TombEngine/TR5Main/Renderer/Renderer11Draw.cpp

3544 lines
118 KiB
C++

#include "framework.h"
#include "Renderer/Renderer11.h"
#include "Specific/configuration.h"
#include "Game/savegame.h"
#include "Game/health.h"
#include "Game/camera.h"
#include "Game/animation.h"
#include "Game/gui.h"
#include "Game/Lara/lara.h"
#include "Objects/Generic/Object/rope.h"
#include "Game/effects/tomb4fx.h"
#include "Specific/level.h"
#include "Specific/setup.h"
#include "Game/control/control.h"
#include "Objects/TR5/Emitter/tr5_rats_emitter.h"
#include "Objects/TR5/Emitter/tr5_bats_emitter.h"
#include "ConstantBuffers/CameraMatrixBuffer.h"
#include "Objects/TR4/Entity/tr4_beetle_swarm.h"
#include "RenderView/RenderView.h"
#include "Game/effects/hair.h"
#include "Game/effects/weather.h"
#include "Specific/winmain.h"
#include "Objects/Effects/tr4_locusts.h"
#include "Game/control/volume.h"
#include "Game/items.h"
#include "Objects/Generic/Object/rope.h"
#include <chrono>
#include <algorithm>
#include <execution>
using namespace TEN::Entities::Generic;
extern TEN::Renderer::RendererHUDBar* g_DashBar;
extern TEN::Renderer::RendererHUDBar* g_SFXVolumeBar;
extern TEN::Renderer::RendererHUDBar* g_MusicVolumeBar;
extern GUNSHELL_STRUCT Gunshells[MAX_GUNSHELL];
namespace TEN::Renderer
{
using namespace TEN::Renderer;
using namespace std::chrono;
void Renderer11::drawPickup(short objectNum)
{
drawObjectOn2DPosition(700 + PickupX, 450, objectNum, 0, m_pickupRotation, 0, 0.5f); // TODO: + PickupY
m_pickupRotation += 45 * 360 / 30;
}
void Renderer11::drawObjectOn2DPosition(short x, short y, short objectNum, short rotX, short rotY, short rotZ,
float scale1)
{
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);
auto index = g_Gui.ConvertObjectToInventoryItem(objectNum);
if (index != -1)
{
auto objme = &inventry_objects_list[index];
y += objme->yoff;
rotX += objme->xrot;
rotY += objme->yrot;
rotZ += objme->zrot;
}
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);
auto& moveableObj = m_moveableObjects[objectNum];
if (!moveableObj)
return;
OBJECT_INFO* obj = &Objects[objectNum];
if (obj->animIndex != -1)
{
ANIM_FRAME* frame[] = {&g_Level.Frames[g_Level.Anims[obj->animIndex].framePtr]};
UpdateAnimation(NULL, *moveableObj, frame, 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
ID3D11DepthStencilView* dsv;
m_context->OMGetRenderTargets(1, NULL, &dsv);
m_context->ClearDepthStencilView(dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
// Set vertex buffer
m_context->IASetVertexBuffers(0, 1, m_moveablesVertexBuffer.Buffer.GetAddressOf(), &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout.Get());
m_context->IASetIndexBuffer(m_moveablesIndexBuffer.Buffer.Get(), DXGI_FORMAT_R32_UINT, 0);
// Set shaders
m_context->VSSetShader(m_vsInventory.Get(), NULL, 0);
m_context->PSSetShader(m_psInventory.Get(), NULL, 0);
// Set matrices
CCameraMatrixBuffer HudCamera;
HudCamera.ViewProjection = view * projection;
m_cbCameraMatrices.updateData(HudCamera, m_context.Get());
m_context->VSSetConstantBuffers(0, 1, m_cbCameraMatrices.get());
for (int n = 0; n < (*moveableObj).ObjectMeshes.size(); n++)
{
RendererMesh* mesh = (*moveableObj).ObjectMeshes[n];
/*if (GLOBAL_invMode)
{
InventoryObject* objme;
objme = &inventry_objects_list[g_Gui.ConvertObjectToInventoryItem(objectNum)];
if (!(objme->meshbits & (1 << n)))
continue;
}*/
// Finish the world matrix
translation = Matrix::CreateTranslation(pos.x, pos.y, pos.z + 1024.0f);
rotation = Matrix::CreateFromYawPitchRoll(TO_RAD(rotY), TO_RAD(rotX), TO_RAD(rotZ));
scale = Matrix::CreateScale(scale1);
world = scale * rotation;
world = world * translation;
if (obj->animIndex != -1)
m_stItem.World = ((*moveableObj).AnimationTransforms[n] * world);
else
m_stItem.World = ((*moveableObj).BindPoseTransforms[n] * world);
m_stItem.AmbientLight = Vector4(0.5f, 0.5f, 0.5f, 1.0f);
m_cbItem.updateData(m_stItem, m_context.Get());
m_context->VSSetConstantBuffers(1, 1, m_cbItem.get());
m_context->PSSetConstantBuffers(1, 1, m_cbItem.get());
for (auto& bucket : mesh->buckets)
{
if (bucket.NumVertices == 0)
continue;
setBlendMode(bucket.BlendMode);
BindTexture(TextureRegister::MainTexture, &std::get<0>(m_moveablesTextures[bucket.Texture]),
SamplerStateType::AnisotropicClamp);
BindTexture(TextureRegister::NormalMapTexture, &std::get<1>(m_moveablesTextures[bucket.Texture]),
SamplerStateType::None);
m_stMisc.AlphaTest = (bucket.BlendMode != BLEND_MODES::BLENDMODE_OPAQUE);
m_cbMisc.updateData(m_stMisc, m_context.Get());
m_context->PSSetConstantBuffers(3, 1, m_cbMisc.get());
m_context->DrawIndexed(bucket.NumIndices, bucket.StartIndex, 0);
}
}
}
void Renderer11::RenderShadowMap(RenderView& renderView)
{
if (shadowLight == nullptr)
return;
// 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.Get(), Colors::White);
m_context->ClearDepthStencilView(m_shadowMap.DepthStencilView.Get(), D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL,
1.0f, 0);
m_context->OMSetRenderTargets(1, m_shadowMap.RenderTargetView.GetAddressOf(),
m_shadowMap.DepthStencilView.Get());
m_context->RSSetViewports(1, &m_shadowMapViewport);
//DrawLara(false, true);
Vector3 lightPos = Vector3(shadowLight->Position.x, shadowLight->Position.y, shadowLight->Position.z);
Vector3 itemPos = Vector3(LaraItem->Position.xPos, LaraItem->Position.yPos, LaraItem->Position.zPos);
if (lightPos == itemPos)
return;
UINT stride = sizeof(RendererVertex);
UINT offset = 0;
// Set shaders
m_context->VSSetShader(m_vsShadowMap.Get(), NULL, 0);
m_context->PSSetShader(m_psShadowMap.Get(), NULL, 0);
m_context->IASetVertexBuffers(0, 1, m_moveablesVertexBuffer.Buffer.GetAddressOf(), &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout.Get());
m_context->IASetIndexBuffer(m_moveablesIndexBuffer.Buffer.Get(), DXGI_FORMAT_R32_UINT, 0);
// Set texture
BindTexture(TextureRegister::MainTexture, &std::get<0>(m_moveablesTextures[0]),
SamplerStateType::AnisotropicClamp);
BindTexture(TextureRegister::NormalMapTexture, &std::get<1>(m_moveablesTextures[0]), SamplerStateType::None);
// 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,
(shadowLight->Type == LIGHT_TYPE_POINT
? shadowLight->Out
: shadowLight->Range) * 1.2f);
CCameraMatrixBuffer shadowProjection;
shadowProjection.ViewProjection = view * projection;
m_cbCameraMatrices.updateData(shadowProjection, m_context.Get());
m_context->VSSetConstantBuffers(0, 1, m_cbCameraMatrices.get());
m_stShadowMap.LightViewProjection = (view * projection);
m_stMisc.AlphaTest = true;
m_cbMisc.updateData(m_stMisc, m_context.Get());
m_context->PSSetConstantBuffers(3, 1, m_cbMisc.get());
RendererObject& laraObj = *m_moveableObjects[ID_LARA];
RendererObject& laraSkin = *m_moveableObjects[ID_LARA_SKIN];
RendererRoom& room = m_rooms[LaraItem->RoomNumber];
m_stItem.World = m_LaraWorldMatrix;
m_stItem.Position = Vector4(LaraItem->Position.xPos, LaraItem->Position.yPos, LaraItem->Position.zPos, 1.0f);
m_stItem.AmbientLight = room.AmbientLight;
memcpy(m_stItem.BonesMatrices, laraObj.AnimationTransforms.data(), sizeof(Matrix) * 32);
m_cbItem.updateData(m_stItem, m_context.Get());
m_context->VSSetConstantBuffers(1, 1, m_cbItem.get());
m_context->PSSetConstantBuffers(1, 1, m_cbItem.get());
for (int k = 0; k < laraSkin.ObjectMeshes.size(); k++)
{
RendererMesh* mesh = GetMesh(Lara.MeshPtrs[k]);
for (auto& bucket : mesh->buckets)
{
if (bucket.NumVertices == 0 && bucket.BlendMode != 0)
continue;
// Draw vertices
m_context->DrawIndexed(bucket.NumIndices, bucket.StartIndex, 0);
m_numDrawCalls++;
}
}
if (m_moveableObjects[ID_LARA_SKIN_JOINTS].has_value())
{
RendererObject& laraSkinJoints = *m_moveableObjects[ID_LARA_SKIN_JOINTS];
for (int k = 0; k < laraSkinJoints.ObjectMeshes.size(); k++)
{
RendererMesh* mesh = laraSkinJoints.ObjectMeshes[k];
for (auto& bucket : mesh->buckets)
{
if (bucket.NumVertices == 0 && bucket.BlendMode != 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 (auto& bucket : mesh->buckets)
{
if (bucket.NumVertices == 0 && bucket.BlendMode != 0)
continue;
// Draw vertices
m_context->DrawIndexed(bucket.NumIndices, bucket.StartIndex, 0);
m_numDrawCalls++;
}
}
// Draw items
RendererObject& hairsObj = *m_moveableObjects[ID_LARA_HAIR];
// First matrix is Lara's head matrix, then all 6 hairs matrices. Bones are adjusted at load time for accounting this.
