TombEngine/TR5Main/Renderer/Renderer11Compatibility.cpp
Raildex b0fb8f11a3 Merge branch 'master' into renderdatarefactor
# Conflicts:
#	TR5Main/Renderer/Render11Helper.cpp
#	TR5Main/Renderer/Renderer11Compatibility.cpp
2020-06-29 15:02:18 +02:00

623 lines
20 KiB
C++

#include "framework.h"
#include "Renderer11.h"
#include "level.h"
#include "savegame.h"
#include "setup.h"
#include "control.h"
#include "objects.h"
using std::vector;
using std::stack;
using std::optional;
namespace T5M::Renderer {
bool Renderer11::PrepareDataForTheRenderer() {
m_moveableObjects.resize(ID_NUMBER_OBJECTS);
m_spriteSequences.resize(ID_NUMBER_OBJECTS);
m_staticObjects.resize(MAX_STATICS);
m_rooms = vector<RendererRoom>(NUM_ROOMS);
m_meshes.clear();
// Step 0: prepare animated textures
short numSets = *AnimTextureRanges;
short* animatedPtr = AnimTextureRanges;
animatedPtr++;
m_animatedTextureSets = vector<RendererAnimatedTextureSet>(NUM_ANIMATED_SETS);
m_numAnimatedTextureSets = numSets;
for (int i = 0; i < numSets; i++)
{
m_animatedTextureSets[i] = RendererAnimatedTextureSet();
RendererAnimatedTextureSet& const set = m_animatedTextureSets[i];
short numTextures = *animatedPtr + 1;
animatedPtr++;
set.Textures = vector<RendererAnimatedTexture>(numTextures);
set.NumTextures = numTextures;
for (int j = 0; j < numTextures; j++)
{
short textureId = *animatedPtr;
animatedPtr++;
OBJECT_TEXTURE* texture = &ObjectTextures[textureId];
int tile = texture->tileAndFlag & 0x7FFF;
set.Textures[j] = RendererAnimatedTexture();
RendererAnimatedTexture& const newTexture = set.Textures[j];
newTexture.Id = textureId;
for (int k = 0; k < 4; k++)
{
float x = texture->vertices[k].x;
float y = texture->vertices[k].y;
newTexture.UV[k] = Vector2(x, y);
}
}
}
// Step 1: create the texture atlas
/*byte* buffer = (byte*)malloc(TEXTURE_ATLAS_SIZE * TEXTURE_ATLAS_SIZE * 4);
ZeroMemory(buffer, TEXTURE_ATLAS_SIZE * TEXTURE_ATLAS_SIZE * 4);
int blockX = 0;
int blockY = 0;
for (int p = 0; p < NumTexturePages; p++)
{
for (int y = 0; y < 256; y++)
{
for (int x = 0; x < 256; x++)
{
int pixelIndex = blockY * TEXTURE_PAGE_SIZE * NUM_TEXTURE_PAGES_PER_ROW + y * 256 * NUM_TEXTURE_PAGES_PER_ROW * 4 + blockX * 256 * 4 + x * 4;
int oldPixelIndex = p * TEXTURE_PAGE_SIZE + y * 256 * 4 + x * 4;
byte r = Texture32[oldPixelIndex];
byte g = Texture32[oldPixelIndex + 1];
byte b = Texture32[oldPixelIndex + 2];
byte a = Texture32[oldPixelIndex + 3];
buffer[pixelIndex + 0] = b;
buffer[pixelIndex + 1] = g;
buffer[pixelIndex + 2] = r;
buffer[pixelIndex + 3] = a;
}
}
blockX++;
if (blockX == NUM_TEXTURE_PAGES_PER_ROW)
{
blockX = 0;
blockY++;
}
}
if (m_textureAtlas != NULL)
delete m_textureAtlas;
m_textureAtlas = Texture2D::LoadFromByteArray(m_device, TEXTURE_ATLAS_SIZE, TEXTURE_ATLAS_SIZE, &buffer[0]);
if (m_textureAtlas == NULL)
return false;
free(buffer);
buffer = (byte*)malloc(256 * 256 * 4);
memcpy(buffer, MiscTextures + 256 * 512 * 4, 256 * 256 * 4);
m_skyTexture = Texture2D::LoadFromByteArray(m_device, 256, 256, &buffer[0]);
if (m_skyTexture == NULL)
return false;*/
//D3DX11SaveTextureToFileA(m_context, m_skyTexture->Texture, D3DX11_IFF_PNG, "H:\\sky.png");
