#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 "math.h" #include #include #include #include "../Game/misc.h" #include "../Game/footprint.h" extern std::deque footprints; 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); m_rooms.clear(); 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); } 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(); } 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; } 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::UpdateProgress(float value) { m_progress = value; } 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; }