m_stItem.World = Matrix::Identity;
Matrix matrices[7];
matrices[0] = laraObj.AnimationTransforms[LM_HEAD] * m_LaraWorldMatrix;
for (int i = 0; i < hairsObj.BindPoseTransforms.size(); i++)
{
HAIR_STRUCT* hairs = &Hairs[0][i];
Matrix world = Matrix::CreateFromYawPitchRoll(TO_RAD(hairs->pos.yRot), TO_RAD(hairs->pos.xRot), 0) *
Matrix::CreateTranslation(hairs->pos.xPos, hairs->pos.yPos, hairs->pos.zPos);
matrices[i + 1] = world;
}
memcpy(m_stItem.BonesMatrices, matrices, sizeof(Matrix) * 7);
m_cbItem.updateData(m_stItem, m_context.Get());
m_context->VSSetConstantBuffers(1, 1, m_cbItem.get());
m_context->PSSetConstantBuffers(1, 1, m_cbItem.get());
for (int k = 0; k < hairsObj.ObjectMeshes.size(); k++)
{
RendererMesh* mesh = hairsObj.ObjectMeshes[k];
for (auto& bucket : mesh->buckets)
{
if (bucket.NumVertices == 0 && bucket.BlendMode != 0)
continue;
// Draw vertices
m_context->DrawIndexed(bucket.NumIndices, bucket.StartIndex, 0);
m_numDrawCalls++;
}
}
}
void Renderer11::renderTitleImage()
{
wchar_t introFileChars[255];
std::mbstowcs(introFileChars, g_GameFlow->IntroImagePath.c_str(), 255);
std::wstring titleStringFileName(introFileChars);
Texture2D texture = Texture2D(m_device.Get(), titleStringFileName);
float currentFade = 0;
while (currentFade <= 1.0f)
{
DrawFullScreenImage(texture.ShaderResourceView.Get(), currentFade, m_backBufferRTV, m_depthStencilView);
SyncRenderer();
currentFade += FADE_FACTOR;
m_swapChain->Present(0, 0);
}
for (int i = 0; i < 20; i++)
{
DrawFullScreenImage(texture.ShaderResourceView.Get(), 1.0f, m_backBufferRTV, m_depthStencilView);
SyncRenderer();
m_swapChain->Present(0, 0);
}
currentFade = 1.0f;
while (currentFade >= 0.0f)
{
DrawFullScreenImage(texture.ShaderResourceView.Get(), currentFade, m_backBufferRTV, m_depthStencilView);
SyncRenderer();
currentFade -= FADE_FACTOR;
m_swapChain->Present(0, 0);
}
}
void Renderer11::DrawGunShells(RenderView& view)
{
RendererRoom& room = m_rooms[LaraItem->RoomNumber];
RendererItem* item = &m_items[Lara.ItemNumber];
m_stItem.AmbientLight = room.AmbientLight;
memcpy(m_stItem.BonesMatrices, &Matrix::Identity, sizeof(Matrix));
m_stLights.NumLights = item->LightsToDraw.size();
for (int j = 0; j < item->LightsToDraw.size(); j++)
memcpy(&m_stLights.Lights[j], item->LightsToDraw[j], sizeof(ShaderLight));
m_cbLights.updateData(m_stLights, m_context.Get());
m_context->PSSetConstantBuffers(2, 1, m_cbLights.get());
m_stMisc.AlphaTest = true;
m_cbMisc.updateData(m_stMisc, m_context.Get());
m_context->PSSetConstantBuffers(3, 1, m_cbMisc.get());
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(TO_RAD(gunshell->pos.yRot), TO_RAD(gunshell->pos.xRot),
TO_RAD(gunshell->pos.zRot));
Matrix world = rotation * translation;
m_stItem.World = world;
m_cbItem.updateData(m_stItem, m_context.Get());
m_context->VSSetConstantBuffers(1, 1, m_cbItem.get());
RendererMesh* mesh = moveableObj.ObjectMeshes[0];
for (auto& bucket : mesh->buckets)
{
if (bucket.NumVertices == 0 && bucket.BlendMode == BLENDMODE_OPAQUE)
continue;
// Draw vertices
m_context->DrawIndexed(bucket.NumIndices, bucket.StartIndex, 0);
m_numDrawCalls++;
}
}
}
}
void Renderer11::RenderTitleMenu()
{
char stringBuffer[255];
int y = 400;
short lastY;
RendererVideoAdapter* adapter = &m_adapters[g_Configuration.Adapter];
RendererDisplayMode* mode = &adapter->DisplayModes[g_Gui.GetCurrentSettings().videoMode];
__int64 title_option = g_Gui.GetSelectedOption();
Menu title_menu = g_Gui.GetMenuToDisplay();
switch (title_menu)
{
case Menu::Title:
a:
if (title_option == 0)
drawString(400, y, g_GameFlow->GetString(STRING_NEW_GAME), PRINTSTRING_COLOR_WHITE,
PRINTSTRING_CENTER | PRINTSTRING_BLINK);
else
drawString(400, y, g_GameFlow->GetString(STRING_NEW_GAME), PRINTSTRING_COLOR_WHITE, PRINTSTRING_CENTER);
y += 25;
if (title_option == 1)
drawString(400, y, g_GameFlow->GetString(STRING_LOAD_GAME), PRINTSTRING_COLOR_WHITE,
PRINTSTRING_CENTER | PRINTSTRING_BLINK);
else
drawString(400, y, g_GameFlow->GetString(STRING_LOAD_GAME), PRINTSTRING_COLOR_WHITE,
PRINTSTRING_CENTER);
y += 25;
if (title_option == 2)
drawString(400, y, "Options", PRINTSTRING_COLOR_WHITE, PRINTSTRING_CENTER | PRINTSTRING_BLINK);
else
drawString(400, y, "Options", PRINTSTRING_COLOR_WHITE, PRINTSTRING_CENTER);
y += 25;
if (title_option == 3)
drawString(400, y, g_GameFlow->GetString(STRING_EXIT_GAME), PRINTSTRING_COLOR_WHITE,
PRINTSTRING_CENTER | PRINTSTRING_BLINK);
else
drawString(400, y, g_GameFlow->GetString(STRING_EXIT_GAME), PRINTSTRING_COLOR_WHITE,
PRINTSTRING_CENTER);
break;
case Menu::SelectLevel:
lastY = 50;
drawString(400, 26, g_GameFlow->GetString(STRING_SELECT_LEVEL), PRINTSTRING_COLOR_WHITE,
PRINTSTRING_CENTER);
for (int i = 1; i < g_GameFlow->GetNumLevels(); i++)
{
int i2 = i - 1;
GameScriptLevel* levelScript = g_GameFlow->GetLevel(i);
drawString(400, lastY, g_GameFlow->GetString(levelScript->NameStringKey.c_str()),
D3DCOLOR_ARGB(255, 255, 255, 255),
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (title_option == (i - 1)
? PRINTSTRING_BLINK
: 0));
lastY += 24;
}
break;
case Menu::LoadGame:
if (g_GameFlow->EnableLoadSave)
{
y = 44;
LoadSavegameInfos();
for (int n = 1; n < SAVEGAME_MAX + 1; n++)
{
if (!SavegameInfos[n - 1].Present)
drawString(400, y, g_GameFlow->GetString(STRING_UNUSED), D3DCOLOR_ARGB(255, 255, 255, 255),
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (title_option == (n - 1)
? PRINTSTRING_BLINK
: 0));
else
{
sprintf(stringBuffer, "%05d", SavegameInfos[n - 1].Count);
drawString(200, y, stringBuffer, D3DCOLOR_ARGB(255, 255, 255, 255),
PRINTSTRING_OUTLINE | (title_option == (n - 1)
? PRINTSTRING_BLINK | PRINTSTRING_DONT_UPDATE_BLINK
: 0));
drawString(250, y, (char*)SavegameInfos[n - 1].LevelName.c_str(),
D3DCOLOR_ARGB(255, 255, 255, 255),
PRINTSTRING_OUTLINE | (title_option == (n - 1)
? PRINTSTRING_BLINK | PRINTSTRING_DONT_UPDATE_BLINK
: 0));
sprintf(stringBuffer, g_GameFlow->GetString(STRING_SAVEGAME_TIMESTAMP),
SavegameInfos[n - 1].Days, SavegameInfos[n - 1].Hours, SavegameInfos[n - 1].Minutes,
SavegameInfos[n - 1].Seconds);
drawString(475, y, stringBuffer, D3DCOLOR_ARGB(255, 255, 255, 255),
PRINTSTRING_OUTLINE | (title_option == (n - 1) ? PRINTSTRING_BLINK : 0));
}
y += 24;
}
}
else
goto a;
break;
case Menu::Options:
y = 350;
if (title_option == 0)
drawString(400, y, g_GameFlow->GetString(STRING_DISPLAY), PRINTSTRING_COLOR_WHITE,
PRINTSTRING_CENTER | PRINTSTRING_BLINK);
else
drawString(400, y, g_GameFlow->GetString(STRING_DISPLAY), PRINTSTRING_COLOR_WHITE, PRINTSTRING_CENTER);
y += 25;
if (title_option == 1)
drawString(400, y, g_GameFlow->GetString(STRING_CONTROLS), PRINTSTRING_COLOR_WHITE,
PRINTSTRING_CENTER | PRINTSTRING_BLINK);
else
drawString(400, y, g_GameFlow->GetString(STRING_CONTROLS), PRINTSTRING_COLOR_WHITE, PRINTSTRING_CENTER);
y += 25;
if (title_option == 2)
drawString(400, y, g_GameFlow->GetString(STRING_SOUND), PRINTSTRING_COLOR_WHITE,
PRINTSTRING_CENTER | PRINTSTRING_BLINK);
else
drawString(400, y, g_GameFlow->GetString(STRING_SOUND), PRINTSTRING_COLOR_WHITE, PRINTSTRING_CENTER);
break;
case Menu::Display:
y = 200;
drawString(400, y, g_GameFlow->GetString(STRING_DISPLAY),
PRINTSTRING_COLOR_YELLOW, PRINTSTRING_OUTLINE | PRINTSTRING_CENTER);
y += 25;
// Screen resolution
drawString(200, y, g_GameFlow->GetString(STRING_SCREEN_RESOLUTION),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (
title_option == 0 ? PRINTSTRING_BLINK : 0));
ZeroMemory(stringBuffer, 255);
sprintf(stringBuffer, "%d x %d (%d Hz)", mode->Width, mode->Height, mode->RefreshRate);
drawString(400, y, stringBuffer, PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (title_option == 0 ? PRINTSTRING_BLINK : 0));
y += 25;
// Windowed mode
drawString(200, y, g_GameFlow->GetString(STRING_WINDOWED),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (
title_option == 1 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.Windowed
? STRING_ENABLED
: STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (title_option == 1 ? PRINTSTRING_BLINK : 0));
y += 25;
// Enable dynamic shadows
drawString(200, y, g_GameFlow->GetString(STRING_SHADOWS),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (
title_option == 2 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.EnableShadows
? STRING_ENABLED
: STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (title_option == 2 ? PRINTSTRING_BLINK : 0));
y += 25;
// Enable caustics
drawString(200, y, g_GameFlow->GetString(STRING_CAUSTICS),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (
title_option == 3 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.EnableCaustics
? STRING_ENABLED
: STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (title_option == 3 ? PRINTSTRING_BLINK : 0));
y += 25;
// Enable volumetric fog
drawString(200, y, g_GameFlow->GetString(STRING_VOLUMETRIC_FOG),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (
title_option == 4 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.EnableVolumetricFog
? STRING_ENABLED
: STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (title_option == 4 ? PRINTSTRING_BLINK : 0));
y += 25;
// Apply
drawString(400, y, g_GameFlow->GetString(STRING_APPLY),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (title_option == 5 ? PRINTSTRING_BLINK : 0));
y += 25;
//cancel
drawString(400, y, g_GameFlow->GetString(STRING_CANCEL),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (title_option == 6 ? PRINTSTRING_BLINK : 0));
break;
case Menu::Controls:
y = 40;
drawString(400, y, g_GameFlow->GetString(STRING_CONTROLS),
PRINTSTRING_COLOR_YELLOW, PRINTSTRING_OUTLINE | PRINTSTRING_CENTER);
y += 25;
for (int k = 0; k < 16; k++)
{
drawString(200, y, g_GameFlow->GetString(controlmsgs[k]),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (title_option == k ? PRINTSTRING_BLINK : 0) |
(g_Gui.GetCurrentSettings().waitingForkey ? PRINTSTRING_DONT_UPDATE_BLINK : 0));
if (g_Gui.GetCurrentSettings().waitingForkey && title_option == k)
{
drawString(400, y, g_GameFlow->GetString(STRING_WAITING_FOR_KEY),
PRINTSTRING_COLOR_YELLOW,
PRINTSTRING_OUTLINE | PRINTSTRING_BLINK);
}
else
{
drawString(400, y, (char*)g_KeyNames[KeyboardLayout[1][k]],
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_OUTLINE);
}
y += 25;
}
// Apply and cancel
drawString(400, y, g_GameFlow->GetString(STRING_APPLY),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (title_option == 16 ? PRINTSTRING_BLINK : 0));
y += 25;
drawString(400, y, g_GameFlow->GetString(STRING_CANCEL),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (title_option == 17 ? PRINTSTRING_BLINK : 0));
break;
case Menu::Sound:
y = 200;
drawString(400, y, g_GameFlow->GetString(STRING_SOUND),
PRINTSTRING_COLOR_YELLOW, PRINTSTRING_OUTLINE | PRINTSTRING_CENTER);
y += 25;
// Enable sound special effects
drawString(200, y, g_GameFlow->GetString(STRING_SPECIAL_SOUND_FX),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (
title_option == 0 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.EnableAudioSpecialEffects
? STRING_ENABLED
: STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (title_option == 0 ? PRINTSTRING_BLINK : 0));
y += 25;
// Music volume
drawString(200, y, g_GameFlow->GetString(STRING_MUSIC_VOLUME),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_OUTLINE | (title_option == 1 ? PRINTSTRING_BLINK : 0));
drawBar(g_Gui.GetCurrentSettings().conf.MusicVolume / 100.0f, g_MusicVolumeBar, ID_SFX_BAR_TEXTURE, 0,
false);
y += 25;
// Sound FX volume
drawString(200, y, g_GameFlow->GetString(STRING_SFX_VOLUME),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_OUTLINE | (title_option == 2 ? PRINTSTRING_BLINK : 0));
drawBar(g_Gui.GetCurrentSettings().conf.SfxVolume / 100.0f, g_SFXVolumeBar, ID_SFX_BAR_TEXTURE, 0, false);
y += 25;
// Apply and cancel
drawString(400, y, g_GameFlow->GetString(STRING_APPLY),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (title_option == 3 ? PRINTSTRING_BLINK : 0));
y += 25;
drawString(400, y, g_GameFlow->GetString(STRING_CANCEL),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (title_option == 4 ? PRINTSTRING_BLINK : 0));