//free(buffer);
// Upload textures to GPU memory
for (int i = 0; i < RoomTextures.size(); i++) {
TEXTURE* texture = &RoomTextures[i];
m_roomTextures.push_back(Texture2D(m_device, texture->data.data(), texture->size));
}
for (int i = 0; i < MoveablesTextures.size(); i++) {
TEXTURE* texture = &MoveablesTextures[i];
m_moveablesTextures.push_back(Texture2D(m_device, texture->data.data(), texture->size));
}
for (int i = 0; i < StaticsTextures.size(); i++) {
TEXTURE* texture = &StaticsTextures[i];
m_staticsTextures.push_back(Texture2D(m_device, texture->data.data(), texture->size));
}
for (int i = 0; i < SpritesTextures.size(); i++) {
TEXTURE* texture = &SpritesTextures[i];
m_spritesTextures.push_back(Texture2D(m_device, texture->data.data(), texture->size));
}
m_skyTexture = Texture2D(m_device, MiscTextures.data.data(), MiscTextures.size);
// Step 2: prepare rooms
vector<RendererVertex> roomVertices;
vector<int> roomIndices;
int baseRoomVertex = 0;
int baseRoomIndex = 0;
for (int i = 0; i < Rooms.size(); i++)
{
ROOM_INFO* room = &Rooms[i];
m_rooms[i] = RendererRoom();
RendererRoom& r = m_rooms[i];
r.RoomNumber = i;
r.Room = room;
r.AmbientLight = Vector4(room->ambient.x, room->ambient.y, room->ambient.z, 1.0f);
r.LightsToDraw = vector<RendererLight*>(MAX_LIGHTS);
r.Statics.resize(room->mesh.size());
if (room->vertices.size() == 0)
continue;
ROOM_VERTEX * vertices = room->vertices.data();
for (int n = 0; n < room->buckets.size(); n++)
{
BUCKET* levelBucket = &room->buckets[n];
RendererBucket* bucket;
int bucketIndex;
if (levelBucket->blendMode != 0)
bucketIndex = RENDERER_BUCKET_TRANSPARENT;
else
bucketIndex = RENDERER_BUCKET_SOLID;
//if (!levelBucket->animated)
//{
bucket = &r.Buckets[bucketIndex];
/*}
else
{
bucket = &r.AnimatedBuckets[bucketIndex];
}*/
for (int v = 0; v < levelBucket->indices.size(); v++)
{
int index = levelBucket->indices[v];
ROOM_VERTEX* levelVertex = &vertices[index];
RendererVertex vertex;
vertex.Position.x = room->x + levelVertex->position.x;
vertex.Position.y = room->y + levelVertex->position.y;
vertex.Position.z = room->z + levelVertex->position.z;
vertex.Normal.x = levelVertex->normal.x;
vertex.Normal.y = levelVertex->normal.y;
vertex.Normal.z = levelVertex->normal.z;
vertex.UV.x = levelVertex->textureCoordinates.x;
vertex.UV.y = levelVertex->textureCoordinates.y;
vertex.Color.x = levelVertex->color.x;
vertex.Color.y = levelVertex->color.y;
vertex.Color.z = levelVertex->color.z;
vertex.Color.w = 1.0f;
vertex.Bone = 0;
bucket->Indices.push_back(bucket->NumVertices);
bucket->NumVertices++;
bucket->Vertices.push_back(vertex);
}
}
if (room->lights.size() != 0)
{
for (int l = 0; l < room->lights.size(); l++)
{
RendererLight light;
ROOM_LIGHT* oldLight = &room->lights[l];
if (oldLight->type == LIGHT_TYPES::LIGHT_TYPE_SUN)
{
light.Color = Vector3(oldLight->r, oldLight->g, oldLight->b);
light.Direction = Vector4(oldLight->dx, oldLight->dy, oldLight->dz, 1.0f);
light.Type = LIGHT_TYPES::LIGHT_TYPE_SUN;
light.Intensity = 1.0f;
r.Lights.push_back(light);
}
else if (oldLight->type == LIGHT_TYPE_POINT)
{
