mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-02 09:47:58 +03:00
906 lines
25 KiB
C++
906 lines
25 KiB
C++
#include "framework.h"
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#include "Renderer11.h"
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#include "configuration.h"
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#include "camera.h"
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#include "draw.h"
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#include "setup.h"
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#include "level.h"
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#include "control.h"
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#include "lara.h"
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#include "sphere.h"
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#include "GameFlowScript.h"
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#include <Renderer\RenderView\RenderView.h>
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extern GameConfiguration g_Configuration;
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extern GameFlow *g_GameFlow;
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namespace T5M::Renderer
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{
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using std::pair;
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using std::vector;
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bool Renderer11::isRoomUnderwater(short roomNumber)
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{
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return (m_rooms[roomNumber].Room->flags & ENV_FLAG_WATER);
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}
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bool Renderer11::isInRoom(int x, int y, int z, short roomNumber)
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{
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RendererRoom &const room = m_rooms[roomNumber];
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ROOM_INFO *r = room.Room;
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return (x >= r->x && x <= r->x + r->xSize * 1024.0f &&
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y >= r->maxceiling && y <= r->minfloor &&
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z >= r->z && z <= r->z + r->ySize * 1024.0f);
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}
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vector<RendererVideoAdapter> *Renderer11::GetAdapters()
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{
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return &m_adapters;
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}
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void Renderer11::createBillboardMatrix(Matrix *out, Vector3 *particlePos, Vector3 *cameraPos, float rotation)
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{
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/*
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Vector3 look = *particlePos;
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look = look - *cameraPos;
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look.Normalize();
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*out = Matrix::CreateBillboard(*particlePos, *cameraPos, cameraUp);
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Vector3 right;
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right = cameraUp.Cross(look);
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right.Normalize();
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// Rotate right vector
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Matrix rightTransform = Matrix::CreateFromAxisAngle(look, rotation);
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right = Vector3::Transform(right, rightTransform);
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Vector3 up;
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up = look.Cross(right);
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up.Normalize();
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*out = Matrix::Identity;
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out->_11 = right.x;
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out->_12 = right.y;
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out->_13 = right.z;
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out->_21 = up.x;
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out->_22 = up.y;
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out->_23 = up.z;
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out->_31 = look.x;
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out->_32 = look.y;
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out->_33 = look.z;
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out->_41 = particlePos->x;
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out->_42 = particlePos->y;
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out->_43 = particlePos->z;
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*/
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}
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void Renderer11::updateAnimatedTextures()
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{
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// Update room's animated textures
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for (int i = 0; i < g_Level.Rooms.size(); i++)
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{
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if (m_rooms.size() <= i)
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continue;
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RendererRoom &const room = m_rooms[i];
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for (int bucketIndex = 0; bucketIndex < NUM_BUCKETS; bucketIndex++)
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{
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RendererBucket *bucket = &room.AnimatedBuckets[bucketIndex];
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if (bucket->Vertices.size() == 0)
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continue;
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for (int p = 0; p < bucket->Polygons.size(); p++)
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{
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RendererPolygon *polygon = &bucket->Polygons[p];
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RendererAnimatedTextureSet &const set = m_animatedTextureSets[polygon->AnimatedSet];
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int textureIndex = -1;
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for (int j = 0; j < set.NumTextures; j++)
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{
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if (set.Textures[j].Id == polygon->TextureId)
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{
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textureIndex = j;
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break;
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}
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}
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if (textureIndex == -1)
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continue;
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if (textureIndex == set.NumTextures - 1)
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textureIndex = 0;
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else
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textureIndex++;
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polygon->TextureId = set.Textures[textureIndex].Id;
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for (int v = 0; v < (polygon->Shape == SHAPE_RECTANGLE ? 4 : 3); v++)
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{
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bucket->Vertices[polygon->Indices[v]].UV.x = set.Textures[textureIndex].UV[v].x;
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bucket->Vertices[polygon->Indices[v]].UV.y = set.Textures[textureIndex].UV[v].y;
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}
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}
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}
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}
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// Update waterfalls textures
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/*for (int i = ID_WATERFALL1; i <= ID_WATERFALLSS2; i++) {
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OBJECT_INFO* obj = &Objects[i];
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if (obj->loaded) {
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RendererObject* waterfall = m_moveableObjects[i];
