TombEngine/TR5Main/Renderer/Renderer11Init.cpp

448 lines
15 KiB
C++

#include "Renderer11.h"
#include "../Specific/configuration.h"
extern GameConfiguration g_Configuration;
extern GameFlow* g_GameFlow;
bool Renderer11::Initialise(int w, int h, int refreshRate, bool windowed, HWND handle)
{
HRESULT res;
DB_Log(2, "Renderer::Initialise - DLL");
printf("Initialising DX11\n");
CoInitialize(NULL);
ScreenWidth = w;
ScreenHeight = h;
Windowed = windowed;
if (!initialiseScreen(w, h, refreshRate, windowed, handle, false))
return false;
// Initialise render states
m_states = new CommonStates(m_device);
// Load caustics
const char* causticsNames[NUM_CAUSTICS_TEXTURES] = {
"CausticsRender_001.bmp",
"CausticsRender_002.bmp",
"CausticsRender_003.bmp",
"CausticsRender_004.bmp",
"CausticsRender_005.bmp",
"CausticsRender_006.bmp",
"CausticsRender_007.bmp",
"CausticsRender_008.bmp",
"CausticsRender_009.bmp",
"CausticsRender_010.bmp",
"CausticsRender_011.bmp",
"CausticsRender_012.bmp",
"CausticsRender_013.bmp",
"CausticsRender_014.bmp",
"CausticsRender_015.bmp",
"CausticsRender_016.bmp"
};
for (int i = 0; i < NUM_CAUSTICS_TEXTURES; i++)
{
m_caustics[i] = Texture2D::LoadFromFile(m_device, causticsNames[i]);
if (m_caustics[i] == NULL)
return false;
}
m_HUDBarBorderTexture = Texture2D::LoadFromFile(m_device, "bar_border.png");
if (!m_HUDBarBorderTexture)
return false;
m_titleScreen = Texture2D::LoadFromFile(m_device, (char*)g_GameFlow->GetLevel(0)->Background.c_str());
if (m_titleScreen == NULL)
return false;
m_binocularsTexture = Texture2D::LoadFromFile(m_device, "Binoculars.png");
if (m_binocularsTexture == NULL)
return false;
m_whiteTexture = Texture2D::LoadFromFile(m_device, "WhiteSprite.png");
if (m_whiteTexture == NULL)
return false;
m_logo = Texture2D::LoadFromFile(m_device, "Logo.png");
if (m_logo == NULL)
return false;
// Load shaders
ID3D10Blob * blob;
m_vsRooms = compileVertexShader("Shaders\\DX11_Rooms.fx", "VS", "vs_4_0", &blob);
if (m_vsRooms == NULL)
return false;
// Initialise input layout using the first vertex shader
D3D11_INPUT_ELEMENT_DESC inputLayout[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"BLENDINDICES", 0, DXGI_FORMAT_R32_FLOAT, 0, 48, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
m_inputLayout = NULL;
res = m_device->CreateInputLayout(inputLayout, 5, blob->GetBufferPointer(), blob->GetBufferSize(), &m_inputLayout);
if (FAILED(res))
return false;
m_psRooms = compilePixelShader("Shaders\\DX11_Rooms.fx", "PS", "ps_4_0", &blob);
if (m_psRooms == NULL)
return false;
m_vsItems = compileVertexShader("Shaders\\DX11_Items.fx", "VS", "vs_4_0", &blob);
if (m_vsItems == NULL)
return false;
m_psItems = compilePixelShader("Shaders\\DX11_Items.fx", "PS", "ps_4_0", &blob);
if (m_psItems == NULL)
return false;
m_vsStatics = compileVertexShader("Shaders\\DX11_Statics.fx", "VS", "vs_4_0", &blob);
if (m_vsStatics == NULL)
return false;
m_psStatics = compilePixelShader("Shaders\\DX11_Statics.fx", "PS", "ps_4_0", &blob);
if (m_psStatics == NULL)
return false;
m_vsHairs = compileVertexShader("Shaders\\DX11_Hairs.fx", "VS", "vs_4_0", &blob);
if (m_vsHairs == NULL)
return false;
m_psHairs = compilePixelShader("Shaders\\DX11_Hairs.fx", "PS", "ps_4_0", &blob);
if (m_psHairs == NULL)
return false;
m_vsSky = compileVertexShader("Shaders\\DX11_Sky.fx", "VS", "vs_4_0", &blob);
if (m_vsSky == NULL)
return false;
m_psSky = compilePixelShader("Shaders\\DX11_Sky.fx", "PS", "ps_4_0", &blob);
if (m_psSky == NULL)
return false;
m_vsSprites = compileVertexShader("Shaders\\DX11_Sprites.fx", "VS", "vs_4_0", &blob);
