#include "framework.h" #include "Renderer11.h" #include "camera.h" #include "spotcam.h" T5M::Renderer::RendererHUDBar* g_HealthBar; T5M::Renderer::RendererHUDBar* g_AirBar; T5M::Renderer::RendererHUDBar* g_DashBar; T5M::Renderer::RendererHUDBar* g_MusicVolumeBar; T5M::Renderer::RendererHUDBar* g_SFXVolumeBar; namespace T5M::Renderer { bool Renderer11::initialiseBars() { std::array healthColors = { //top Vector4(82 / 255.0f,0,0,1), Vector4(36 / 255.0f,46 / 255.0f,0,1), Vector4(0,82 / 255.0f,0,1), //center Vector4(159 / 255.0f,0,0,1), Vector4(78 / 255.0f,81 / 255.0f,0,1), Vector4(0,158 / 255.0f,0,1), //bottom Vector4(82 / 255.0f,0,0,1), Vector4(36 / 255.0f,46 / 255.0f,0,1), Vector4(0,82 / 255.0f,0,1), }; std::array airColors = { //top Vector4(0 ,0,90 / 255.0f,1), Vector4(0 / 255.0f,28 / 255.0f,84 / 255.0f,1), Vector4(0 ,47 / 255.0f,96 / 255.0f,1), //center Vector4(0,3 / 255,153 / 255.0f,1), Vector4(0,39 / 255,155 / 255.0f,1), Vector4(0,78 / 255.0f,159 / 255.0f,1), //bottom Vector4(0 ,0,90 / 255.0f,1), Vector4(0 / 255.0f,28 / 255.0f,84 / 255.0f,1), Vector4(0 ,47 / 255.0f,96 / 255.0f,1), }; std::array dashColors = { //top Vector4(78 / 255.0f,4 / 255.0f,0,1), Vector4(161 / 255.0f,25 / 255.0f,84 / 255.0f,1), Vector4(136 / 255.0f,117 / 255.0f,5 / 255.0f,1), //center Vector4(211 / 255.0f,29 / 255.0f,23 / 255.0f,1), Vector4(245 / 255.0f,119 / 255,24 / 255.0f,1), Vector4(207 / 255.0f,183 / 255.0f,27 / 255.0f,1), //bottom Vector4(78 / 255.0f,4 / 255.0f,0,1), Vector4(161 / 255.0f,25 / 255.0f,84 / 255.0f,1), Vector4(136 / 255.0f,117 / 255.0f,5 / 255.0f,1), }; std::array soundSettingColors = { //top Vector4(0.18f,0.3f,0.72f,1), Vector4(0.18f,0.3f,0.72f,1), Vector4(0.18f,0.3f,0.72f,1), //center Vector4(0.18f,0.3f,0.72f,1), Vector4(0.18f,0.3f,0.72f,1), Vector4(0.18f,0.3f,0.72f,1), //bottom Vector4(0.18f,0.3f,0.72f,1), Vector4(0.18f,0.3f,0.72f,1), Vector4(0.18f,0.3f,0.72f,1), }; g_HealthBar = new RendererHUDBar(m_device, 20, 32, 150, 8, 1, healthColors); g_AirBar = new RendererHUDBar(m_device, 630, 32, 150, 8, 1, airColors); g_DashBar = new RendererHUDBar(m_device, 630, 32 + 8 + 4, 150, 8, 1, dashColors); g_MusicVolumeBar = new RendererHUDBar(m_device, 400, 212, 150, 8, 1, soundSettingColors); g_SFXVolumeBar = new RendererHUDBar(m_device, 400, 230, 150, 8, 1, soundSettingColors); return true; } bool Renderer11::DrawBar(float percent, const RendererHUDBar* const bar) { UINT strides = sizeof(RendererVertex); UINT offset = 0; float color[] = { 0,0,0,1.0f }; m_context->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 0.0f, 0xFF); m_context->IASetInputLayout(m_inputLayout); m_context->IASetVertexBuffers(0, 1, bar->vertexBufferBorder.Buffer.GetAddressOf(), &strides, &offset); m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); m_context->IASetIndexBuffer(bar->indexBufferBorder.Buffer.Get(), DXGI_FORMAT_R32_UINT, 0); m_context->VSSetConstantBuffers(0, 1, &m_cbHUD); m_context->VSSetShader(m_vsHUD, NULL, 0); m_context->PSSetShaderResources(0, 1, m_HUDBarBorderTexture.ShaderResourceView.GetAddressOf()); ID3D11SamplerState* sampler = m_states->LinearClamp(); m_context->PSSetSamplers(0, 1, &sampler); m_context->PSSetShader(m_psHUDTexture, NULL, 