TombEngine/TR5Main/Renderer/Render11Helper.cpp
2021-10-29 04:02:30 +03:00

902 lines
25 KiB
C++

#include "framework.h"
#include "Renderer11.h"
#include "configuration.h"
#include "camera.h"
#include "animation.h"
#include "setup.h"
#include "level.h"
#include "control/control.h"
#include "lara.h"
#include "sphere.h"
#include "GameFlowScript.h"
#include "Renderer\RenderView\RenderView.h"
#include "quad.h"
#include "rubberboat.h"
#include "upv.h"
#include "biggun.h"
#include "jeep.h"
#include "motorbike.h"
#include <algorithm>
#include "itemdata/creature_info.h"
#include "quad_info.h"
#include "jeep_info.h"
#include "motorbike_info.h"
#include "rubberboat_info.h"
#include "upv_info.h"
#include "biggun_info.h"
#include "items.h"
extern GameConfiguration g_Configuration;
extern GameFlow *g_GameFlow;
namespace TEN::Renderer
{
using std::pair;
using std::vector;
bool Renderer11::isRoomUnderwater(short roomNumber)
{
return (m_rooms[roomNumber].Room->flags & ENV_FLAG_WATER);
}
bool Renderer11::isInRoom(int x, int y, int z, short roomNumber)
{
RendererRoom const & room = m_rooms[roomNumber];
ROOM_INFO *r = room.Room;
return (x >= r->x && x <= r->x + r->xSize * 1024.0f &&
y >= r->maxceiling && y <= r->minfloor &&
z >= r->z && z <= r->z + r->ySize * 1024.0f);
}
std::vector<TEN::Renderer::RendererVideoAdapter>* Renderer11::getAdapters()
{
return &m_adapters;
}
void Renderer11::createBillboardMatrix(Matrix *out, Vector3 *particlePos, Vector3 *cameraPos, float rotation)
{
/*
Vector3 look = *particlePos;
look = look - *cameraPos;
look.Normalize();
*out = Matrix::CreateBillboard(*particlePos, *cameraPos, cameraUp);
Vector3 right;
right = cameraUp.Cross(look);
right.Normalize();
// Rotate right vector
Matrix rightTransform = Matrix::CreateFromAxisAngle(look, rotation);
right = Vector3::Transform(right, rightTransform);
Vector3 up;
up = look.Cross(right);
up.Normalize();
*out = Matrix::Identity;
out->_11 = right.x;
out->_12 = right.y;
out->_13 = right.z;
out->_21 = up.x;
out->_22 = up.y;
out->_23 = up.z;
out->_31 = look.x;
out->_32 = look.y;
out->_33 = look.z;
out->_41 = particlePos->x;
out->_42 = particlePos->y;
out->_43 = particlePos->z;
*/
}
void Renderer11::updateEffects(RenderView& view)
{
for (int i = 0; i < view.effectsToDraw.size(); i++)
{
RendererEffect *fx = view.effectsToDraw[i];
Matrix translation = Matrix::CreateTranslation(fx->Effect->pos.xPos, fx->Effect->pos.yPos, fx->Effect->pos.zPos);
Matrix rotation = Matrix::CreateFromYawPitchRoll(TO_RAD(fx->Effect->pos.yRot), TO_RAD(fx->Effect->pos.xRot), TO_RAD(fx->Effect->pos.zRot));
view.effectsToDraw[i]->World = rotation * translation;
}
}
void Renderer11::updateAnimation(RendererItem *item, RendererObject& obj, ANIM_FRAME** frmptr, short frac, short rate, int mask, bool useObjectWorldRotation)
{
static std::vector<int> boneIndexList;
boneIndexList.clear();
RendererBone *Bones[32] = {};
int nextBone = 0;
Matrix rotation;
Matrix *transforms = (item == NULL ? obj.AnimationTransforms.data() : &item->AnimationTransforms[0]);