light.Position = Vector3(oldLight->x, oldLight->y, oldLight->z);
light.Color = Vector3(oldLight->r, oldLight->g, oldLight->b);
light.Direction = Vector4(oldLight->dx, oldLight->dy, oldLight->dz, 1.0f);
light.Intensity = 1.0f;
light.In = oldLight->in;
light.Out = oldLight->out;
light.Type = LIGHT_TYPE_POINT;
r.Lights.push_back(light);
}
else if (oldLight->type == LIGHT_TYPE_SHADOW)
{
light.Position = Vector3(oldLight->x, oldLight->y, oldLight->z);
light.Color = Vector3(oldLight->r, oldLight->g, oldLight->b);
light.In = oldLight->in;
light.Out = oldLight->out;
light.Type = LIGHT_TYPE_SHADOW;
light.Intensity = 1.0f;
r.Lights.push_back(light);
}
else if (oldLight->type == LIGHT_TYPE_SPOT)
{
light.Position = Vector3(oldLight->x, oldLight->y, oldLight->z);
light.Color = Vector3(oldLight->r, oldLight->g, oldLight->b);
light.Direction = Vector4(oldLight->dx, oldLight->dy, oldLight->dz, 1.0f);
light.Intensity = 1.0f;
light.In = oldLight->in;
light.Out = oldLight->out;
light.Range = oldLight->range;
light.Type = LIGHT_TYPE_SPOT;
r.Lights.push_back(light);
}
oldLight++;
}
}
// Merge vertices and indices in a single list
for (int j = 0; j < NUM_BUCKETS; j++)
{
RendererBucket* bucket = &r.Buckets[j];
bucket->StartVertex = baseRoomVertex;
bucket->StartIndex = baseRoomIndex;
for (int k = 0; k < bucket->Vertices.size(); k++)
roomVertices.push_back(bucket->Vertices[k]);
for (int k = 0; k < bucket->Indices.size(); k++)
roomIndices.push_back(baseRoomVertex + bucket->Indices[k]);
baseRoomVertex += bucket->Vertices.size();
baseRoomIndex += bucket->Indices.size();
}
}
// Create a single vertex buffer and a single index buffer for all rooms
// NOTICE: in theory, a 1,000,000 vertices scene should have a VB of 52 MB and an IB of 4 MB
m_roomsVertexBuffer = VertexBuffer(m_device, roomVertices.size(), roomVertices.data());
m_roomsIndexBuffer = IndexBuffer(m_device, roomIndices.size(), roomIndices.data());
m_numHairVertices = 0;
m_numHairIndices = 0;
vector<RendererVertex> moveablesVertices;
vector<int> moveablesIndices;
int baseMoveablesVertex = 0;
int baseMoveablesIndex = 0;
// Step 3: prepare moveables
for (int i = 0; i < MoveablesIds.size(); i++) {
int objNum = MoveablesIds[i];
ObjectInfo* obj = &Objects[objNum];
if (obj->nmeshes > 0) {
m_moveableObjects[MoveablesIds[i]] = RendererObject();
RendererObject& moveable = *m_moveableObjects[MoveablesIds[i]];
moveable.Id = MoveablesIds[i];
// Assign the draw routine
/*if (objNum == ID_FLAME || objNum == ID_FLAME_EMITTER || objNum == ID_FLAME_EMITTER2 || objNum == ID_FLAME_EMITTER3 ||
objNum == ID_TRIGGER_TRIGGERER || objNum == ID_TIGHT_ROPE || objNum == ID_AI_AMBUSH ||
objNum == ID_AI_FOLLOW || objNum == ID_AI_GUARD || objNum == ID_AI_MODIFY ||
objNum == ID_AI_PATROL1 || objNum == ID_AI_PATROL2 || objNum == ID_AI_X1 ||
objNum == ID_AI_X2 || objNum == ID_DART_EMITTER || objNum == ID_HOMING_DART_EMITTER ||
objNum == ID_ROPE || objNum == ID_KILL_ALL_TRIGGERS || objNum == ID_EARTHQUAKE ||
objNum == ID_CAMERA_TARGET || objNum == ID_WATERFALLMIST || objNum == ID_SMOKE_EMITTER_BLACK ||
objNum == ID_SMOKE_EMITTER_WHITE)
{
moveable->DoNotDraw = true;