0); m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF); m_context->OMSetDepthStencilState(m_states->DepthNone(), NULL); m_context->RSSetState(m_states->CullNone()); m_context->DrawIndexed(56, 0, 0); m_context->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 0.0f, 0xFF); m_context->IASetInputLayout(m_inputLayout); m_context->IASetVertexBuffers(0, 1, bar->vertexBuffer.Buffer.GetAddressOf(), &strides, &offset); m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); m_context->IASetIndexBuffer(bar->indexBuffer.Buffer.Get(), DXGI_FORMAT_R32_UINT, 0); m_stHUDBar.Percent = percent; updateConstantBuffer(m_cbHUDBar, m_stHUDBar); m_context->VSSetConstantBuffers(0, 1, &m_cbHUD); m_context->PSSetConstantBuffers(0, 1, &m_cbHUDBar); m_context->VSSetShader(m_vsHUD, NULL, 0); m_context->PSSetShader(m_psHUDBarColor, NULL, 0); m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF); m_context->OMSetDepthStencilState(m_states->DepthNone(), NULL); m_context->RSSetState(m_states->CullNone()); m_context->DrawIndexed(24, 0, 0); return true; } void Renderer11::AddLine2D(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.push_back(line); } bool Renderer11::drawOverlays() { if (!BinocularRange && !SpotcamOverlay) return true; m_context->OMSetBlendState(m_states->AlphaBlend(), NULL, 0xFFFFFFFF); drawFullScreenQuad(m_binocularsTexture.ShaderResourceView.Get(), Vector3::One, false); m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF); if (LaserSight) { // Draw the aiming point RendererVertex vertices[4]; vertices[0].Position.x = -4.0f / ScreenWidth; vertices[0].Position.y = 4.0f / ScreenHeight; vertices[0].Position.z = 0.0f; vertices[0].UV.x = 0.0f; vertices[0].UV.y = 0.0f; vertices[0].Color = Vector4(1.0f, 0.0f, 0.0f, 1.0f); vertices[1].Position.x = 4.0f / ScreenWidth; vertices[1].Position.y = 4.0f / ScreenHeight; vertices[1].Position.z = 0.0f; vertices[1].UV.x = 1.0f; vertices[1].UV.y = 0.0f; vertices[1].Color = Vector4(1.0f, 0.0f, 0.0f, 1.0f); vertices[2].Position.x = 4.0f / ScreenWidth; vertices[2].Position.y = -4.0f / ScreenHeight; vertices[2].Position.z = 0.0f; vertices[2].UV.x = 1.0f; vertices[2].UV.y = 1.0f; vertices[2].Color = Vector4(1.0f, 0.0f, 0.0f, 1.0f); vertices[3].Position.x = -4.0f / ScreenWidth; vertices[3].Position.y = -4.0f / ScreenHeight; vertices[3].Position.z = 0.0f; vertices[3].UV.x = 0.0f; vertices[3].UV.y = 1.0f; vertices[3].Color = Vector4(1.0f, 0.0f, 0.0f, 1.0f); m_context->VSSetShader(m_vsFullScreenQuad, NULL, 0); m_context->PSSetShader(m_psFullScreenQuad, NULL, 0); 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::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.Get(), rect, color); m_spriteBatch->End(); int shiftW = 4 * factorW; int shiftH = 4 * factorH; AddLine2D(rect.left + shiftW, rect.top + shiftH, rect.right - shiftW, rect.top + shiftH, 128, 128, 128, 128); AddLine2D(rect.right - shiftW, rect.top + shiftH, rect.right - shiftW, rect.bottom - shiftH, 128, 128, 128, 128); AddLine2D(rect.left + shiftW, rect.bottom - shiftH, rect.right - shiftW, rect.bottom - shiftH, 128, 128, 128, 128); AddLine2D(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; } }