// Push
Bones[nextBone++] = obj.Skeleton;
while (nextBone != 0)
{
// Pop the last bone in the stack
RendererBone *bone = Bones[--nextBone];
if (!bone) return;//otherwise inventory crashes mm
bool calculateMatrix = (mask >> bone->Index) & 1;
if (calculateMatrix)
{
Vector3 p = Vector3(frmptr[0]->offsetX, frmptr[0]->offsetY, frmptr[0]->offsetZ);
rotation = Matrix::CreateFromQuaternion(frmptr[0]->angles[bone->Index]);
//fromTrAngle(&rotation, frmptr[0], bone->Index);
if (frac)
{
Vector3 p2 = Vector3(frmptr[1]->offsetX, frmptr[1]->offsetY, frmptr[1]->offsetZ);
p = Vector3::Lerp(p, p2, frac / ((float)rate));
Matrix rotation2 = Matrix::CreateFromQuaternion(frmptr[1]->angles[bone->Index]);
//fromTrAngle(&rotation2, frmptr[1], bone->Index);
Quaternion q1, q2, q3;
q1 = Quaternion::CreateFromRotationMatrix(rotation);
q2 = Quaternion::CreateFromRotationMatrix(rotation2);
q3 = Quaternion::Slerp(q1, q2, frac / ((float)rate));
rotation = Matrix::CreateFromQuaternion(q3);
}
Matrix translation;
if (bone == obj.Skeleton)
translation = Matrix::CreateTranslation(p.x, p.y, p.z);
Matrix extraRotation;
extraRotation = Matrix::CreateFromYawPitchRoll(bone->ExtraRotation.y, bone->ExtraRotation.x, bone->ExtraRotation.z);
if (useObjectWorldRotation)
{
Quaternion invertedQuat;
auto scale = Vector3{};
auto translation = Vector3{};
transforms[bone->Parent->Index].Invert().Decompose(scale, invertedQuat, translation);
rotation = rotation * extraRotation * Matrix::CreateFromQuaternion(invertedQuat);
}
else
{
rotation = extraRotation * rotation;
}
if (bone != obj.Skeleton)
transforms[bone->Index] = rotation * bone->Transform;
else
transforms[bone->Index] = rotation * translation;
if (bone != obj.Skeleton)
transforms[bone->Index] = transforms[bone->Index] * transforms[bone->Parent->Index];
}
boneIndexList.push_back(bone->Index);
for (int i = 0; i < bone->Children.size(); i++)
{
// Push
Bones[nextBone++] = bone->Children[i];
}
}
// Apply mutations on top
if (item && item->Item->mutator.size() == boneIndexList.size()) // Paranoid
{
for (int i = 0; i < boneIndexList.size(); i++)
{
auto mutator = item->Item->mutator[boneIndexList[i]];
if (mutator.IsEmpty())
continue;
auto m = Matrix::CreateFromYawPitchRoll(mutator.Rotation.y, mutator.Rotation.x, mutator.Rotation.z);
auto s = Matrix::CreateScale(mutator.Scale);
auto t = Matrix::CreateTranslation(mutator.Offset);
transforms[boneIndexList[i]] = m * s * t * transforms[boneIndexList[i]];
}
}
}
int Renderer11::getFrame(short animation, short frame, ANIM_FRAME** framePtr, int *rate)
{
ITEM_INFO item;
item.animNumber = animation;
item.frameNumber = frame;
return GetFrame(&item, framePtr, rate);
}
void Renderer11::updateItemAnimations(int itemNumber, bool force)
{
RendererItem *itemToDraw = &m_items[itemNumber];
itemToDraw->Id = itemNumber;
itemToDraw->Item = &g_Level.Items[itemNumber];
ITEM_INFO *item = itemToDraw->Item;
// Lara has her own routine
if (item->objectNumber == ID_LARA)
return;
// Has been already done?
