndex; newPolygon.TextureId = textureIndex; newPolygon.Indices[0] = baseVertices; newPolygon.Indices[1] = baseVertices + 1; newPolygon.Indices[2] = baseVertices + 2; bucket->Polygons.push_back(newPolygon); polygons += sizeof(tr4_mesh_face3); } } } if (room->numLights != 0) { tr5_room_light* oldLight = room->light; for (int l = 0; l < room->numLights; l++) { RendererLight light; if (oldLight->LightType == LIGHT_TYPES::LIGHT_TYPE_SUN) { light.Color = Vector3(oldLight->r, oldLight->g, oldLight->b); light.Direction = Vector4(oldLight->dx, oldLight->dy, oldLight->dz, 1.0f); light.Type = LIGHT_TYPES::LIGHT_TYPE_SUN; light.Intensity = 1.0f; r->Lights.push_back(light); } else if (oldLight->LightType == LIGHT_TYPE_POINT) { light.Position = Vector3(oldLight->x, oldLight->y, oldLight->z); light.Color = Vector3(oldLight->r, oldLight->g, oldLight->b); light.Direction = Vector4(oldLight->dx, oldLight->dy, oldLight->dz, 1.0f); light.Intensity = 1.0f; light.In = oldLight->In; light.Out = oldLight->Out; light.Type = LIGHT_TYPE_POINT; r->Lights.push_back(light); } else if (oldLight->LightType == LIGHT_TYPE_SHADOW) { light.Position = Vector3(oldLight->x, oldLight->y, oldLight->z); light.Color = Vector3(oldLight->r, oldLight->g, oldLight->b); light.In = oldLight->In; light.Out = oldLight->Out; light.Type = LIGHT_TYPE_SHADOW; light.Intensity = 1.0f; r->Lights.push_back(light); } else if (oldLight->LightType == LIGHT_TYPE_SPOT) { light.Position = Vector3(oldLight->x, oldLight->y, oldLight->z); light.Color = Vector3(oldLight->r, oldLight->g, oldLight->b); light.Direction = Vector4(oldLight->dx, oldLight->dy, oldLight->dz, 1.0f); light.Intensity = 1.0f; light.In = oldLight->In; light.Out = oldLight->Out; light.Range = oldLight->Range; light.Type = LIGHT_TYPE_SPOT; r->Lights.push_back(light); } oldLight++; } } MESH_INFO* mesh = room->mesh; for (int j = 0; j < room->numMeshes; j++) { RendererStatic obj; obj.Mesh = mesh; obj.RoomIndex = i; r->Statics.push_back(obj); } // Merge vertices and indices in a single list for (int j = 0; j < NUM_BUCKETS; j++) { RendererBucket* bucket = &r->Buckets[j]; bucket->StartVertex = baseRoomVertex; bucket->StartIndex = baseRoomIndex; for (int k = 0; k < bucket->Vertices.size(); k++) roomVertices.push_back(bucket->Vertices[k]); for (int k = 0; k < bucket->Indices.size(); k++) roomIndices.push_back(baseRoomVertex + bucket->Indices[k]); baseRoomVertex += bucket->Vertices.size(); baseRoomIndex += bucket->Indices.size(); } } // Create a single vertex buffer and a single index buffer for all rooms // NOTICE: in theory, a 1,000,000 vertices scene should have a VB of 52 MB and an IB of 4 MB m_roomsVertexBuffer = VertexBuffer::Create(m_device, roomVertices.size(), roomVertices.data()); m_roomsIndexBuffer = IndexBuffer::Create(m_device, roomIndices.size(), roomIndices.data()); m_numHairVertices = 0; m_numHairIndices = 0; vector moveablesVertices; vector moveablesIndices; int baseMoveablesVertex = 0; int baseMoveablesIndex = 0; // Step 3: prepare moveables for (int i = 0; i < MoveablesIds.size(); i++) { int objNum = MoveablesIds[i]; OBJECT_INFO* obj = &Objects[objNum]; if (obj->nmeshes > 0) { RendererObject* moveable = new RendererObject(); moveable->Id = MoveablesIds[i]; // Assign the draw routine if (objNum == ID_FLAME || objNum == ID_FLAME_EMITTER || objNum == ID_FLAME_EMITTER2 || objNum == ID_FLAME_EMITTER3 || objNum == ID_TRIGGER_TRIGGERER || objNum == ID_TIGHT_ROPE || objNum == ID_AI_AMBUSH || objNum == ID_AI_FOLLOW || objNum == ID_AI_GUARD || objNum == ID_AI_MODIFY || objNum == ID_AI_PATROL1 || objNum == ID_AI_PATROL2 || objNum == ID_AI_X1 || objNum == ID_AI_X2 || objNum == ID_DART_EMITTER || objNum == ID_HOMING_DART_EMITTER || objNum == ID_ROPE || objNum == ID_KILL_ALL_TRIGGERS || objNum == ID_EARTHQUAKE || objNum == ID_CAMERA_TARGET || objNum == ID_WATERFALLMIST || objNum == ID_SMOKE_EMITTER_BLACK || objNum == ID_SMOKE_EMITTER_WHITE) { moveable->DoNotDraw = true; } else { moveable->DoNotDraw = false; } 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 int meshPtrIndex = RawMeshPointers[obj->meshIndex / 2 + j] / 2; int boneIndex = (meshPtrIndex == 0 ? LM_RHAND : j); short* meshPtr = &RawMeshData[meshPtrIndex]; RendererMesh* mesh = getRendererMeshFromTrMesh(moveable, meshPtr, Meshes[obj->meshIndex + 2 * j], boneIndex, MoveablesIds[i] == ID_LARA_SKIN_JOINTS, MoveablesIds[i] == ID_HAIR); moveable->ObjectMeshes.push_back(mesh); } int* bone = &Bones[obj->boneIndex]; stack stack; 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]; for (int mi = 0; mi < obj->nmeshes - 1; mi++) { int j = mi + 1; int opcode = *(bone++); int linkX = *(bone++); int linkY = *(bone++); int linkZ = *(bone++); byte flags = opcode & 0x1C; moveable->LinearizedBones[j]->ExtraRotationFlags = flags; 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 1: if (stack.empty()) continue; currentBone = stack.top(); stack.pop(); 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); 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; 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; } } for (int n = 0; n < obj->nmeshes; n++) moveable->LinearizedBones[n]->Transform = Matrix::CreateTranslation( moveable->LinearizedBones[n]->Translation.x, moveable->LinearizedBones[n]->Translation.y, moveable->LinearizedBones[n]->Translation.z); moveable->Skeleton = moveable->LinearizedBones[0]; buildHierarchy(moveable); // Fix Lara skin joints and hairs if (MoveablesIds[i] == ID_LARA_SKIN_JOINTS) { 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 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]; if (jointVertex->Bone != j) { RendererMesh* skinMesh = objSkin->ObjectMeshes[jointVertex->Bone]; RendererBone* skinBone = objSkin->LinearizedBones[jointVertex->Bone]; 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; int z1 = jointBucket->Vertices[v1].Position.z + jointBone->GlobalTranslation.z; int x2 = skinBucket->Vertices[v2].Position.x + skinBone->GlobalTranslation.x; 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->Position.x = skinVertex->Position.x; jointVertex->Position.y = skinVertex->Position.y; jointVertex->Position.z = skinVertex->Position.z; } } } } } } } } if (MoveablesIds[i] == ID_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_hairVertices.clear(); m_hairIndices.clear(); RendererVertex vertex; for (int m = 0; m < m_numHairVertices * 2; m++) m_hairVertices.push_back(vertex); for (int m = 0; m < m_numHairIndices * 2; m++) m_hairIndices.push_back(0); } m_moveableObjects[MoveablesIds[i]] = moveable; // Merge vertices and indices in a single list 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]; bucket->StartVertex = baseMoveablesVertex; bucket->StartIndex = baseMoveablesIndex; for (int k = 0; k < bucket->Vertices.size(); k++) moveablesVertices.push_back(bucket->Vertices[k]); for (int k = 0; k < bucket->Indices.size(); k++) moveablesIndices.push_back(baseMoveablesVertex + bucket->Indices[k]); baseMoveablesVertex += bucket->Vertices.size(); baseMoveablesIndex += bucket->Indices.size(); } } } } // Create a single vertex buffer and a single index buffer for all moveables m_moveablesVertexBuffer = VertexBuffer::Create(m_device, moveablesVertices.size(), moveablesVertices.data()); m_moveablesIndexBuffer = IndexBuffer::Create(m_device, moveablesIndices.size(), moveablesIndices.data()); // Step 4: prepare static meshes vector staticsVertices; vector staticsIndices; int baseStaticsVertex = 0; int baseStaticsIndex = 0; for (int i = 0; i < StaticObjectsIds.size(); i++) { STATIC_INFO* obj = &StaticObjects[StaticObjectsIds[i]]; RendererObject* staticObject = new RendererObject(); staticObject->Id = StaticObjectsIds[i]; short* meshPtr = &RawMeshData[RawMeshPointers[obj->meshNumber / 2] / 2]; RendererMesh* mesh = getRendererMeshFromTrMesh(staticObject, meshPtr, 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]; for (int j = 0; j < NUM_BUCKETS; j++) { RendererBucket* bucket = &msh->Buckets[j]; bucket->StartVertex = baseStaticsVertex; bucket->StartIndex = baseStaticsIndex; for (int k = 0; k < bucket->Vertices.size(); k++) staticsVertices.push_back(bucket->Vertices[k]); for (int k = 0; k < bucket->Indices.size(); k++) staticsIndices.push_back(baseStaticsVertex + bucket->Indices[k]); baseStaticsVertex += bucket->Vertices.size(); baseStaticsIndex += bucket->Indices.size(); } } // Create missing meshes (effect objects like ID_BODY_PART have nmeshes = 0 and they are "lost" with current procedures) for (int i = 0; i < NumMeshPointers; i++) { unsigned int mp = reinterpret_cast(Meshes[i * 2]); RendererMesh* mesh = m_meshPointersToMesh[mp]; if (mesh == NULL) { int meshPtrIndex = RawMeshPointers[i] / 2; short* meshPtr = &RawMeshData[meshPtrIndex]; RendererMesh* mesh = getRendererMeshFromTrMesh(NULL, meshPtr, Meshes[i * 2], 0, false, false); } } // Create a single vertex buffer and a single index buffer for all statics m_staticsVertexBuffer = VertexBuffer::Create(m_device, staticsVertices.size(), staticsVertices.data()); m_staticsIndexBuffer = IndexBuffer::Create(m_device, staticsIndices.size(), staticsIndices.data()); // Step 5: prepare sprites m_sprites = (RendererSprite**)malloc(sizeof(RendererSprite*) * g_NumSprites); ZeroMemory(m_sprites, sizeof(RendererSprite*) * g_NumSprites); for (int i = 0; i < g_NumSprites; i++) { SPRITE* oldSprite = &Sprites[i]; RendererSprite* sprite = new RendererSprite(); sprite->Width = (oldSprite->right - oldSprite->left)*256.0f; sprite->Height = (oldSprite->bottom - oldSprite->top)*256.0f; float left = (oldSprite->left * 256.0f + GET_ATLAS_PAGE_X(oldSprite->tile - 1)); float top = (oldSprite->top * 256.0f + GET_ATLAS_PAGE_Y(oldSprite->tile - 1)); float right = (oldSprite->right * 256.0f + GET_ATLAS_PAGE_X(oldSprite->tile - 1)); float bottom = (oldSprite->bottom * 256.0f + GET_ATLAS_PAGE_Y(oldSprite->tile - 1)); sprite->UV[0] = Vector2(left / (float)TEXTURE_ATLAS_SIZE, top / (float)TEXTURE_ATLAS_SIZE); sprite->UV[1] = Vector2(right / (float)TEXTURE_ATLAS_SIZE, top / (float)TEXTURE_ATLAS_SIZE); sprite->UV[2] = Vector2(right / (float)TEXTURE_ATLAS_SIZE, bottom / (float)TEXTURE_ATLAS_SIZE); sprite->UV[3] = Vector2(left / (float)TEXTURE_ATLAS_SIZE, bottom / (float)TEXTURE_ATLAS_SIZE); m_sprites[i] = sprite; } for (int i = 0; i < MoveablesIds.size(); i++) { OBJECT_INFO* obj = &Objects[MoveablesIds[i]]; if (obj->nmeshes < 0) { short numSprites = abs(obj->nmeshes); short baseSprite = obj->meshIndex; RendererSpriteSequence* sequence = new RendererSpriteSequence(MoveablesIds[i], numSprites); for (int j = baseSprite; j < baseSprite + numSprites; j++) { sequence->SpritesList[j - baseSprite] = m_sprites[j]; } m_spriteSequences[MoveablesIds[i]] = sequence; } } for (int i = 0; i < 6; i++) { if (Objects[ID_WATERFALL1 + i].loaded) { // Get the first textured bucket 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]; if (bucket == NULL) continue; OBJECT_TEXTURE* texture = &ObjectTextures[bucket->Polygons[0].TextureId]; WaterfallTextures[i] = texture; WaterfallY[i] = texture->vertices[0].y; } } return true; } ID3D11VertexShader* Renderer11::compileVertexShader(const char* fileName, const char* function, const char* model, ID3D10Blob** bytecode) { HRESULT res; *bytecode = NULL; ID3DBlob* errors = NULL; printf("Compiling vertex shader: %s\n", fileName); res = D3DX11CompileFromFileA(fileName, NULL, NULL, function, model, D3D10_SHADER_OPTIMIZATION_LEVEL3, 0, NULL, bytecode, &errors, NULL); if (FAILED(res)) { printf("Compilation failed: %s\n", errors->GetBufferPointer()); return NULL; } ID3D11VertexShader* shader = NULL; res = m_device->CreateVertexShader((*bytecode)->GetBufferPointer(), (*bytecode)->GetBufferSize(), NULL, &shader); if (FAILED(res)) return NULL; return shader; } ID3D11PixelShader* Renderer11::compilePixelShader(const char* fileName, const char* function, const char* model, ID3D10Blob** bytecode) { HRESULT res; *bytecode = NULL; ID3DBlob* errors = NULL; printf("Compiling pixel shader: %s\n", fileName); res = D3DX11CompileFromFileA(fileName, NULL, NULL, function, model, D3D10_SHADER_OPTIMIZATION_LEVEL3, 0, NULL, bytecode, &errors, NULL); if (FAILED(res)) { printf("Compilation failed: %s\n", errors->GetBufferPointer()); return NULL; } ID3D11PixelShader* shader = NULL; res = m_device->CreatePixelShader((*bytecode)->GetBufferPointer(), (*bytecode)->GetBufferSize(), NULL, &shader); if (FAILED(res)) return NULL; return shader; } ID3D11GeometryShader* Renderer11::compileGeometryShader(const char* fileName) { HRESULT res; ID3DBlob* bytecode = NULL; ID3DBlob* errors = NULL; res = D3DX11CompileFromFileA(fileName, NULL, NULL, NULL, "gs_4_0", D3D10_SHADER_OPTIMIZATION_LEVEL3, 0, NULL, &bytecode, &errors, NULL); if (FAILED(res)) return NULL; ID3D11GeometryShader* shader = NULL; res = m_device->CreateGeometryShader(bytecode->GetBufferPointer(), bytecode->GetBufferSize(), NULL, &shader); if (FAILED(res)) return NULL; return shader; } ID3D11ComputeShader* Renderer11::compileComputeShader(const char* fileName) { HRESULT res; ID3DBlob* bytecode = NULL; ID3DBlob* errors = NULL; res = D3DX11CompileFromFileA(fileName, NULL, NULL, NULL, "gs_4_0", D3D10_SHADER_OPTIMIZATION_LEVEL3, 0, NULL, &bytecode, &errors, NULL); if (FAILED(res)) return NULL; ID3D11ComputeShader* shader = NULL; res = m_device->CreateComputeShader(bytecode->GetBufferPointer(), bytecode->GetBufferSize(), NULL, &shader); if (FAILED(res)) return NULL; return shader; } void Renderer11::DrawDashBar() { if (DashTimer < 120) drawBar(630, 32, 150, 12, 100 * (unsigned short)DashTimer / 120, 0xA0A000, 0xA000); } void Renderer11::DrawHealthBar(int percentual) { int color2; if (Lara.poisoned || Lara.gassed) color2 = 0xA0A000; else color2 = 0xA00000; drawBar(20, 32, 150, 12, percentual, 0xA00000, color2); } void Renderer11::DrawAirBar(int percentual) { /* Draw the air bar only if lara is not one a swamp room */ if (!(Rooms[LaraItem->roomNumber].flags & ENV_FLAG_SWAMP)) drawBar(20, 10, 150, 12, percentual, 0x0000A0, 0x0050A0); } void Renderer11::ClearDynamicLights() { m_dynamicLights.Clear(); } 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.Add(dynamicLight); //NumDynamics++; } void Renderer11::EnableCinematicBars(bool value) { m_enableCinematicBars = value; } void Renderer11::FadeIn() { m_fadeStatus = RENDERER_FADE_STATUS::FADE_IN; m_fadeFactor = 0.0f; } void Renderer11::FadeOut() { m_fadeStatus = RENDERER_FADE_STATUS::FADE_OUT; m_fadeFactor = 1.0f; } 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); 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::UpdateProgress(float value) { m_progress = value; } bool Renderer11::IsFading() { return (m_fadeStatus != FADEMODE_NONE); } void Renderer11::GetLaraBonePosition(Vector3* pos, int bone) { } bool Renderer11::ToggleFullScreen() { return true; } bool Renderer11::IsFullsScreen() { return (!Windowed); } bool Renderer11::ChangeScreenResolution(int width, int height, int frequency, bool windowed) { HRESULT res; /*if (windowed && !Windowed) { res = m_swapChain->SetFullscreenState(false, NULL); if (FAILED(res)) return false; } else if (!windowed && Windowed) { res = m_swapChain->SetFullscreenState(true, NULL); if(FAILED(res)) return false; } IDXGIOutput* output; res = m_swapChain->GetContainingOutput(&output); if(FAILED(res)) return false; DXGI_SWAP_CHAIN_DESC scd; res = m_swapChain->GetDesc(&scd); if (FAILED(res)) return false; UINT numModes = 1024; DXGI_MODE_DESC modes[1024]; res = output->GetDisplayModeList(scd.BufferDesc.Format, 0, &numModes, modes); if (FAILED(res)) return false; DXGI_MODE_DESC* mode = &modes[0]; for (int i = 0; i < numModes; i++) { mode = &modes[i]; if (mode->Width == width && mode->Height == height) break; } ID3D11RenderTargetView* nullViews[] = { nullptr }; m_context->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr); m_backBufferRTV->Release(); // Microsoft::WRL::ComPtr here does a Release(); m_depthStencilView->Release(); m_context->Flush(); res = m_swapChain->ResizeBuffers(2, width, height, DXGI_FORMAT_R8G8B8A8_UNORM, 0); res = m_swapChain->ResizeTarget(mode); if (FAILED(res)) return false; RECT rect; GetClientRect(WindowsHandle, &rect); UINT w = static_cast(rect.right); UINT h = static_cast(rect.bottom); m_context->ClearState(); m_backBufferRTV->Release(); m_depthStencilView->Release(); m_depthStencilTexture->Release(); res = m_swapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH); if (FAILED(res)) return false; // Recreate render target res = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&m_backBufferTexture); if (FAILED(res)) return false; m_device->CreateRenderTargetView(m_backBufferTexture, NULL, &m_backBufferRTV); D3D11_TEXTURE2D_DESC backBufferDesc; m_backBufferTexture->GetDesc(&backBufferDesc); m_backBufferTexture->Release(); D3D11_TEXTURE2D_DESC depthStencilDesc; depthStencilDesc.Width = width; depthStencilDesc.Height = height; depthStencilDesc.MipLevels = 1; depthStencilDesc.ArraySize = 1; depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilDesc.SampleDesc.Count = 1; depthStencilDesc.SampleDesc.Quality = 0; depthStencilDesc.Usage = D3D11_USAGE_DEFAULT; depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; depthStencilDesc.CPUAccessFlags = 0; depthStencilDesc.MiscFlags = 0; m_depthStencilTexture = NULL; res = m_device->CreateTexture2D(&depthStencilDesc, NULL, &m_depthStencilTexture); if (FAILED(res)) return false; m_depthStencilView = NULL; res = m_device->CreateDepthStencilView(m_depthStencilTexture, NULL, &m_depthStencilView); if (FAILED(res)) return false; DX11_DELETE(m_renderTarget); DX11_DELETE(m_dumpScreenRenderTarget); DX11_DELETE(m_shadowMap); m_renderTarget = RenderTarget2D::Create(m_device, width, height, DXGI_FORMAT_R8G8B8A8_UNORM); m_dumpScreenRenderTarget = RenderTarget2D::Create(m_device, width, height, DXGI_FORMAT_R8G8B8A8_UNORM); m_shadowMap = RenderTarget2D::Create(m_device, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, DXGI_FORMAT_R32_FLOAT); DX11_DELETE(m_gameFont); DX11_DELETE(m_spriteBatch); DX11_DELETE(m_primitiveBatch); m_spriteBatch = new SpriteBatch(m_context); m_gameFont = new SpriteFont(m_device, L"Font.spritefont"); m_primitiveBatch = new PrimitiveBatch(m_context); ScreenWidth = width; ScreenHeight = height; Windowed = windowed;*/ ID3D11RenderTargetView* nullViews[] = { nullptr }; m_context->OMSetRenderTargets(0, nullViews, NULL); DX11_DELETE(m_renderTarget); DX11_DELETE(m_dumpScreenRenderTarget); DX11_DELETE(m_shadowMap); DX11_DELETE(m_gameFont); DX11_DELETE(m_spriteBatch); DX11_DELETE(m_primitiveBatch); m_backBufferTexture->Release(); m_backBufferRTV->Release(); m_depthStencilView->Release(); m_depthStencilTexture->Release(); m_context->Flush(); m_context->ClearState(); //res = m_swapChain->ResizeBuffers(2, width, height, DXGI_FORMAT_R8G8B8A8_UNORM, 0); /*res = m_swapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH); if (FAILED(res)) return false;*/ IDXGIOutput* output; res = m_swapChain->GetContainingOutput(&output); if (FAILED(res)) return false; DXGI_SWAP_CHAIN_DESC scd; res = m_swapChain->GetDesc(&scd); if (FAILED(res)) return false; UINT numModes = 1024; DXGI_MODE_DESC modes[1024]; res = output->GetDisplayModeList(scd.BufferDesc.Format, 0, &numModes, modes); if (FAILED(res)) return false; DXGI_MODE_DESC* mode = &modes[0]; for (int i = 0; i < numModes; i++) { mode = &modes[i]; if (mode->Width == width && mode->Height == height) break; } res = m_swapChain->ResizeTarget(mode); if (FAILED(res)) return false; if (!initialiseScreen(width, height, frequency, windowed, WindowsHandle, true)) return false; ScreenWidth = width; ScreenHeight = height; Windowed = windowed; return true; } ID3D11Buffer* Renderer11::createConstantBuffer(int size) { ID3D11Buffer* buffer; D3D11_BUFFER_DESC desc; ZeroMemory(&desc, sizeof(D3D11_BUFFER_DESC)); desc.ByteWidth = ceil(size / 16) * 16; // Constant buffer must have a size multiple of 16 bytes desc.Usage = D3D11_USAGE_DYNAMIC; desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; HRESULT res = m_device->CreateBuffer(&desc, NULL, &buffer); if (FAILED(res)) return NULL; return buffer; } int Renderer11::getAnimatedTextureInfo(short textureId) { for (int i = 0; i < m_numAnimatedTextureSets; i++) { RendererAnimatedTextureSet* set = m_animatedTextureSets[i]; for (int j = 0; j < set->NumTextures; j++) { if (set->Textures[j]->Id == textureId) return i; } } return -1; } void Renderer11::initialiseHairRemaps() { memset(m_normalLaraSkinJointRemap, -1, 15 * 32 * 2); memset(m_youngLaraSkinJointRemap, -1, 15 * 32 * 2); // Normal Lara m_normalLaraSkinJointRemap[1][0] = 0; m_normalLaraSkinJointRemap[1][1] = 0; m_normalLaraSkinJointRemap[1][2] = 0; m_normalLaraSkinJointRemap[1][3] = 0; m_normalLaraSkinJointRemap[1][4] = 0; m_normalLaraSkinJointRemap[1][5] = 0; m_normalLaraSkinJointRemap[2][0] = 1; m_normalLaraSkinJointRemap[2][1] = 1; m_normalLaraSkinJointRemap[2][2] = 1; m_normalLaraSkinJointRemap[2][3] = 1; m_normalLaraSkinJointRemap[2][4] = 1; m_normalLaraSkinJointRemap[3][4] = 2; m_normalLaraSkinJointRemap[3][5] = 2; m_normalLaraSkinJointRemap[3][6] = 2; m_normalLaraSkinJointRemap[3][7] = 2; m_normalLaraSkinJointRemap[4][0] = 0; m_normalLaraSkinJointRemap[4][1] = 0; m_normalLaraSkinJointRemap[4][2] = 0; m_normalLaraSkinJointRemap[4][3] = 0; m_normalLaraSkinJointRemap[4][4] = 0; m_normalLaraSkinJointRemap[4][5] = 0; m_normalLaraSkinJointRemap[5][0] = 4; m_normalLaraSkinJointRemap[5][1] = 4; m_normalLaraSkinJointRemap[5][2] = 4; m_normalLaraSkinJointRemap[5][3] = 4; m_normalLaraSkinJointRemap[5][4] = 4; m_normalLaraSkinJointRemap[6][4] = 5; m_normalLaraSkinJointRemap[6][5] = 5; m_normalLaraSkinJointRemap[6][6] = 5; m_normalLaraSkinJointRemap[6][7] = 5; m_normalLaraSkinJointRemap[7][0] = 0; m_normalLaraSkinJointRemap[7][1] = 0; m_normalLaraSkinJointRemap[7][2] = 0; m_normalLaraSkinJointRemap[7][3] = 0; m_normalLaraSkinJointRemap[7][4] = 0; m_normalLaraSkinJointRemap[7][5] = 0; m_normalLaraSkinJointRemap[8][6] = 7; m_normalLaraSkinJointRemap[8][7] = 7; m_normalLaraSkinJointRemap[8][8] = 7; m_normalLaraSkinJointRemap[8][9] = 7; m_normalLaraSkinJointRemap[8][10] = 7; m_normalLaraSkinJointRemap[8][11] = 7; m_normalLaraSkinJointRemap[9][5] = 8; m_normalLaraSkinJointRemap[9][6] = 8; m_normalLaraSkinJointRemap[9][7] = 8; m_normalLaraSkinJointRemap[9][8] = 8; m_normalLaraSkinJointRemap[9][9] = 8; m_normalLaraSkinJointRemap[10][0] = 9; m_normalLaraSkinJointRemap[10][1] = 9; m_normalLaraSkinJointRemap[10][2] = 9; m_normalLaraSkinJointRemap[10][3] = 9; m_normalLaraSkinJointRemap[10][4] = 9; m_normalLaraSkinJointRemap[11][6] = 7; m_normalLaraSkinJointRemap[11][7] = 7; m_normalLaraSkinJointRemap[11][8] = 7; m_normalLaraSkinJointRemap[11][9] = 7; m_normalLaraSkinJointRemap[11][10] = 7; m_normalLaraSkinJointRemap[11][11] = 7; m_normalLaraSkinJointRemap[12][5] = 11; m_normalLaraSkinJointRemap[12][6] = 11; m_normalLaraSkinJointRemap[12][7] = 11; m_normalLaraSkinJointRemap[12][8] = 11; m_normalLaraSkinJointRemap[12][9] = 11; m_normalLaraSkinJointRemap[13][0] = 12; m_normalLaraSkinJointRemap[13][1] = 12; m_normalLaraSkinJointRemap[13][2] = 12; m_normalLaraSkinJointRemap[13][3] = 12; m_normalLaraSkinJointRemap[13][4] = 12; m_normalLaraSkinJointRemap[14][6] = 7; m_normalLaraSkinJointRemap[14][7] = 