}
else
{
moveable->DoNotDraw = false;
}*/
moveable.DoNotDraw = (obj->drawRoutine == NULL);
for (int j = 0; j < obj->nmeshes; j++) {
// HACK: mesh pointer 0 is the placeholder for Lara's body parts and is right hand with pistols
// We need to override the bone index because the engine will take mesh 0 while drawing pistols anim,
// and vertices have bone index 0 and not 10
RendererMesh* mesh = getRendererMeshFromTrMesh(&moveable,
Meshes[obj->meshIndex + j],
j, MoveablesIds[i] == ID_LARA_SKIN_JOINTS,
MoveablesIds[i] == ID_LARA_HAIR);
moveable.ObjectMeshes.push_back(mesh);
}
if (objNum == ID_IMP_ROCK || objNum == ID_ENERGY_BUBBLES || objNum == ID_BUBBLES || objNum == ID_BODY_PART) {
// HACK: these objects must have nmeshes = 0 because engine will use them in a different way while drawing Effects.
// In Core's code this was done in SETUP.C but we must do it here because we need to create renderer's meshes.
obj->nmeshes = 0;
}
else {
int* bone = &Bones[obj->boneIndex];
stack<RendererBone*> stack;
for (int j = 0; j < obj->nmeshes; j++) {
moveable.LinearizedBones.push_back(new RendererBone(j));
moveable.AnimationTransforms.push_back(Matrix::Identity);
moveable.BindPoseTransforms.push_back(Matrix::Identity);
}
RendererBone* currentBone = moveable.LinearizedBones[0];
RendererBone* stackBone = moveable.LinearizedBones[0];
for (int mi = 0; mi < obj->nmeshes - 1; mi++) {
int j = mi + 1;
int opcode = *(bone++);
int linkX = *(bone++);
int linkY = *(bone++);
int linkZ = *(bone++);
byte flags = opcode & 0x1C;
moveable.LinearizedBones[j]->ExtraRotationFlags = flags;
switch (opcode & 0x03) {
case 0:
moveable.LinearizedBones[j]->Parent = currentBone;
moveable.LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ);
currentBone->Children.push_back(moveable.LinearizedBones[j]);
currentBone = moveable.LinearizedBones[j];
break;
case 1:
if (stack.empty())
continue;
currentBone = stack.top();
stack.pop();
moveable.LinearizedBones[j]->Parent = currentBone;
moveable.LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ);
currentBone->Children.push_back(moveable.LinearizedBones[j]);
currentBone = moveable.LinearizedBones[j];
break;
case 2:
stack.push(currentBone);
moveable.LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ);
moveable.LinearizedBones[j]->Parent = currentBone;
currentBone->Children.push_back(moveable.LinearizedBones[j]);
currentBone = moveable.LinearizedBones[j];
break;
case 3:
if (stack.empty())
continue;
RendererBone* theBone = stack.top();
stack.pop();
moveable.LinearizedBones[j]->Translation = Vector3(linkX, linkY, linkZ);
moveable.LinearizedBones[j]->Parent = theBone;
theBone->Children.push_back(moveable.LinearizedBones[j]);
currentBone = moveable.LinearizedBones[j];
stack.push(theBone);
break;
}
}
for (int n = 0; n < obj->nmeshes; n++)
moveable.LinearizedBones[n]->Transform = Matrix::CreateTranslation(
moveable.LinearizedBones[n]->Translation.x,
moveable.LinearizedBones[n]->Translation.y,
moveable.LinearizedBones[n]->Translation.z);
moveable.Skeleton = moveable.LinearizedBones[0];
buildHierarchy(&moveable);
// Fix Lara skin joints and hairs