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for (int m = 0; m < waterfall->ObjectMeshes.size(); m++) {
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RendererMesh* mesh = waterfall->ObjectMeshes[m];
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RendererBucket* bucket = &mesh->Buckets[RENDERER_BUCKET_TRANSPARENT_DS];
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for (int v = 0; v < bucket->Vertices.size(); v++) {
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RendererVertex* vertex = &bucket->Vertices[v];
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int y = vertex->UV.y * TEXTURE_ATLAS_SIZE + 64;
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y %= 128;
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vertex->UV.y = (float)y / TEXTURE_ATLAS_SIZE;
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}
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}
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}
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}*/
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}
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void Renderer11::updateEffects(RenderView& view)
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{
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for (int i = 0; i < view.effectsToDraw.size(); i++)
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{
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RendererEffect *fx = m_effectsToDraw[i];
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Matrix translation = Matrix::CreateTranslation(fx->Effect->pos.xPos, fx->Effect->pos.yPos, fx->Effect->pos.zPos);
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Matrix rotation = Matrix::CreateFromYawPitchRoll(TO_RAD(fx->Effect->pos.yRot), TO_RAD(fx->Effect->pos.xRot), TO_RAD(fx->Effect->pos.zRot));
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view.effectsToDraw[i]->World = rotation * translation;
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}
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}
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void Renderer11::updateAnimation(RendererItem *item, RendererObject& obj, ANIM_FRAME** frmptr, short frac, short rate, int mask, bool useObjectWorldRotation)
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{
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RendererBone *Bones[32];
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int nextBone = 0;
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Matrix rotation;
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Matrix *transforms = (item == NULL ? obj.AnimationTransforms.data() : &item->AnimationTransforms[0]);
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// Push
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Bones[nextBone++] = obj.Skeleton;
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while (nextBone != 0)
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{
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// Pop the last bone in the stack
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RendererBone *bone = Bones[--nextBone];
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bool calculateMatrix = (mask >> bone->Index) & 1;
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if (calculateMatrix)
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{
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Vector3 p = Vector3(frmptr[0]->offsetX, frmptr[0]->offsetY, frmptr[0]->offsetZ);
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rotation = Matrix::CreateFromQuaternion(frmptr[0]->angles[bone->Index]);
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//fromTrAngle(&rotation, frmptr[0], bone->Index);
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if (frac)
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{
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Vector3 p2 = Vector3(frmptr[1]->offsetX, frmptr[1]->offsetY, frmptr[1]->offsetZ);
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p = Vector3::Lerp(p, p2, frac / ((float)rate));
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Matrix rotation2 = Matrix::CreateFromQuaternion(frmptr[1]->angles[bone->Index]);
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//fromTrAngle(&rotation2, frmptr[1], bone->Index);
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Quaternion q1, q2, q3;
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q1 = Quaternion::CreateFromRotationMatrix(rotation);
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q2 = Quaternion::CreateFromRotationMatrix(rotation2);
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q3 = Quaternion::Slerp(q1, q2, frac / ((float)rate));
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rotation = Matrix::CreateFromQuaternion(q3);
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}
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Matrix translation;
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if (bone == obj.Skeleton)
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translation = Matrix::CreateTranslation(p.x, p.y, p.z);
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Matrix extraRotation;
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extraRotation = Matrix::CreateFromYawPitchRoll(bone->ExtraRotation.y, bone->ExtraRotation.x, bone->ExtraRotation.z);
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if (useObjectWorldRotation)
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{
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Quaternion invertedQuat;
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transforms[bone->Parent->Index].Invert().Decompose(Vector3(), invertedQuat, Vector3());
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rotation = extraRotation * rotation * Matrix::CreateFromQuaternion(invertedQuat);
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}
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else
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{
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rotation = extraRotation * rotation;
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}
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if (bone != obj.Skeleton)
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transforms[bone->Index] = rotation * bone->Transform;
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else
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transforms[bone->Index] = rotation * translation;
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if (bone != obj.Skeleton)
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transforms[bone->Index] = transforms[bone->Index] * transforms[bone->Parent->Index];
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}
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for (int i = 0; i < bone->Children.size(); i++)
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{
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// Push
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Bones[nextBone++] = bone->Children[i];
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}
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}
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}
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int Renderer11::getFrame(short animation, short frame, ANIM_FRAME** framePtr, int *rate)
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{
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ITEM_INFO item;
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item.animNumber = animation;
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item.frameNumber = frame;
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return GetFrame_D2(&item, framePtr, rate);
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}
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void Renderer11::UpdateItemAnimations(int itemNumber, bool force)
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{
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RendererItem *itemToDraw = &m_items[itemNumber];
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itemToDraw->Id = itemNumber;
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itemToDraw->Item = &g_Level.Items[itemNumber];
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ITEM_INFO *item = itemToDraw->Item;
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CREATURE_INFO *creature = (CREATURE_INFO *)item->data;
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// Lara has her own routine
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if (item->objectNumber == ID_LARA)
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return;
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// Has been already done?