if (m_vsSprites == NULL)
return false;
m_psSprites = compilePixelShader("Shaders\\DX11_Sprites.fx", "PS", "ps_4_0", &blob);
if (m_psSprites == NULL)
return false;
m_vsSolid = compileVertexShader("Shaders\\DX11_Solid.fx", "VS", "vs_4_0", &blob);
if (m_vsSolid == NULL)
return false;
m_psSolid = compilePixelShader("Shaders\\DX11_Solid.fx", "PS", "ps_4_0", &blob);
if (m_psSolid == NULL)
return false;
m_vsInventory = compileVertexShader("Shaders\\DX11_Inventory.fx", "VS", "vs_4_0", &blob);
if (m_vsInventory == NULL)
return false;
m_psInventory = compilePixelShader("Shaders\\DX11_Inventory.fx", "PS", "ps_4_0", &blob);
if (m_psInventory == NULL)
return false;
m_vsFullScreenQuad = compileVertexShader("Shaders\\DX11_FullScreenQuad.fx", "VS", "vs_4_0", &blob);
if (m_vsFullScreenQuad == NULL)
return false;
m_psFullScreenQuad = compilePixelShader("Shaders\\DX11_FullScreenQuad.fx", "PS", "ps_4_0", &blob);
if (m_psFullScreenQuad == NULL)
return false;
m_vsShadowMap = compileVertexShader("Shaders\\DX11_ShadowMap.fx", "VS", "vs_4_0", &blob);
if (m_vsShadowMap == NULL)
return false;
m_psShadowMap = compilePixelShader("Shaders\\DX11_ShadowMap.fx", "PS", "ps_4_0", &blob);
if (m_psShadowMap == NULL)
return false;
m_vsHUD = compileVertexShader("Shaders\\HUD\\DX11_VS_HUD.hlsl", "VS", "vs_4_0", &blob);
if (m_vsHUD == NULL)
return false;
m_psHUDColor = compilePixelShader("Shaders\\HUD\\DX11_PS_HUD.hlsl", "PSColored", "ps_4_0", &blob);
if (m_psHUDColor == NULL)
return false;
m_psHUDTexture = compilePixelShader("Shaders\\HUD\\DX11_PS_HUD.hlsl", "PSTextured", "ps_4_0", &blob);
if (m_psHUDTexture == NULL)
return false;
m_psHUDBarColor = compilePixelShader("Shaders\\HUD\\DX11_PS_HUDBar.hlsl", "PSColored", "ps_4_0", &blob);
if (m_psHUDBarColor == NULL)
return false;
// Initialise constant buffers
m_cbCameraMatrices = createConstantBuffer(sizeof(CCameraMatrixBuffer));
m_cbItem = createConstantBuffer(sizeof(CItemBuffer));
m_cbStatic = createConstantBuffer(sizeof(CStaticBuffer));
m_cbLights = createConstantBuffer(sizeof(CLightBuffer));
m_cbMisc = createConstantBuffer(sizeof(CMiscBuffer));
m_cbShadowMap = createConstantBuffer(sizeof(CShadowLightBuffer));
m_cbRoom = createConstantBuffer(sizeof(CRoomBuffer));
//Prepare HUD Constant buffer
m_cbHUDBar = createConstantBuffer(sizeof(CHUDBarBuffer));
m_cbHUD = createConstantBuffer(sizeof(CHUDBuffer));
m_stHUD.View = Matrix::CreateLookAt(Vector3::Zero, Vector3(0, 0, 1), Vector3(0, -1, 0)).Transpose();
m_stHUD.Projection =Matrix::CreateOrthographicOffCenter(0, REFERENCE_RES_WIDTH, 0, REFERENCE_RES_HEIGHT, 0, 1.0f).Transpose();
updateConstantBuffer(m_cbHUD, &m_stHUD, sizeof(CHUDBuffer));
m_currentCausticsFrame = 0;
m_firstWeather = true;
// Preallocate lists
m_roomsToDraw = vector<RendererRoom*>(NUM_ROOMS);
m_itemsToDraw = vector<RendererItem*>(NUM_ITEMS);
m_effectsToDraw = vector<RendererEffect*>(NUM_ITEMS);
m_lightsToDraw = vector<RendererLight*>(MAX_LIGHTS_DRAW);
m_dynamicLights = vector<RendererLight*>(MAX_DYNAMIC_LIGHTS);
m_staticsToDraw = vector<RendererStatic*>(MAX_DRAW_STATICS);
m_spritesToDraw = vector<RendererSpriteToDraw*>(MAX_SPRITES);
m_lines3DToDraw = vector<RendererLine3D*>(MAX_LINES_3D);
m_lines2DToDraw = vector<RendererLine2D*>(MAX_LINES_2D);
m_tempItemLights = vector<RendererLight*>(MAX_LIGHTS);
m_spritesBuffer = (RendererSpriteToDraw*)malloc(sizeof(RendererSpriteToDraw) * MAX_SPRITES);
m_lines3DBuffer = (RendererLine3D*)malloc(sizeof(RendererLine3D) * MAX_LINES_3D);
m_lines2DBuffer = (RendererLine2D*)malloc(sizeof(RendererLine2D) * MAX_LINES_2D);
m_pickupRotation = 0;
