TombEngine/TR5Main/Renderer/Renderer11.cpp
2021-09-11 09:41:29 +03:00

210 lines
5.4 KiB
C++

#include "framework.h"
#include "Renderer11.h"
#include "input.h"
#include "winmain.h"
#include "level.h"
#include "configuration.h"
#include "draw.h"
#include "health.h"
#include "pickup\pickup.h"
#ifndef NEW_INV
#include "inventory.h"
#endif
#include "gameflow.h"
#include "Lara.h"
#include "effects\effects.h"
#include "rope.h"
#include "camera.h"
#include "effects\tomb4fx.h"
#include "Specific\trmath.h"
#include "misc.h"
#include "effects\footprint.h"
#include "setup.h"
#include "Utils.h"
#include "VertexBuffer/VertexBuffer.h"
#include "RenderView/RenderView.h"
using std::vector;
namespace TEN::Renderer
{
using namespace TEN::Renderer::Utils;
using std::array;
Renderer11 g_Renderer;
Renderer11::Renderer11() : gameCamera({ 0,0,0 }, { 0,0,1 }, {0,1,0},1,1,0,1,10,90)
{
m_blinkColorDirection = 1;
}
Renderer11::~Renderer11() {
freeRendererData();
}
void Renderer11::freeRendererData()
{
clearSceneItems();
m_meshPointersToMesh.clear();
m_moveableObjects.clear();
m_staticObjects.clear();
m_sprites.clear();
m_rooms.clear();
m_roomTextures.clear();
m_moveablesTextures.clear();
m_staticsTextures.clear();
m_spritesTextures.clear();
m_animatedTextures.clear();
m_animatedTextureSets.clear();
}
void Renderer11::clearSceneItems() {
m_lines3DToDraw.clear();
m_lines2DToDraw.clear();
gameCamera.clear();
}
int Renderer11::SyncRenderer() {
// Sync the renderer
int nf = Sync();
if (nf < 2) {
int i = 2 - nf;
nf = 2;
do {
while (!Sync());
i--;
} while (i);
}
return nf;
}
void Renderer11::updateProgress(float value) {
m_progress = value;
}
void Renderer11::renderToCubemap(const RenderTargetCube& dest,const Vector3& pos,int roomNumer) {
for (int i = 0; i < 6; i++) {
RenderView renderView = RenderView(pos,RenderTargetCube::forwardVectors[i],RenderTargetCube::upVectors[i],dest.resolution,dest.resolution,Camera.pos.roomNumber,10,20480, 90* RADIAN);
renderSimpleScene(dest.RenderTargetView[i].Get(), dest.DepthStencilView[i].Get(), renderView);
m_context->ClearState();
}
}
RendererHUDBar::RendererHUDBar(ID3D11Device* m_device, int x, int y, int w, int h, int borderSize, array<Vector4, 5> colors) {
array<Vector3, 9> barVertices = {
Vector3(x, HUD_ZERO_Y + y, 0.5),
Vector3(x + w, HUD_ZERO_Y + y, 0.5),
Vector3(x + (w / 2.0f), HUD_ZERO_Y + (y + h / 2.0f), 0.5),
Vector3(x, HUD_ZERO_Y + y + h, 0.5),
Vector3(x + w, HUD_ZERO_Y + y + h, 0.5),
};
const float HUD_BORDER_WIDTH = borderSize * (REFERENCE_RES_WIDTH / REFERENCE_RES_HEIGHT);
const float HUD_BORDER_HEIGT = borderSize;
array<Vector3, 16> barBorderVertices = {