if (!force && itemToDraw->DoneAnimations)
return;
OBJECT_INFO *obj = &Objects[item->objectNumber];
RendererObject &moveableObj = *m_moveableObjects[item->objectNumber];
// Update animation matrices
if (obj->animIndex != -1 /*&& item->objectNumber != ID_HARPOON*/)
{
// Apply extra rotations
int lastJoint = 0;
for (int j = 0; j < moveableObj.LinearizedBones.size(); j++)
{
RendererBone *currentBone = moveableObj.LinearizedBones[j];
currentBone->ExtraRotation = Vector3(0.0f, 0.0f, 0.0f);
item->data.apply(
[&j, &currentBone](QUAD_INFO& quad) {
if(j == 3 || j == 4) {
currentBone->ExtraRotation.x = TO_RAD(quad.rearRot);
} else if(j == 6 || j == 7) {
currentBone->ExtraRotation.x = TO_RAD(quad.frontRot);
}
},
[&j, &currentBone](JEEP_INFO& jeep) {
switch(j) {
case 9:
currentBone->ExtraRotation.x = TO_RAD(jeep.rot1);
break;
case 10:
currentBone->ExtraRotation.x = TO_RAD(jeep.rot2);
break;
case 12:
currentBone->ExtraRotation.x = TO_RAD(jeep.rot3);
break;
case 13:
currentBone->ExtraRotation.x = TO_RAD(jeep.rot4);
break;
}
},
[&j, &currentBone](MOTORBIKE_INFO& bike) {
switch(j) {
case 2:
case 4:
currentBone->ExtraRotation.x = TO_RAD(bike.wheelRight);
break;
case 10:
currentBone->ExtraRotation.x = TO_RAD(bike.wheelLeft);
}
},
[&j, &currentBone](RUBBER_BOAT_INFO& boat) {
if(j == 2)
currentBone->ExtraRotation.z = TO_RAD(boat.propRot);
},
[&j, &currentBone](SUB_INFO& upv) {
if(j == 3)
currentBone->ExtraRotation.z = TO_RAD(upv.FanRot);
},
[&j, &currentBone](BIGGUNINFO& biggun) {
if(j == 2)
currentBone->ExtraRotation.z = biggun.barrelZ;
},
[&j, &currentBone, &lastJoint](CREATURE_INFO& creature) {
if(currentBone->ExtraRotationFlags & ROT_Y) {
currentBone->ExtraRotation.y = TO_RAD(creature.jointRotation[lastJoint]);
lastJoint++;
}
if(currentBone->ExtraRotationFlags & ROT_X) {
currentBone->ExtraRotation.x = TO_RAD(creature.jointRotation[lastJoint]);
lastJoint++;
}
if(currentBone->ExtraRotationFlags & ROT_Z) {
currentBone->ExtraRotation.z = TO_RAD(creature.jointRotation[lastJoint]);
lastJoint++;
}
}
);
}
ANIM_FRAME* framePtr[2];
int rate;
int frac = GetFrame(item, framePtr, &rate);
updateAnimation(itemToDraw, moveableObj, framePtr, frac, rate, 0xFFFFFFFF);
for (int m = 0; m < itemToDraw->NumMeshes; m++)
itemToDraw->AnimationTransforms[m] = itemToDraw->AnimationTransforms[m];
}
itemToDraw->DoneAnimations = true;
}
void Renderer11::updateItemsAnimations(RenderView& view) {
Matrix translation;
Matrix rotation;
for (int i = 0; i < view.itemsToDraw.size(); i++)
{
RendererItem *itemToDraw = view.itemsToDraw[i];
ITEM_INFO *item = itemToDraw->Item;
// Lara has her own routine
if (item->objectNumber == ID_LARA)
continue;
updateItemAnimations(itemToDraw->Id, false);
}
}
void Renderer11::fromTrAngle(Matrix *matrix, short *frameptr, int index) {
short *ptr = &frameptr[0];
ptr += 9;
for (int i = 0; i < index; i++)
{
ptr += ((*ptr & 0xc000) == 0 ? 2 : 1);
}
int rot0 = *ptr++;
int frameMode = (rot0 & 0xc000);
int rot1;
int rotX;
int rotY;
int rotZ;
switch (frameMode)
{
case 0:
rot1 = *ptr++;
rotX = ((rot0 & 0x3ff0) >> 4);
rotY = (((rot1 & 0xfc00) >> 10) | ((rot0 & 0xf) << 6) & 0x3ff);
rotZ = ((rot1)&0x3ff);
*matrix = Matrix::CreateFromYawPitchRoll(rotY * (360.0f / 1024.0f) * RADIAN,
rotX * (360.0f / 1024.0f) * RADIAN,
rotZ * (360.0f / 1024.0f) * RADIAN);
break;
case 0x4000:
*matrix = Matrix::CreateRotationX((rot0 & 0xfff) * (360.0f / 4096.0f) * RADIAN);
break;
case 0x8000:
*matrix = Matrix::CreateRotationY((rot0 & 0xfff) * (360.0f / 4096.0f) * RADIAN);
break;
case 0xc000:
*matrix = Matrix::CreateRotationZ((rot0 & 0xfff) * (360.0f / 4096.0f) * RADIAN);
break;
}
}
void Renderer11::buildHierarchyRecursive(RendererObject *obj, RendererBone *node, RendererBone *parentNode) {
node->GlobalTransform = node->Transform * parentNode->GlobalTransform;
obj->BindPoseTransforms[node->Index] = node->GlobalTransform;
obj->Skeleton->GlobalTranslation = Vector3(0.0f, 0.0f, 0.0f);
node->GlobalTranslation = node->Translation + parentNode->GlobalTranslation;
for (int j = 0; j < node->Children.size(); j++)
{
buildHierarchyRecursive(obj, node->Children[j], node);
}
}
void Renderer11::buildHierarchy(RendererObject *obj) {
obj->Skeleton->GlobalTransform = obj->Skeleton->Transform;
obj->BindPoseTransforms[obj->Skeleton->Index] = obj->Skeleton->GlobalTransform;
obj->Skeleton->GlobalTranslation = Vector3(0.0f, 0.0f, 0.0f);
for (int j = 0; j < obj->Skeleton->Children.size(); j++)
{
buildHierarchyRecursive(obj, obj->Skeleton->Children[j], obj->Skeleton);
}
}
RendererMesh *Renderer11::getRendererMeshFromTrMesh(RendererObject *obj, MESH *meshPtr, short boneIndex, int isJoints, int isHairs) {
RendererMesh *mesh = new RendererMesh();
mesh->Sphere = meshPtr->sphere;
if (meshPtr->positions.size() == 0)
return mesh;
mesh->Positions.resize(meshPtr->positions.size());
for (int i = 0; i < meshPtr->positions.size(); i++)
mesh->Positions[i] = meshPtr->positions[i];
for (int n = 0; n < meshPtr->buckets.size(); n++)
{
BUCKET *levelBucket = &meshPtr->buckets[n];
RendererBucket bucket{};
int bucketIndex;
bucket.animated = levelBucket->animated;
bucket.texture = levelBucket->texture;
bucket.blendMode = static_cast<BLEND_MODES>(levelBucket->blendMode);
bucket.Vertices.resize(levelBucket->numQuads * 4 + levelBucket->numTriangles * 3);
bucket.Indices.resize(levelBucket->numQuads * 6 + levelBucket->numTriangles * 3);
int lastVertex = 0;
int lastIndex = 0;
for (int p = 0; p < levelBucket->polygons.size(); p++)
{
POLYGON* poly = &levelBucket->polygons[p];
int baseVertices = lastVertex; // bucket->Vertices.size();
for (int k = 0; k < poly->indices.size(); k++)
{
RendererVertex vertex;
int v = poly->indices[k];
vertex.Position.x = meshPtr->positions[v].x;
vertex.Position.y = meshPtr->positions[v].y;
vertex.Position.z = meshPtr->positions[v].z;
vertex.Normal.x = poly->normals[k].x;
vertex.Normal.y = poly->normals[k].y;
vertex.Normal.z = poly->normals[k].z;
vertex.UV.x = poly->textureCoordinates[k].x;
vertex.UV.y = poly->textureCoordinates[k].y;
vertex.Color.x = meshPtr->colors[v].x;
vertex.Color.y = meshPtr->colors[v].y;
vertex.Color.z = meshPtr->colors[v].z;
vertex.Color.w = 1.0f;
vertex.Bone = meshPtr->bones[v];
vertex.OriginalIndex = v;
//vertex.Bone = boneIndex;
/*if (isHairs)
vertex.Bone = v;*/
vertex.Effects = meshPtr->effects[v];
vertex.hash = std::hash<float>{}(vertex.Position.x) ^ std::hash<float>{}(vertex.Position.y) ^ std::hash<float>{}(vertex.Position.z);
bucket.Vertices[lastVertex++] = vertex;
}
if (poly->shape == 0)
{
bucket.Indices[lastIndex++] = baseVertices;
bucket.Indices[lastIndex++] = baseVertices + 1;
bucket.Indices[lastIndex++] = baseVertices + 3;
bucket.Indices[lastIndex++] = baseVertices + 2;
bucket.Indices[lastIndex++] = baseVertices + 3;
bucket.Indices[lastIndex++] = baseVertices + 1;
/*bucket->Indices.push_back(baseVertices);
bucket->Indices.push_back(baseVertices + 1);