break;
}
}
void Renderer11::RenderPauseMenu()
{
char stringBuffer[255];
int y;
RendererVideoAdapter* adapter = &m_adapters[g_Configuration.Adapter];
RendererDisplayMode* mode = &adapter->DisplayModes[g_Gui.GetCurrentSettings().videoMode];
Menu pause_menu = g_Gui.GetMenuToDisplay();
__int64 pause_option = g_Gui.GetSelectedOption();
switch (pause_menu)
{
case Menu::Pause:
y = 275;
if (pause_option == 0)
drawString(400, y, "Statistics", PRINTSTRING_COLOR_WHITE, PRINTSTRING_CENTER | PRINTSTRING_BLINK);
else
drawString(400, y, "Statistics", PRINTSTRING_COLOR_WHITE, PRINTSTRING_CENTER);
y += 25;
if (pause_option == 1)
drawString(400, y, "Options", PRINTSTRING_COLOR_WHITE, PRINTSTRING_CENTER | PRINTSTRING_BLINK);
else
drawString(400, y, "Options", PRINTSTRING_COLOR_WHITE, PRINTSTRING_CENTER);
y += 25;
if (pause_option == 2)
drawString(400, y, g_GameFlow->GetString(STRING_EXIT_TO_TITLE), PRINTSTRING_COLOR_WHITE,
PRINTSTRING_CENTER | PRINTSTRING_BLINK);
else
drawString(400, y, g_GameFlow->GetString(STRING_EXIT_TO_TITLE), PRINTSTRING_COLOR_WHITE,
PRINTSTRING_CENTER);
break;
case Menu::Statistics:
DrawStatistics();
break;
case Menu::Options:
y = 275;
if (pause_option == 0)
drawString(400, y, g_GameFlow->GetString(STRING_DISPLAY), PRINTSTRING_COLOR_WHITE,
PRINTSTRING_CENTER | PRINTSTRING_BLINK);
else
drawString(400, y, g_GameFlow->GetString(STRING_DISPLAY), PRINTSTRING_COLOR_WHITE, PRINTSTRING_CENTER);
y += 25;
if (pause_option == 1)
drawString(400, y, g_GameFlow->GetString(STRING_CONTROLS), PRINTSTRING_COLOR_WHITE,
PRINTSTRING_CENTER | PRINTSTRING_BLINK);
else
drawString(400, y, g_GameFlow->GetString(STRING_CONTROLS), PRINTSTRING_COLOR_WHITE, PRINTSTRING_CENTER);
y += 25;
if (pause_option == 2)
drawString(400, y, g_GameFlow->GetString(STRING_SOUND), PRINTSTRING_COLOR_WHITE,
PRINTSTRING_CENTER | PRINTSTRING_BLINK);
else
drawString(400, y, g_GameFlow->GetString(STRING_SOUND), PRINTSTRING_COLOR_WHITE, PRINTSTRING_CENTER);
break;
case Menu::Display:
y = 200;
drawString(400, y, g_GameFlow->GetString(STRING_DISPLAY),
PRINTSTRING_COLOR_YELLOW, PRINTSTRING_OUTLINE | PRINTSTRING_CENTER);
y += 25;
// Screen resolution
drawString(200, y, g_GameFlow->GetString(STRING_SCREEN_RESOLUTION),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (
pause_option == 0 ? PRINTSTRING_BLINK : 0));
ZeroMemory(stringBuffer, 255);
sprintf(stringBuffer, "%d x %d (%d Hz)", mode->Width, mode->Height, mode->RefreshRate);
drawString(400, y, stringBuffer, PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (pause_option == 0 ? PRINTSTRING_BLINK : 0));
y += 25;
// Windowed mode
drawString(200, y, g_GameFlow->GetString(STRING_WINDOWED),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (
pause_option == 1 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.Windowed
? STRING_ENABLED
: STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (pause_option == 1 ? PRINTSTRING_BLINK : 0));
y += 25;
// Enable dynamic shadows
drawString(200, y, g_GameFlow->GetString(STRING_SHADOWS),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (
pause_option == 2 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.EnableShadows
? STRING_ENABLED
: STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (pause_option == 2 ? PRINTSTRING_BLINK : 0));
y += 25;
// Enable caustics
drawString(200, y, g_GameFlow->GetString(STRING_CAUSTICS),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (
pause_option == 3 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.EnableCaustics
? STRING_ENABLED
: STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (pause_option == 3 ? PRINTSTRING_BLINK : 0));
y += 25;
// Enable volumetric fog
drawString(200, y, g_GameFlow->GetString(STRING_VOLUMETRIC_FOG),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (
pause_option == 4 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.EnableVolumetricFog
? STRING_ENABLED
: STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (pause_option == 4 ? PRINTSTRING_BLINK : 0));
y += 25;
// Apply
drawString(400, y, g_GameFlow->GetString(STRING_APPLY),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (pause_option == 5 ? PRINTSTRING_BLINK : 0));
y += 25;
//cancel
drawString(400, y, g_GameFlow->GetString(STRING_CANCEL),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (pause_option == 6 ? PRINTSTRING_BLINK : 0));
break;
case Menu::Controls:
y = 40;
drawString(400, y, g_GameFlow->GetString(STRING_CONTROLS),
PRINTSTRING_COLOR_YELLOW, PRINTSTRING_OUTLINE | PRINTSTRING_CENTER);
y += 25;
for (int k = 0; k < 16; k++)
{
drawString(200, y, g_GameFlow->GetString(controlmsgs[k]),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (pause_option == k ? PRINTSTRING_BLINK : 0) |
(g_Gui.GetCurrentSettings().waitingForkey ? PRINTSTRING_DONT_UPDATE_BLINK : 0));
if (g_Gui.GetCurrentSettings().waitingForkey && pause_option == k)
{
drawString(400, y, g_GameFlow->GetString(STRING_WAITING_FOR_KEY),
PRINTSTRING_COLOR_YELLOW,
PRINTSTRING_OUTLINE | PRINTSTRING_BLINK);
}
else
{
drawString(400, y, (char*)g_KeyNames[KeyboardLayout[1][k]],
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_OUTLINE);
}
y += 25;
}
// Apply and cancel
drawString(400, y, g_GameFlow->GetString(STRING_APPLY),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (pause_option == 16 ? PRINTSTRING_BLINK : 0));
y += 25;
drawString(400, y, g_GameFlow->GetString(STRING_CANCEL),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (pause_option == 17 ? PRINTSTRING_BLINK : 0));
break;
case Menu::Sound:
y = 200;
drawString(400, y, g_GameFlow->GetString(STRING_SOUND),
PRINTSTRING_COLOR_YELLOW, PRINTSTRING_OUTLINE | PRINTSTRING_CENTER);
y += 25;
// Enable sound special effects
drawString(200, y, g_GameFlow->GetString(STRING_SPECIAL_SOUND_FX),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_DONT_UPDATE_BLINK | PRINTSTRING_OUTLINE | (
pause_option == 0 ? PRINTSTRING_BLINK : 0));
drawString(400, y, g_GameFlow->GetString(g_Gui.GetCurrentSettings().conf.EnableAudioSpecialEffects
? STRING_ENABLED
: STRING_DISABLED),
PRINTSTRING_COLOR_WHITE,
PRINTSTRING_OUTLINE | (pause_option == 0 ? PRINTSTRING_BLINK : 0));
y += 25;
// Music volume
drawString(200, y, g_GameFlow->GetString(STRING_MUSIC_VOLUME),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_OUTLINE | (pause_option == 1 ? PRINTSTRING_BLINK : 0));
drawBar(g_Gui.GetCurrentSettings().conf.MusicVolume / 100.0f, g_MusicVolumeBar, ID_SFX_BAR_TEXTURE, 0, 0);
y += 25;
// Sound FX volume
drawString(200, y, g_GameFlow->GetString(STRING_SFX_VOLUME),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_OUTLINE | (pause_option == 2 ? PRINTSTRING_BLINK : 0));
drawBar(g_Gui.GetCurrentSettings().conf.SfxVolume / 100.0f, g_SFXVolumeBar, ID_SFX_BAR_TEXTURE, 0, 0);
y += 25;
// Apply and cancel
drawString(400, y, g_GameFlow->GetString(STRING_APPLY),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (pause_option == 3 ? PRINTSTRING_BLINK : 0));
y += 25;
drawString(400, y, g_GameFlow->GetString(STRING_CANCEL),
PRINTSTRING_COLOR_ORANGE,
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (pause_option == 4 ? PRINTSTRING_BLINK : 0));
break;
}
DrawLines2D();
DrawAllStrings();
}
void Renderer11::RenderLoadSaveMenu()
{
if (!g_GameFlow->EnableLoadSave)
{
g_Gui.SetInventoryMode(InventoryMode::InGame);
return;
}
short selection = g_Gui.GetLoadSaveSelection();
char stringBuffer[255];
long y = 70;
LoadSavegameInfos();
if (g_Gui.GetInventoryMode() == InventoryMode::Load)
drawString(400, 40, "Load Game", D3DCOLOR_ARGB(255, 255, 140, 0), PRINTSTRING_CENTER | PRINTSTRING_OUTLINE);
else
drawString(400, 40, "Save Game", D3DCOLOR_ARGB(255, 255, 140, 0), PRINTSTRING_CENTER | PRINTSTRING_OUTLINE);
for (int n = 1; n < SAVEGAME_MAX + 1; n++)
{
int n2 = n - 1;
if (!SavegameInfos[n - 1].Present)
drawString(400, y, g_GameFlow->GetString(STRING_UNUSED), D3DCOLOR_ARGB(255, 255, 255, 255),
PRINTSTRING_CENTER | PRINTSTRING_OUTLINE | (selection == n2 ? PRINTSTRING_BLINK : 0));
else
{
sprintf(stringBuffer, "%05d", SavegameInfos[n - 1].Count);
drawString(200, y, stringBuffer, D3DCOLOR_ARGB(255, 255, 255, 255),
PRINTSTRING_OUTLINE | (selection == n2
? PRINTSTRING_BLINK | PRINTSTRING_DONT_UPDATE_BLINK
: 0));
drawString(250, y, (char*)SavegameInfos[n - 1].LevelName.c_str(), D3DCOLOR_ARGB(255, 255, 255, 255),
PRINTSTRING_OUTLINE | (selection == n2
? PRINTSTRING_BLINK | PRINTSTRING_DONT_UPDATE_BLINK
: 0));
sprintf(stringBuffer, g_GameFlow->GetString(STRING_SAVEGAME_TIMESTAMP), SavegameInfos[n - 1].Days,
SavegameInfos[n - 1].Hours, SavegameInfos[n - 1].Minutes, SavegameInfos[n - 1].Seconds);
drawString(475, y, stringBuffer, D3DCOLOR_ARGB(255, 255, 255, 255),
PRINTSTRING_OUTLINE | (selection == n2 ? PRINTSTRING_BLINK : 0));
}
y += 30;
}
DrawAllStrings();
}
void Renderer11::RenderNewInventory()
{
g_Gui.DrawCurrentObjectList((int)RingTypes::Inventory);
g_Gui.HandleInventoryMenu();
if (g_Gui.GetRings((int)RingTypes::Ammo)->ringactive)
g_Gui.DrawCurrentObjectList((int)RingTypes::Ammo);
g_Gui.DrawAmmoSelector();
g_Gui.FadeAmmoSelector();
g_Gui.DrawCompass();
DrawAllStrings();
}
void Renderer11::DrawStatistics()
{
unsigned short ypos;
short Days, Hours, Min, Sec;
char buffer[40];
int seconds;
GameScriptLevel* lvl = g_GameFlow->GetLevel(CurrentLevel);
ypos = 150;
drawString(400, ypos, STRING_STATISTICS, PRINTSTRING_COLOR_ORANGE, PRINTSTRING_CENTER);
drawString(400, ypos + 2 * 25, g_GameFlow->GetString(lvl->NameStringKey.c_str()), PRINTSTRING_COLOR_WHITE,
PRINTSTRING_CENTER);
drawString(200, ypos + 3 * 25, g_GameFlow->GetString(STRING_TIME_TAKEN), PRINTSTRING_COLOR_WHITE, 0);
drawString(200, ypos + 4 * 25, g_GameFlow->GetString(STRING_DISTANCE_TRAVELLED), PRINTSTRING_COLOR_WHITE, 0);
drawString(200, ypos + 5 * 25, g_GameFlow->GetString(STRING_USED_AMMOS), PRINTSTRING_COLOR_WHITE, 0);
drawString(200, ypos + 6 * 25, g_GameFlow->GetString(STRING_USED_MEDIPACKS), PRINTSTRING_COLOR_WHITE, 0);
drawString(200, ypos + 7 * 25, g_GameFlow->GetString(STRING_SECRETS_FOUND), PRINTSTRING_COLOR_WHITE, 0);
seconds = GameTimer / 30;
Days = seconds / (24 * 60 * 60);
Hours = (seconds % (24 * 60 * 60)) / (60 * 60);
Min = (seconds / 60) % 60;
Sec = (seconds % 60);
sprintf(buffer, "%02d:%02d:%02d", (Days * 24) + Hours, Min, Sec);
drawString(500, ypos + 3 * 25, buffer, PRINTSTRING_COLOR_WHITE, 0);
sprintf(buffer, "%dm", Statistics.Game.Distance / 419);
drawString(500, ypos + 4 * 25, buffer, PRINTSTRING_COLOR_WHITE, 0);
sprintf(buffer, "%d", Statistics.Game.AmmoUsed);
drawString(500, ypos + 5 * 25, buffer, PRINTSTRING_COLOR_WHITE, 0);
sprintf(buffer, "%d", Statistics.Game.HealthUsed);
drawString(500, ypos + 6 * 25, buffer, PRINTSTRING_COLOR_WHITE, 0);
sprintf(buffer, "%d / 36", Statistics.Game.Secrets);
drawString(500, ypos + 7 * 25, buffer, PRINTSTRING_COLOR_WHITE, 0);
DrawAllStrings();
}
void Renderer11::DrawExamines()
{
static short xrot = 0, yrot = 0, zrot = 0;
static float scaler = 1.2f;
float saved_scale;
short inv_item = g_Gui.GetRings((int)RingTypes::Inventory)->current_object_list[g_Gui.GetRings(
(int)RingTypes::Inventory)->curobjinlist].invitem;
InventoryObject* obj = &inventry_objects_list[inv_item];
if (TrInput & IN_LEFT)
yrot += ANGLE(3);
if (TrInput & IN_RIGHT)
yrot -= ANGLE(3);
if (TrInput & IN_FORWARD)
xrot += ANGLE(3);
if (TrInput & IN_BACK)
xrot -= ANGLE(3);
if (TrInput & IN_SPRINT)
scaler += 0.03f;
if (TrInput & IN_CROUCH)
scaler -= 0.03f;
if (scaler > 1.6f)
scaler = 1.6f;
if (scaler < 0.8f)
scaler = 0.8f;
saved_scale = obj->scale1;
obj->scale1 = scaler;
drawObjectOn2DPosition(400, 300, g_Gui.ConvertInventoryItemToObject(inv_item), xrot, yrot, zrot, obj->scale1);
obj->scale1 = saved_scale;
}
void Renderer11::DrawDiary()
{
InventoryObject* obj = &inventry_objects_list[INV_OBJECT_OPEN_DIARY];
short currentPage = Lara.Diary.currentPage;
drawObjectOn2DPosition(400, 300, g_Gui.ConvertInventoryItemToObject(INV_OBJECT_OPEN_DIARY), obj->xrot,
obj->yrot, obj->zrot, obj->scale1);
for (int i = 0; i < MaxStringsPerPage; i++)
{
if (!Lara.Diary.Pages[Lara.Diary.currentPage].Strings[i].x && !Lara.Diary.Pages[Lara.Diary.currentPage].