if (MoveablesIds[i] == ID_LARA_SKIN_JOINTS) {
int bonesToCheck[2] = { 0,0 };
RendererObject& objSkin = *m_moveableObjects[ID_LARA_SKIN];
for (int j = 1; j < obj->nmeshes; j++) {
RendererMesh* jointMesh = moveable.ObjectMeshes[j];
RendererBone* jointBone = moveable.LinearizedBones[j];
bonesToCheck[0] = jointBone->Parent->Index;
bonesToCheck[1] = j;
for (int b1 = 0; b1 < NUM_BUCKETS; b1++) {
RendererBucket* jointBucket = &jointMesh->Buckets[b1];
for (int v1 = 0; v1 < jointBucket->Vertices.size(); v1++) {
RendererVertex* jointVertex = &jointBucket->Vertices[v1];
bool done = false;
for (int k = 0; k < 2; k++) {
RendererMesh* skinMesh = objSkin.ObjectMeshes[bonesToCheck[k]];
RendererBone* skinBone = objSkin.LinearizedBones[bonesToCheck[k]];
for (int b2 = 0; b2 < NUM_BUCKETS; b2++) {
RendererBucket* skinBucket = &skinMesh->Buckets[b2];
for (int v2 = 0; v2 < skinBucket->Vertices.size(); v2++) {
RendererVertex* skinVertex = &skinBucket->Vertices[v2];
int x1 = jointBucket->Vertices[v1].Position.x + jointBone->GlobalTranslation.x;
int y1 = jointBucket->Vertices[v1].Position.y + jointBone->GlobalTranslation.y;
int z1 = jointBucket->Vertices[v1].Position.z + jointBone->GlobalTranslation.z;
int x2 = skinBucket->Vertices[v2].Position.x + skinBone->GlobalTranslation.x;
int y2 = skinBucket->Vertices[v2].Position.y + skinBone->GlobalTranslation.y;
int z2 = skinBucket->Vertices[v2].Position.z + skinBone->GlobalTranslation.z;
if (abs(x1 - x2) < 2 && abs(y1 - y2) < 2 && abs(z1 - z2) < 2) {
jointVertex->Bone = bonesToCheck[k];
jointVertex->Position.x = skinVertex->Position.x;
jointVertex->Position.y = skinVertex->Position.y;
jointVertex->Position.z = skinVertex->Position.z;
done = true;
break;
}
}
if (done)
break;
}
if (done)
break;
}
}
}
}
}
if (MoveablesIds[i] == ID_LARA_HAIR) {
for (int j = 0; j < moveable.ObjectMeshes.size(); j++) {
RendererMesh* mesh = moveable.ObjectMeshes[j];
for (int n = 0; n < NUM_BUCKETS; n++) {
m_numHairVertices += mesh->Buckets[n].NumVertices;
m_numHairIndices += mesh->Buckets[n].NumIndices;
}
}
m_hairVertices.clear();
m_hairIndices.clear();
RendererVertex vertex;
for (int m = 0; m < m_numHairVertices * 2; m++)
m_hairVertices.push_back(vertex);
for (int m = 0; m < m_numHairIndices * 2; m++)
m_hairIndices.push_back(0);
}
}
// Merge vertices and indices in a single list
for (int m = 0; m < moveable.ObjectMeshes.size(); m++) {
RendererMesh* msh = moveable.ObjectMeshes[m];
for (int j = 0; j < NUM_BUCKETS; j++) {
RendererBucket* bucket = &msh->Buckets[j];
bucket->StartVertex = baseMoveablesVertex;
bucket->StartIndex = baseMoveablesIndex;
for (int k = 0; k < bucket->Vertices.size(); k++)
moveablesVertices.push_back(bucket->Vertices[k]);
for (int k = 0; k < bucket->Indices.size(); k++)
moveablesIndices.push_back(baseMoveablesVertex + bucket->Indices[k]);
baseMoveablesVertex += bucket->Vertices.size();
baseMoveablesIndex += bucket->Indices.size();
}
}
}
}
// Create a single vertex buffer and a single index buffer for all moveables
m_moveablesVertexBuffer = VertexBuffer(m_device, moveablesVertices.size(), moveablesVertices.data());