bucket->Indices.push_back(baseVertices + 3);
bucket->Indices.push_back(baseVertices + 2);
bucket->Indices.push_back(baseVertices + 3);
bucket->Indices.push_back(baseVertices + 1);*/
}
else
{
bucket.Indices[lastIndex++] = baseVertices;
bucket.Indices[lastIndex++] = baseVertices + 1;
bucket.Indices[lastIndex++] = baseVertices + 2;
/*bucket->Indices.push_back(baseVertices);
bucket->Indices.push_back(baseVertices + 1);
bucket->Indices.push_back(baseVertices + 2);*/
}
}
mesh->buckets.push_back(bucket);
}
m_meshes.push_back(mesh);
return mesh;
}
bool Renderer11::isFullsScreen() {
return (!Windowed);
}
bool Renderer11::isFading()
{
return false;
return (m_fadeStatus != RENDERER_FADE_STATUS::NO_FADE);
}
void Renderer11::UpdateCameraMatrices(CAMERA_INFO *cam, float roll, float fov)
{
gameCamera = RenderView(cam, roll, fov, 32, 102400, g_Configuration.Width, g_Configuration.Height);
}
void Renderer11::EnumerateVideoModes()
{
HRESULT res;
IDXGIFactory *dxgiFactory = NULL;
Utils::throwIfFailed(CreateDXGIFactory(__uuidof(IDXGIFactory), (void **)&dxgiFactory));
IDXGIAdapter *dxgiAdapter = NULL;
for (int i = 0; dxgiFactory->EnumAdapters(i, &dxgiAdapter) != DXGI_ERROR_NOT_FOUND; i++)
{
DXGI_ADAPTER_DESC adapterDesc;
UINT stringLength;
char videoCardDescription[128];
dxgiAdapter->GetDesc(&adapterDesc);
int error = wcstombs_s(&stringLength, videoCardDescription, 128, adapterDesc.Description, 128);
RendererVideoAdapter adapter;
adapter.Index = i;
adapter.Name = videoCardDescription;
logD("Adapter %d", i);
logD("Device Name : ", videoCardDescription);
ComPtr<IDXGIOutput> output;
if(FAILED(dxgiAdapter->EnumOutputs(0, output.GetAddressOf())))
continue;
UINT numModes = 0;
std::vector<DXGI_MODE_DESC> displayModes;
DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM;
// Get the number of elements
Utils::throwIfFailed(output->GetDisplayModeList(format, 0, &numModes, NULL));
// Get the list
displayModes.resize(numModes);
Utils::throwIfFailed(output->GetDisplayModeList(format, 0, &numModes, displayModes.data()));
for (int j = 0; j < numModes; j++)
{
DXGI_MODE_DESC *mode = &displayModes[j];
RendererDisplayMode newMode;
// discard lower resolutions
if (mode->Width < 1024 || mode->Height < 768)
continue;
newMode.Width = mode->Width;
newMode.Height = mode->Height;
newMode.RefreshRate = mode->RefreshRate.Numerator / mode->RefreshRate.Denominator;
bool found = false;
for (int k = 0; k < adapter.DisplayModes.size(); k++)
{
RendererDisplayMode *currentMode = &adapter.DisplayModes[k];
if (currentMode->Width == newMode.Width && currentMode->Height == newMode.Height &&
currentMode->RefreshRate == newMode.RefreshRate)
{
found = true;
break;
}
}
if (found)
continue;
adapter.DisplayModes.push_back(newMode);
}
m_adapters.push_back(adapter);
}
dxgiFactory->Release();
}
int SortLightsFunction(RendererLight *a, RendererLight *b)
{
if (a->Dynamic > b->Dynamic)
return -1;
return 0;
}
bool SortRoomsFunction(RendererRoom *a, RendererRoom *b)
{
return (a->Distance < b->Distance);
}
int SortRoomsFunctionNonStd(RendererRoom *a, RendererRoom *b)
{
return (a->Distance - b->Distance);
}
void Renderer11::getVisibleObjects(int from, int to, RenderView& renderView)
{
// Avoid allocations, 1024 should be fine
RendererRoomNode nodes[512];
int nextNode = 0;
// Avoid reallocations, 1024 should be fine
RendererRoomNode *stack[512];
int stackDepth = 0;
RendererRoomNode *node = &nodes[nextNode++];