7; m_normalLaraSkinJointRemap[14][8] = 7; m_normalLaraSkinJointRemap[14][9] = 7; m_normalLaraSkinJointRemap[14][10] = 7; m_normalLaraSkinJointRemap[14][11] = 7; // Young Lara m_youngLaraSkinJointRemap[1][0] = 0; // Left up leg m_youngLaraSkinJointRemap[1][1] = 0; m_youngLaraSkinJointRemap[1][2] = 0; m_youngLaraSkinJointRemap[1][3] = 0; m_youngLaraSkinJointRemap[1][4] = 0; m_youngLaraSkinJointRemap[1][5] = 0; m_youngLaraSkinJointRemap[2][0] = 1; // Bottom left leg m_youngLaraSkinJointRemap[2][1] = 1; m_youngLaraSkinJointRemap[2][2] = 1; m_youngLaraSkinJointRemap[2][3] = 1; m_youngLaraSkinJointRemap[2][4] = 1; m_youngLaraSkinJointRemap[3][0] = 2; // Left foot m_youngLaraSkinJointRemap[3][1] = 2; m_youngLaraSkinJointRemap[3][2] = 2; m_youngLaraSkinJointRemap[3][3] = 2; m_youngLaraSkinJointRemap[4][6] = 0; // Right upper leg m_youngLaraSkinJointRemap[4][7] = 0; m_youngLaraSkinJointRemap[4][8] = 0; m_youngLaraSkinJointRemap[4][9] = 0; m_youngLaraSkinJointRemap[4][10] = 0; m_youngLaraSkinJointRemap[4][11] = 0; m_youngLaraSkinJointRemap[5][0] = 4; // Right bottom leg m_youngLaraSkinJointRemap[5][1] = 4; m_youngLaraSkinJointRemap[5][2] = 4; m_youngLaraSkinJointRemap[5][3] = 4; m_youngLaraSkinJointRemap[5][4] = 4; m_youngLaraSkinJointRemap[6][0] = 5; // Right foot m_youngLaraSkinJointRemap[6][1] = 5; m_youngLaraSkinJointRemap[6][2] = 5; m_youngLaraSkinJointRemap[6][3] = 5; m_youngLaraSkinJointRemap[7][0] = 0; // Torso m_youngLaraSkinJointRemap[7][1] = 0; m_youngLaraSkinJointRemap[7][2] = 0; m_youngLaraSkinJointRemap[7][3] = 0; m_youngLaraSkinJointRemap[7][4] = 0; m_youngLaraSkinJointRemap[7][5] = 0; m_youngLaraSkinJointRemap[8][0] = 7; // Left upper arm m_youngLaraSkinJointRemap[8][1] = 7; m_youngLaraSkinJointRemap[8][2] = 7; m_youngLaraSkinJointRemap[8][3] = 7; m_youngLaraSkinJointRemap[8][4] = 7; m_youngLaraSkinJointRemap[8][5] = 7; m_youngLaraSkinJointRemap[9][5] = 8; // Left bottom arm m_youngLaraSkinJointRemap[9][6] = 8; m_youngLaraSkinJointRemap[9][7] = 8; m_youngLaraSkinJointRemap[9][8] = 8; m_youngLaraSkinJointRemap[9][9] = 8; m_youngLaraSkinJointRemap[10][0] = 9; // Left hand m_youngLaraSkinJointRemap[10][1] = 9; m_youngLaraSkinJointRemap[10][2] = 9; m_youngLaraSkinJointRemap[10][3] = 9; m_youngLaraSkinJointRemap[10][4] = 9; m_youngLaraSkinJointRemap[11][0] = 7; // Right upper arm m_youngLaraSkinJointRemap[11][1] = 7; m_youngLaraSkinJointRemap[11][2] = 7; m_youngLaraSkinJointRemap[11][3] = 7; m_youngLaraSkinJointRemap[11][4] = 7; m_youngLaraSkinJointRemap[11][5] = 7; m_youngLaraSkinJointRemap[12][5] = 11; // Right low arm m_youngLaraSkinJointRemap[12][6] = 11; m_youngLaraSkinJointRemap[12][7] = 11; m_youngLaraSkinJointRemap[12][8] = 11; m_youngLaraSkinJointRemap[12][9] = 11; m_youngLaraSkinJointRemap[13][0] = 12; // Right arm m_youngLaraSkinJointRemap[13][1] = 12; m_youngLaraSkinJointRemap[13][2] = 12; m_youngLaraSkinJointRemap[13][3] = 12; m_youngLaraSkinJointRemap[13][4] = 12; m_youngLaraSkinJointRemap[14][0] = 7; // Head m_youngLaraSkinJointRemap[14][1] = 7; m_youngLaraSkinJointRemap[14][2] = 7; m_youngLaraSkinJointRemap[14][3] = 7; m_youngLaraSkinJointRemap[14][4] = 7; m_youngLaraSkinJointRemap[14][5] = 7; } void Renderer11::getVisibleRooms(int from, int to, Vector4* viewPort, bool water, int count) { // Avoid allocations, 1024 should be fine RendererRoomNode nodes[1024]; int nextNode = 0; // Avoid reallocations, 1024 should be fine RendererRoomNode* stack[1024]; int stackDepth = 0; RendererRoomNode* node = &nodes[nextNode++]; node->To = to; node->From = -1; // Push stack[stackDepth++] = node; while (stackDepth > 0) { // Pop node = stack[--stackDepth]; if (m_rooms[node->To]->Visited) continue; ROOM_INFO* room = &Rooms[node->To]; Vector3 roomCentre = Vector3(room->x + room->xSize * WALL_SIZE / 2.0f, (room->minfloor + room->maxceiling) / 2.0f, room->z + room->ySize * WALL_SIZE / 2.0f); Vector3 laraPosition = Vector3(Camera.pos.x, Camera.pos.y, Camera.pos.z); m_rooms[node->To]->Distance = (roomCentre - laraPosition).Length(); m_rooms[node->To]->Visited = true; m_roomsToDraw.Add(m_rooms[node->To]); collectLightsForRoom(node->To); collectItems(node->To); collectStatics(node->To); collectEffects(node->To); Vector4 clipPort; short numDoors = *(room->door); if (numDoors) { short* door = room->door + 1; for (int i = 0; i < numDoors; i++) { short adjoiningRoom = *(door); if (node->From != adjoiningRoom && checkPortal(node->To, door, viewPort, &node->ClipPort)) { RendererRoomNode* childNode = &nodes[nextNode++]; childNode->From = node->To; childNode->To = adjoiningRoom; // Push stack[stackDepth++] = childNode; } door += 16; } } } } bool Renderer11::checkPortal(short roomIndex, short* portal, Vector4* viewPort, Vector4* clipPort) { //return true; ROOM_INFO* room = &Rooms[roomIndex]; Vector3 n = Vector3(*(portal + 1), *(portal + 2), *(portal + 3)); Vector3 v = Vector3(Camera.pos.x - (room->x + *(portal + 4)), Camera.pos.y - (room->y + *(portal + 5)), Camera.pos.z - (room->z + *(portal + 6))); if (n.Dot(v) <= 0.0f) return false; int zClip = 0; Vector4 p[4]; clipPort->x = FLT_MAX; clipPort->y = FLT_MAX; clipPort->z = FLT_MIN; clipPort->w = FLT_MIN; for (int i = 0; i < 4; i++) { Vector4 tmp = Vector4(*(portal + 4 + 3 * i) + room->x, *(portal + 4 + 3 * i + 1) + room->y, *(portal + 4 + 3 * i + 2) + room->z, 1.0f); Vector4::Transform(tmp, ViewProjection, p[i]); if (p[i].w > 0.0f) { p[i].x *= (1.0f / p[i].w); p[i].y *= (1.0f / p[i].w); p[i].z *= (1.0f / p[i].w); clipPort->x = min(clipPort->x, p[i].x); clipPort->y = min(clipPort->y, p[i].y); clipPort->z = max(clipPort->z, p[i].x); clipPort->w = max(clipPort->w, p[i].y); } else zClip++; } if (zClip == 4) return false; if (zClip > 0) { for (int i = 0; i < 4; i++) { Vector4 a = p[i]; Vector4 b = p[(i + 1) % 4]; if ((a.w > 0.0f) ^ (b.w > 0.0f)) { if (a.x < 0.0f && b.x < 0.0f) clipPort->x = -1.0f; else if (a.x > 0.0f && b.x > 0.0f) clipPort->z = 1.0f; else { clipPort->x = -1.0f; clipPort->z = 1.0f; } if (a.y < 0.0f && b.y < 0.0f) clipPort->y = -1.0f; else if (a.y > 0.0f && b.y > 0.0f) clipPort->w = 1.0f; else { clipPort->y = -1.0f; clipPort->w = 1.0f; } } } } if (clipPort->x > viewPort->z || clipPort->y > viewPort->w || clipPort->z < viewPort->x || clipPort->w < viewPort->y) return false; clipPort->x = max(clipPort->x, viewPort->x); clipPort->y = max(clipPort->y, viewPort->y); clipPort->z = min(clipPort->z, viewPort->z); clipPort->w = min(clipPort->w, viewPort->w); return true; } 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); } inline void Renderer11::collectItems(short roomNumber) { RendererRoom* room = m_rooms[roomNumber]; if (room == NULL) return; 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]; newItem->Item = item; newItem->Id = itemNum; newItem->NumMeshes = Objects[item->objectNumber].nmeshes; newItem->World = Matrix::CreateFromYawPitchRoll(TR_ANGLE_TO_RAD(item->pos.yPos), TR_ANGLE_TO_RAD(item->pos.xPos), TR_ANGLE_TO_RAD(item->pos.zPos)) * Matrix::CreateTranslation(item->pos.xPos, item->pos.yPos, item->pos.zPos); collectLightsForItem(item->roomNumber, newItem); m_itemsToDraw.Add(newItem); } } inline void Renderer11::collectStatics(short roomNumber) { RendererRoom* room = m_rooms[roomNumber]; if (room == NULL) return; ROOM_INFO* r = room->Room; if (r->numMeshes <= 0) return; MESH_INFO* mesh = r->mesh; int numStatics = room->Statics.size(); for (int i = 0; i < numStatics; i++) { RendererStatic* newStatic = &room->Statics[i]; newStatic->Mesh = mesh; newStatic->RoomIndex = roomNumber; newStatic->World = Matrix::CreateRotationY(TR_ANGLE_TO_RAD(mesh->yRot)) * Matrix::CreateTranslation(mesh->x, mesh->y, mesh->z); m_staticsToDraw.Add(newStatic); mesh++; } } inline void Renderer11::collectLightsForEffect(short roomNumber, RendererEffect* effect) { effect->Lights.Clear(); RendererRoom* room = m_rooms[roomNumber]; if (room == NULL) return; 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.Add(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.Add(light); } for (int i = 0; i < min(MAX_LIGHTS_PER_ITEM, m_tempItemLights.Size()); i++) { effect->Lights.Add(m_tempItemLights[i]); } } inline void Renderer11::collectLightsForItem(short roomNumber, RendererItem* item) { item->Lights.Clear(); RendererRoom* room = m_rooms[roomNumber]; if (room == NULL) return; 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.Add(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.Add(light); } for (int i = 0; i < min(MAX_LIGHTS_PER_ITEM, m_tempItemLights.Size()); i++) { item->Lights.Add(m_tempItemLights[i]); } if (item->Item->objectNumber == ID_LARA) { m_shadowLight = brightestLight; } } inline void Renderer11::collectLightsForRoom(short roomNumber) { RendererRoom* room = m_rooms[roomNumber]; if (room == NULL) return; ROOM_INFO* r = room->Room; if (r->numLights <= 0) return; int numLights = room->Lights.size(); // Collect dynamic lights for rooms for (int i = 0; i < m_dynamicLights.Size(); i++) { RendererLight* light = m_dynamicLights[i]; float left = r->x + WALL_SIZE; float bottom = r->z + WALL_SIZE; float right = r->x + (r->xSize - 1) * WALL_SIZE; float top = r->z + (r->ySize - 1) * WALL_SIZE; float closestX = light->Position.x; if (closestX < left) closestX = left; else if (closestX > right) closestX = right; float closestZ = light->Position.z; if (closestZ < bottom) closestZ = bottom; else if (closestZ > top) closestZ = top; // Calculate the distance between the circle's center and this closest point float distanceX = light->Position.x - closestX; float distanceY = light->Position.z - closestZ; // If the distance is less than the circle's radius, an intersection occurs float distanceSquared = (distanceX * distanceX) + (distanceY * distanceY); if (distanceSquared < SQUARE(light->Out)) room->LightsToDraw.Add(light); } } bool Renderer11::sphereBoxIntersection(Vector3 boxMin, Vector3 boxMax, Vector3 sphereCentre, float sphereRadius) { //Vector3 closestPointInAabb = Vector3::Min(Vector3::Max(sphereCentre, boxMin), boxMax); //double distanceSquared = (closestPointInAabb - sphereCentre).LengthSquared(); //return (distanceSquared < (sphereRadius * sphereRadius)); /*float x = max(boxMin.x, min(sphereCentre.x, boxMax.x)); float y = max(boxMin.y, min(sphereCentre.y, boxMax.y)); float z = max(boxMin.z, min(sphereCentre.z, boxMax.z)); float distance = sqrt((x - sphereCentre.x) * (x - sphereCentre.x) + (y - sphereCentre.y) * (y - sphereCentre.y) + (z - sphereCentre.z) * (z - sphereCentre.z)); return (distance < sphereRadius);*/ return 0; } void Renderer11::prepareLights() { // Add dynamic lights for (int i = 0; i < m_dynamicLights.Size(); i++) m_lightsToDraw.Add(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* 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; } inline void Renderer11::collectEffects(short roomNumber) { RendererRoom* room = m_rooms[roomNumber]; if (room == NULL) return; ROOM_INFO* r = room->Room; short fxNum = NO_ITEM; for (fxNum = r->fxNumber; fxNum != NO_ITEM; fxNum = Effects[fxNum].nextFx) { FX_INFO* fx = &Effects[fxNum]; if (fx->objectNumber < 0) continue; OBJECT_INFO* obj = &Objects[fx->objectNumber]; RendererEffect* newEffect = &m_effects[fxNum]; newEffect->Effect = fx; newEffect->Id = fxNum; newEffect->World = Matrix::CreateTranslation(fx->pos.xPos, fx->pos.yPos, fx->pos.zPos); newEffect->Mesh = m_meshPointersToMesh[reinterpret_cast(Meshes[0 (obj->nmeshes ? obj->meshIndex : fx->frameNumber * 2)])]; collectLightsForEffect(fx->roomNumber, newEffect); m_effectsToDraw.Add(newEffect); short* mp = Meshes[(obj->nmeshes ? obj->meshIndex : fx->frameNumber)]; short hhh = 