m_moveablesIndexBuffer = IndexBuffer(m_device, moveablesIndices.size(), moveablesIndices.data());
// Step 4: prepare static meshes
vector<RendererVertex> staticsVertices;
vector<int> staticsIndices;
int baseStaticsVertex = 0;
int baseStaticsIndex = 0;
for (int i = 0; i < StaticObjectsIds.size(); i++) {
StaticInfo* obj = &StaticObjects[StaticObjectsIds[i]];
m_staticObjects[StaticObjectsIds[i]] = RendererObject();
RendererObject& staticObject = *m_staticObjects[StaticObjectsIds[i]];
staticObject.Id = StaticObjectsIds[i];
short* meshPtr = Meshes[obj->meshNumber];
RendererMesh* mesh = getRendererMeshFromTrMesh(&staticObject, Meshes[obj->meshNumber], 0, false, false);
staticObject.ObjectMeshes.push_back(mesh);
m_staticObjects[StaticObjectsIds[i]] = staticObject;
// Merge vertices and indices in a single list
RendererMesh* msh = staticObject.ObjectMeshes[0];
for (int j = 0; j < NUM_BUCKETS; j++) {
RendererBucket* bucket = &msh->Buckets[j];
bucket->StartVertex = baseStaticsVertex;
bucket->StartIndex = baseStaticsIndex;
for (int k = 0; k < bucket->Vertices.size(); k++)
staticsVertices.push_back(bucket->Vertices[k]);
for (int k = 0; k < bucket->Indices.size(); k++)
staticsIndices.push_back(baseStaticsVertex + bucket->Indices[k]);
baseStaticsVertex += bucket->Vertices.size();
baseStaticsIndex += bucket->Indices.size();
}
}
// Create a single vertex buffer and a single index buffer for all statics
m_staticsVertexBuffer = VertexBuffer(m_device, staticsVertices.size(), staticsVertices.data());
m_staticsIndexBuffer = IndexBuffer(m_device, staticsIndices.size(), staticsIndices.data());
// Step 5: prepare sprites
m_sprites.resize(g_NumSprites);
for (int i = 0; i < g_NumSprites; i++) {
SPRITE* oldSprite = &Sprites[i];
m_sprites[i] = RendererSprite();
RendererSprite& sprite = m_sprites[i];
sprite.UV[0] = Vector2(oldSprite->x1, oldSprite->y1);
sprite.UV[1] = Vector2(oldSprite->x2, oldSprite->y2);
sprite.UV[2] = Vector2(oldSprite->x3, oldSprite->y3);
sprite.UV[3] = Vector2(oldSprite->x4, oldSprite->y4);
sprite.Texture = &m_spritesTextures[oldSprite->tile];
}
for (int i = 0; i < MoveablesIds.size(); i++) {
ObjectInfo* obj = &Objects[MoveablesIds[i]];
if (obj->nmeshes < 0) {
short numSprites = abs(obj->nmeshes);
short baseSprite = obj->meshIndex;
m_spriteSequences[MoveablesIds[i]] = RendererSpriteSequence(MoveablesIds[i], numSprites);
RendererSpriteSequence& sequence = m_spriteSequences[MoveablesIds[i]];
for (int j = baseSprite; j < baseSprite + numSprites; j++) {
sequence.SpritesList[j - baseSprite] = &m_sprites[j];
}
m_spriteSequences[MoveablesIds[i]] = sequence;
}
}
for (int i = 0; i < 6; i++) {
if (Objects[ID_WATERFALL1 + i].loaded) {
// Get the first textured bucket
RendererBucket* bucket = NULL;
for (int j = 0; j < NUM_BUCKETS; j++)
if (m_moveableObjects[ID_WATERFALL1 + i]->ObjectMeshes[0]->Buckets[j].Polygons.size() > 0)
bucket = &m_moveableObjects[ID_WATERFALL1 + i]->ObjectMeshes[0]->Buckets[j];
if (bucket == NULL)
continue;
OBJECT_TEXTURE * texture = &ObjectTextures[bucket->Polygons[0].TextureId];
WaterfallTextures[i] = texture;
WaterfallY[i] = texture->vertices[0].y;
}
}
return true;
}
}