node->To = to;
node->From = -1;
// Push
stack[stackDepth++] = node;
while (stackDepth > 0)
{
// Pop
node = stack[--stackDepth];
if (m_rooms[node->To].Visited)
continue;
ROOM_INFO *room = &g_Level.Rooms[node->To];
Vector3 roomCentre = Vector3(room->x + room->xSize * WALL_SIZE / 2.0f,
(room->minfloor + room->maxceiling) / 2.0f,
room->z + room->ySize * WALL_SIZE / 2.0f);
Vector3 laraPosition = Vector3(Camera.pos.x, Camera.pos.y, Camera.pos.z);
m_rooms[node->To].Distance = (roomCentre - laraPosition).Length();
m_rooms[node->To].Visited = true;
renderView.roomsToDraw.push_back(&m_rooms[node->To]);
g_Level.Rooms[node->To].boundActive = true;
collectLightsForRoom(node->To, renderView);
collectItems(node->To, renderView);
collectStatics(node->To, renderView);
collectEffects(node->To, renderView);
Vector4 clipPort;
for (int i = 0; i < room->doors.size(); i++)
{
short adjoiningRoom = room->doors[i].room;
if (node->From != adjoiningRoom && checkPortal(node->To, &room->doors[i], renderView.camera.ViewProjection))
{
RendererRoomNode *childNode = &nodes[nextNode++];
childNode->From = node->To;
childNode->To = adjoiningRoom;
// Push
stack[stackDepth++] = childNode;
}
}
}
}
bool Renderer11::checkPortal(short roomIndex, ROOM_DOOR* portal, const Matrix& viewProjection)
{
ROOM_INFO *room = &g_Level.Rooms[roomIndex];
Vector3 n = portal->normal;
Vector3 v = Vector3(
Camera.pos.x - (room->x + portal->vertices[0].x),
Camera.pos.y - (room->y + portal->vertices[0].y),
Camera.pos.z - (room->z + portal->vertices[0].z));
// Test camera and normal positions and decide if process door or not
if (n.Dot(v) <= 0.0f)
return false;
int zClip = 0;
Vector4 p[4];
Vector4 clipPort{ FLT_MAX ,FLT_MAX ,FLT_MIN,FLT_MIN };
// Project all portal's corners in screen space
for (int i = 0; i < 4; i++)
{
Vector4 tmp = Vector4(portal->vertices[i].x + room->x, portal->vertices[i].y + room->y, portal->vertices[i].z + room->z, 1.0f);
// Project corner on screen
Vector4::Transform(tmp, viewProjection, p[i]);
if (p[i].w > 0.0f)
{
// The corner is in front of camera
p[i].x *= (1.0f / p[i].w);
p[i].y *= (1.0f / p[i].w);
p[i].z *= (1.0f / p[i].w);
clipPort.x = std::min(clipPort.x, p[i].x);
clipPort.y = std::min(clipPort.y, p[i].y);
clipPort.z = std::max(clipPort.z, p[i].x);
clipPort.w = std::max(clipPort.w, p[i].y);
}
else
// The corner is behind camera
zClip++;
}
// If all points are behind camera then door is not visible
if (zClip == 4)
return false;
// If door crosses camera plane...
if (zClip > 0)
{
for (int i = 0; i < 4; i++)
{
Vector4 a = p[i];
Vector4 b = p[(i + 1) % 4];
if ((a.w > 0.0f) ^ (b.w > 0.0f))
{
if (a.x < 0.0f && b.x < 0.0f)
clipPort.x = -1.0f;
else if (a.x > 0.0f && b.x > 0.0f)
clipPort.z = 1.0f;
else
{
clipPort.x = -1.0f;
clipPort.z = 1.0f;
}
if (a.y < 0.0f && b.y < 0.0f)
clipPort.y = -1.0f;
else if (a.y > 0.0f && b.y > 0.0f)
clipPort.w = 1.0f;
else
{
clipPort.y = -1.0f;
clipPort.w = 1.0f;
}
}
}
}
Vector4 vp = Vector4(-1.0f, -1.0f, 1.0f, 1.0f);
clipPort.x = std::max(clipPort.x, vp.x);
clipPort.y = std::max(clipPort.y, vp.y);
clipPort.z = std::min(clipPort.z, vp.z);
clipPort.w = std::min(clipPort.w, vp.w);
if (clipPort.x > vp.z || clipPort.y > vp.w || clipPort.z < vp.x || clipPort.w < vp.y)
return false;
return true;
}
bool Renderer11::sphereBoxIntersection(Vector3 boxMin, Vector3 boxMax, Vector3 sphereCentre, float sphereRadius)
{
Vector3 centre = (boxMin + boxMax) / 2.0f;
Vector3 extens = boxMax - centre;