Strings[i].y && !Lara.Diary.Pages[Lara.Diary.currentPage].Strings[i].stringID)
break;
//drawString(Lara.Diary.Pages[currentPage].Strings[i].x, Lara.Diary.Pages[currentPage].Strings[i].y, g_GameFlow->GetString(Lara.Diary.Pages[currentPage].Strings[i].stringID), PRINTSTRING_COLOR_WHITE, 0);
}
DrawAllStrings();
}
void Renderer11::RenderInventoryScene(ID3D11RenderTargetView* target, ID3D11DepthStencilView* depthTarget,
ID3D11ShaderResourceView* background)
{
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();
// 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(target, Colors::Black);
//m_context->ClearDepthStencilView(depthTarget, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
m_context->OMSetRenderTargets(1, &target, depthTarget);
m_context->RSSetViewports(1, &m_viewport);
if (background != nullptr)
{
DrawFullScreenImage(background, 0.5f, target, depthTarget);
}
m_context->ClearDepthStencilView(depthTarget, 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.GetAddressOf(), &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout.Get());
m_context->IASetIndexBuffer(m_moveablesIndexBuffer.Buffer.Get(), DXGI_FORMAT_R32_UINT, 0);
// Set shaders
m_context->VSSetShader(m_vsInventory.Get(), NULL, 0);
m_context->PSSetShader(m_psInventory.Get(), NULL, 0);
// Set texture
BindTexture(TextureRegister::MainTexture, &std::get<0>(m_moveablesTextures[0]),
SamplerStateType::AnisotropicClamp);
BindTexture(TextureRegister::NormalMapTexture, &std::get<1>(m_moveablesTextures[0]), SamplerStateType::None);
if (CurrentLevel == 0)
{
Menu title_menu = g_Gui.GetMenuToDisplay();
if (title_menu == Menu::Title || title_menu == Menu::Options)
drawLogo = 1;
else
drawLogo = 0;
if (drawLogo)
{
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.Get(), rect, Vector4::One);
m_spriteBatch->End();
}
RenderTitleMenu();
return;
}
InventoryMode mode = g_Gui.GetInventoryMode();
if (mode == InventoryMode::Load || mode == InventoryMode::Save)
{
RenderLoadSaveMenu();
return;
}
if (mode == InventoryMode::InGame)
{
RenderNewInventory();
return;
}
if (mode == InventoryMode::Statistics)
{
DrawStatistics();
return;
}
if (mode == InventoryMode::Examine)
{
DrawExamines();
return;
}
if (mode == InventoryMode::Pause)
{
Menu pause_menu = g_Gui.GetMenuToDisplay();
RenderPauseMenu();
return;
}
if (mode == InventoryMode::Diary)
{
DrawDiary();
return;
}
}
void Renderer11::DrawFullScreenQuad(ID3D11ShaderResourceView* texture, DirectX::SimpleMath::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.Get(), NULL, 0);
m_context->PSSetShader(m_psFullScreenQuad.Get(), 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.Get());
m_primitiveBatch->Begin();
m_primitiveBatch->DrawQuad(vertices[0], vertices[1], vertices[2], vertices[3]);
m_primitiveBatch->End();
}
void Renderer11::DrawRopes(RenderView& view)
{
for (int n = 0; n < Ropes.size(); n++)
{
ROPE_STRUCT* rope = &Ropes[n];
if (rope->active)
{
Matrix world = Matrix::CreateTranslation(
rope->position.x,
rope->position.y,
rope->position.z
);
Vector3 absolute[24];
for (int n = 0; n < ROPE_SEGMENTS; n++)
{
PHD_VECTOR* s = &rope->meshSegment[n];
Vector3 t;
Vector3 output;
t.x = s->x >> FP_SHIFT;
t.y = s->y >> FP_SHIFT;
t.z = s->z >> FP_SHIFT;
output = Vector3::Transform(t, world);
Vector3 absolutePosition = Vector3(output.x, output.y, output.z);
absolute[n] = absolutePosition;
}
for (int n = 0; n < ROPE_SEGMENTS - 1; n++)
{
addLine3D(absolute[n], absolute[n + 1], Vector4::One);
}
}
}
}
void 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.Get(), NULL, 0);
m_context->PSSetShader(m_psSolid.Get(), NULL, 0);
Matrix world = Matrix::CreateOrthographicOffCenter(0, ScreenWidth, ScreenHeight, 0, m_viewport.MinDepth,
m_viewport.MaxDepth);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
m_context->IASetInputLayout(m_inputLayout.Get());
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);
}
void Renderer11::DrawSpiders(RenderView& view)
{
/*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->Indices.size() / 3);
effect->EndPass();
}
}
}
}*/
}
void Renderer11::DrawRats(RenderView& view)
{
UINT stride = sizeof(RendererVertex);
UINT offset = 0;
m_context->IASetVertexBuffers(0, 1, m_moveablesVertexBuffer.Buffer.GetAddressOf(), &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout.Get());
m_context->IASetIndexBuffer(m_moveablesIndexBuffer.Buffer.Get(), 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)
{
RendererMesh* mesh = GetMesh(Objects[ID_RATS_EMITTER].meshIndex + (rand() % 8));
Matrix translation = Matrix::CreateTranslation(rat->pos.xPos, rat->pos.yPos, rat->pos.zPos);
Matrix rotation = Matrix::CreateFromYawPitchRoll(TO_RAD(rat->pos.yRot), TO_RAD(rat->pos.xRot),
TO_RAD(rat->pos.zRot));
Matrix world = rotation * translation;
m_stItem.World = world;
m_stItem.Position = Vector4(rat->pos.xPos, rat->pos.yPos, rat->pos.zPos, 1.0f);
m_stItem.AmbientLight = m_rooms[rat->roomNumber].AmbientLight;
m_cbItem.updateData(m_stItem, m_context.Get());
for (int b = 0; b < mesh->buckets.size(); b++)
{
RendererBucket* bucket = &mesh->buckets[b];
if (bucket->Vertices.size() == 0)
continue;
m_context->DrawIndexed(bucket->Indices.size(), bucket->StartIndex, 0);
m_numDrawCalls++;
}
}
}
}
}
void Renderer11::DrawBats(RenderView& view)
{
UINT stride = sizeof(RendererVertex);
UINT offset = 0;
m_context->IASetVertexBuffers(0, 1, m_moveablesVertexBuffer.Buffer.GetAddressOf(), &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout.Get());
m_context->IASetIndexBuffer(m_moveablesIndexBuffer.Buffer.Get(), 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];
RendererMesh* mesh = GetMesh(Objects[ID_BATS_EMITTER].meshIndex + (-GlobalCounter & 3));
for (int m = 0; m < 32; m++)
memcpy(&m_stItem.BonesMatrices[m], &Matrix::Identity, sizeof(Matrix));
for (int b = 0; b < mesh->buckets.size(); b++)
{
RendererBucket* bucket = &mesh->buckets[b];
if (bucket->Vertices.size() == 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(
TO_RAD(bat->pos.yRot), TO_RAD(bat->pos.xRot), TO_RAD(bat->pos.zRot));
Matrix world = rotation * translation;
m_stItem.World = world;
m_stItem.Position = Vector4(bat->pos.xPos, bat->pos.yPos, bat->pos.zPos, 1.0f);
m_stItem.AmbientLight = m_rooms[bat->roomNumber].AmbientLight;
m_cbItem.updateData(m_stItem, m_context.Get());
m_context->DrawIndexed(bucket->Indices.size(), bucket->StartIndex, 0);
m_numDrawCalls++;
}
}
}
}
}
void Renderer11::DrawScarabs(RenderView& view)
{
UINT stride = sizeof(RendererVertex);
UINT offset = 0;
m_context->IASetVertexBuffers(0, 1, m_moveablesVertexBuffer.Buffer.GetAddressOf(), &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout.Get());
m_context->IASetIndexBuffer(m_moveablesIndexBuffer.Buffer.Get(), DXGI_FORMAT_R32_UINT, 0);
if (Objects[ID_LITTLE_BEETLE].loaded)
{
OBJECT_INFO* obj = &Objects[ID_LITTLE_BEETLE];
RendererObject& moveableObj = *m_moveableObjects[ID_LITTLE_BEETLE];
for (int m = 0; m < 32; m++)
memcpy(&m_stItem.BonesMatrices[m], &Matrix::Identity, sizeof(Matrix));
for (int i = 0; i < TEN::Entities::TR4::NUM_BEETLES; i++)
{
BeetleInfo* beetle = &TEN::Entities::TR4::BeetleSwarm[i];
if (beetle->On)
{
RendererMesh* mesh = GetMesh(Objects[ID_LITTLE_BEETLE].meshIndex + ((Wibble >> 2) % 2));
Matrix translation =
Matrix::CreateTranslation(beetle->Position.xPos, beetle->Position.yPos, beetle->Position.zPos);
Matrix rotation = Matrix::CreateFromYawPitchRoll(TO_RAD(beetle->Position.yRot), TO_RAD(beetle->Position.xRot),
TO_RAD(beetle->Position.zRot));
Matrix world = rotation * translation;
m_stItem.World = world;
m_stItem.Position = Vector4(beetle->Position.xPos, beetle->Position.yPos, beetle->Position.zPos, 1.0f);
m_stItem.AmbientLight = m_rooms[beetle->RoomNumber].AmbientLight;
m_cbItem.updateData(m_stItem, m_context.Get());
for (int b = 0; b < mesh->buckets.size(); b++)
{
RendererBucket* bucket = &mesh->buckets[b];
if (bucket->Vertices.size() == 0)
continue;
m_context->DrawIndexed(bucket->Indices.size(), bucket->StartIndex, 0);
m_numDrawCalls++;
}
}
}
}
}
void Renderer11::DrawLocusts(RenderView& view)
{
UINT stride = sizeof(RendererVertex);
UINT offset = 0;
m_context->IASetVertexBuffers(0, 1, m_moveablesVertexBuffer.Buffer.GetAddressOf(), &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout.Get());
m_context->IASetIndexBuffer(m_moveablesIndexBuffer.Buffer.Get(), DXGI_FORMAT_R32_UINT, 0);
if (Objects[ID_LOCUSTS].loaded)
{
OBJECT_INFO* obj = &Objects[ID_LOCUSTS];
RendererObject& moveableObj = *m_moveableObjects[ID_LOCUSTS];
for (int m = 0; m < 32; m++)
memcpy(&m_stItem.BonesMatrices[m], &Matrix::Identity, sizeof(Matrix));
for (int i = 0; i < TEN::Entities::TR4::MAX_LOCUSTS; i++)
{
LOCUST_INFO* locust = &TEN::Entities::TR4::Locusts[i];
if (locust->on)
{
RendererMesh* mesh = GetMesh(Objects[ID_LOCUSTS].meshIndex + (-locust->counter & 3));
Matrix translation =
Matrix::CreateTranslation(locust->pos.xPos, locust->pos.yPos, locust->pos.zPos);
Matrix rotation = Matrix::CreateFromYawPitchRoll(locust->pos.yRot, locust->pos.xRot,
locust->pos.zRot);
Matrix world = rotation * translation;
m_stItem.World = world;
m_stItem.Position = Vector4(locust->pos.xPos, locust->pos.yPos, locust->pos.zPos, 1.0f);
m_stItem.AmbientLight = m_rooms[locust->roomNumber].AmbientLight;
m_cbItem.updateData(m_stItem, m_context.Get());
for (int b = 0; b < mesh->buckets.size(); b++)
{
RendererBucket* bucket = &mesh->buckets[b];
if (bucket->Vertices.size() == 0)
continue;
m_context->DrawIndexed(bucket->Indices.size(), bucket->StartIndex, 0);
m_numDrawCalls++;
}
}
}
}
}
void Renderer11::DrawLines3D(RenderView& view)
{
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.Get(), NULL, 0);
m_context->PSSetShader(m_psSolid.Get(), NULL, 0);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
m_context->IASetInputLayout(m_inputLayout.Get());
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);
}
void Renderer11::addLine3D(Vector3 start, Vector3 end, Vector4 color)
{
RendererLine3D line;
line.start = start;
line.end = end;
line.color = color;
m_lines3DToDraw.push_back(line);
}
void Renderer11::addSphere(Vector3 center, float radius, Vector4 color)
{
constexpr auto subdivisions = 10;
constexpr auto steps = 6;
constexpr auto step = PI / steps;
std::array<Vector3, 3> prevPoint;
for (int s = 0; s < steps; s++)
{
auto x = sin(step * (float)s) * radius;
auto z = cos(step * (float)s) * radius;
float currAngle = 0.0f;
for (int i = 0; i < subdivisions; i++)
{
std::array<Vector3, 3> point =
{
center + Vector3(sin(currAngle) * abs(x), z, cos(currAngle) * abs(x)),
center + Vector3(cos(currAngle) * abs(x), sin(currAngle) * abs(x), z),
center + Vector3(z, sin(currAngle) * abs(x), cos(currAngle) * abs(x))
};
if (i > 0)
for (int p = 0; p < 3; p++)
addLine3D(prevPoint[p], point[p], color);
prevPoint = point;
currAngle += ((PI * 2) / (subdivisions - 1));
}
}
}
void Renderer11::addDebugSphere(Vector3 center, float radius, Vector4 color, RENDERER_DEBUG_PAGE page)
{
#ifdef _DEBUG
if (m_numDebugPage != page)
return;
addSphere(center, radius, color);
#endif _DEBUG
}
void Renderer11::addBox(Vector3* corners, Vector4 color)
{
for (int i = 0; i < 12; i++)
{
RendererLine3D line;
switch (i)
{
case 0: line.start = corners[0];
line.end = corners[1];
break;
case 1: line.start = corners[1];
line.end = corners[2];
break;
case 2: line.start = corners[2];
line.end = corners[3];
break;
case 3: line.start = corners[3];
line.end = corners[0];
break;
case 4: line.start = corners[4];
line.end = corners[5];
break;
case 5: line.start = corners[5];
line.end = corners[6];
break;
case 6: line.start = corners[6];
line.end = corners[7];
break;
case 7: line.start = corners[7];
line.end = corners[4];
break;
case 8: line.start = corners[0];
line.end = corners[4];
break;
case 9: line.start = corners[1];
line.end = corners[5];
break;
case 10: line.start = corners[2];
line.end = corners[6];
break;
case 11: line.start = corners[3];
line.end = corners[7];
break;
}
line.color = color;
m_lines3DToDraw.push_back(line);
}
}
void Renderer11::addBox(Vector3 min, Vector3 max, Vector4 color)
{
for (int i = 0; i < 12; i++)
{
RendererLine3D line;
switch (i)
{