0; } } RendererMesh* Renderer11::getRendererMeshFromTrMesh(RendererObject* obj, short* meshPtr, short* refMeshPtr, short boneIndex, int isJoints, int isHairs) { RendererMesh* mesh = new RendererMesh(); short* basePtr = meshPtr; short cx = *meshPtr++; short cy = *meshPtr++; short cz = *meshPtr++; short r1 = *meshPtr++; short r2 = *meshPtr++; short numVertices = *meshPtr++; VECTOR* vertices = (VECTOR*)malloc(sizeof(VECTOR) * numVertices); for (int v = 0; v < numVertices; v++) { short x = *meshPtr++; short y = *meshPtr++; short z = *meshPtr++; vertices[v].vx = x; vertices[v].vy = y; vertices[v].vz = z; mesh->Positions.push_back(Vector3(x, y, z)); } short numNormals = *meshPtr++; VECTOR* normals = NULL; short* colors = NULL; if (numNormals > 0) { normals = (VECTOR*)malloc(sizeof(VECTOR) * numNormals); for (int v = 0; v < numNormals; v++) { short x = *meshPtr++; short y = *meshPtr++; short z = *meshPtr++; normals[v].vx = x; normals[v].vy = y; normals[v].vz = z; } } else { short numLights = -numNormals; colors = (short*)malloc(sizeof(short) * numLights); for (int v = 0; v < numLights; v++) { colors[v] = *meshPtr++; } } short numRectangles = *meshPtr++; for (int r = 0; r < numRectangles; r++) { short v1 = *meshPtr++; short v2 = *meshPtr++; short v3 = *meshPtr++; short v4 = *meshPtr++; short textureId = *meshPtr++; short effects = *meshPtr++; short indices[4] = { v1,v2,v3,v4 }; short textureIndex = textureId & 0x7FFF; bool doubleSided = (textureId & 0x8000) >> 15; // Get the object texture OBJECT_TEXTURE* texture = &ObjectTextures[textureIndex]; int tile = texture->tileAndFlag & 0x7FFF; // Create vertices RendererBucket* bucket; int bucketIndex = RENDERER_BUCKET_SOLID; if (!doubleSided) { if (texture->attribute == 2 || (effects & 1)) bucketIndex = RENDERER_BUCKET_TRANSPARENT; else bucketIndex = RENDERER_BUCKET_SOLID; } else { if (texture->attribute == 2 || (effects & 1)) bucketIndex = RENDERER_BUCKET_TRANSPARENT_DS; else bucketIndex = RENDERER_BUCKET_SOLID_DS; } // ColAddHorizon special handling if (obj != NULL && obj->Id == ID_HORIZON && g_GameFlow->GetLevel(CurrentLevel)->ColAddHorizon) { if (texture->attribute == 2 || (effects & 1)) bucketIndex = RENDERER_BUCKET_TRANSPARENT; else bucketIndex = RENDERER_BUCKET_SOLID; } bucket = &mesh->Buckets[bucketIndex]; if (obj != NULL) obj->HasDataInBucket[bucketIndex] = true; int baseVertices = bucket->NumVertices; for (int v = 0; v < 4; v++) { RendererVertex vertex; vertex.Position.x = vertices[indices[v]].vx; vertex.Position.y = vertices[indices[v]].vy; vertex.Position.z = vertices[indices[v]].vz; if (numNormals > 0) { vertex.Normal.x = normals[indices[v]].vx / 16300.0f; vertex.Normal.y = normals[indices[v]].vy / 16300.0f; vertex.Normal.z = normals[indices[v]].vz / 16300.0f; } vertex.UV.x = (texture->vertices[v].x * 256.0f + 0.5f + GET_ATLAS_PAGE_X(tile)) / (float)TEXTURE_ATLAS_SIZE; vertex.UV.y = (texture->vertices[v].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE; vertex.Bone = boneIndex; if (isJoints && boneIndex != 0 && m_laraSkinJointRemap[boneIndex][indices[v]] != -1) vertex.Bone = m_laraSkinJointRemap[boneIndex][indices[v]]; if (isHairs) vertex.Bone = indices[v]; if (colors == NULL) { vertex.Color = Vector4::One * 0.5f; } else { short shade = colors[indices[v]]; shade = (255 - shade * 255 / 8191) & 0xFF; vertex.Color = Vector4(shade / 255.0f, shade / 255.0f, shade / 255.0f, 1.0f); } bucket->NumVertices++; bucket->Vertices.push_back(vertex); } bucket->Indices.push_back(baseVertices); bucket->Indices.push_back(baseVertices + 1); bucket->Indices.push_back(baseVertices + 3); bucket->Indices.push_back(baseVertices + 2); bucket->Indices.push_back(baseVertices + 3); bucket->Indices.push_back(baseVertices + 1); bucket->NumIndices += 6; RendererPolygon newPolygon; newPolygon.Shape = SHAPE_RECTANGLE; newPolygon.TextureId = textureId; newPolygon.Indices[0] = baseVertices; newPolygon.Indices[1] = baseVertices + 1; newPolygon.Indices[2] = baseVertices + 2; newPolygon.Indices[3] = baseVertices + 3; bucket->Polygons.push_back(newPolygon); } short numTriangles = *meshPtr++; for (int r = 0; r < numTriangles; r++) { short v1 = *meshPtr++; short v2 = *meshPtr++; short v3 = *meshPtr++; short textureId = *meshPtr++; short effects = *meshPtr++; short indices[3] = { v1,v2,v3 }; short textureIndex = textureId & 0x7FFF; bool doubleSided = (textureId & 0x8000) >> 15; // Get the object texture OBJECT_TEXTURE* texture = &ObjectTextures[textureIndex]; int tile = texture->tileAndFlag & 0x7FFF; // Create vertices RendererBucket* bucket; int bucketIndex = RENDERER_BUCKET_SOLID; if (!doubleSided) { if (texture->attribute == 2 || (effects & 1)) bucketIndex = RENDERER_BUCKET_TRANSPARENT; else bucketIndex = RENDERER_BUCKET_SOLID; } else { if (texture->attribute == 2 || (effects & 1)) bucketIndex = RENDERER_BUCKET_TRANSPARENT_DS; else bucketIndex = RENDERER_BUCKET_SOLID_DS; } bucket = &mesh->Buckets[bucketIndex]; if (obj != NULL) obj->HasDataInBucket[bucketIndex] = true; int baseVertices = bucket->NumVertices; for (int v = 0; v < 3; v++) { RendererVertex vertex; vertex.Position.x = vertices[indices[v]].vx; vertex.Position.y = vertices[indices[v]].vy; vertex.Position.z = vertices[indices[v]].vz; if (numNormals > 0) { vertex.Normal.x = normals[indices[v]].vx / 16300.0f; vertex.Normal.y = normals[indices[v]].vy / 16300.0f; vertex.Normal.z = normals[indices[v]].vz / 16300.0f; } vertex.UV.x = (texture->vertices[v].x * 256.0f + 0.5f + GET_ATLAS_PAGE_X(tile)) / (float)TEXTURE_ATLAS_SIZE; vertex.UV.y = (texture->vertices[v].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE; vertex.Bone = boneIndex; if (isJoints && boneIndex != 0 && m_laraSkinJointRemap[boneIndex][indices[v]] != -1) vertex.Bone = m_laraSkinJointRemap[boneIndex][indices[v]]; if (isHairs) vertex.Bone = indices[v]; if (colors == NULL) { vertex.Color = Vector4::One * 0.5f; } else { short shade = colors[indices[v]]; shade = (255 - shade * 255 / 8191) & 0xFF; vertex.Color = Vector4(shade / 255.0f, shade / 255.0f, shade / 255.0f, 1.0f); } bucket->NumVertices++; bucket->Vertices.push_back(vertex); } bucket->Indices.push_back(baseVertices); bucket->Indices.push_back(baseVertices + 1); bucket->Indices.push_back(baseVertices + 2); bucket->NumIndices += 3; RendererPolygon newPolygon; newPolygon.Shape = SHAPE_TRIANGLE; newPolygon.TextureId = textureId; newPolygon.Indices[0] = baseVertices; newPolygon.Indices[1] = baseVertices + 1; newPolygon.Indices[2] = baseVertices + 2; bucket->Polygons.push_back(newPolygon); } free(vertices); if (normals != NULL) free(normals); if (colors != NULL) free(colors); unsigned int castedMeshPtr = reinterpret_cast(refMeshPtr); if (m_meshPointersToMesh.find(castedMeshPtr) == m_meshPointersToMesh.end()) m_meshPointersToMesh.insert(pair(castedMeshPtr, mesh)); m_meshes.push_back(mesh); return mesh; } void Renderer11::buildHierarchyRecursive(RendererObject* obj, RendererBone* node, RendererBone* parentNode) { node->GlobalTransform = node->Transform * parentNode->GlobalTransform; obj->BindPoseTransforms[node->Index] = node->GlobalTransform; obj->Skeleton->GlobalTranslation = Vector3(0.0f, 0.0f, 0.0f); node->GlobalTranslation = node->Translation + parentNode->GlobalTranslation; for (int j = 0; j < node->Children.size(); j++) { buildHierarchyRecursive(obj, node->Children[j], node); } } void Renderer11::buildHierarchy(RendererObject* obj) { obj->Skeleton->GlobalTransform = obj->Skeleton->Transform; obj->BindPoseTransforms[obj->Skeleton->Index] = obj->Skeleton->GlobalTransform; obj->Skeleton->GlobalTranslation = Vector3(0.0f, 0.0f, 0.0f); for (int j = 0; j < obj->Skeleton->Children.size(); j++) { buildHierarchyRecursive(obj, obj->Skeleton->Children[j], obj->Skeleton); } } void Renderer11::fromTrAngle(Matrix* matrix, short* frameptr, int index) { short* ptr = &frameptr[0]; ptr += 9; for (int i = 0; i < index; i++) { ptr += ((*ptr & 0xc000) == 0 ? 2 : 1); } int rot0 = *ptr++; int frameMode = (rot0 & 0xc000); int rot1; int rotX; int rotY; int rotZ; switch (frameMode) { case 0: rot1 = *ptr++; rotX = ((rot0 & 0x3ff0) >> 4); rotY = (((rot1 & 0xfc00) >> 10) | ((rot0 & 0xf) << 6) & 0x3ff); rotZ = ((rot1) & 0x3ff); *matrix = Matrix::CreateFromYawPitchRoll(rotY* (360.0f / 1024.0f) * RADIAN, rotX* (360.0f / 1024.0f) * RADIAN, rotZ* (360.0f / 1024.0f) * RADIAN); break; case 0x4000: *matrix = Matrix::CreateRotationX((rot0 & 0xfff)* (360.0f / 4096.0f) * RADIAN); break; case 0x8000: *matrix = Matrix::CreateRotationY((rot0 & 0xfff)* (360.0f / 4096.0f) * RADIAN); break; case 0xc000: *matrix = Matrix::CreateRotationZ((rot0 & 0xfff)* (360.0f / 4096.0f) * RADIAN); break; } } bool Renderer11::updateConstantBuffer(ID3D11Buffer* buffer, void* data, int size) { HRESULT res; D3D11_MAPPED_SUBRESOURCE mappedResource; // Lock the constant buffer so it can be written to. res = m_context->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(res)) return false; // Get a pointer to the data in the constant buffer. char* dataPtr = reinterpret_cast(mappedResource.pData); memcpy(dataPtr, data, size); // Unlock the constant buffer. m_context->Unmap(buffer, 0); return true; } void Renderer11::updateItemsAnimations() { Matrix translation; Matrix rotation; int numItems = m_itemsToDraw.Size(); for (int i = 0; i < numItems; i++) { RendererItem* itemToDraw = m_itemsToDraw[i]; ITEM_INFO* item = itemToDraw->Item; CREATURE_INFO* creature = (CREATURE_INFO*)item->data; // Lara has her own routine if (item->objectNumber == ID_LARA) continue; OBJECT_INFO* obj = &Objects[item->objectNumber]; RendererObject* moveableObj = m_moveableObjects[item->objectNumber]; // Update animation matrices if (obj->animIndex != -1 /*&& item->objectNumber != ID_HARPOON*/) { // Apply extra rotations int lastJoint = 0; for (int j = 0; j < moveableObj->LinearizedBones.size(); j++) { RendererBone* currentBone = moveableObj->LinearizedBones[j]; currentBone->ExtraRotation = Vector3(0.0f, 0.0f, 0.0f); if (creature) { if (currentBone->ExtraRotationFlags & ROT_Y) { currentBone->ExtraRotation.y = TR_ANGLE_TO_RAD(creature->jointRotation[lastJoint]); lastJoint++; } if (currentBone->ExtraRotationFlags & ROT_X) { currentBone->ExtraRotation.x = TR_ANGLE_TO_RAD(creature->jointRotation[lastJoint]); lastJoint++; } if (currentBone->ExtraRotationFlags & ROT_Z) { currentBone->ExtraRotation.z = TR_ANGLE_TO_RAD(creature->jointRotation[lastJoint]); lastJoint++; } } } short *framePtr[2]; int rate; int frac = GetFrame_D2(item, framePtr, &rate); updateAnimation(itemToDraw, moveableObj, framePtr, frac, rate, 0xFFFFFFFF); for (int m = 0; m < itemToDraw->NumMeshes; m++) itemToDraw->AnimationTransforms[m] = itemToDraw->AnimationTransforms[m].Transpose(); } // Update world matrix translation = Matrix::CreateTranslation(item->pos.xPos, item->pos.yPos, item->pos.zPos); rotation = Matrix::CreateFromYawPitchRoll(TR_ANGLE_TO_RAD(item->pos.yRot), TR_ANGLE_TO_RAD(item->pos.xRot), TR_ANGLE_TO_RAD(item->pos.zRot)); itemToDraw->World = rotation * translation; } } void Renderer11::updateLaraAnimations() { Matrix translation; Matrix rotation; Matrix lastMatrix; Matrix hairMatrix; Matrix identity; Matrix world; RendererObject* laraObj = m_moveableObjects[ID_LARA]; // Clear extra rotations for (int i = 0; i < laraObj->LinearizedBones.size(); i++) laraObj->LinearizedBones[i]->ExtraRotation = Vector3(0.0f, 0.0f, 0.0f); // Lara world matrix translation = Matrix::CreateTranslation(LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos); rotation = Matrix::CreateFromYawPitchRoll(TR_ANGLE_TO_RAD(LaraItem->pos.yRot), TR_ANGLE_TO_RAD(LaraItem->pos.xRot), TR_ANGLE_TO_RAD(LaraItem->pos.zRot)); m_LaraWorldMatrix = rotation * translation; // Update first Lara's animations laraObj->LinearizedBones[LM_TORSO]->ExtraRotation = Vector3(TR_ANGLE_TO_RAD(Lara.torsoXrot), TR_ANGLE_TO_RAD(Lara.torsoYrot), TR_ANGLE_TO_RAD(Lara.torsoZrot)); laraObj->LinearizedBones[LM_HEAD]->ExtraRotation = Vector3(TR_ANGLE_TO_RAD(Lara.headXrot), TR_ANGLE_TO_RAD(Lara.headYrot), TR_ANGLE_TO_RAD(Lara.headZrot)); // First calculate matrices for legs, hips, head and torso int mask = MESH_BITS(LM_HIPS) | MESH_BITS(LM_LTHIGH) | MESH_BITS(LM_LSHIN) | MESH_BITS(LM_LFOOT) | MESH_BITS(LM_RTHIGH) | MESH_BITS(LM_RSHIN) | MESH_BITS(LM_RFOOT) | MESH_BITS(LM_TORSO) | MESH_BITS(LM_HEAD); short *framePtr[2]; int rate, frac; frac = GetFrame_D2(LaraItem, framePtr, &rate); updateAnimation(NULL, laraObj, framePtr, frac, rate, mask); // Then the arms, based on current weapon status if (Lara.gunStatus == LG_NO_ARMS || Lara.gunStatus == LG_HANDS_BUSY && Lara.gunType != WEAPON_FLARE) { // Both arms mask = MESH_BITS(LM_LINARM) | MESH_BITS(LM_LOUTARM) | MESH_BITS(LM_LHAND) | MESH_BITS(LM_RINARM) | MESH_BITS(LM_ROUTARM) | MESH_BITS(LM_RHAND); frac = GetFrame_D2(LaraItem, framePtr, &rate); updateAnimation(NULL, laraObj, framePtr, frac, rate, mask); } else { // While handling weapon some extra rotation could be applied to arms laraObj->LinearizedBones[LM_LINARM]->ExtraRotation += Vector3(TR_ANGLE_TO_RAD(Lara.leftArm.xRot), TR_ANGLE_TO_RAD(Lara.leftArm.yRot), TR_ANGLE_TO_RAD(Lara.leftArm.zRot)); laraObj->LinearizedBones[LM_RINARM]->ExtraRotation += Vector3(TR_ANGLE_TO_RAD(Lara.rightArm.xRot), TR_ANGLE_TO_RAD(Lara.rightArm.yRot), TR_ANGLE_TO_RAD(Lara.rightArm.zRot)); LARA_ARM* leftArm = &Lara.leftArm; LARA_ARM* rightArm = &Lara.rightArm; // HACK: backguns handles differently // TokyoSU: not really a hack since it's the original way to do that. switch (Lara.gunType) { case WEAPON_SHOTGUN: case WEAPON_HK: case WEAPON_CROSSBOW: case WEAPON_GRENADE_LAUNCHER: case WEAPON_HARPOON_GUN: short* shotgunFramePtr; // Left arm mask = MESH_BITS(LM_LINARM) | MESH_BITS(LM_LOUTARM) | MESH_BITS(LM_LHAND); shotgunFramePtr = Lara.leftArm.frameBase + (Lara.leftArm.frameNumber) * (Anims[Lara.leftArm.animNumber].interpolation >> 8); updateAnimation(NULL, laraObj, &shotgunFramePtr, 0, 1, mask); // Right arm mask = MESH_BITS(LM_RINARM) | MESH_BITS(LM_ROUTARM) | MESH_BITS(LM_RHAND); shotgunFramePtr = Lara.rightArm.frameBase + (Lara.rightArm.frameNumber) * (Anims[Lara.rightArm.animNumber].interpolation >> 8); updateAnimation(NULL, laraObj, &shotgunFramePtr, 0, 1, mask); break; case WEAPON_PISTOLS: case WEAPON_UZI: case WEAPON_REVOLVER: default: short* pistolFramePtr; // Left arm mask = MESH_BITS(LM_LINARM) | MESH_BITS(LM_LOUTARM) | MESH_BITS(LM_LHAND); pistolFramePtr = Lara.leftArm.frameBase + (Lara.leftArm.frameNumber - Anims[Lara.leftArm.animNumber].frameBase) * (Anims[Lara.leftArm.animNumber].interpolation >> 8); updateAnimation(NULL, laraObj, &pistolFramePtr, 0, 1, mask); // Right arm mask = MESH_BITS(LM_RINARM) | MESH_BITS(LM_ROUTARM) | MESH_BITS(LM_RHAND); pistolFramePtr = Lara.rightArm.frameBase + (Lara.rightArm.frameNumber- Anims[Lara.rightArm.animNumber].frameBase) * (Anims[Lara.rightArm.animNumber].interpolation >> 8); updateAnimation(NULL, laraObj, &pistolFramePtr, 0, 1, mask); break; case WEAPON_FLARE: // Left arm mask = MESH_BITS(LM_LINARM) | MESH_BITS(LM_LOUTARM) | MESH_BITS(LM_LHAND); frac = getFrame(Lara.leftArm.animNumber, Lara.leftArm.frameNumber, framePtr, &rate); updateAnimation(NULL, laraObj, framePtr, frac, rate, mask); // Right arm mask = MESH_BITS(LM_RINARM) | MESH_BITS(LM_ROUTARM) | MESH_BITS(LM_RHAND); frac = GetFrame_D2(LaraItem, framePtr, &rate); updateAnimation(NULL, laraObj, framePtr, frac, rate, mask); break; } } // At this point, Lara's matrices are ready. Now let's do ponytails... if (m_moveableObjects[ID_HAIR] != NULL) { RendererObject* hairsObj = m_moveableObjects[ID_HAIR]; lastMatrix = Matrix::Identity; identity = Matrix::Identity; Vector3 parentVertices[6][4]; Matrix headMatrix; RendererObject* objSkin = m_moveableObjects[ID_LARA_SKIN]; RendererObject* objLara = m_moveableObjects[ID_LARA]; RendererMesh* parentMesh = objSkin->ObjectMeshes[LM_HEAD]; RendererBone* parentBone = objSkin->LinearizedBones[LM_HEAD]; world = objLara->AnimationTransforms[LM_HEAD] * m_LaraWorldMatrix; int lastVertex = 0; int lastIndex = 0; GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel); for (int p = 0; p < ((level->LaraType == LARA_YOUNG) ? 2 : 1); p++) { // We can't use hardware skinning here, however hairs have just a few vertices so // it's not so bad doing skinning in software if (level->LaraType == LARA_YOUNG) { if (p == 1) { parentVertices[0][0] = Vector3::Transform(parentMesh->Positions[68], world); parentVertices[0][1] = Vector3::Transform(parentMesh->Positions[69], world); parentVertices[0][2] = Vector3::Transform(parentMesh->Positions[70], world); parentVertices[0][3] = Vector3::Transform(parentMesh->Positions[71], world); } else { parentVertices[0][0] = Vector3::Transform(parentMesh->Positions[78], world); parentVertices[0][1] = Vector3::Transform(parentMesh->Positions[78], world); parentVertices[0][2] = Vector3::Transform(parentMesh->Positions[77], world); parentVertices[0][3] = Vector3::Transform(parentMesh->Positions[76], world); } } else { parentVertices[0][0] = Vector3::Transform(parentMesh->Positions[37], world); parentVertices[0][1] = Vector3::Transform(parentMesh->Positions[39], world); parentVertices[0][2] = Vector3::Transform(parentMesh->Positions[40], world); parentVertices[0][3] = Vector3::Transform(parentMesh->Positions[38], world); } for (int i = 0; i < 6; i++) { RendererMesh* mesh = hairsObj->ObjectMeshes[i]; RendererBucket* bucket = &mesh->Buckets[RENDERER_BUCKET_SOLID]; translation = Matrix::CreateTranslation(Hairs[7 * p + i].pos.xPos, Hairs[7 * p + i].pos.yPos, Hairs[7 * p + i].pos.zPos); rotation = Matrix::CreateFromYawPitchRoll(TR_ANGLE_TO_RAD(Hairs[7 * p + i].pos.yRot), TR_ANGLE_TO_RAD(Hairs[7 * p + i].pos.xRot), TR_ANGLE_TO_RAD(Hairs[7 * p + i].pos.zRot)); m_hairsMatrices[6 * p + i] = rotation * translation; int baseVertex = lastVertex; for (int j = 0; j < bucket->Vertices.size(); j++) { int oldVertexIndex = (int)bucket->Vertices[j].Bone; if (oldVertexIndex < 4) { m_hairVertices[lastVertex].Position.x = parentVertices[i][oldVertexIndex].x; m_hairVertices[lastVertex].Position.y = parentVertices[i][oldVertexIndex].y; m_hairVertices[lastVertex].Position.z = parentVertices[i][oldVertexIndex].z; m_hairVertices[lastVertex].UV.x = bucket->Vertices[j].UV.x; m_hairVertices[lastVertex].UV.y = bucket->Vertices[j].UV.y; Vector3 n = Vector3(bucket->Vertices[j].Normal.x, bucket->Vertices[j].Normal.y, bucket->Vertices[j].Normal.z); n.Normalize(); n = Vector3::TransformNormal(n, m_hairsMatrices[6 * p + i]); n.Normalize(); m_hairVertices[lastVertex].Normal.x = n.x; m_hairVertices[lastVertex].Normal.y = n.y; m_hairVertices[lastVertex].Normal.z = n.z; m_hairVertices[lastVertex].Color = Vector4::One * 0.5f; lastVertex++; } else { Vector3 in = Vector3(bucket->Vertices[j].Position.x, bucket->Vertices[j].Position.y, bucket->Vertices[j].Position.z); Vector3 out = Vector3::Transform(in, m_hairsMatrices[6 * p + i]); if (i < 5) { parentVertices[i + 1][oldVertexIndex - 4].x = out.x; parentVertices[i + 1][oldVertexIndex - 4].y = out.y; parentVertices[i + 1][oldVertexIndex - 4].z = out.z; } m_hairVertices[lastVertex].Position.x = out.x; m_hairVertices[lastVertex].Position.y = out.y; m_hairVertices[lastVertex].Position.z = out.z; m_hairVertices[lastVertex].UV.x = bucket->Vertices[j].UV.x; m_hairVertices[lastVertex].UV.y = bucket->Vertices[j].UV.y; Vector3 n = Vector3(bucket->Vertices[j].Normal.x, bucket->Vertices[j].Normal.y, bucket->Vertices[j].Normal.z); n.Normalize(); n = Vector3::TransformNormal(n, m_hairsMatrices[6 * p + i]); n.Normalize(); m_hairVertices[lastVertex].Normal.x = n.x; m_hairVertices[lastVertex].Normal.y = n.y; m_hairVertices[lastVertex].Normal.z = n.z; m_hairVertices[lastVertex].Color = Vector4::One * 0.5f; lastVertex++; } } for (int j = 0; j < bucket->Indices.size(); j++) { m_hairIndices[lastIndex] = baseVertex + bucket->Indices[j]; lastIndex++; } } } } // Transpose matrices for shaders for (int m = 0; m < 15; m++) laraObj->AnimationTransforms[m] = laraObj->AnimationTransforms[m].Transpose(); } int Renderer11::getFrame(short animation, short frame, short** framePtr, int* rate) { ITEM_INFO item; item.animNumber = animation; item.frameNumber = frame; return GetFrame_D2(&item, framePtr, rate); } void Renderer11::updateEffects() { for (int i = 0; i < m_effectsToDraw.Size(); i++) { RendererEffect* fx = m_effectsToDraw[i]; Matrix translation = Matrix::CreateTranslation(fx->Effect->pos.xPos, fx->Effect->pos.yPos, fx->Effect->pos.zPos); Matrix rotation = Matrix::CreateFromYawPitchRoll(TR_ANGLE_TO_RAD(fx->Effect->pos.yRot), TR_ANGLE_TO_RAD(fx->Effect->pos.xRot), TR_ANGLE_TO_RAD(fx->Effect->pos.zRot)); m_effectsToDraw[i]->World = rotation * translation; } } void Renderer11::updateAnimation(RendererItem* item, RendererObject* obj, short** frmptr, short frac, short rate, int mask) { RendererBone* bones[32]; int nextBone = 0; Matrix rotation; Matrix* transforms = (item == NULL ? obj->AnimationTransforms.data() : &item->AnimationTransforms[0]); // Push bones[nextBone++] = obj->Skeleton; while (nextBone != 0) { // Pop the last bone in the stack RendererBone* bone = bones[--nextBone]; bool calculateMatrix = (mask >> bone->Index) & 1; if (calculateMatrix) { Vector3 p = Vector3((int)*(frmptr[0] + 6), (int)*(frmptr[0] + 7), (int)*(frmptr[0] + 8)); fromTrAngle(&rotation, frmptr[0], bone->Index); if (frac) { Vector3 p2 = Vector3((int)*(frmptr[1] + 6), (int)*(frmptr[1] + 7), (int)*(frmptr[1] + 8)); p = Vector3::Lerp(p, p2, frac / ((float)rate)); Matrix rotation2; fromTrAngle(&rotation2, frmptr[1], bone->Index); Quaternion q1, q2, q3; q1 = Quaternion::CreateFromRotationMatrix(rotation); q2 = Quaternion::CreateFromRotationMatrix(rotation2); q3 = Quaternion::Slerp(q1, q2, frac / ((float)rate)); rotation = Matrix::CreateFromQuaternion(q3); } Matrix translation; if (bone == obj->Skeleton) translation = Matrix::CreateTranslation(p.x, p.y, p.z); Matrix extraRotation; extraRotation = Matrix::CreateFromYawPitchRoll(bone->ExtraRotation.y, bone->ExtraRotation.x, bone->ExtraRotation.z); rotation = extraRotation * rotation; if (bone != obj->Skeleton) transforms[bone->Index] = rotation * bone->Transform; else transforms[bone->Index] = rotation * translation; if (bone != obj->Skeleton) transforms[bone->Index] = transforms[bone->Index] * transforms[bone->Parent->Index]; } for (int i = 0; i < bone->Children.size(); i++) { // Push bones[nextBone++] = bone->Children[i]; } } } bool Renderer11::printDebugMessage(int x, int y, int alpha, byte r, byte g, byte b, LPCSTR Message) { return true; } void Renderer11::printDebugMessage(LPCSTR message, ...) { char buffer[255]; ZeroMemory(buffer, 255); va_list args; va_start(args, message); _vsprintf_l(buffer, message, NULL, args); va_end(args); PrintString(10, m_currentY, buffer, 0xFFFFFFFF, PRINTSTRING_OUTLINE); m_currentY += 20; } void Renderer11::drawBlood() { for (int i = 0; i < 32; i++) { BLOOD_STRUCT* blood = &Blood[i]; if (blood->on) { addSpriteBillboard(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + 15], blood->x, blood->y, blood->z, blood->shade * 244, blood->shade * 0, blood->shade * 0, TR_ANGLE_TO_RAD(blood->rotAng), 1.0f, blood->size * 8.0f, blood->size * 8.0f, BLENDMODE_ALPHABLEND); } } } void Renderer11::drawSparks() { for (int i = 0; i < MAX_SPARKS; i++) { SPARKS* spark = &Sparks[i]; if (spark->on) { if (spark->flags & SP_DEF) { FX_INFO* fx = &Effects[spark->fxObj]; addSpriteBillboard(m_sprites[spark->def], fx->pos.xPos + spark->x,fx->pos.yPos + spark->y, fx->pos.zPos + spark->z, spark->r, spark->g, spark->b, TR_ANGLE_TO_RAD(spark->rotAng), spark->scalar, spark->size * 12.0f, spark->size * 12.0f, BLENDMODE_ALPHABLEND); } else { Vector3 v = Vector3(spark->xVel, spark->yVel, spark->zVel); v.Normalize(); addLine3D(spark->x, spark->y, spark->z, spark->x + v.x * 24.0f, spark->y + v.y * 24.0f, spark->z + v.z * 24.0f, spark->r, spark->g, spark->b); } } } } void Renderer11::drawFires() { for (int k = 0; k < MAX_FIRE_LIST; k++) { FIRE_LIST* fire = &Fires[k]; if (fire->on) { for (int i = 0; i < MAX_SPARKS_FIRE; i++) { FIRE_SPARKS* spark = &FireSparks[i]; if (spark->on) addSpriteBillboard(m_sprites[spark->def], fire->x + spark->x, fire->y + spark->y, fire->z + spark->z, spark->r, spark->g, spark->b, TR_ANGLE_TO_RAD(spark->rotAng), spark->scalar, spark->size * 4.0f, spark->size * 4.0f, BLENDMODE_ALPHABLEND); } } } } void Renderer11::addSpriteBillboard(RendererSprite* sprite, float x, float y, float z, byte r, byte g, byte b, float rotation, float scale, float width, float height, BLEND_MODES blendMode) { if (m_nextSprite >= MAX_SPRITES) return; scale = 1.0f; width *= scale; height *= scale; RendererSpriteToDraw* spr = &m_spritesBuffer[m_nextSprite++]; spr->Type = RENDERER_SPRITE_TYPE::SPRITE_TYPE_BILLBOARD; spr->Sprite = sprite; spr->X = x; spr->Y = y; spr->Z = z; spr->R = r; spr->G = g; spr->B = b; spr->Rotation = rotation; spr->Scale = scale; spr->Width = width; spr->Height = height; spr->BlendMode = blendMode; m_spritesToDraw.Add(spr); } void Renderer11::drawSmokes() { for (int i = 0; i < 32; i++) { SMOKE_SPARKS* spark = &SmokeSparks[i]; if (spark->on) { addSpriteBillboard(m_sprites[spark->def], spark->x, spark->y, spark->z, spark->shade, spark->shade, spark->shade, TR_ANGLE_TO_RAD(spark->rotAng), spark->scalar, spark->size * 4.0f, spark->size * 4.0f, BLENDMODE_ALPHABLEND); } } } void Renderer11::addLine3D(int x1, int y1, int z1, int x2, int y2, int z2, byte r, byte g, byte b) { if (m_nextLine3D >= MAX_LINES_3D) return; RendererLine3D* line = &m_lines3DBuffer[m_nextLine3D++]; line->X1 = x1; line->Y1 = y1; line->Z1 = z1; line->X2 = x2; line->Y2 = y2; line->Z2 = z2; line->R = r; line->G = g; line->B = b; m_lines3DToDraw.Add(line); } void Renderer11::addSprite3D(RendererSprite* sprite, float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4, byte r, byte g, byte b, float rotation, float scale, float width, float height, BLEND_MODES blendMode) { if (m_nextSprite >= MAX_SPRITES) return; scale = 1.0f; width *= scale; height *= scale; RendererSpriteToDraw* spr = &m_spritesBuffer[m_nextSprite++]; spr->Type = RENDERER_SPRITE_TYPE::SPRITE_TYPE_3D; spr->Sprite = sprite; spr->X1 = x1; spr->Y1 = y1; spr->Z1 = z1; spr->X2 = x2; spr->Y2 = y2; spr->Z2 = z2; spr->X3 = x3; spr->Y3 = y3; spr->Z3 = z3; spr->X4 = x4; spr->Y4 = y4; spr->Z4 = z4; spr->R = r; spr->G = g; spr->B = b; spr->Rotation = rotation; spr->Scale = scale; spr->Width = width; spr->Height = height; spr->BlendMode = blendMode; m_spritesToDraw.Add(spr); } void Renderer11::drawShockwaves() { for (int i = 0; i < MAX_SHOCKWAVE; i++) { SHOCKWAVE_STRUCT* shockwave = &ShockWaves[i]; if (shockwave->life) { byte color = shockwave->life * 8; // Inner circle float angle = PI / 32.0f; float c = cos(angle); float s = sin(angle); float x1 = shockwave->x + (shockwave->innerRad * c); float z1 = shockwave->z + (shockwave->innerRad * s); float x4 = shockwave->x + (shockwave->outerRad * c); float z4 = shockwave->z + (shockwave->outerRad * s); angle -= PI / 8.0f; for (int j = 0; j < 16; j++) { c = cos(angle); s = sin(angle); float x2 = shockwave->x + (shockwave->innerRad * c); float z2 = shockwave->z + (shockwave->innerRad * s); float x3 = shockwave->x + (shockwave->outerRad * c); float z3 = shockwave->z + (shockwave->outerRad * s); angle -= PI / 8.0f; addSprite3D(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + SPR_SPLASH], x1, shockwave->y, z1, x2, shockwave->y, z2, x3, shockwave->y, z3, x4, shockwave->y, z4, color, color, color, 0, 1, 0, 0, BLENDMODE_ALPHABLEND); x1 = x2; z1 = z2; x4 = x3; z4 = z3; } } } } void Renderer11::drawRipples() { for (int i = 0; i < MAX_RIPPLES; i++) { RIPPLE_STRUCT* ripple = &Ripples[i]; if (ripple->flags & 1) { float x1 = ripple->x - ripple->size; float z1 = ripple->z - ripple->size; float x2 = ripple->x + ripple->size; float z2 = ripple->z + ripple->size; float y = ripple->y; byte color = (ripple->init ? ripple->init << 1 : ripple->life << 1); addSprite3D(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + SPR_RIPPLES], x1, y, z2, x2, y, z2, x2, y, z1, x1, y, z1, color, color, color, 0.0f, 1.0f, ripple->size, ripple->size, BLENDMODE_ALPHABLEND); } } } void Renderer11::drawDrips() { for (int i = 0; i < MAX_DRIPS; i++) { DRIP_STRUCT* drip = &Drips[i]; if (drip->on) { addLine3D(drip->x, drip->y, drip->z, drip->x, drip->y + 24.0f, drip->z, drip->r, drip->g, drip->b); } } } void Renderer11::drawBubbles() { for (int i = 0; i < MAX_BUBBLES; i++) { BUBBLE_STRUCT* bubble = &Bubbles[i]; if (bubble->size) addSpriteBillboard(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + SPR_BUBBLES], bubble->pos.x, bubble->pos.y, bubble->pos.z, bubble->shade * 255, bubble->shade * 255, bubble->shade * 255, 0.0f, 1.0f, bubble->size * 0.5f, bubble->size * 0.5f, BLENDMODE_ALPHABLEND); } } void Renderer11::drawSplahes() { constexpr size_t NUM_POINTS = 12; for (int i = 0; i < MAX_SPLASH; i++) { SPLASH_STRUCT& splash = Splashes[i]; if (splash.isActive) { constexpr float alpha = 360 / NUM_POINTS; byte color = (splash.life >= 32 ? 255 : (byte)((splash.life / 32.0f) * 255)); if (!splash.isRipple) { if (splash.heightSpeed < 0 && splash.height < 1024) { float multiplier = splash.height / 1024.0f; color = (float)color*multiplier; } } float innerRadius = splash.innerRad; float outerRadius = splash.outerRad; float xInner; float zInner; float xOuter; float zOuter; float x2Inner; float z2Inner; float x2Outer; float z2Outer; float yInner = splash.y; float yOuter = splash.y - splash.height; for (int i = 0; i < NUM_POINTS; i++) { xInner = innerRadius * sin(alpha * i * PI / 180); zInner = innerRadius * cos(alpha * i * PI / 180); xOuter = outerRadius * sin(alpha * i * PI / 180); zOuter = outerRadius * cos(alpha * i * PI / 180); xInner += splash.x; zInner += splash.z; xOuter += splash.x; zOuter += splash.z; int j = (i + 1) % NUM_POINTS; x2Inner = innerRadius * sin(alpha * j * PI / 180); x2Inner += splash.x; z2Inner = innerRadius * cos(alpha * j * PI / 180); z2Inner += splash.z; x2Outer = outerRadius * sin(alpha * j * PI / 180); x2Outer += splash.x; z2Outer = outerRadius * cos(alpha * j * PI / 180); z2Outer += splash.z; addSprite3D(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + splash.spriteSequenceStart + (int)splash.animationPhase], xOuter, yOuter, zOuter, x2Outer, yOuter, z2Outer, x2Inner, yInner, z2Inner, xInner, yInner, zInner, color, color, color, 0, 1, 0, 0, BLENDMODE_ALPHABLEND); } } } } bool Renderer11::drawSprites() { m_context->RSSetState(m_states->CullNone()); m_context->OMSetDepthStencilState(m_states->DepthRead(), 0); m_context->VSSetShader(m_vsSprites, NULL, 0); m_context->PSSetShader(m_psSprites, 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_textureAtlas->ShaderResourceView); ID3D11SamplerState* sampler = m_states->AnisotropicClamp(); m_context->PSSetSamplers(0, 1, &sampler); m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); m_context->IASetInputLayout(m_inputLayout); for (int b = 0; b < 3; b++) { BLEND_MODES currentBlendMode = (BLEND_MODES)b; int numSpritesToDraw = m_spritesToDraw.Size(); int lastSprite = 0; m_primitiveBatch->Begin(); for (int i = 0; i < numSpritesToDraw; i++) { RendererSpriteToDraw* spr = m_spritesToDraw[i]; if (spr->BlendMode != currentBlendMode) continue; if (currentBlendMode == BLENDMODE_OPAQUE) { m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF); } else { m_context->OMSetBlendState(m_states->Additive(), NULL, 0xFFFFFFFF); } if (spr->Type == RENDERER_SPRITE_TYPE::SPRITE_TYPE_BILLBOARD) { float halfWidth = spr->Width / 2.0f; float halfHeight = spr->Height / 2.0f; Matrix billboardMatrix; createBillboardMatrix(&billboardMatrix, &Vector3(spr->X, spr->Y, spr->Z), &Vector3(Camera.pos.x, Camera.pos.y, Camera.pos.z), spr->Rotation); Vector3 p0 = Vector3(-halfWidth, -halfHeight, 0); Vector3 p1 = Vector3(halfWidth, -halfHeight, 0); Vector3 p2 = Vector3(halfWidth, halfHeight, 0); Vector3 p3 = Vector3(-halfWidth, halfHeight, 0); Vector3 p0t = Vector3::Transform(p0, billboardMatrix); Vector3 p1t = Vector3::Transform(p1, billboardMatrix); Vector3 p2t = Vector3::Transform(p2, billboardMatrix); Vector3 p3t = Vector3::Transform(p3, billboardMatrix); RendererVertex v0; v0.Position.x = p0t.x; v0.Position.y = p0t.y; v0.Position.z = p0t.z; v0.UV.x = spr->Sprite->UV[0].x; v0.UV.y = spr->Sprite->UV[0].y; v0.Color.x = spr->R / 255.0f; v0.Color.y = spr->G / 255.0f; v0.Color.z = spr->B / 255.0f; v0.Color.w = 1.0f; RendererVertex v1; v1.Position.x = p1t.x; v1.Position.y = p1t.y; v1.Position.z = p1t.z; v1.UV.x = spr->Sprite->UV[1].x; v1.UV.y = spr->Sprite->UV[1].y; v1.Color.x = spr->R / 255.0f; v1.Color.y = spr->G / 255.0f; v1.Color.z = spr->B / 255.0f; v1.Color.w = 1.0f; RendererVertex v2; v2.Position.x = p2t.x; v2.Position.y = p2t.y; v2.Position.z = p2t.z; v2.UV.x = spr->Sprite->UV[2].x; v2.UV.y = spr->Sprite->UV[2].y; v2.Color.x = spr->R / 255.0f; v2.Color.y = spr->G / 255.0f; v2.Color.z = spr->B / 255.0f; v2.Color.w = 1.0f; RendererVertex v3; v3.Position.x = p3t.x; v3.Position.y = p3t.y; v3.Position.z = p3t.z; v3.UV.x = spr->Sprite->UV[3].x; v3.UV.y = spr->Sprite->UV[3].y; v3.Color.x = spr->R / 255.0f; v3.Color.y = spr->G / 255.0f; v3.Color.z = spr->B / 255.0f; v3.Color.w = 1.0f; m_primitiveBatch->DrawQuad(v0, v1, v2, v3); } else if (spr->Type == RENDERER_SPRITE_TYPE::SPRITE_TYPE_3D) { Vector3 p0t = Vector3(spr->X1, spr->Y1, spr->Z1); Vector3 p1t = Vector3(spr->X2, spr->Y2, spr->Z2); Vector3 p2t = Vector3(spr->X3, spr->Y3, spr->Z3); Vector3 p3t = Vector3(spr->X4, spr->Y4, spr->Z4); RendererVertex v0; v0.Position.x = p0t.x; v0.Position.y = p0t.y; v0.Position.z = p0t.z; v0.UV.x = spr->Sprite->UV[0].x; v0.UV.y = spr->Sprite->UV[0].y; v0.Color.x = spr->R / 255.0f; v0.Color.y = spr->G / 255.0f; v0.Color.z = spr->B / 255.0f; v0.Color.w = 1.0f; RendererVertex v1; v1.Position.x = p1t.x; v1.Position.y = p1t.y; v1.Position.z = p1t.z; v1.UV.x = spr->Sprite->UV[1].x; v1.UV.y = spr->Sprite->UV[1].y; v1.Color.x = spr->R / 255.0f; v1.Color.y = spr->G / 255.0f; v1.Color.z = spr->B / 255.0f; v1.Color.w = 1.0f; RendererVertex v2; v2.Position.x = p2t.x; v2.Position.y = p2t.y; v2.Position.z = p2t.z; v2.UV.x = spr->Sprite->UV[2].x; v2.UV.y = spr->Sprite->UV[2].y; v2.Color.x = spr->R / 255.0f; v2.Color.y = spr->G / 255.0f; v2.Color.z = spr->B / 255.0f; v2.Color.w = 1.0f; RendererVertex v3; v3.Position.x = p3t.x; v3.Position.y = p3t.y; v3.Position.z = p3t.z; v3.UV.x = spr->Sprite->UV[3].x; v3.UV.y = spr->Sprite->UV[3].y; v3.Color.x = spr->R / 255.0f; v3.Color.y = spr->G / 255.0f; v3.Color.z = spr->B / 255.0f; v3.Color.w = 1.0f; m_primitiveBatch->DrawQuad(v0, v1, v2, v3); } } m_primitiveBatch->End(); } m_context->RSSetState(m_states->CullCounterClockwise()); m_context->OMSetDepthStencilState(m_states->DepthDefault(), 0); return true; } void Renderer11::createBillboardMatrix(Matrix* out, Vector3* particlePos, Vector3* cameraPos, float rotation) { Vector3 look = *particlePos; look = look - *cameraPos; look.Normalize(); Vector3 cameraUp = Vector3(0.0f, -1.0f, 0.0f); Vector3 right; right = cameraUp.Cross(look); right.Normalize(); // Rotate right vector Matrix rightTransform = Matrix::CreateFromAxisAngle(look, rotation); right = Vector3::Transform(right, rightTransform); Vector3 up; up = look.Cross(right); up.Normalize(); *out = Matrix::Identity; out->_11 = right.x; out->_12 = right.y; out->_13 = right.z; out->_21 = up.x; out->_22 = up.y; out->_23 = up.z; out->_31 = look.x; out->_32 = look.y; out->_33 = look.z; out->_41 = particlePos->x; out->_42 = particlePos->y; out->_43 = particlePos->z; } void Renderer11::updateAnimatedTextures() { // Update room's animated textures for (int i = 0; i < NumberRooms; i++) { RendererRoom* room = m_rooms[i]; if (room == NULL) continue; for (int bucketIndex = 0; bucketIndex < NUM_BUCKETS; bucketIndex++) { RendererBucket* bucket = &room->AnimatedBuckets[bucketIndex]; if (bucket->Vertices.size() == 0) continue; for (int p = 0; p < bucket->Polygons.size(); p++) { RendererPolygon* polygon = &bucket->Polygons[p]; RendererAnimatedTextureSet* set = m_animatedTextureSets[polygon->AnimatedSet]; int textureIndex = -1; for (int j = 0; j < set->NumTextures; j++) { if (set->Textures[j]->Id == polygon->TextureId) { textureIndex = j; break; } } if (textureIndex == -1) continue; if (textureIndex == set->NumTextures - 1) textureIndex = 0; else textureIndex++; polygon->TextureId = set->Textures[textureIndex]->Id; for (int v = 0; v < (polygon->Shape == SHAPE_RECTANGLE ? 