for (int i = 0; i < NUM_ITEMS; i++)
{
m_items[i].Lights = vector<RendererLight*>(MAX_LIGHTS_PER_ITEM);
m_effects[i].Lights = vector<RendererLight*>(MAX_LIGHTS_PER_ITEM);
}
m_textureAtlas = NULL;
m_skyTexture = NULL;
D3D11_BLEND_DESC blendStateDesc{};
blendStateDesc.AlphaToCoverageEnable = FALSE;
blendStateDesc.IndependentBlendEnable = FALSE;
blendStateDesc.RenderTarget[0].BlendEnable = TRUE;
blendStateDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blendStateDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendStateDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_REV_SUBTRACT;
blendStateDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
blendStateDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
blendStateDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendStateDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
m_device->CreateBlendState(&blendStateDesc, &m_subtractiveBlendState);
initialiseBars();
return true;
}
bool Renderer11::initialiseScreen(int w, int h, int refreshRate, bool windowed, HWND handle, bool reset)
{
HRESULT res;
DXGI_SWAP_CHAIN_DESC sd;
sd.BufferDesc.Width = w;
sd.BufferDesc.Height = h;
sd.BufferDesc.RefreshRate.Numerator = refreshRate;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_PROGRESSIVE;
sd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
sd.Windowed = windowed;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
sd.OutputWindow = handle;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferCount = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
IDXGIDevice* dxgiDevice = NULL;
res = m_device->QueryInterface(__uuidof(IDXGIDevice), (void**)& dxgiDevice);
if (FAILED(res))
return false;
IDXGIAdapter* dxgiAdapter = NULL;
res = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)& dxgiAdapter);
if (FAILED(res))
return false;
IDXGIFactory* dxgiFactory = NULL;
res = dxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)& dxgiFactory);
if (FAILED(res))
return false;
if (reset)
{
// Always return to windowed mode otherwise crash will happen
m_swapChain->SetFullscreenState(false, NULL);
m_swapChain->Release();
}
m_swapChain = NULL;
res = dxgiFactory->CreateSwapChain(m_device, &sd, &m_swapChain);
if (FAILED(res))
return false;
dxgiFactory->MakeWindowAssociation(handle, 0);
res = m_swapChain->SetFullscreenState(!windowed, NULL);
dxgiDevice->Release();
dxgiAdapter->Release();
dxgiFactory->Release();
// Initialise the back buffer
m_backBufferTexture = NULL;
res = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast <void**>(&m_backBufferTexture));
if (FAILED(res))
return false;
m_backBufferRTV = NULL;
res = m_device->CreateRenderTargetView(m_backBufferTexture, NULL, &m_backBufferRTV);
if (FAILED(res))
return false;
D3D11_TEXTURE2D_DESC depthStencilDesc;
depthStencilDesc.Width = w;
depthStencilDesc.Height = h;
depthStencilDesc.MipLevels = 1;
depthStencilDesc.ArraySize = 1;
depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilDesc.SampleDesc.Count = 1;
depthStencilDesc.SampleDesc.Quality = 0;
depthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthStencilDesc.CPUAccessFlags = 0;
depthStencilDesc.MiscFlags = 0;
m_depthStencilTexture = NULL;
res = m_device->CreateTexture2D(&depthStencilDesc, NULL, &m_depthStencilTexture);
if (FAILED(res))
return false;
m_depthStencilView = NULL;
res = m_device->CreateDepthStencilView(m_depthStencilTexture, NULL, &m_depthStencilView);
if (FAILED(res))
return false;
// Bind the back buffer and the depth stencil
m_context->OMSetRenderTargets(1, &m_backBufferRTV, m_depthStencilView);
// Initialise sprites and font