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if (!force && itemToDraw->DoneAnimations)
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return;
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OBJECT_INFO *obj = &Objects[item->objectNumber];
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RendererObject &moveableObj = *m_moveableObjects[item->objectNumber];
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// Update animation matrices
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if (obj->animIndex != -1 /*&& item->objectNumber != ID_HARPOON*/)
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{
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// Apply extra rotations
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int lastJoint = 0;
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for (int j = 0; j < moveableObj.LinearizedBones.size(); j++)
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{
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RendererBone *currentBone = moveableObj.LinearizedBones[j];
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currentBone->ExtraRotation = Vector3(0.0f, 0.0f, 0.0f);
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if (creature)
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{
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if (currentBone->ExtraRotationFlags & ROT_Y)
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{
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currentBone->ExtraRotation.y = TO_RAD(creature->jointRotation[lastJoint]);
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lastJoint++;
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}
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if (currentBone->ExtraRotationFlags & ROT_X)
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{
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currentBone->ExtraRotation.x = TO_RAD(creature->jointRotation[lastJoint]);
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lastJoint++;
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}
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if (currentBone->ExtraRotationFlags & ROT_Z)
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{
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currentBone->ExtraRotation.z = TO_RAD(creature->jointRotation[lastJoint]);
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lastJoint++;
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}
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}
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}
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ANIM_FRAME* framePtr[2];
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int rate;
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int frac = GetFrame_D2(item, framePtr, &rate);
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updateAnimation(itemToDraw, moveableObj, framePtr, frac, rate, 0xFFFFFFFF);
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for (int m = 0; m < itemToDraw->NumMeshes; m++)
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itemToDraw->AnimationTransforms[m] = itemToDraw->AnimationTransforms[m];
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}
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itemToDraw->DoneAnimations = true;
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}
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void Renderer11::updateItemsAnimations(RenderView& view)
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{
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Matrix translation;
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Matrix rotation;
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for (int i = 0; i < view.itemsToDraw.size(); i++)
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{
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RendererItem *itemToDraw = view.itemsToDraw[i];
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ITEM_INFO *item = itemToDraw->Item;
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CREATURE_INFO *creature = (CREATURE_INFO *)item->data;
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// Lara has her own routine
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if (item->objectNumber == ID_LARA)
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continue;
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UpdateItemAnimations(itemToDraw->Id, false);
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}
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}
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void Renderer11::fromTrAngle(Matrix *matrix, short *frameptr, int index)
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{
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short *ptr = &frameptr[0];
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ptr += 9;
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for (int i = 0; i < index; i++)
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{
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ptr += ((*ptr & 0xc000) == 0 ? 2 : 1);
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}
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int rot0 = *ptr++;
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int frameMode = (rot0 & 0xc000);
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int rot1;
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int rotX;
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int rotY;
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int rotZ;
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switch (frameMode)
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{
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case 0:
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rot1 = *ptr++;
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rotX = ((rot0 & 0x3ff0) >> 4);
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rotY = (((rot1 & 0xfc00) >> 10) | ((rot0 & 0xf) << 6) & 0x3ff);
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rotZ = ((rot1)&0x3ff);
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*matrix = Matrix::CreateFromYawPitchRoll(rotY * (360.0f / 1024.0f) * RADIAN,
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rotX * (360.0f / 1024.0f) * RADIAN,