case 0: line.start = Vector3(min.x, min.y, min.z);
line.end = Vector3(min.x, min.y, max.z);
break;
case 1: line.start = Vector3(min.x, min.y, max.z);
line.end = Vector3(max.x, min.y, max.z);
break;
case 2: line.start = Vector3(max.x, min.y, max.z);
line.end = Vector3(max.x, min.y, min.z);
break;
case 3: line.start = Vector3(max.x, min.y, min.z);
line.end = Vector3(min.x, min.y, min.z);
break;
case 4: line.start = Vector3(min.x, max.y, min.z);
line.end = Vector3(min.x, max.y, max.z);
break;
case 5: line.start = Vector3(min.x, max.y, max.z);
line.end = Vector3(max.x, max.y, max.z);
break;
case 6: line.start = Vector3(max.x, max.y, max.z);
line.end = Vector3(max.x, max.y, min.z);
break;
case 7: line.start = Vector3(max.x, max.y, min.z);
line.end = Vector3(min.x, max.y, min.z);
break;
case 8: line.start = Vector3(min.x, min.y, min.z);
line.end = Vector3(min.x, max.y, min.z);
break;
case 9: line.start = Vector3(min.x, min.y, max.z);
line.end = Vector3(min.x, max.y, max.z);
break;
case 10: line.start = Vector3(max.x, min.y, max.z);
line.end = Vector3(max.x, max.y, max.z);
break;
case 11: line.start = Vector3(max.x, min.y, min.z);
line.end = Vector3(max.x, max.y, min.z);
break;
}
line.color = color;
m_lines3DToDraw.push_back(line);
}
}
void Renderer11::addDebugBox(BoundingOrientedBox box, Vector4 color, RENDERER_DEBUG_PAGE page)
{
#ifdef _DEBUG
if (m_numDebugPage != page)
return;
Vector3 corners[8];
box.GetCorners(corners);
addBox(corners, color);
#endif _DEBUG
}
void Renderer11::addDebugBox(Vector3 min, Vector3 max, Vector4 color, RENDERER_DEBUG_PAGE page)
{
#ifdef _DEBUG
if (m_numDebugPage != page)
return;
addBox(min, max, color);
#endif _DEBUG
}
void Renderer11::renderLoadingScreen(std::wstring& fileName)
{
return;
/*
Texture2D texture = Texture2D(m_device, fileName);
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.GetAddressOf(), 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;
}
}
*/
}
void Renderer11::addDynamicLight(int x, int y, int z, short falloff, byte r, byte g, byte b)
{
RendererLight dynamicLight;
if (falloff >= 8)
{
dynamicLight.Color = Vector3(r / 255.0f, g / 255.0f, b / 255.0f) * 2.0f;
}
else
{
r = (r * falloff) >> 3;
g = (g * falloff) >> 3;
b = (b * falloff) >> 3;
dynamicLight.Color = Vector3(r / 255.0f, g / 255.0f, b / 255.0f) * 2.0f;
}
dynamicLight.Position = Vector3(float(x), float(y), float(z));
dynamicLight.Out = falloff * 256.0f;
dynamicLight.Type = LIGHT_TYPES::LIGHT_TYPE_POINT;
dynamicLights.push_back(dynamicLight);
}
void Renderer11::clearDynamicLights()
{
dynamicLights.clear();
}
void Renderer11::DrawFullScreenImage(ID3D11ShaderResourceView* texture, float fade, ID3D11RenderTargetView* target,
ID3D11DepthStencilView* depthTarget)
{
// 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->OMSetRenderTargets(1, &target, depthTarget);
m_context->RSSetViewports(1, &m_viewport);
DrawFullScreenQuad(texture, Vector3(fade, fade, fade), false);
}
void Renderer11::renderInventory()
{
m_context->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_STENCIL | D3D11_CLEAR_DEPTH, 1.0f, 0);
m_context->ClearRenderTargetView(m_backBufferRTV, Colors::Black);
RenderInventoryScene(m_backBufferRTV, m_depthStencilView, m_dumpScreenRenderTarget.ShaderResourceView.Get());
m_swapChain->Present(0, 0);
}
void Renderer11::renderTitle()
{
m_context->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_STENCIL | D3D11_CLEAR_DEPTH, 1.0f, 0);
m_context->ClearRenderTargetView(m_backBufferRTV, Colors::Black);
renderScene(m_backBufferRTV, m_depthStencilView, gameCamera);
m_context->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_STENCIL | D3D11_CLEAR_DEPTH, 1.0f, 0);
RenderInventoryScene(m_backBufferRTV, m_depthStencilView, nullptr);
#if _DEBUG
drawString(0, 0, commit.c_str(), D3DCOLOR_ARGB(255, 255, 255, 255), 0);
DrawAllStrings();
#else
DrawAllStrings();
#endif
m_swapChain->Present(0, 0);
}
void Renderer11::clearScene()
{
resetAnimations();
// Clear dynamic lights
ClearFires();
clearDynamicLights();
ClearSceneItems();
m_strings.clear();
m_currentCausticsFrame++;
m_currentCausticsFrame %= 32;
calculateFrameRate();
}
void Renderer11::drawDebugInfo()
{
if (CurrentLevel != 0)
{
m_currentY = 60;
ROOM_INFO* r = &g_Level.Rooms[LaraItem->RoomNumber];
switch (m_numDebugPage)
{
case RENDERER_DEBUG_PAGE::NO_PAGE:
break;
case RENDERER_DEBUG_PAGE::RENDERER_STATS:
PrintDebugMessage("Fps: %3.2f", m_fps);
PrintDebugMessage("Update time: %d", m_timeUpdate);
PrintDebugMessage("Frame time: %d", m_timeFrame);
PrintDebugMessage("Total draw calls: %d", m_numDrawCalls);
PrintDebugMessage("Transparent faces draw calls: %d", m_numTransparentDrawCalls);
PrintDebugMessage(" For rooms: %d", m_numRoomsTransparentDrawCalls);
PrintDebugMessage(" For moveables: %d", m_numMoveablesTransparentDrawCalls);
PrintDebugMessage(" For statics: %d", m_numStaticsTransparentDrawCalls);
PrintDebugMessage(" For sprites: %d", m_numSpritesTransparentDrawCalls);
PrintDebugMessage("Biggest room's index buffer: %d", m_biggestRoomIndexBuffer);
PrintDebugMessage("Total rooms transparent polygons: %d", numRoomsTransparentPolygons);
break;
case RENDERER_DEBUG_PAGE::DIMENSION_STATS:
PrintDebugMessage("Lara.Location: %d %d", LaraItem->Location.roomNumber, LaraItem->Location.yNumber);
PrintDebugMessage("Lara.RoomNumber: %d", LaraItem->RoomNumber);
PrintDebugMessage("LaraItem.BoxNumber: %d",/* canJump: %d, canLongJump: %d, canMonkey: %d,*/
LaraItem->BoxNumber);
PrintDebugMessage("Lara.Pos: %d %d %d", LaraItem->Position.xPos, LaraItem->Position.yPos, LaraItem->Position.zPos);
PrintDebugMessage("Lara.Rot: %d %d %d", LaraItem->Position.xRot, LaraItem->Position.yRot, LaraItem->Position.zRot);
PrintDebugMessage("Room: %d %d %d %d", r->x, r->z, r->x + r->xSize * WALL_SIZE,
r->z + r->zSize * WALL_SIZE);
PrintDebugMessage("Room.y, minFloor, maxCeiling: %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);
break;
case RENDERER_DEBUG_PAGE::LARA_STATS:
PrintDebugMessage("Lara.AnimNumber: %d", LaraItem->AnimNumber);
PrintDebugMessage("Lara.FrameNumber: %d", LaraItem->FrameNumber);
PrintDebugMessage("Lara.ActiveState: %d", LaraItem->ActiveState);
PrintDebugMessage("Lara.RequiredState: %d", LaraItem->RequiredState);
PrintDebugMessage("Lara.TargetState: %d", LaraItem->TargetState);
PrintDebugMessage("Lara.Control.WeaponControl.WeaponItem: %d", Lara.Control.Weapon.WeaponItem);
PrintDebugMessage("Lara.Control.WeaponControl.GunType: %d", Lara.Control.Weapon.GunType);
PrintDebugMessage("Lara.Control.HandStatus: %d", Lara.Control.HandStatus);
PrintDebugMessage("Lara.Velocity, VerticalVelocity: %d %d", LaraItem->Velocity, LaraItem->VerticalVelocity);
PrintDebugMessage("Lara.Airborne: %d", LaraItem->Airborne);
PrintDebugMessage("Lara.Control.CanClimbLadder: %d", Lara.Control.CanClimbLadder);
PrintDebugMessage("Lara.WaterSurfaceDist: %d", Lara.WaterSurfaceDist);
break;
case RENDERER_DEBUG_PAGE::LOGIC_STATS:
PrintDebugMessage("target HitPoints: %d", Lara.TargetEntity ? Lara.TargetEntity->HitPoints : NULL);
PrintDebugMessage("CollidedVolume: %d", TEN::Control::Volumes::CurrentCollidedVolume);
break;
}
}
}
void Renderer11::switchDebugPage(bool back)
{
auto index = (int)m_numDebugPage;
if (back)
--index;
else
++index;
if (index < RENDERER_DEBUG_PAGE::NO_PAGE)
index = 4;
else if (index > RENDERER_DEBUG_PAGE::LOGIC_STATS)
index = 0;
m_numDebugPage = (RENDERER_DEBUG_PAGE)index;
}
void Renderer11::DrawTransparentFaces(RenderView& view)
{
std::for_each(std::execution::par_unseq,
view.roomsToDraw.begin(),
view.roomsToDraw.end(),
[](RendererRoom* room)
{
std::sort(
room->TransparentFacesToDraw.begin(),
room->TransparentFacesToDraw.end(),
[](RendererTransparentFace& a, RendererTransparentFace& b)
{
return (a.distance > b.distance);
}
);
}
);
for (int r = view.roomsToDraw.size() - 1; r >= 0; r--)
{
RendererRoom& room = *view.roomsToDraw[r];
int size = room.TransparentFacesToDraw.size();
int currentBlendMode = -1;
int altas = -1;
int lastType = 0;
std::vector<RendererVertex> vertices;
//vertices.reserve(50000);
m_transparentFacesVertices.clear();
m_transparentFacesIndices.clear();
RendererTransparentFaceType oldType = RendererTransparentFaceType::TRANSPARENT_FACE_NONE;
RendererTransparentFaceInfo* oldInfo = nullptr;
bool outputPolygons = false;
for (auto& face : room.TransparentFacesToDraw)
{
if (oldInfo != nullptr)
{
// Check if it's time to output polygons
if (oldType != face.type)
{
outputPolygons = true;
}
else
{
// If same type, check additional conditions
if (face.type == RendererTransparentFaceType::TRANSPARENT_FACE_ROOM &&
(oldInfo->room != face.info.room
|| oldInfo->texture != face.info.texture
|| oldInfo->animated != face.info.animated
|| oldInfo->blendMode != face.info.blendMode
|| m_transparentFacesIndices.size() + (face.info.polygon->shape ? 3 : 6) >
MAX_TRANSPARENT_VERTICES))
{
outputPolygons = true;
}
else if (face.type == RendererTransparentFaceType::TRANSPARENT_FACE_MOVEABLE &&
(oldInfo->blendMode != face.info.blendMode
|| oldInfo->item->ItemNumber != face.info.item->ItemNumber
|| m_transparentFacesIndices.size() + (face.info.polygon->shape ? 3 : 6) >
MAX_TRANSPARENT_VERTICES))
{
outputPolygons = true;
}
else if (face.type == RendererTransparentFaceType::TRANSPARENT_FACE_STATIC &&
(oldInfo->blendMode != face.info.blendMode
|| oldInfo->staticMesh != face.info.staticMesh
|| m_transparentFacesIndices.size() + (face.info.polygon->shape ? 3 : 6) >
MAX_TRANSPARENT_VERTICES))
{
outputPolygons = true;
}
else if (face.type == RendererTransparentFaceType::TRANSPARENT_FACE_SPRITE &&
(oldInfo->blendMode != face.info.blendMode
|| oldInfo->sprite->Type != face.info.sprite->Type
|| oldInfo->sprite->color != face.info.sprite->color
|| oldInfo->sprite->Sprite != face.info.sprite->Sprite
|| m_transparentFacesIndices.size() + 6 > MAX_TRANSPARENT_VERTICES))
{
outputPolygons = true;
}
}
}
if (outputPolygons)
{
// Here we send polygons to the GPU for drawing and we clear the vertex buffer
if (oldType == RendererTransparentFaceType::TRANSPARENT_FACE_ROOM)
{
DrawRoomsTransparent(oldInfo, view);
}
else if (oldType == RendererTransparentFaceType::TRANSPARENT_FACE_MOVEABLE)
{
DrawItemsTransparent(oldInfo, view);
}
else if (oldType == RendererTransparentFaceType::TRANSPARENT_FACE_STATIC)
{
DrawStaticsTransparent(oldInfo, view);
}
else if (oldType == RendererTransparentFaceType::TRANSPARENT_FACE_SPRITE)
{
DrawSpritesTransparent(oldInfo, view);
}
outputPolygons = false;
m_transparentFacesVertices.clear();
m_transparentFacesIndices.clear();
}
oldInfo = &face.info;
oldType = face.type;
// Accumulate vertices in the buffer
if (face.type == RendererTransparentFaceType::TRANSPARENT_FACE_ROOM)
{
// For rooms, we already pass world coordinates, just copy vertices
int numIndices = (face.info.polygon->shape == 0 ? 6 : 3);
m_transparentFacesIndices.bulk_push_back(roomsIndices.data(), face.info.polygon->baseIndex,
numIndices);
}
else if (face.type == RendererTransparentFaceType::TRANSPARENT_FACE_MOVEABLE)
{
// For rooms, we already pass world coordinates, just copy vertices
int numIndices = (face.info.polygon->shape == 0 ? 6 : 3);
m_transparentFacesIndices.bulk_push_back(moveablesIndices.data(), face.info.polygon->baseIndex,
numIndices);
}
else if (face.type == RendererTransparentFaceType::TRANSPARENT_FACE_STATIC)
{
// For rooms, we already pass world coordinates, just copy vertices
int numIndices = (face.info.polygon->shape == 0 ? 6 : 3);
m_transparentFacesIndices.bulk_push_back(staticsIndices.data(), face.info.polygon->baseIndex,
numIndices);
}
else if (face.type == RendererTransparentFaceType::TRANSPARENT_FACE_SPRITE)
{
// For sprites, we need to compute the corners of the quad and multiply
// by the world matrix that can be an identity (for 3D sprites) or
// a billboard matrix. We transform vertices on the CPU because
// CPUs nowadays are fast enough and we save draw calls, in fact
// each sprite would require a different world matrix and then
// we would fall in the case 1 poly = 1 draw call (worst case scenario).
// For the same reason, we store also color directly there and we simply
// pass a Vector4::One as color to the shader.