m_spriteBatch = new SpriteBatch(m_context);
m_gameFont = new SpriteFont(m_device, L"Font.spritefont");
m_primitiveBatch = new PrimitiveBatch<RendererVertex>(m_context);
// Initialise buffers
m_renderTarget = RenderTarget2D::Create(m_device, w, h, DXGI_FORMAT_R8G8B8A8_UNORM);
m_dumpScreenRenderTarget = RenderTarget2D::Create(m_device, w, h, DXGI_FORMAT_R8G8B8A8_UNORM);
m_shadowMap = RenderTarget2D::Create(m_device, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, DXGI_FORMAT_R32_FLOAT);
// Shadow map
/*D3D11_TEXTURE2D_DESC depthTexDesc;
ZeroMemory(&depthTexDesc, sizeof(D3D11_TEXTURE2D_DESC));
depthTexDesc.Width = SHADOW_MAP_SIZE;
depthTexDesc.Height = SHADOW_MAP_SIZE;
depthTexDesc.MipLevels = 1;
depthTexDesc.ArraySize = 1;
depthTexDesc.SampleDesc.Count = 1;
depthTexDesc.SampleDesc.Quality = 0;
depthTexDesc.Format = DXGI_FORMAT_R32_TYPELESS;
depthTexDesc.Usage = D3D11_USAGE_DEFAULT;
depthTexDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
depthTexDesc.CPUAccessFlags = 0;
depthTexDesc.MiscFlags = 0;
res = m_device->CreateTexture2D(&depthTexDesc, NULL, &m_shadowMapTexture);
if (FAILED(res))
return false;
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
ZeroMemory(&dsvDesc, sizeof(D3D11_DEPTH_STENCIL_VIEW_DESC));
dsvDesc.Format = depthTexDesc.Format;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = 0;
m_shadowMapDSV = NULL;
res = m_device->CreateDepthStencilView(m_shadowMapTexture, &dsvDesc, &m_shadowMapDSV);
if (FAILED(res))
return false;
D3D11_SHADER_RESOURCE_VIEW_DESC shaderDesc;
shaderDesc.Format = DXGI_FORMAT_R32_FLOAT;
shaderDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shaderDesc.Texture2D.MostDetailedMip = 0;
shaderDesc.Texture2D.MipLevels = 1;
res = m_device->CreateShaderResourceView(m_shadowMapTexture, &shaderDesc, &m_shadowMapRV);
if (FAILED(res))
return false;*/
// Initialise viewport
m_viewport.TopLeftX = 0;
m_viewport.TopLeftY = 0;
m_viewport.Width = w;
m_viewport.Height = h;
m_viewport.MinDepth = 0.0f;
m_viewport.MaxDepth = 1.0f;
m_shadowMapViewport.TopLeftX = 0;
m_shadowMapViewport.TopLeftY = 0;
m_shadowMapViewport.Width = SHADOW_MAP_SIZE;
m_shadowMapViewport.Height = SHADOW_MAP_SIZE;
m_shadowMapViewport.MinDepth = 0.0f;
m_shadowMapViewport.MaxDepth = 1.0f;
m_viewportToolkit = new Viewport(m_viewport.TopLeftX, m_viewport.TopLeftY, m_viewport.Width, m_viewport.Height,
m_viewport.MinDepth, m_viewport.MaxDepth);
if (windowed)
{
SetWindowLong(WindowsHandle, GWL_STYLE, WS_OVERLAPPEDWINDOW);
SetWindowPos(WindowsHandle, HWND_TOP, 0, 0, g_Configuration.Width, g_Configuration.Height,
SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW);
}
else
{
SetWindowLong(WindowsHandle, GWL_STYLE, WS_POPUPWINDOW);
SetWindowPos(WindowsHandle, HWND_TOP, 0, 0, 0, 0,
SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW);
}
UpdateWindow(handle);
// Setup legacy variables
PhdWindowPosX = 0;
PhdWindowPosY = 0;
PhdWindowXmax = w - 1;
PhdWindowYmax = h - 1;
PhdWidth = w;
PhdHeight = h;
PhdCentreX = w / 2;
PhdCentreY = h / 2;
return true;
}
bool Renderer11::Create()
{
D3D_FEATURE_LEVEL levels[1] = { D3D_FEATURE_LEVEL_10_0 };
D3D_FEATURE_LEVEL featureLevel;
HRESULT res;
#ifdef _RELEASE
res = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, levels, 1, D3D11_SDK_VERSION, &m_device, &featureLevel, &m_context);
#else
res = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, D3D11_CREATE_DEVICE_DEBUG, levels, 1, D3D11_SDK_VERSION, &m_device, &featureLevel, &m_context); // D3D11_CREATE_DEVICE_DEBUG
#endif
if (FAILED(res))
return false;
return true;
}
void Renderer11::initialiseHairRemaps()
{
}