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rotZ * (360.0f / 1024.0f) * RADIAN);
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break;
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case 0x4000:
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*matrix = Matrix::CreateRotationX((rot0 & 0xfff) * (360.0f / 4096.0f) * RADIAN);
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break;
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case 0x8000:
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*matrix = Matrix::CreateRotationY((rot0 & 0xfff) * (360.0f / 4096.0f) * RADIAN);
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break;
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case 0xc000:
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*matrix = Matrix::CreateRotationZ((rot0 & 0xfff) * (360.0f / 4096.0f) * RADIAN);
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break;
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}
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}
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void Renderer11::buildHierarchyRecursive(RendererObject *obj, RendererBone *node, RendererBone *parentNode)
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{
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node->GlobalTransform = node->Transform * parentNode->GlobalTransform;
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obj->BindPoseTransforms[node->Index] = node->GlobalTransform;
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obj->Skeleton->GlobalTranslation = Vector3(0.0f, 0.0f, 0.0f);
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node->GlobalTranslation = node->Translation + parentNode->GlobalTranslation;
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for (int j = 0; j < node->Children.size(); j++)
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{
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buildHierarchyRecursive(obj, node->Children[j], node);
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}
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}
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void Renderer11::buildHierarchy(RendererObject *obj)
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{
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obj->Skeleton->GlobalTransform = obj->Skeleton->Transform;
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obj->BindPoseTransforms[obj->Skeleton->Index] = obj->Skeleton->GlobalTransform;
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obj->Skeleton->GlobalTranslation = Vector3(0.0f, 0.0f, 0.0f);
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for (int j = 0; j < obj->Skeleton->Children.size(); j++)
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{
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buildHierarchyRecursive(obj, obj->Skeleton->Children[j], obj->Skeleton);
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}
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}
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RendererMesh *Renderer11::getRendererMeshFromTrMesh(RendererObject *obj, MESH *meshPtr, short boneIndex, int isJoints, int isHairs)
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{
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RendererMesh *mesh = new RendererMesh();
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mesh->Sphere = meshPtr->sphere;
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if (meshPtr->positions.size() == 0)
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return mesh;
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mesh->Positions.reserve(meshPtr->positions.size());
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for (int i = 0; i < meshPtr->positions.size(); i++)
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mesh->Positions.push_back(meshPtr->positions[i]);
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for (int n = 0; n < meshPtr->buckets.size(); n++)
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{
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BUCKET *levelBucket = &meshPtr->buckets[n];
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RendererBucket *bucket;
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int bucketIndex;
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if (levelBucket->blendMode != 0)
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bucketIndex = RENDERER_BUCKET_TRANSPARENT;
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else
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bucketIndex = RENDERER_BUCKET_SOLID;
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bucket = &mesh->Buckets[bucketIndex];
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bucket->Vertices.reserve(levelBucket->numQuads * 4 + levelBucket->numTriangles * 3);
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bucket->Indices.reserve(levelBucket->numQuads * 6 + levelBucket->numTriangles * 3);
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for (int p = 0; p < levelBucket->polygons.size(); p++)
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{
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POLYGON* poly = &levelBucket->polygons[p];
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int baseVertices = bucket->Vertices.size();
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for (int k = 0; k < poly->indices.size(); k++)
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{
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RendererVertex vertex;
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int v = poly->indices[k];
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vertex.Position.x = meshPtr->positions[v].x;
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vertex.Position.y = meshPtr->positions[v].y;
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vertex.Position.z = meshPtr->positions[v].z;
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vertex.Normal.x = poly->normals[k].x;
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vertex.Normal.y = poly->normals[k].y;
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vertex.Normal.z = poly->normals[k].z;
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vertex.UV.x = poly->textureCoordinates[k].x;