//top left
Vector3(x - HUD_BORDER_WIDTH ,HUD_ZERO_Y + y - HUD_BORDER_HEIGT,0),
Vector3(x ,HUD_ZERO_Y + y - HUD_BORDER_HEIGT,0),
Vector3(x ,HUD_ZERO_Y + y,0),
Vector3(x - HUD_BORDER_WIDTH ,HUD_ZERO_Y + y,0),
//top right
Vector3(x + w ,HUD_ZERO_Y + y - HUD_BORDER_HEIGT,0),
Vector3(x + w + HUD_BORDER_WIDTH,HUD_ZERO_Y + y - HUD_BORDER_HEIGT,0),
Vector3(x + w + HUD_BORDER_WIDTH,HUD_ZERO_Y + y,0),
Vector3(x + w ,HUD_ZERO_Y + y,0),
//bottom right
Vector3(x + w ,HUD_ZERO_Y + y + h,0),
Vector3(x + w + HUD_BORDER_WIDTH,HUD_ZERO_Y + y + h,0),
Vector3(x + w + HUD_BORDER_WIDTH,HUD_ZERO_Y + y + h + HUD_BORDER_HEIGT,0),
Vector3(x + w ,HUD_ZERO_Y + y + h + HUD_BORDER_HEIGT,0),
//bottom left
Vector3(x - HUD_BORDER_WIDTH ,HUD_ZERO_Y + y + h,0),
Vector3(x ,HUD_ZERO_Y + y + h,0),
Vector3(x ,HUD_ZERO_Y + y + h + HUD_BORDER_HEIGT,0),
Vector3(x - HUD_BORDER_WIDTH ,HUD_ZERO_Y + y + h + HUD_BORDER_HEIGT,0)
};
array<Vector2, 5> barUVs = {
Vector2(0,0),
Vector2(1,0),
Vector2(0.5,0.5),
Vector2(0,1),
Vector2(1,1),
};
array<Vector2, 16> barBorderUVs = {
//top left
Vector2(0,0),
Vector2(0.25,0),
Vector2(0.25,0.25),
Vector2(0,0.25),
//top right
Vector2(0.75,0),
Vector2(1,0),
Vector2(1,0.25),
Vector2(0.75,0.25),
//bottom right
Vector2(0.75,0.75),
Vector2(1,0.75),
Vector2(1,1),
Vector2(0.75,1),
//bottom left
Vector2(0,0.75),
Vector2(0.25,0.75),
Vector2(0.25,1),
Vector2(0,1),
};
array<int, 12> barIndices = {
2,1,0,
2,0,3,
2,3,4,
2,4,1
};
array<int, 56> barBorderIndices = {
//top left
0,1,3,1,2,3,
//top center
1,4,2,4,7,2,
//top right
4,5,7,5,6,7,
//right
7,6,8,6,9,8,
//bottom right
8,9,11,9,10,11,
//bottom
13,8,14,8,11,14,
//bottom left
12,13,15,13,14,15,
//left
3,2,12,2,13,12,
//center
2,7,13,7,8,13
};
array<RendererVertex, 5> vertices;
for (int i = 0; i < 5; i++) {
vertices[i].Position = barVertices[i];
vertices[i].Color = colors[i];
vertices[i].UV = barUVs[i];
vertices[i].Normal = Vector3(0, 0, 0);
vertices[i].Bone = 0.0f;
}
vertexBuffer = VertexBuffer(m_device, vertices.size(), vertices.data());
indexBuffer = IndexBuffer(m_device, barIndices.size(), barIndices.data());
array<RendererVertex, barBorderVertices.size()> verticesBorder;
for (int i = 0; i < barBorderVertices.size(); i++) {
verticesBorder[i].Position = barBorderVertices[i];
verticesBorder[i].Color = Vector4(1, 1, 1, 1);
verticesBorder[i].UV = barBorderUVs[i];
verticesBorder[i].Normal = Vector3(0, 0, 0);
verticesBorder[i].Bone = 0.0f;
}
vertexBufferBorder = VertexBuffer(m_device, verticesBorder.size(), verticesBorder.data());
indexBufferBorder = IndexBuffer(m_device, barBorderIndices.size(), barBorderIndices.data());
}
}