RendererSpriteToDraw* spr = face.info.sprite;
Vector3 p0t;
Vector3 p1t;
Vector3 p2t;
Vector3 p3t;
Vector2 uv0;
Vector2 uv1;
Vector2 uv2;
Vector2 uv3;
if (spr->Type == RENDERER_SPRITE_TYPE::SPRITE_TYPE_3D)
{
p0t = spr->vtx1;
p1t = spr->vtx2;
p2t = spr->vtx3;
p3t = spr->vtx4;
uv0 = spr->Sprite->UV[0];
uv1 = spr->Sprite->UV[1];
uv2 = spr->Sprite->UV[2];
uv3 = spr->Sprite->UV[3];
}
else
{
p0t = Vector3(-0.5, -0.5, 0);
p1t = Vector3(-0.5, 0.5, 0);
p2t = Vector3(0.5, -0.5, 0);
p3t = Vector3(0.5, 0.5, 0);
uv0 = Vector2(0, 0);
uv1 = Vector2(1, 0);
uv2 = Vector2(0, 1);
uv3 = Vector2(1, 1);
}
RendererVertex v0;
v0.Position = Vector3::Transform(p0t, face.info.world);
v0.UV = uv0;
v0.Color = spr->color;
RendererVertex v1;
v1.Position = Vector3::Transform(p1t, face.info.world);
v1.UV = uv1;
v1.Color = spr->color;
RendererVertex v2;
v2.Position = Vector3::Transform(p2t, face.info.world);
v2.UV = uv2;
v2.Color = spr->color;
RendererVertex v3;
v3.Position = Vector3::Transform(p3t, face.info.world);
v3.UV = uv3;
v3.Color = spr->color;
m_transparentFacesVertices.push_back(v0);
m_transparentFacesVertices.push_back(v1);
m_transparentFacesVertices.push_back(v3);
m_transparentFacesVertices.push_back(v2);
m_transparentFacesVertices.push_back(v3);
m_transparentFacesVertices.push_back(v1);
}
}
// Here we send polygons to the GPU for drawing and we clear the vertex buffer
if (oldType == RendererTransparentFaceType::TRANSPARENT_FACE_ROOM)
{
DrawRoomsTransparent(oldInfo, view);
}
else if (oldType == RendererTransparentFaceType::TRANSPARENT_FACE_MOVEABLE)
{
DrawItemsTransparent(oldInfo, view);
}
else if (oldType == RendererTransparentFaceType::TRANSPARENT_FACE_STATIC)
{
DrawStaticsTransparent(oldInfo, view);
}
else if (oldType == RendererTransparentFaceType::TRANSPARENT_FACE_SPRITE)
{
DrawSpritesTransparent(oldInfo, view);
}
}
m_context->RSSetState(m_states->CullCounterClockwise());
}
void Renderer11::DrawRoomsTransparent(RendererTransparentFaceInfo* info, RenderView& view)
{
UINT stride = sizeof(RendererVertex);
UINT offset = 0;
ROOM_INFO* nativeRoom = &g_Level.Rooms[info->room->RoomNumber];
// Set vertex buffer
//m_transparentFacesVertexBuffer.Update(m_context.Get(), m_transparentFacesVertices, 0, m_transparentFacesVertices.size());
m_context->IASetVertexBuffers(0, 1, m_roomsVertexBuffer.Buffer.GetAddressOf(), &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout.Get());
// Set shaders
if (!info->animated)
{
m_context->VSSetShader(m_vsRooms.Get(), nullptr, 0);
}
else
{
m_context->VSSetConstantBuffers(6, 1, m_cbAnimated.get());
m_context->VSSetShader(m_vsRooms_Anim.Get(), nullptr, 0);
}
m_context->PSSetShader(m_psRooms.Get(), NULL, 0);
// Set texture
int nmeshes = -Objects[ID_CAUSTICS_TEXTURES].nmeshes;
int meshIndex = Objects[ID_CAUSTICS_TEXTURES].meshIndex;
int causticsFrame = nmeshes ? meshIndex + ((GlobalCounter) % nmeshes) : 0;
BindTexture(TextureRegister::CausticsTexture, m_sprites[causticsFrame].Texture, SamplerStateType::None);
BindTexture(TextureRegister::ShadowMapTexture, &m_shadowMap, SamplerStateType::ShadowMap);
// Set shadow map data
if (shadowLight != NULL)
{
memcpy(&m_stShadowMap.Light, shadowLight, sizeof(ShaderLight));
m_stShadowMap.CastShadows = true;
//m_stShadowMap.ViewProjectionInverse = ViewProjection.Invert();
}
else
{
m_stShadowMap.CastShadows = false;
}
m_cbShadowMap.updateData(m_stShadowMap, m_context.Get());
m_context->VSSetConstantBuffers(4, 1, m_cbShadowMap.get());
m_context->PSSetConstantBuffers(4, 1, m_cbShadowMap.get());
m_stLights.NumLights = view.lightsToDraw.size();
for (int j = 0; j < view.lightsToDraw.size(); j++)
memcpy(&m_stLights.Lights[j], view.lightsToDraw[j], sizeof(ShaderLight));
m_cbLights.updateData(m_stLights, m_context.Get());
m_context->PSSetConstantBuffers(1, 1, m_cbLights.get());
m_stMisc.Caustics = (nativeRoom->flags & ENV_FLAG_WATER);
m_stMisc.AlphaTest = false;
m_cbMisc.updateData(m_stMisc, m_context.Get());
m_context->PSSetConstantBuffers(3, 1, m_cbMisc.get());
m_stRoom.AmbientColor = info->room->AmbientLight;
m_stRoom.Water = (nativeRoom->flags & ENV_FLAG_WATER) != 0 ? 1 : 0;
m_cbRoom.updateData(m_stRoom, m_context.Get());
m_context->VSSetConstantBuffers(5, 1, m_cbRoom.get());
m_context->PSSetConstantBuffers(5, 1, m_cbRoom.get());
// Draw geometry
if (info->animated)
{
BindTexture(TextureRegister::MainTexture, &std::get<0>(m_animatedTextures[info->texture]),
SamplerStateType::AnisotropicClamp);
BindTexture(TextureRegister::NormalMapTexture, &std::get<1>(m_animatedTextures[info->texture]),
SamplerStateType::None);
RendererAnimatedTextureSet& set = m_animatedTextureSets[info->texture];
m_stAnimated.NumFrames = set.NumTextures;
for (unsigned char i = 0; i < set.NumTextures; i++)
{
auto& tex = set.Textures[i];
m_stAnimated.Textures[i].topLeft = set.Textures[i].UV[0];
m_stAnimated.Textures[i].topRight = set.Textures[i].UV[1];
m_stAnimated.Textures[i].bottomRight = set.Textures[i].UV[2];
m_stAnimated.Textures[i].bottomLeft = set.Textures[i].UV[3];
}
m_cbAnimated.updateData(m_stAnimated, m_context.Get());
}
else
{
BindTexture(TextureRegister::MainTexture, &std::get<0>(m_roomTextures[info->texture]),
SamplerStateType::AnisotropicClamp);
BindTexture(TextureRegister::NormalMapTexture, &std::get<1>(m_roomTextures[info->texture]),
SamplerStateType::None);
}
setBlendMode(info->blendMode);
m_biggestRoomIndexBuffer = std::fmaxf(m_biggestRoomIndexBuffer, m_transparentFacesIndices.size());
int drawnVertices = 0;
int size = m_transparentFacesIndices.size();
while (drawnVertices < size)
{
int count = (drawnVertices + TRANSPARENT_BUCKET_SIZE > size
? size - drawnVertices
: TRANSPARENT_BUCKET_SIZE);
m_transparentFacesIndexBuffer.Update(m_context.Get(), m_transparentFacesIndices, drawnVertices, count);
m_context->IASetIndexBuffer(m_transparentFacesIndexBuffer.Buffer.Get(), DXGI_FORMAT_R32_UINT, 0);
m_context->DrawIndexed(count, 0, 0);
m_numDrawCalls++;
m_numTransparentDrawCalls++;
m_numRoomsTransparentDrawCalls++;
drawnVertices += TRANSPARENT_BUCKET_SIZE;
}
m_context->RSSetState(m_states->CullCounterClockwise());
}
void Renderer11::DrawStaticsTransparent(RendererTransparentFaceInfo* info, RenderView& view)
{
UINT stride = sizeof(RendererVertex);
UINT offset = 0;
m_context->IASetVertexBuffers(0, 1, m_staticsVertexBuffer.Buffer.GetAddressOf(), &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout.Get());
// Set shaders
m_context->VSSetShader(m_vsStatics.Get(), NULL, 0);
m_context->PSSetShader(m_psStatics.Get(), NULL, 0);
// Set texture
BindTexture(TextureRegister::MainTexture, &std::get<0>(m_staticsTextures[info->bucket->Texture]),
SamplerStateType::AnisotropicClamp);
BindTexture(TextureRegister::NormalMapTexture, &std::get<1>(m_staticsTextures[info->bucket->Texture]),
SamplerStateType::None);
m_stStatic.World = info->world;
m_stStatic.Position = Vector4(info->position.x, info->position.y, info->position.z, 1.0f);
m_stStatic.Color = info->color;
m_cbStatic.updateData(m_stStatic, m_context.Get());
m_context->VSSetConstantBuffers(1, 1, m_cbStatic.get());
m_stMisc.AlphaTest = false;
m_cbMisc.updateData(m_stMisc, m_context.Get());
m_context->VSSetConstantBuffers(3, 1, m_cbMisc.get());
setBlendMode(info->blendMode);
int drawnVertices = 0;
int size = m_transparentFacesIndices.size();
while (drawnVertices < size)
{
int count = (drawnVertices + TRANSPARENT_BUCKET_SIZE > size
? size - drawnVertices
: TRANSPARENT_BUCKET_SIZE);
m_transparentFacesIndexBuffer.Update(m_context.Get(), m_transparentFacesIndices, drawnVertices, count);
m_context->IASetIndexBuffer(m_transparentFacesIndexBuffer.Buffer.Get(), DXGI_FORMAT_R32_UINT, 0);
m_context->DrawIndexed(count, 0, 0);
m_numDrawCalls++;
m_numTransparentDrawCalls++;
m_numStaticsTransparentDrawCalls++;
drawnVertices += TRANSPARENT_BUCKET_SIZE;
}
}
void Renderer11::DoFadingAndCinematicBars(ID3D11RenderTargetView* target, ID3D11DepthStencilView* depthTarget,
RenderView& view)
{
setBlendMode(BLENDMODE_OPAQUE);
m_context->RSSetState(m_states->CullCounterClockwise());
m_context->ClearRenderTargetView(target, Colors::Black);
m_context->ClearDepthStencilView(depthTarget, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
m_context->OMSetRenderTargets(1, &target, depthTarget);
m_context->RSSetViewports(1, &view.viewport);
RendererVertex vertices[4];
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::One;
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::One;
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::One;
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::One;
m_context->VSSetShader(m_vsFinalPass.Get(), NULL, 0);
m_context->PSSetShader(m_psFinalPass.Get(), NULL, 0);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout.Get());
m_stPostProcessBuffer.ViewportWidth = ScreenWidth;
m_stPostProcessBuffer.ViewportHeight = ScreenHeight;
m_stPostProcessBuffer.ScreenFadeFactor = ScreenFadeCurrent;
m_stPostProcessBuffer.CinematicBarsHeight = CinematicBarsHeight;
m_cbPostProcessBuffer.updateData(m_stPostProcessBuffer, m_context.Get());
m_context->PSSetConstantBuffers(7, 1, m_cbPostProcessBuffer.get());
BindTexture(TextureRegister::MainTexture, &m_renderTarget, SamplerStateType::AnisotropicClamp);
m_primitiveBatch->Begin();
m_primitiveBatch->DrawQuad(vertices[0], vertices[1], vertices[2], vertices[3]);
m_primitiveBatch->End();
}
void Renderer11::renderScene(ID3D11RenderTargetView* target, ID3D11DepthStencilView* depthTarget, RenderView& view)
{
m_timeUpdate = 0;
m_timeDraw = 0;
m_timeFrame = 0;
m_numDrawCalls = 0;
m_numTransparentDrawCalls = 0;
m_nextSprite = 0;
m_numRoomsTransparentDrawCalls = 0;
m_numMoveablesTransparentDrawCalls = 0;
m_numStaticsTransparentDrawCalls = 0;
m_numSpritesTransparentDrawCalls = 0;
m_biggestRoomIndexBuffer = 0;
m_transparentFaces.clear();
using ns = std::chrono::nanoseconds;
using get_time = std::chrono::steady_clock;
GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel);
m_stLights.CameraPosition = view.camera.WorldPosition;
// Prepare the scene to draw
auto time1 = std::chrono::high_resolution_clock::now();
CollectRooms(view, false);
updateLaraAnimations(false);
UpdateItemsAnimations(view);
UpdateEffects(view);
// Prepare the shadow map
if (g_Configuration.EnableShadows)
RenderShadowMap(view);
// Setup Lara item
m_items[Lara.ItemNumber].ItemNumber = Lara.ItemNumber;
CollectLightsForItem(LaraItem->RoomNumber, &m_items[Lara.ItemNumber], view);
auto time2 = std::chrono::high_resolution_clock::now();
m_timeUpdate = (std::chrono::duration_cast<ns>(time2 - time1)).count() / 1000000;
time1 = time2;
// Reset GPU state
setBlendMode(BLENDMODE_OPAQUE);
m_context->RSSetState(m_states->CullCounterClockwise());
// Bind and clear render target
m_context->ClearRenderTargetView(m_renderTarget.RenderTargetView.Get(), Colors::Black);
m_context->ClearDepthStencilView(m_renderTarget.DepthStencilView.Get(), D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL,
1.0f, 0);
m_context->OMSetRenderTargets(1, m_renderTarget.RenderTargetView.GetAddressOf(),
m_renderTarget.DepthStencilView.Get());
m_context->RSSetViewports(1, &view.viewport);
// The camera constant buffer contains matrices, camera position, fog values and other
// things that are shared for all shaders
CCameraMatrixBuffer cameraConstantBuffer;
view.fillConstantBuffer(cameraConstantBuffer);
cameraConstantBuffer.Frame = GlobalCounter;
cameraConstantBuffer.CameraUnderwater = g_Level.Rooms[cameraConstantBuffer.RoomNumber].flags & ENV_FLAG_WATER;
GameScriptFog fog = g_GameFlow->GetLevel(CurrentLevel)->Fog;
if (fog.Enabled)
{
cameraConstantBuffer.FogColor = Vector4(fog.R / 255.0f, fog.G / 255.0f, fog.B / 255.0f, 1.0f);
cameraConstantBuffer.FogMinDistance = fog.MinDistance;
cameraConstantBuffer.FogMaxDistance = fog.MaxDistance;
}
else
{
cameraConstantBuffer.FogMaxDistance = 0;
}
m_cbCameraMatrices.updateData(cameraConstantBuffer, m_context.Get());
m_context->VSSetConstantBuffers(0, 1, m_cbCameraMatrices.get());
// Draw the horizon and the sky
