#pragma once #include "Renderer11.h" #include "../Specific/configuration.h" #include #include "../Game/savegame.h" #include "../Game/healt.h" #include "../Game/camera.h" #include "../Game/draw.h" #include "../Game/inventory.h" #include "../Game/lara.h" #include "../Game/gameflow.h" #include "../Game/rope.h" #include "../Game/tomb4fx.h" #include "../Game/door.h" #include "../Objects/oldobjects.h" #include "..\Specific\roomload.h" extern GUNSHELL_STRUCT Gunshells[MAX_GUNSHELL]; extern RendererHUDBar* g_DashBar; extern RendererHUDBar* g_SFXVolumeBar; extern RendererHUDBar* g_MusicVolumeBar; 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) { 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, 64.0f, (m_shadowLight->Type == LIGHT_TYPE_POINT ? m_shadowLight->Out : m_shadowLight->Range) * 1.2f); 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 & const 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++; } } // Draw items // 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_LARA_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; } bool Renderer11::drawGunShells() { RendererRoom& const 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; } 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); DrawBar(ring->Configuration.MusicVolume / 100.0f, g_MusicVolumeBar); 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); DrawBar(ring->Configuration.SfxVolume / 100.0f, g_SFXVolumeBar); 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 = g_LaraExtra.NumLargeMedipacks; break; case ID_SMALLMEDI_ITEM: quantity = g_LaraExtra.NumSmallMedipacks; break; case ID_FLARE_INV_ITEM: quantity = g_LaraExtra.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 = g_LaraExtra.Puzzles[objectNumber - ID_PUZZLE_ITEM1]; else if (objectNumber >= ID_PUZZLE_ITEM1_COMBO1 && objectNumber <= ID_PUZZLE_ITEM8_COMBO2) quantity = g_LaraExtra.PuzzlesCombo[objectNumber - ID_PUZZLE_ITEM1_COMBO1]; else if (objectNumber >= ID_KEY_ITEM1 && objectNumber <= ID_KEY_ITEM8) quantity = g_LaraExtra.Keys[objectNumber - ID_KEY_ITEM1]; else if (objectNumber >= ID_KEY_ITEM1_COMBO1 && objectNumber <= ID_KEY_ITEM8_COMBO2) quantity = g_LaraExtra.KeysCombo[objectNumber - ID_KEY_ITEM1_COMBO1]; else if (objectNumber >= ID_PICKUP_ITEM1 && objectNumber <= ID_PICKUP_ITEM3) quantity = g_LaraExtra.Pickups[objectNumber - ID_PICKUP_ITEM1]; else if (objectNumber >= ID_PICKUP_ITEM1_COMBO1 && objectNumber <= ID_PICKUP_ITEM3_COMBO2) quantity = g_LaraExtra.PickupsCombo[objectNumber - ID_PICKUP_ITEM1_COMBO1]; else if (objectNumber >= ID_EXAMINE1 && objectNumber <= ID_EXAMINE3) quantity = g_LaraExtra.Pickups[objectNumber - ID_EXAMINE1]; else if (objectNumber >= ID_EXAMINE1_COMBO1 && objectNumber <= ID_EXAMINE3_COMBO2) quantity = g_LaraExtra.PickupsCombo[objectNumber - ID_EXAMINE1_COMBO1]; } 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 = (float)ScreenWidth / REFERENCE_RES_WIDTH; float factorY = (float)ScreenHeight / REFERENCE_RES_HEIGHT; 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::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], Vector3(p1.x, p1.y, p1.z), Vector3(p2.x, p2.y, p2.z), Vector3(p3.x, p3.y, p3.z), Vector3(p4.x, p4.y, p4.z), Vector4(0.5f, 0.5f, 0.5f, 1.0f), 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::drawSpiders() { /*XMMATRIX world; UINT cPasses = 1; if (Objects[ID_SPIDERS_EMITTER].loaded) { OBJECT_INFO* obj = &Objects[ID_SPIDERS_EMITTER]; RendererObject* moveableObj = m_moveableObjects[ID_SPIDERS_EMITTER].get(); short* meshPtr = Meshes[Objects[ID_SPIDERS_EMITTER].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; } 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_EMITTER].loaded) { OBJECT_INFO* obj = &Objects[ID_RATS_EMITTER]; RendererObject* moveableObj = m_moveableObjects[ID_RATS_EMITTER]; for (int m = 0; m < 32; m++) memcpy(&m_stItem.BonesMatrices[m], &Matrix::Identity, sizeof(Matrix)); for (int i = 0; i < NUM_RATS; i++) { RAT_STRUCT* rat = &Rats[i]; if (rat->on) { short* meshPtr = Meshes[Objects[ID_RATS_EMITTER].meshIndex + (rand() % 8)]; 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::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_EMITTER].loaded) { OBJECT_INFO* obj = &Objects[ID_BATS_EMITTER]; RendererObject* moveableObj = m_moveableObjects[ID_BATS_EMITTER]; short* meshPtr = Meshes[Objects[ID_BATS_EMITTER].meshIndex + (-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::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], Vector3(snow->X, snow->Y, snow->Z), Vector4(1, 1, 1, 1), 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::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(Vector3(x1, y1, z1), Vector3(drop->X, drop->Y, drop->Z), Vector4(RAIN_COLOR, RAIN_COLOR, RAIN_COLOR, 1.0f)); // 