BoundingBox box = BoundingBox(centre, extens);
BoundingSphere sphere = BoundingSphere(sphereCentre, sphereRadius);
return box.Intersects(sphere);
}
void Renderer11::getLaraBonePosition(Vector3 *pos, int bone) {}
void Renderer11::flipRooms(short roomNumber1, short roomNumber2)
{
RendererRoom temporary;
temporary = m_rooms[roomNumber1];
m_rooms[roomNumber1] = m_rooms[roomNumber2];
m_rooms[roomNumber2] = temporary;
m_rooms[roomNumber1].Room = &g_Level.Rooms[roomNumber1];
m_rooms[roomNumber2].Room = &g_Level.Rooms[roomNumber2];
}
RendererMesh *Renderer11::getMesh(int meshIndex)
{
return m_meshes[meshIndex];
}
void Renderer11::getLaraAbsBonePosition(Vector3 *pos, int joint)
{
Matrix world = m_moveableObjects[ID_LARA]->AnimationTransforms[joint];
world = world * m_LaraWorldMatrix;
*pos = Vector3::Transform(*pos, world);
}
void Renderer11::getItemAbsBonePosition(int itemNumber, Vector3 *pos, int joint)
{
RendererItem *rendererItem = &m_items[itemNumber];
rendererItem->Id = itemNumber;
rendererItem->Item = &g_Level.Items[itemNumber];
ITEM_INFO *item = rendererItem->Item;
if (!item)
return;
if (!rendererItem->DoneAnimations)
{
if (itemNumber == Lara.itemNumber)
updateLaraAnimations(false);
else
updateItemAnimations(itemNumber, false);
}
Matrix world = rendererItem->AnimationTransforms[joint] * rendererItem->World;
*pos = Vector3::Transform(*pos, world);
}
int Renderer11::getSpheres(short itemNumber, BoundingSphere *spheres, char worldSpace, Matrix local)
{
RendererItem *rendererItem = &m_items[itemNumber];
rendererItem->Id = itemNumber;
rendererItem->Item = &g_Level.Items[itemNumber];
ITEM_INFO *item = rendererItem->Item;
if (!item)
return 0;
if (!rendererItem->DoneAnimations)
{
if (itemNumber == Lara.itemNumber)
updateLaraAnimations(false);
else
updateItemAnimations(itemNumber, false);
}
Matrix world;
if (worldSpace & SPHERES_SPACE_WORLD)
world = Matrix::CreateTranslation(item->pos.xPos, item->pos.yPos, item->pos.zPos) * local;
else
world = Matrix::Identity * local;
world = Matrix::CreateFromYawPitchRoll(TO_RAD(item->pos.yRot), TO_RAD(item->pos.xRot), TO_RAD(item->pos.zRot)) * world;
short objNum = item->objectNumber;
if (objNum == ID_LARA) objNum = ID_LARA_SKIN;
RendererObject &moveable = *m_moveableObjects[objNum];
for (int i = 0; i < moveable.ObjectMeshes.size(); i++)
{
RendererMesh *mesh = moveable.ObjectMeshes[i];
Vector3 pos = mesh->Sphere.Center;
if (worldSpace & SPHERES_SPACE_BONE_ORIGIN)
pos += moveable.LinearizedBones[i]->Translation;
spheres[i].Center = Vector3::Transform(pos, (rendererItem->AnimationTransforms[i] * world));
spheres[i].Radius = mesh->Sphere.Radius;
// Spheres debug
// auto v1 = Vector3(spheres[i].Center.x - spheres[i].Radius, spheres[i].Center.y, spheres[i].Center.z);
// auto v2 = Vector3(spheres[i].Center.x + spheres[i].Radius, spheres[i].Center.y, spheres[i].Center.z);
// addLine3D(v1, v2, Vector4::One);
}
return moveable.ObjectMeshes.size();
}
void Renderer11::getBoneMatrix(short itemNumber, int joint, Matrix *outMatrix)
{
if (itemNumber == Lara.itemNumber)
{
RendererObject& obj = *m_moveableObjects[ID_LARA];
*outMatrix = obj.AnimationTransforms[joint] * m_LaraWorldMatrix;
}
else
{
updateItemAnimations(itemNumber, true);
RendererItem& item = m_items[itemNumber];
RendererObject& obj = *m_moveableObjects[item.Item->objectNumber];
*outMatrix = obj.AnimationTransforms[joint] * item.World;
}
}
} // namespace TEN::Renderer