DrawHorizonAndSky(view, m_renderTarget.DepthStencilView.Get());
// Draw rooms and objects
DrawRooms(view);
DrawStatics(view);
DrawLara(false, view);
DrawItems(view);
DrawEffects(view, false);
DrawGunFlashes(view);
DrawGunShells(view);
DrawBaddieGunflashes(view);
DrawDebris(view, false);
DrawBats(view);
DrawRats(view);
DrawSpiders(view);
DrawScarabs(view);
DrawLocusts(view);
// Do special effects and weather
// NOTE: functions here just fill the sprites to draw array
DrawFires(view);
DrawSmokes(view);
drawSmokeParticles(view);
drawSimpleParticles(view);
drawSparkParticles(view);
drawExplosionParticles(view);
drawFootprints(view);
drawDripParticles(view);
DrawBlood(view);
DrawWeatherParticles(view);
DrawSparks(view);
DrawBubbles(view);
DrawDrips(view);
DrawRipples(view);
DrawUnderwaterDust(view);
DrawSplashes(view);
DrawShockwaves(view);
DrawLightning(view);
DrawRopes(view);
// Here is where we actually output sprites
DrawSprites(view);
DrawLines3D(view);
// Here we sort transparent faces and draw them with a simplified shaders for alpha blending
DrawTransparentFaces(view);
// Draw GUI stuff at the end
DrawLines2D();
// Bars
int flash = FlashIt();
UpdateSprintBar(LaraItem);
UpdateHealthBar(LaraItem, flash);
UpdateAirBar(LaraItem, flash);
DrawAllPickups();
DrawOverlays(view); // Draw binoculars or lasersight
time2 = std::chrono::high_resolution_clock::now();
m_timeFrame = (std::chrono::duration_cast<ns>(time2 - time1)).count() / 1000000;
time1 = time2;
DoFadingAndCinematicBars(target, depthTarget, view);
drawDebugInfo();
DrawAllStrings();
clearScene();
}
void Renderer11::renderSimpleScene(ID3D11RenderTargetView* target, ID3D11DepthStencilView* depthTarget,
RenderView& view)
{
GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel);
CollectRooms(view, true);
// Draw shadow map
// 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(target, Colors::Black);
m_context->ClearDepthStencilView(depthTarget, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
m_context->OMSetRenderTargets(1, &target, depthTarget);
m_context->RSSetViewports(1, &view.viewport);
// Opaque geometry
m_context->OMSetBlendState(m_states->Opaque(), NULL, 0xFFFFFFFF);
CCameraMatrixBuffer cameraConstantBuffer;
view.fillConstantBuffer(cameraConstantBuffer);
cameraConstantBuffer.CameraUnderwater = g_Level.Rooms[cameraConstantBuffer.RoomNumber].flags & ENV_FLAG_WATER;
m_cbCameraMatrices.updateData(cameraConstantBuffer, m_context.Get());
m_context->VSSetConstantBuffers(0, 1, m_cbCameraMatrices.get());
DrawHorizonAndSky(view, depthTarget);
DrawRooms(view);
}
void Renderer11::DumpGameScene()
{
renderScene(m_dumpScreenRenderTarget.RenderTargetView.Get(), m_dumpScreenRenderTarget.DepthStencilView.Get(),
gameCamera);
}
void Renderer11::DrawItems(RenderView& view)
{
UINT stride = sizeof(RendererVertex);
UINT offset = 0;
m_context->IASetVertexBuffers(0, 1, m_moveablesVertexBuffer.Buffer.GetAddressOf(), &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout.Get());
m_context->IASetIndexBuffer(m_moveablesIndexBuffer.Buffer.Get(), DXGI_FORMAT_R32_UINT, 0);
// Set shaders
m_context->VSSetShader(m_vsItems.Get(), NULL, 0);
m_context->PSSetShader(m_psItems.Get(), NULL, 0);
for (auto room : view.roomsToDraw)
{
for (auto itemToDraw : room->ItemsToDraw)
{
ITEM_INFO* nativeItem = &g_Level.Items[itemToDraw->ItemNumber];
RendererRoom& room = m_rooms[nativeItem->RoomNumber];
RendererObject& moveableObj = *m_moveableObjects[nativeItem->ObjectNumber];
if (moveableObj.DoNotDraw)
continue;
short objectNumber = nativeItem->ObjectNumber;
if (objectNumber >= ID_WATERFALL1 && objectNumber <= ID_WATERFALLSS2)
{
// We'll draw waterfalls later
continue;
}
else if (objectNumber >= ID_WRAITH1 && objectNumber <= ID_WRAITH3)
{
// Wraiths have some additional special effects
DrawAnimatingItem(itemToDraw, view);
DrawWraithExtra(itemToDraw, view);
}
else if (objectNumber == ID_DARTS)
{
//TODO: for now legacy way, in the future mesh
DrawDarts(itemToDraw, view);
}
else
{
DrawAnimatingItem(itemToDraw, view);
}
}
}
}
void Renderer11::DrawAnimatingItem(RendererItem* item, RenderView& view)
{
ITEM_INFO* nativeItem = &g_Level.Items[item->ItemNumber];
RendererRoom* room = &m_rooms[nativeItem->RoomNumber];
RendererObject& moveableObj = *m_moveableObjects[nativeItem->ObjectNumber];
OBJECT_INFO* obj = &Objects[nativeItem->ObjectNumber];
Vector3 itemPosition = Vector3(nativeItem->Position.xPos, nativeItem->Position.yPos, nativeItem->Position.zPos);
Vector3 cameraPosition = Vector3(Camera.pos.x, Camera.pos.y, Camera.pos.z);
m_stItem.World = item->World;
m_stItem.Position = Vector4(nativeItem->Position.xPos, nativeItem->Position.yPos, nativeItem->Position.zPos, 1.0f);
m_stItem.AmbientLight = item->AmbientLight;
memcpy(m_stItem.BonesMatrices, item->AnimationTransforms, sizeof(Matrix) * 32);
m_cbItem.updateData(m_stItem, m_context.Get());
m_context->VSSetConstantBuffers(1, 1, m_cbItem.get());
m_context->PSSetConstantBuffers(1, 1, m_cbItem.get());
m_stLights.NumLights = item->LightsToDraw.size();
for (int j = 0; j < m_stLights.NumLights; j++)
memcpy(&m_stLights.Lights[j], item->LightsToDraw[j], sizeof(ShaderLight));
m_cbLights.updateData(m_stLights, m_context.Get());
m_context->PSSetConstantBuffers(2, 1, m_cbLights.get());
for (int k = 0; k < moveableObj.ObjectMeshes.size(); k++)
{
if (!(nativeItem->MeshBits & (1 << k)))
continue;
RendererMesh* mesh = moveableObj.ObjectMeshes[k];
if (obj->meshSwapSlot != -1 && ((nativeItem->SwapMeshFlags >> k) & 1))
{
RendererObject& swapMeshObj = *m_moveableObjects[obj->meshSwapSlot];
if (swapMeshObj.ObjectMeshes.size() > k)
mesh = swapMeshObj.ObjectMeshes[k];
}
drawMoveableMesh(item, mesh, room, k);
}
}
void Renderer11::DrawItemsTransparent(RendererTransparentFaceInfo* info, RenderView& view)
{
UINT stride = sizeof(RendererVertex);
UINT offset = 0;
// Set vertex buffer
//m_transparentFacesVertexBuffer.Update(m_context.Get(), m_transparentFacesVertices, 0, m_transparentFacesVertices.size());
m_context->IASetVertexBuffers(0, 1, m_moveablesVertexBuffer.Buffer.GetAddressOf(), &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout.Get());
ITEM_INFO* nativeItem = &g_Level.Items[info->item->ItemNumber];
RendererRoom& room = m_rooms[nativeItem->RoomNumber];
RendererObject& moveableObj = *m_moveableObjects[nativeItem->ObjectNumber];
OBJECT_INFO* obj = &Objects[nativeItem->ObjectNumber];
// Set shaders
m_context->VSSetShader(m_vsItems.Get(), NULL, 0);
m_context->PSSetShader(m_psItems.Get(), NULL, 0);
m_stItem.World = info->item->World;
m_stItem.Position = Vector4(info->position.x, info->position.y, info->position.z, 1.0f);
m_stItem.AmbientLight = room.AmbientLight;
memcpy(m_stItem.BonesMatrices, info->item->AnimationTransforms, sizeof(Matrix) * 32);
m_cbItem.updateData(m_stItem, m_context.Get());
m_context->VSSetConstantBuffers(1, 1, m_cbItem.get());
m_context->PSSetConstantBuffers(1, 1, m_cbItem.get());
m_stLights.NumLights = info->item->LightsToDraw.size();
for (int j = 0; j < info->item->LightsToDraw.size(); j++)
memcpy(&m_stLights.Lights[j], info->item->LightsToDraw[j], sizeof(ShaderLight));
m_cbLights.updateData(m_stLights, m_context.Get());
m_context->PSSetConstantBuffers(2, 1, m_cbLights.get());
// Set texture
BindTexture(TextureRegister::MainTexture, &std::get<0>(m_moveablesTextures[info->bucket->Texture]),
SamplerStateType::AnisotropicClamp);
BindTexture(TextureRegister::NormalMapTexture, &std::get<1>(m_moveablesTextures[info->bucket->Texture]),
SamplerStateType::None);
m_stMisc.AlphaTest = false;
m_cbMisc.updateData(m_stMisc, m_context.Get());
m_context->PSSetConstantBuffers(3, 1, m_cbMisc.get());
setBlendMode(info->blendMode);
int drawnVertices = 0;
int size = m_transparentFacesIndices.size();
while (drawnVertices < size)
{
int count = (drawnVertices + TRANSPARENT_BUCKET_SIZE > size
? size - drawnVertices
: TRANSPARENT_BUCKET_SIZE);
m_transparentFacesIndexBuffer.Update(m_context.Get(), m_transparentFacesIndices, drawnVertices, count);
m_context->IASetIndexBuffer(m_transparentFacesIndexBuffer.Buffer.Get(), DXGI_FORMAT_R32_UINT, 0);
m_context->DrawIndexed(count, 0, 0);
m_numDrawCalls++;
m_numTransparentDrawCalls++;
m_numStaticsTransparentDrawCalls++;
drawnVertices += TRANSPARENT_BUCKET_SIZE;
}
}
void Renderer11::DrawDarts(RendererItem* item, RenderView& view)
{
ITEM_INFO* nativeItem = &g_Level.Items[item->ItemNumber];
Vector3 start = Vector3(
nativeItem->Position.xPos,
nativeItem->Position.yPos,
nativeItem->Position.zPos);
float speed = (-96 * phd_cos(TO_RAD(nativeItem->Position.xRot)));
Vector3 end = Vector3(
nativeItem->Position.xPos + speed * phd_sin(TO_RAD(nativeItem->Position.yRot)),
nativeItem->Position.yPos + 96 * phd_sin(TO_RAD(nativeItem->Position.xRot)),
nativeItem->Position.zPos + speed * phd_cos(TO_RAD(nativeItem->Position.yRot)));
addLine3D(start, end, Vector4(30 / 255.0f, 30 / 255.0f, 30 / 255.0f, 0.5f));
}
void Renderer11::DrawWraithExtra(RendererItem* item, RenderView& view)
{
ITEM_INFO* nativeItem = &g_Level.Items[item->ItemNumber];
WraithInfo* info = (WraithInfo*)nativeItem->Data;
for (int j = 0; j <= 4; j++)
{
Matrix rotation;
switch (j)
{
case 0:
rotation = Matrix::CreateRotationY(TO_RAD(-1092));
break;
case 1:
rotation = Matrix::CreateRotationY(TO_RAD(1092));
break;
case 2:
rotation = Matrix::CreateRotationZ(TO_RAD(-1092));
break;
case 3:
rotation = Matrix::CreateRotationZ(TO_RAD(1092));
break;
default:
rotation = Matrix::Identity;
break;
}
Matrix world = rotation * item->World;
for (int i = 0; i < 7; i++)
{
Vector3 p1 = Vector3(info[i].Position.xPos, info[i].Position.yPos, info[i].Position.zPos);
Vector3 p2 = Vector3(info[i + 1].Position.xPos, info[i + 1].Position.yPos, info[i + 1].Position.zPos);
addLine3D(p1, p2, Vector4(info[i].r / 255.0f, info[i].g / 255.0f, info[i].b / 255.0f, 1.0f));
}
}
}
void Renderer11::DrawStatics(RenderView& view)
{
// Bind vertex and index buffer
UINT stride = sizeof(RendererVertex);
UINT offset = 0;
m_context->IASetVertexBuffers(0, 1, m_staticsVertexBuffer.Buffer.GetAddressOf(), &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout.Get());
m_context->IASetIndexBuffer(m_staticsIndexBuffer.Buffer.Get(), DXGI_FORMAT_R32_UINT, 0);
// Bind shaders
m_context->VSSetShader(m_vsStatics.Get(), NULL, 0);
m_context->PSSetShader(m_psStatics.Get(), NULL, 0);
Vector3 cameraPosition = Vector3(Camera.pos.x, Camera.pos.y, Camera.pos.z);
for (auto room : view.roomsToDraw)
{
for (auto msh : room->StaticsToDraw)
{
if (!m_staticObjects[msh->staticNumber])
continue;
Matrix world = (Matrix::CreateFromYawPitchRoll(TO_RAD(msh->pos.yRot), TO_RAD(msh->pos.xRot),
TO_RAD(msh->pos.zRot)) * Matrix::CreateTranslation(
msh->pos.xPos, msh->pos.yPos, msh->pos.zPos));
m_stStatic.World = world;
m_stStatic.Position = Vector4(msh->pos.xPos, msh->pos.yPos, msh->pos.zPos, 1);
m_stStatic.Color = msh->color;
m_cbStatic.updateData(m_stStatic, m_context.Get());
m_context->VSSetConstantBuffers(1, 1, m_cbStatic.get());
RendererObject& staticObj = *m_staticObjects[msh->staticNumber];
if (staticObj.ObjectMeshes.size() > 0)
{
RendererMesh* mesh = staticObj.ObjectMeshes[0];
for (auto& bucket : mesh->buckets)
{
if (bucket.NumVertices == 0)
continue;
if (isSortingRequired(bucket.BlendMode))
{
// Collect transparent faces
for (int j = 0; j < bucket.Polygons.size(); j++)
{
RendererPolygon* p = &bucket.Polygons[j];
// As polygon distance, for moveables, we use the averaged distance
Vector3 centre = Vector3::Transform(p->centre, world);
int distance = (centre - cameraPosition).Length();
RendererTransparentFace face;
face.type = RendererTransparentFaceType::TRANSPARENT_FACE_STATIC;
face.info.polygon = p;
face.distance = distance;
face.info.animated = bucket.Animated;
face.info.texture = bucket.Texture;
face.info.room = room;
face.info.staticMesh = msh;
face.info.world = m_stStatic.World;
face.info.position = Vector3(msh->pos.xPos, msh->pos.yPos, msh->pos.zPos);
face.info.color = Vector4(msh->color.x, msh->color.y, msh->color.z, 1.0f);