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::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 = line->start; v1.Color = line->color; RendererVertex v2; v2.Position = line->end; v2.Color = line->color; 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; } void Renderer11::AddLine3D(Vector3 start, Vector3 end, Vector4 color) { if (m_nextLine3D >= MAX_LINES_3D) return; RendererLine3D * line = &m_lines3DBuffer[m_nextLine3D++]; line->start = start; line->end = end; line->color = color; m_lines3DToDraw.push_back(line); } 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); m_context->ClearState(); 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::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.push_back(dynamicLight); //NumDynamics++; } void Renderer11::ClearDynamicLights() { m_dynamicLights.clear(); } 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; } int Renderer11::DrawInventory() { if (CurrentLevel == 0 && g_GameFlow->TitleType == TITLE_FLYBY) drawScene(true); drawInventoryScene(); drawFinalPass(); return 0; } bool Renderer11::drawScene(bool dump) { using ns = chrono::nanoseconds; using get_time = chrono::steady_clock; 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(); ProcessClosedDoors(); // TEST //CollectRooms(CurrentRoom); 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(); drawBaddieGunflashes(); 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(); drawFootprints(); drawBlood(); drawSparks(); drawBubbles(); drawDrips(); drawRipples(); drawUnderwaterDust(); drawSplahes(); drawShockwaves(); drawEnergyArcs(); 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 int flash = FlashIt(); if (DashTimer < 120) DrawBar(DashTimer / 120.0f, g_DashBar); UpdateHealtBar(flash); UpdateAirBar(flash); 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("Lara.weaponItem: %d", Lara.weaponItem); printDebugMessage("Room: %d %d %d %d", r->x, r->z, r->x + r->xSize * WALL_SIZE, r->z + r->ySize * WALL_SIZE); printDebugMessage("Room.y, minFloor, minCeiling: %d %d %d ", r->y, r->minfloor, r->maxceiling); 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 = 128; 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; } 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); RendererItem * item = &m_items[Lara.itemNumber]; // Set shaders 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); for (int i = 0; i < m_itemsToDraw.size(); i++) { RendererItem* item = m_itemsToDraw[i]; RendererRoom& const 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_TEETH_SPIKES || objectNumber == ID_RAISING_BLOCK1 || objectNumber == ID_RAISING_BLOCK2) { // Raising blocks and teeth spikes are normal animating objects but scaled on Y direction drawScaledSpikes(item, transparent, animated); } else if (objectNumber >= ID_WATERFALL1 && objectNumber <= ID_WATERFALLSS2) { // We'll draw waterfalls later continue; } else { drawAnimatingItem(item, transparent, animated); } } 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); if (m_rooms.size() <= item->Item->roomNumber) { return true; } RendererRoom& const room = m_rooms[item->Item->roomNumber]; RendererObject* moveableObj = m_moveableObjects[item->Item->objectNumber]; OBJECT_INFO* obj = &Objects[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; if (obj->meshSwapSlot != -1 && ((item->Item->swapMeshFlags >> k) & 1)) { RendererObject* swapMeshObj = m_moveableObjects[obj->meshSwapSlot]; mesh = swapMeshObj->ObjectMeshes[k]; } else { 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::drawScaledSpikes(RendererItem* item, bool transparent, bool animated) { short objectNumber = item->Item->objectNumber; if ((item->Item->objectNumber != ID_TEETH_SPIKES || item->Item->itemFlags[1]) && (item->Item->objectNumber != ID_RAISING_BLOCK1 || item->Item->triggerFlags > -1)) { item->Scale = Matrix::CreateScale(1.0f, item->Item->itemFlags[1] / 4096.0f, 1.0f); item->World = item->Scale * item->Rotation * item->Translation; return drawAnimatingItem(item, transparent, animated); } } 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); for (int i = 0; i < m_staticsToDraw.size(); i++) { MESH_INFO* msh = m_staticsToDraw[i]->Mesh; if (!(msh->Flags & 1)) continue; RendererRoom& const 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::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); m_stRoom.AmbientColor = room->AmbientLight; updateConstantBuffer(m_cbRoom, &m_stRoom, sizeof(CRoomBuffer)); m_context->PSSetConstantBuffers(5, 1, &m_cbRoom); 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 (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::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::drawAmbientCubeMap(short roomNumber) { return true; } int Renderer11::Draw() { drawScene(false); drawFinalPass(); return 0; }