4 : 3); v++) { bucket->Vertices[polygon->Indices[v]].UV.x = set->Textures[textureIndex]->UV[v].x; bucket->Vertices[polygon->Indices[v]].UV.y = set->Textures[textureIndex]->UV[v].y; } } } } // Update waterfalls textures for (int i = ID_WATERFALL1; i <= ID_WATERFALLSS2; i++) { OBJECT_INFO* obj = &Objects[i]; if (obj->loaded) { RendererObject* waterfall = m_moveableObjects[i]; for (int m = 0; m < waterfall->ObjectMeshes.size(); m++) { RendererMesh* mesh = waterfall->ObjectMeshes[m]; RendererBucket* bucket = &mesh->Buckets[RENDERER_BUCKET_TRANSPARENT_DS]; for (int v = 0; v < bucket->Vertices.size(); v++) { RendererVertex* vertex = &bucket->Vertices[v]; int y = vertex->UV.y * TEXTURE_ATLAS_SIZE + 64; y %= 128; vertex->UV.y = (float)y / TEXTURE_ATLAS_SIZE; } } } } } 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.x = line->X1; v1.Position.y = line->Y1; v1.Position.z = line->Z1; v1.Color.x = line->R / 255.0f; v1.Color.y = line->G / 255.0f; v1.Color.z = line->B / 255.0f; v1.Color.w = 1.0f; RendererVertex v2; v2.Position.x = line->X2; v2.Position.y = line->Y2; v2.Position.z = line->Z2; v2.Color.x = line->R / 255.0f; v2.Color.y = line->G / 255.0f; v2.Color.z = line->B / 255.0f; v2.Color.w = 1.0f; 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::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(x1, y1, z1, drop->X, drop->Y, drop->Z, (byte)(RAIN_COLOR * 255.0f), (byte)(RAIN_COLOR * 255.0f), (byte)(RAIN_COLOR * 255.0f)); // 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::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], snow->X, snow->Y, snow->Z, 255, 255, 255, 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::drawDebris(bool transparent) { UINT cPasses = 1; // First collect debrises vector vertices; for (int i = 0; i < NUM_DEBRIS; i++) { DEBRIS_STRUCT* debris = &Debris[i]; if (debris->on) { Matrix translation = Matrix::CreateTranslation(debris->x, debris->y, debris->z); Matrix rotation = Matrix::CreateFromYawPitchRoll(TR_ANGLE_TO_RAD(debris->yRot), TR_ANGLE_TO_RAD(debris->xRot), 0); Matrix world = rotation * translation; OBJECT_TEXTURE* texture = &ObjectTextures[(int)(debris->textInfo) & 0x7FFF]; int tile = texture->tileAndFlag & 0x7FFF; // Draw only debris of the current bucket if (texture->attribute == 0 && transparent || texture->attribute == 1 && transparent || texture->attribute == 2 && !transparent) continue; RendererVertex vertex; // Prepare the triangle Vector3 p = Vector3(debris->xyzOffsets1[0], debris->xyzOffsets1[1], debris->xyzOffsets1[2]); p = Vector3::Transform(p, world); vertex.Position.x = p.x; vertex.Position.y = p.y; vertex.Position.z = p.z; vertex.UV.x = (texture->vertices[0].x * 256.0f + 0.5f + GET_ATLAS_PAGE_X(tile)) / (float)TEXTURE_ATLAS_SIZE; vertex.UV.y = (texture->vertices[0].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE; vertex.Color.x = debris->pad[2] / 255.0f; vertex.Color.y = debris->pad[3] / 255.0f; vertex.Color.z = debris->pad[4] / 255.0f; vertices.push_back(vertex); p = Vector3(debris->xyzOffsets2[0], debris->xyzOffsets2[1], debris->xyzOffsets2[2]); p = Vector3::Transform(p, world); vertex.Position.x = p.x; vertex.Position.y = p.y; vertex.Position.z = p.z; vertex.UV.x = (texture->vertices[1].x * 256.0f + 0.5f + GET_ATLAS_PAGE_X(tile)) / (float)TEXTURE_ATLAS_SIZE; vertex.UV.y = (texture->vertices[1].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE; vertex.Color.x = debris->pad[6] / 255.0f; vertex.Color.y = debris->pad[7] / 255.0f; vertex.Color.z = debris->pad[8] / 255.0f; vertices.push_back(vertex); p = Vector3(debris->xyzOffsets3[0], debris->xyzOffsets3[1], debris->xyzOffsets3[2]); p = Vector3::Transform(p, world); vertex.Position.x = p.x; vertex.Position.y = p.y; vertex.Position.z = p.z; vertex.UV.x = (texture->vertices[2].x * 256.0f + 0.5f + GET_ATLAS_PAGE_X(tile)) / (float)TEXTURE_ATLAS_SIZE; vertex.UV.y = (texture->vertices[2].y * 256.0f + 0.5f + GET_ATLAS_PAGE_Y(tile)) / (float)TEXTURE_ATLAS_SIZE; vertex.Color.x = debris->pad[10] / 255.0f; vertex.Color.y = debris->pad[11] / 255.0f; vertex.Color.z = debris->pad[12] / 255.0f; vertices.push_back(vertex); } } // Check if no debris have to be drawn if (vertices.size() == 0) return true; m_primitiveBatch->Begin(); // 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); m_stMisc.AlphaTest = !transparent; updateConstantBuffer(m_cbMisc, &m_stMisc, sizeof(CMiscBuffer)); m_context->PSSetConstantBuffers(3, 1, &m_cbMisc); m_stStatic.World = Matrix::Identity; m_stStatic.Color = Vector4::One; updateConstantBuffer(m_cbStatic, &m_stStatic, sizeof(CStaticBuffer)); m_context->VSSetConstantBuffers(1, 1, &m_cbStatic); // Draw vertices m_primitiveBatch->Draw(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST, vertices.data(), vertices.size()); m_numDrawCalls++; m_primitiveBatch->End(); 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); if (Objects[ID_BATS].loaded) { OBJECT_INFO* obj = &Objects[ID_BATS]; RendererObject* moveableObj = m_moveableObjects[ID_BATS]; short* meshPtr = Meshes[Objects[ID_BATS].meshIndex + 2 * (-GlobalCounter & 3)]; RendererMesh* mesh = m_meshPointersToMesh[reinterpret_cast(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::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); if (Objects[ID_RATS].loaded) { OBJECT_INFO* obj = &Objects[ID_BATS]; RendererObject* moveableObj = m_moveableObjects[ID_BATS]; for (int m = 0; m < 32; m++) memcpy(&m_stItem.BonesMatrices[m], &Matrix::Identity, sizeof(Matrix)); for (int i = 0; i < NUM_RATS; i += 4) { RAT_STRUCT* rat = &Rats[i]; if (rat->on) { short* meshPtr = Meshes[Objects[ID_BATS].meshIndex + (((i + Wibble) >> 2) & 0xE)]; RendererMesh* mesh = m_meshPointersToMesh[reinterpret_cast(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::drawSpiders() { /*XMMATRIX world; UINT cPasses = 1; if (Objects[ID_SPIDER].loaded) { OBJECT_INFO* obj = &Objects[ID_SPIDER]; RendererObject* moveableObj = m_moveableObjects[ID_SPIDER].get(); short* meshPtr = Meshes[Objects[ID_SPIDER].meshIndex + ((Wibble >> 2) & 2)]; 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; } 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)); drawBar(400, y + 4, 150, 18, ring->Configuration.MusicVolume, 0x0000FF, 0x0000FF); 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)); drawBar(400, y + 4, 150, 18, ring->Configuration.SfxVolume, 0x0000FF, 0x0000FF); 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]]; if (g_Inventory->IsCurrentObjectWeapon() && ring->focusState == INV_FOCUS_STATE_FOCUSED) { 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: quantity = Lara.numLargeMedipack; break; case ID_SMALLMEDI_ITEM: quantity = Lara.numSmallMedipack; break; case ID_FLARE_INV_ITEM: quantity = Lara.numFlares; 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) quantity = Lara.puzzleItems[objectNumber - ID_PUZZLE_ITEM1]; else if (objectNumber >= ID_PUZZLE_ITEM1_COMBO1 && objectNumber <= ID_PUZZLE_ITEM8_COMBO2) quantity = (Lara.puzzleItemsCombo >> (objectNumber - ID_PUZZLE_ITEM1_COMBO1)) & 1; else if (objectNumber >= ID_KEY_ITEM1 && objectNumber <= ID_KEY_ITEM8) quantity = (Lara.keyItems >> (objectNumber - ID_KEY_ITEM1)) & 1; else if (objectNumber >= ID_KEY_ITEM1_COMBO1 && objectNumber <= ID_KEY_ITEM8_COMBO2) quantity = (Lara.keyItemsCombo >> (objectNumber - ID_KEY_ITEM1_COMBO1)) & 1; else if (objectNumber >= ID_PICKUP_ITEM1 && objectNumber <= ID_PICKUP_ITEM3) quantity = (Lara.pickupItems >> (objectNumber - ID_PICKUP_ITEM1)) & 1; else if (objectNumber >= ID_PICKUP_ITEM1_COMBO1 && objectNumber <= ID_PICKUP_ITEM3_COMBO2) quantity = (Lara.pickupItemsCombo >> (objectNumber - ID_PICKUP_ITEM1_COMBO1)) & 1; else if (objectNumber == ID_EXAMINE1) quantity = Lara.examine1; else if (objectNumber == ID_EXAMINE2) quantity = Lara.examine2; else if (objectNumber == ID_EXAMINE3) quantity = Lara.examine3; } 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 float factorX = ScreenWidth / 800.0f; float factorY = ScreenHeight / 600.0f; 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::drawColoredQuad(int x, int y, int w, int h, Vector4 color) { float factorW = ScreenWidth / 800.0f; float factorH = ScreenHeight / 600.0f; RECT rect; rect.top = y * factorH; rect.left = x * factorW; rect.bottom = (y + h) * factorH; rect.right = (x + w) * factorW; m_spriteBatch->Begin(SpriteSortMode_BackToFront, m_states->AlphaBlend(), NULL, m_states->DepthRead()); m_spriteBatch->Draw(m_whiteTexture->ShaderResourceView, rect, color); m_spriteBatch->End(); int shiftW = 4 * factorW; int shiftH = 4 * factorH; insertLine2D(rect.left + shiftW, rect.top + shiftH, rect.right - shiftW, rect.top + shiftH, 128, 128, 128, 128); insertLine2D(rect.right - shiftW, rect.top + shiftH, rect.right - shiftW, rect.bottom - shiftH, 128, 128, 128, 128); insertLine2D(rect.left + shiftW, rect.bottom - shiftH, rect.right - shiftW, rect.bottom - shiftH, 128, 128, 128, 128); insertLine2D(rect.left + shiftW, rect.top + shiftH, rect.left + shiftW, rect.bottom - shiftH, 128, 128, 128, 128); m_context->OMSetDepthStencilState(m_states->DepthDefault(), 0); return true; } 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], p1.x, p1.y, p1.z, p2.x, p2.y, p2.z, p3.x, p3.y, p3.z, p4.x, p4.y, p4.z, 128, 128, 128, 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::drawOverlays() { if (!BinocularRange && !SpotcamOverlay) return true; m_context->OMSetBlendState(m_states->AlphaBlend(), NULL, 0xFFFFFFFF); drawFullScreenQuad(m_binocularsTexture->ShaderResourceView, Vector3::One, false); m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF); return true; } bool Renderer11::drawBar(int x, int y, int w, int h, int percent, int color1, int color2) { byte r1 = (color1 >> 16) & 0xFF; byte g1 = (color1 >> 8) & 0xFF; byte b1 = (color1 >> 0) & 0xFF; byte r2 = (color2 >> 16) & 0xFF; byte g2 = (color2 >> 8) & 0xFF; byte b2 = (color2 >> 0) & 0xFF; float factorX = ScreenWidth / 800.0f; float factorY = ScreenHeight / 600.0f; int realX = x * factorX; int realY = y * factorY; int realW = w * factorX; int realH = h * factorY; int realPercent = percent / 100.0f * realW; for (int i = 0; i < realH; i++) insertLine2D(realX, realY + i, realX + realW, realY + i, 0, 0, 0, 255); for (int i = 0; i < realH; i++) insertLine2D(realX, realY + i, realX + realPercent, realY + i, r1, g1, b1, 255); insertLine2D(realX, realY, realX + realW, realY, 255, 255, 255, 255); insertLine2D(realX, realY + realH, realX + realW, realY + realH, 255, 255, 255, 255); insertLine2D(realX, realY, realX, realY + realH, 255, 255, 255, 255); insertLine2D(realX + realW, realY, realX + realW, realY + realH + 1, 255, 255, 255, 255); return true; } void Renderer11::insertLine2D(int x1, int y1, int x2, int y2, byte r, byte g, byte b, byte a) { RendererLine2D* line = &m_lines2DBuffer[m_nextLine2D++]; line->Vertices[0] = Vector2(x1, y1); line->Vertices[1] = Vector2(x2, y2); line->Color = Vector4(r, g, b, a); m_lines2DToDraw.Add(line); } bool Renderer11::drawGunFlashes() { if (!Lara.rightArm.flash_gun && !Lara.leftArm.flash_gun) return true; Matrix world; Matrix translation; Matrix rotation; RendererObject* laraObj = m_moveableObjects[ID_LARA]; RendererObject* laraSkin = m_moveableObjects[ID_LARA_SKIN]; OBJECT_INFO* obj = &Objects[0]; RendererRoom* room = m_rooms[LaraItem->roomNumber]; RendererItem* item = &m_items[Lara.itemNumber]; m_stItem.AmbientLight = room->AmbientLight; memcpy(m_stItem.BonesMatrices, &Matrix::Identity, sizeof(Matrix)); m_stLights.NumLights = item->Lights.Size(); for (int j = 0; j < item->Lights.Size(); j++) 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); short length = 0; short zOffset = 0; short rotationX = 0; m_context->OMSetBlendState(m_states->Additive(), NULL, 0xFFFFFFFF); m_context->OMSetDepthStencilState(m_states->DepthNone(), 0); if (Lara.weaponItem != WEAPON_FLARE && Lara.weaponItem != WEAPON_SHOTGUN && Lara.weaponItem != WEAPON_CROSSBOW) { switch (Lara.weaponItem) { case WEAPON_REVOLVER: length = 192; zOffset = 68; rotationX = -14560; break; case WEAPON_UZI: length = 190; zOffset = 50; break; case WEAPON_HK: length = 300; zOffset = 92; rotationX = -14560; break; default: case WEAPON_PISTOLS: length = 180; zOffset = 40; rotationX = -16830; break; } OBJECT_INFO* flashObj = &Objects[ID_GUN_FLASH]; RendererObject* flashMoveable = m_moveableObjects[ID_GUN_FLASH]; RendererMesh* flashMesh = flashMoveable->ObjectMeshes[0]; for (int b = 0; b < NUM_BUCKETS; b++) { RendererBucket* flashBucket = &flashMesh->Buckets[b]; if (flashBucket->NumVertices != 0) { Matrix offset = Matrix::CreateTranslation(0, length, zOffset); Matrix rotation2 = Matrix::CreateRotationX(TR_ANGLE_TO_RAD(rotationX)); if (Lara.leftArm.flash_gun) { world = laraObj->AnimationTransforms[LM_LHAND].Transpose() * m_LaraWorldMatrix; world = offset * world; world = rotation2 * world; m_stItem.World = world.Transpose(); updateConstantBuffer(m_cbItem, &m_stItem, sizeof(CItemBuffer)); m_context->VSSetConstantBuffers(1, 1, &m_cbItem); m_context->DrawIndexed(flashBucket->NumIndices, flashBucket->StartIndex, 0); m_numDrawCalls++; } if (Lara.rightArm.flash_gun) { world = laraObj->AnimationTransforms[LM_RHAND].Transpose() * m_LaraWorldMatrix; world = offset * world; world = rotation2 * world; m_stItem.World = world.Transpose(); updateConstantBuffer(m_cbItem, &m_stItem, sizeof(CItemBuffer)); m_context->VSSetConstantBuffers(1, 1, &m_cbItem); m_context->DrawIndexed(flashBucket->NumIndices, flashBucket->StartIndex, 0); m_numDrawCalls++; } } } } m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF); m_context->OMSetDepthStencilState(m_states->DepthDefault(), 0); return true; } bool Renderer11::drawGunShells() { RendererRoom* room = m_rooms[LaraItem->roomNumber]; RendererItem* item = &m_items[Lara.itemNumber]; m_stItem.AmbientLight = room->AmbientLight; memcpy(m_stItem.BonesMatrices, &Matrix::Identity, sizeof(Matrix)); m_stLights.NumLights = item->Lights.Size(); for (int j = 0; j < item->Lights.Size(); j++) 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; } void Renderer11::drawUnderwaterDust() { if (m_firstUnderwaterDustParticles) { for (int i = 0; i < NUM_UNDERWATER_DUST_PARTICLES; i++) m_underwaterDustParticles[i].Reset = true; } for (int i = 0; i < NUM_UNDERWATER_DUST_PARTICLES; i++) { RendererUnderwaterDustParticle* dust = &m_underwaterDustParticles[i]; if (dust->Reset) { dust->X = LaraItem->pos.xPos + rand() % UNDERWATER_DUST_PARTICLES_RADIUS - UNDERWATER_DUST_PARTICLES_RADIUS / 2.0f; dust->Y = LaraItem->pos.yPos + rand() % UNDERWATER_DUST_PARTICLES_RADIUS - UNDERWATER_DUST_PARTICLES_RADIUS / 2.0f; dust->Z = LaraItem->pos.zPos + rand() % UNDERWATER_DUST_PARTICLES_RADIUS - UNDERWATER_DUST_PARTICLES_RADIUS / 2.0f; // Check if water room short roomNumber = Camera.pos.roomNumber; FLOOR_INFO* floor = GetFloor(dust->X, dust->Y, dust->Z, &roomNumber); if (!isRoomUnderwater(roomNumber)) continue; if (!isInRoom(dust->X, dust->Y, dust->Z, roomNumber)) { dust->Reset = true; continue; } dust->Life = 0; dust->Reset = false; } dust->Life++; byte color = (dust->Life > 16 ? 32 - dust->Life : dust->Life) * 4; addSpriteBillboard(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + SPR_UNDERWATERDUST], dust->X, dust->Y, dust->Z, color, color, color, 0.0f, 1.0f, 12, 12, BLENDMODE_ALPHABLEND); if (dust->Life >= 32) dust->Reset = true; } m_firstUnderwaterDustParticles = false; return; } bool Renderer11::isRoomUnderwater(short roomNumber) { return (m_rooms[roomNumber]->Room->flags & ENV_FLAG_WATER); } bool Renderer11::isInRoom(int x, int y, int z, short roomNumber) { RendererRoom* room = m_rooms[roomNumber]; ROOM_INFO* r = room->Room; return (x >= r->x && x <= r->x + r->xSize * 1024.0f && y >= r->maxceiling && y <= r->minfloor && z >= r->z && z <= r->z + r->ySize * 1024.0f); } vector* Renderer11::GetAdapters() { return &m_adapters; } int Renderer11::DrawPickup(short objectNum) { drawObjectOn2DPosition(700 + PickupX, 450, objectNum, 0, m_pickupRotation, 0); // TODO: + PickupY m_pickupRotation += 45 * 360 / 30; return 0; } bool Renderer11::drawObjectOn2DPosition(short x, short y, short objectNum, short rotX, short rotY, short rotZ) { Matrix translation; Matrix rotation; Matrix world; Matrix view; Matrix projection; Matrix scale; UINT stride = sizeof(RendererVertex); UINT offset = 0; x *= (ScreenWidth / 800.0f); y *= (ScreenHeight / 600.0f); view = Matrix::CreateLookAt(Vector3(0.0f, 0.0f, 2048.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(0.0f, -1.0f, 0.0f)); projection = Matrix::CreateOrthographic(ScreenWidth, ScreenHeight, -1024.0f, 1024.0f); OBJECT_INFO* obj = &Objects[objectNum]; RendererObject* moveableObj = m_moveableObjects[objectNum]; if (obj->animIndex != -1) { updateAnimation(NULL, moveableObj, &Anims[obj->animIndex].framePtr, 0, 0, 0xFFFFFFFF); } Vector3 pos = m_viewportToolkit->Unproject(Vector3(x, y, 1), projection, view, Matrix::Identity); // Clear just the Z-buffer so we can start drawing on top of the scene m_context->ClearDepthStencilView(m_currentRenderTarget->DepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 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); // Set 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 n = 0; n < moveableObj->ObjectMeshes.size(); n++) { RendererMesh* mesh = moveableObj->ObjectMeshes[n]; // Finish the world matrix translation = Matrix::CreateTranslation(pos.x, pos.y, pos.z + 1024.0f); rotation = Matrix::CreateFromYawPitchRoll(TR_ANGLE_TO_RAD(rotY), TR_ANGLE_TO_RAD(rotX), TR_ANGLE_TO_RAD(rotZ)); scale = Matrix::CreateScale(0.5f); world = scale * rotation; world = world * translation; if (obj->animIndex != -1) m_stItem.World = (moveableObj->AnimationTransforms[n] * world).Transpose(); else m_stItem.World = (moveableObj->BindPoseTransforms[n].Transpose() * world).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); } } return true; } bool Renderer11::drawShadowMap() { m_shadowLight = NULL; RendererLight* brightestLight = NULL; float brightest = 0.0f; Vector3 itemPosition = Vector3(LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos); for (int k = 0; k < m_roomsToDraw.Size(); k++) { RendererRoom* room = m_roomsToDraw[k]; int numLights = room->Lights.size(); 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; 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 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_shadowLight = brightestLight; if (m_shadowLight == NULL) return true; // 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_context->ClearRenderTargetView(m_shadowMap->RenderTargetView, Colors::White); m_context->ClearDepthStencilView(m_shadowMap->DepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0); m_context->OMSetRenderTargets(1, &m_shadowMap->RenderTargetView, m_shadowMap->DepthStencilView); m_context->RSSetViewports(1, &m_shadowMapViewport); //drawLara(false, true); Vector3 lightPos = Vector3(m_shadowLight->Position.x, m_shadowLight->Position.y, m_shadowLight->Position.z); Vector3 itemPos = Vector3(LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos); if (lightPos == itemPos) return true; UINT stride = sizeof(RendererVertex); UINT offset = 0; // Set shaders m_context->VSSetShader(m_vsShadowMap, NULL, 0); m_context->PSSetShader(m_psShadowMap, NULL, 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); // Set texture m_context->PSSetShaderResources(0, 1, &m_textureAtlas->ShaderResourceView); ID3D11SamplerState* sampler = m_states->AnisotropicClamp(); m_context->PSSetSamplers(0, 1, &sampler); // Set camera matrices Matrix view = Matrix::CreateLookAt(lightPos, itemPos, Vector3(0.0f, -1.0f, 0.0f)); Matrix projection = Matrix::CreatePerspectiveFieldOfView(90.0f * RADIAN, 1.0f, 1.0f, m_shadowLight->Out * 1.5f); 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_stShadowMap.LightViewProjection = (view*projection).Transpose(); m_stMisc.AlphaTest = true; updateConstantBuffer(m_cbMisc, &m_stMisc, sizeof(CMiscBuffer)); m_context->PSSetConstantBuffers(3, 1, &m_cbMisc); RendererObject* laraObj = m_moveableObjects[ID_LARA]; RendererObject* laraSkin = m_moveableObjects[ID_LARA_SKIN]; RendererRoom* room = m_rooms[LaraItem->roomNumber]; m_stItem.World = m_LaraWorldMatrix.Transpose(); m_stItem.Position = Vector4(LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos, 1.0f); m_stItem.AmbientLight = room->AmbientLight; memcpy(m_stItem.BonesMatrices, laraObj->AnimationTransforms.data(), sizeof(Matrix) * 32); updateConstantBuffer(m_cbItem, &m_stItem, sizeof(CItemBuffer)); m_context->VSSetConstantBuffers(1, 1, &m_cbItem); m_context->PSSetConstantBuffers(1, 1, &m_cbItem); for (int k = 0; k < laraSkin->ObjectMeshes.size(); k++) { RendererMesh* mesh = m_meshPointersToMesh[reinterpret_cast(Lara.meshPtrs[k])]; for (int j = 0; j < 2; 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++; } } if (m_moveableObjects[ID_LARA_SKIN_JOINTS] != NULL) { RendererObject* laraSkinJoints = m_moveableObjects[ID_LARA_SKIN_JOINTS]; for (int k = 0; k < laraSkinJoints->ObjectMeshes.size(); k++) { RendererMesh* mesh = laraSkinJoints->ObjectMeshes[k]; for (int j = 0; j < 2; j++) { RendererBucket* bucket = &mesh->Buckets[j]; if (bucket->Vertices.size() == 0) continue; // Draw vertices m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0); m_numDrawCalls++; } } } for (int k = 0; k < laraSkin->ObjectMeshes.size(); k++) { RendererMesh* mesh = laraSkin->ObjectMeshes[k]; for (int j = 0; j < NUM_BUCKETS; j++) { RendererBucket* bucket = &mesh->Buckets[j]; if (bucket->Vertices.size() == 0) continue; // Draw vertices m_context->DrawIndexed(bucket->NumIndices, bucket->StartIndex, 0); m_numDrawCalls++; } } // Hairs are pre-transformed 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_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; }