face.info.blendMode = bucket.BlendMode;
face.info.bucket = &bucket;
room->TransparentFacesToDraw.push_back(face);
}
}
else
{
int passes = bucket.BlendMode == BLENDMODE_ALPHATEST ? 2 : 1;
for (int pass = 0; pass < passes; pass++)
{
if (pass == 0)
{
m_stMisc.AlphaTest = bucket.BlendMode == BLENDMODE_ALPHATEST;
m_cbMisc.updateData(m_stMisc, m_context.Get());
m_context->PSSetConstantBuffers(3, 1, m_cbMisc.get());
setBlendMode(bucket.BlendMode);
}
else
{
m_stMisc.AlphaTest = false;
m_cbMisc.updateData(m_stMisc, m_context.Get());
m_context->PSSetConstantBuffers(3, 1, m_cbMisc.get());
setBlendMode(BLENDMODE_ALPHABLEND);
}
BindTexture(TextureRegister::MainTexture,
&std::get<0>(m_staticsTextures[bucket.Texture]),
SamplerStateType::AnisotropicClamp);
BindTexture(TextureRegister::NormalMapTexture,
&std::get<1>(m_staticsTextures[bucket.Texture]), SamplerStateType::None);
m_context->DrawIndexed(bucket.NumIndices, bucket.StartIndex, 0);
m_numDrawCalls++;
}
}
}
}
}
}
}
void Renderer11::DrawRooms(RenderView& view)
{
UINT stride = sizeof(RendererVertex);
UINT offset = 0;
// Bind vertex and index buffer
m_context->IASetVertexBuffers(0, 1, m_roomsVertexBuffer.Buffer.GetAddressOf(), &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout.Get());
m_context->IASetIndexBuffer(m_roomsIndexBuffer.Buffer.Get(), DXGI_FORMAT_R32_UINT, 0);
// Bind pixel shaders
m_context->PSSetShader(m_psRooms.Get(), NULL, 0);
// Bind caustics and shadow map textures
int nmeshes = -Objects[ID_CAUSTICS_TEXTURES].nmeshes;
int meshIndex = Objects[ID_CAUSTICS_TEXTURES].meshIndex;
int causticsFrame = nmeshes ? meshIndex + ((GlobalCounter) % nmeshes) : 0;
BindTexture(TextureRegister::CausticsTexture, m_sprites[causticsFrame].Texture, SamplerStateType::None);
BindTexture(TextureRegister::ShadowMapTexture, &m_shadowMap, SamplerStateType::ShadowMap);
// Set shadow map data
if (shadowLight != NULL)
{
memcpy(&m_stShadowMap.Light, shadowLight, sizeof(ShaderLight));
m_stShadowMap.CastShadows = true;
}
else
{
m_stShadowMap.CastShadows = false;
}
m_cbShadowMap.updateData(m_stShadowMap, m_context.Get());
m_context->VSSetConstantBuffers(4, 1, m_cbShadowMap.get());
m_context->PSSetConstantBuffers(4, 1, m_cbShadowMap.get());
Vector3 cameraPosition = Vector3(Camera.pos.x, Camera.pos.y, Camera.pos.z);
numRoomsTransparentPolygons = 0;
//for (int i = 0; i < view.roomsToDraw.size(); i++)
for (int i = 0; i < view.roomsToDraw.size(); i++)
{
int index = i;
RendererRoom* room = view.roomsToDraw[index];
ROOM_INFO* nativeRoom = &g_Level.Rooms[room->RoomNumber];
Vector3 roomPosition = Vector3(nativeRoom->x, nativeRoom->y, nativeRoom->z);
m_stLights.NumLights = view.lightsToDraw.size();
for (int j = 0; j < view.lightsToDraw.size(); j++)
memcpy(&m_stLights.Lights[j], view.lightsToDraw[j], sizeof(ShaderLight));
m_cbLights.updateData(m_stLights, m_context.Get());
m_context->PSSetConstantBuffers(1, 1, m_cbLights.get());
m_stMisc.Caustics = (nativeRoom->flags & ENV_FLAG_WATER);
m_cbMisc.updateData(m_stMisc, m_context.Get());
m_context->PSSetConstantBuffers(3, 1, m_cbMisc.get());
m_stRoom.AmbientColor = room->AmbientLight;
m_stRoom.Water = (nativeRoom->flags & ENV_FLAG_WATER) != 0 ? 1 : 0;
m_cbRoom.updateData(m_stRoom, m_context.Get());
m_context->VSSetConstantBuffers(5, 1, m_cbRoom.get());
m_context->PSSetConstantBuffers(5, 1, m_cbRoom.get());
for (int animated = 0; animated < 2; animated++)
{
if (animated == 0)
{
m_context->VSSetShader(m_vsRooms.Get(), nullptr, 0);
}
else
{
m_context->VSSetConstantBuffers(6, 1, m_cbAnimated.get());
m_context->VSSetShader(m_vsRooms_Anim.Get(), nullptr, 0);
}
for (auto& bucket : room->Buckets)
{
if ((animated == 1) ^ bucket.Animated || bucket.NumVertices == 0)
continue;
if (isSortingRequired(bucket.BlendMode))
{
// Collect transparent faces
for (int j = 0; j < bucket.Polygons.size(); j++)
{
RendererPolygon* p = &bucket.Polygons[j];
// Don't queue back-face polygons
Vector3 cameraVector = (roomPosition + p->centre) - cameraPosition;
cameraVector.Normalize();
numRoomsTransparentPolygons++;
// As polygon distance, for rooms, we use the farthest vertex distance
int d1 = (roomsVertices[roomsIndices[p->baseIndex + 0]].Position - cameraPosition).Length();
int d2 = (roomsVertices[roomsIndices[p->baseIndex + 1]].Position - cameraPosition).Length();
int d3 = (roomsVertices[roomsIndices[p->baseIndex + 2]].Position - cameraPosition).Length();
int d4 = 0;
if (p->shape == 0)
d4 = (roomsVertices[roomsIndices[p->baseIndex + 3]].Position - cameraPosition).Length();
int distance = std::max(std::max(std::max(d1, d2), d3), d4);
RendererTransparentFace face;
face.type = RendererTransparentFaceType::TRANSPARENT_FACE_ROOM;
face.info.polygon = p;
face.distance = distance;
face.info.animated = bucket.Animated;
face.info.texture = bucket.Texture;
face.info.room = room;
face.info.blendMode = bucket.BlendMode;
face.info.bucket = &bucket;
room->TransparentFacesToDraw.push_back(face);
}
}
else
{
int passes = bucket.BlendMode == BLENDMODE_ALPHATEST ? 2 : 1;
for (int pass = 0; pass < passes; pass++)
{
if (pass == 0)
{
m_stMisc.AlphaTest = bucket.BlendMode == BLENDMODE_ALPHATEST;
m_cbMisc.updateData(m_stMisc, m_context.Get());
m_context->PSSetConstantBuffers(3, 1, m_cbMisc.get());
setBlendMode(bucket.BlendMode);
}
else
{
m_stMisc.AlphaTest = false;
m_cbMisc.updateData(m_stMisc, m_context.Get());
m_context->PSSetConstantBuffers(3, 1, m_cbMisc.get());
setBlendMode(BLENDMODE_ALPHABLEND);
}
// Draw geometry
if (animated)
{
BindTexture(TextureRegister::MainTexture,
&std::get<0>(m_animatedTextures[bucket.Texture]),
SamplerStateType::AnisotropicClamp);
BindTexture(TextureRegister::NormalMapTexture,
&std::get<1>(m_animatedTextures[bucket.Texture]), SamplerStateType::None);
RendererAnimatedTextureSet& set = m_animatedTextureSets[bucket.Texture];
m_stAnimated.NumFrames = set.NumTextures;
for (unsigned char i = 0; i < set.NumTextures; i++)
{
auto& tex = set.Textures[i];
m_stAnimated.Textures[i].topLeft = set.Textures[i].UV[0];
m_stAnimated.Textures[i].topRight = set.Textures[i].UV[1];
m_stAnimated.Textures[i].bottomRight = set.Textures[i].UV[2];
m_stAnimated.Textures[i].bottomLeft = set.Textures[i].UV[3];
}
m_cbAnimated.updateData(m_stAnimated, m_context.Get());
}
else
{
BindTexture(TextureRegister::MainTexture, &std::get<0>(m_roomTextures[bucket.Texture]),
SamplerStateType::AnisotropicClamp);
BindTexture(TextureRegister::NormalMapTexture,
&std::get<1>(m_roomTextures[bucket.Texture]), SamplerStateType::None);
}
m_context->DrawIndexed(bucket.NumIndices, bucket.StartIndex, 0);
m_numDrawCalls++;
}
}
}
}
}
}
void Renderer11::DrawHorizonAndSky(RenderView& renderView, ID3D11DepthStencilView* depthTarget)
{
GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel);
bool anyOutsideRooms = false;
for (int k = 0; k < renderView.roomsToDraw.size(); k++)
{
ROOM_INFO* nativeRoom = &g_Level.Rooms[renderView.roomsToDraw[k]->RoomNumber];
if (nativeRoom->flags & ENV_FLAG_OUTSIDE)
{
anyOutsideRooms = true;
break;
}
}
if (!level->Horizon || !anyOutsideRooms)
return;
if (BinocularRange)
AlterFOV(14560 - BinocularRange);
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.Get(), NULL, 0);
m_context->PSSetShader(m_psSky.Get(), NULL, 0);
m_stMisc.AlphaTest = true;
m_cbMisc.updateData(m_stMisc, m_context.Get());
m_context->PSSetConstantBuffers(3, 1, m_cbMisc.get());
BindTexture(TextureRegister::MainTexture, &m_skyTexture, SamplerStateType::AnisotropicClamp);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout.Get());
setBlendMode(BLEND_MODES::BLENDMODE_ADDITIVE);
for (int i = 0; i < 2; i++)
{
auto weather = TEN::Effects::Environment::Weather;
Matrix translation = Matrix::CreateTranslation(Camera.pos.x + weather.SkyLayer1Position() - i * 9728.0f,
Camera.pos.y - 1536.0f, Camera.pos.z);
Matrix world = rotation * translation;
m_stStatic.World = (rotation * translation);
m_stStatic.Color = weather.SkyColor();
m_cbStatic.updateData(m_stStatic, m_context.Get());
m_context->VSSetConstantBuffers(1, 1, m_cbStatic.get());
m_context->PSSetConstantBuffers(1, 1, m_cbStatic.get());
m_primitiveBatch->Begin();
m_primitiveBatch->DrawQuad(vertices[0], vertices[1], vertices[2], vertices[3]);
m_primitiveBatch->End();
}
m_context->ClearDepthStencilView(depthTarget, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0);
// Draw horizon
if (m_moveableObjects[ID_HORIZON].has_value())
{
m_context->IASetVertexBuffers(0, 1, m_moveablesVertexBuffer.Buffer.GetAddressOf(), &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_inputLayout.Get());
m_context->IASetIndexBuffer(m_moveablesIndexBuffer.Buffer.Get(), DXGI_FORMAT_R32_UINT, 0);
RendererObject& moveableObj = *m_moveableObjects[ID_HORIZON];
m_stStatic.World = Matrix::CreateTranslation(Camera.pos.x, Camera.pos.y, Camera.pos.z);
m_stStatic.Position = Vector4::Zero;
m_stStatic.Color = Vector4::One;
m_cbStatic.updateData(m_stStatic, m_context.Get());
m_context->VSSetConstantBuffers(1, 1, m_cbStatic.get());
m_context->PSSetConstantBuffers(1, 1, m_cbStatic.get());
m_stMisc.AlphaTest = true;
m_cbMisc.updateData(m_stMisc, m_context.Get());
m_context->PSSetConstantBuffers(3, 1, m_cbMisc.get());
for (int k = 0; k < moveableObj.ObjectMeshes.size(); k++)
{
RendererMesh* mesh = moveableObj.ObjectMeshes[k];
for (auto& bucket : mesh->buckets)
{
if (bucket.NumVertices == 0)
continue;
BindTexture(TextureRegister::MainTexture, &std::get<0>(m_moveablesTextures[bucket.Texture]),
SamplerStateType::AnisotropicClamp);
BindTexture(TextureRegister::NormalMapTexture, &std::get<1>(m_moveablesTextures[bucket.Texture]),
SamplerStateType::None);
setBlendMode(bucket.BlendMode);
// 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(depthTarget, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
}
void Renderer11::Draw()
{
//renderToCubemap(m_reflectionCubemap, Vector3(LaraItem->pos.xPos, LaraItem->pos.yPos - 1024, LaraItem->pos.zPos), LaraItem->roomNumber);
renderScene(m_backBufferRTV, m_depthStencilView, gameCamera);
m_context->ClearState();
m_swapChain->Present(1, 0);
}
void Renderer11::drawMoveableMesh(RendererItem* itemToDraw, RendererMesh* mesh, RendererRoom* room, int boneIndex)
{
Vector3 cameraPosition = Vector3(Camera.pos.x, Camera.pos.y, Camera.pos.z);
for (auto& bucket : mesh->buckets)
{
if (bucket.NumVertices == 0)
continue;
if (isSortingRequired(bucket.BlendMode))
{
// Collect transparent faces
for (int j = 0; j < bucket.Polygons.size(); j++)
{
RendererPolygon* p = &bucket.Polygons[j];
// As polygon distance, for moveables, we use the averaged distance
Vector3 centre = Vector3::Transform(
p->centre, itemToDraw->AnimationTransforms[boneIndex] * itemToDraw->World);
int distance = (centre - cameraPosition).Length();
RendererTransparentFace face;
face.type = RendererTransparentFaceType::TRANSPARENT_FACE_MOVEABLE;
face.info.polygon = p;
face.distance = distance;
face.info.animated = bucket.Animated;
face.info.texture = bucket.Texture;
face.info.room = room;
face.info.item = itemToDraw;
face.info.blendMode = bucket.BlendMode;
face.info.bucket = &bucket;
room->TransparentFacesToDraw.push_back(face);
}
}
else
{
int passes = bucket.BlendMode == BLENDMODE_ALPHATEST ? 2 : 1;
BindTexture(TextureRegister::MainTexture, &std::get<0>(m_moveablesTextures[bucket.Texture]),
SamplerStateType::AnisotropicClamp);
BindTexture(TextureRegister::NormalMapTexture, &std::get<1>(m_moveablesTextures[bucket.Texture]),
SamplerStateType::None);
for (int pass = 0; pass < passes; pass++)
{
if (pass == 0)
{
m_stMisc.AlphaTest = bucket.BlendMode == BLENDMODE_ALPHATEST;
m_cbMisc.updateData(m_stMisc, m_context.Get());
m_context->PSSetConstantBuffers(3, 1, m_cbMisc.get());
setBlendMode(bucket.BlendMode);
}
else
{
m_stMisc.AlphaTest = false;
m_cbMisc.updateData(m_stMisc, m_context.Get());
m_context->PSSetConstantBuffers(3, 1, m_cbMisc.get());
setBlendMode(BLENDMODE_ALPHABLEND);
}
m_context->DrawIndexed(bucket.NumIndices, bucket.StartIndex, 0);
m_numDrawCalls++;
}
}
}
}
}