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vertex.UV.y = poly->textureCoordinates[k].y;
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vertex.Color.x = meshPtr->colors[v].x;
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vertex.Color.y = meshPtr->colors[v].y;
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vertex.Color.z = meshPtr->colors[v].z;
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vertex.Color.w = 1.0f;
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vertex.Bone = meshPtr->bones[v];
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vertex.OriginalIndex = v;
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//vertex.Bone = boneIndex;
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/*if (isHairs)
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vertex.Bone = v;*/
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bucket->Vertices.push_back(vertex);
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}
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if (poly->shape == 0)
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{
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bucket->Indices.push_back(baseVertices);
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bucket->Indices.push_back(baseVertices + 1);
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bucket->Indices.push_back(baseVertices + 3);
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bucket->Indices.push_back(baseVertices + 2);
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bucket->Indices.push_back(baseVertices + 3);
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bucket->Indices.push_back(baseVertices + 1);
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}
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else
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{
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bucket->Indices.push_back(baseVertices);
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bucket->Indices.push_back(baseVertices + 1);
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bucket->Indices.push_back(baseVertices + 2);
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}
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}
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}
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m_meshes.push_back(mesh);
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return mesh;
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}
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int Renderer11::getAnimatedTextureInfo(short textureId)
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{
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for (int i = 0; i < m_numAnimatedTextureSets; i++)
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{
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RendererAnimatedTextureSet &const set = m_animatedTextureSets[i];
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for (int j = 0; j < set.NumTextures; j++)
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{
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if (set.Textures[j].Id == textureId)
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return i;
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}
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}
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return -1;
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}
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bool Renderer11::IsFullsScreen()
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{
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return (!Windowed);
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}
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bool Renderer11::IsFading()
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{
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return false;
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return (m_fadeStatus != FADEMODE_NONE);
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}
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void Renderer11::UpdateCameraMatrices(CAMERA_INFO *cam, float roll, float fov)
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{
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|
gameCamera = RenderView(cam, roll, fov, 32, 102400, g_Configuration.Width, g_Configuration.Height);
|
|
}
|
|
|
|
bool Renderer11::EnumerateVideoModes()
|
|
{
|
|
HRESULT res;
|
|
|
|
IDXGIFactory *dxgiFactory = NULL;
|
|
res = CreateDXGIFactory(__uuidof(IDXGIFactory), (void **)&dxgiFactory);
|
|
if (FAILED(res))
|
|
return false;
|
|
|
|
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;
|
|
|
|
printf("Adapter %d\n", i);
|
|
printf("\t Device Name: %s\n", videoCardDescription);
|
|
|
|
IDXGIOutput *output = NULL;
|
|
res = dxgiAdapter->EnumOutputs(0, &output);
|
|
if (FAILED(res))
|
|
return false;
|
|
|
|
UINT numModes = 0;
|
|
DXGI_MODE_DESC *displayModes = NULL;
|
|
DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
|
|
// Get the number of elements
|
|
res = output->GetDisplayModeList(format, 0, &numModes, NULL);
|
|
if (FAILED(res))
|
|
return false;
|
|
|
|
// Get the list
|
|
displayModes = new DXGI_MODE_DESC[numModes];
|
|
res = output->GetDisplayModeList(format, 0, &numModes, displayModes);
|
|
if (FAILED(res))
|
|
{
|
|
delete displayModes;
|
|
return false;
|
|
}
|
|
|
|
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);
|
|
printf("\t\t %d x %d %d Hz\n", newMode.Width, newMode.Height, newMode.RefreshRate);
|
|
}
|
|
|
|
m_adapters.push_back(adapter);
|
|
|
|
delete displayModes;
|
|
}
|
|
|
|
dxgiFactory->Release();
|
|
|
|
return true;
|
|
}
|
|
|
|
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, Vector4 *viewPort, bool water, int count, RenderView &renderView)
|
|
{
|
|
// Avoid allocations, 1024 should be fine
|
|
RendererRoomNode nodes[256];
|
|
int nextNode = 0;
|
|
|
|
// Avoid reallocations, 1024 should be fine
|
|
RendererRoomNode *stack[256];
|
|
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], viewPort, &node->ClipPort, 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, Vector4 *viewPort, Vector4 *clipPort, 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];
|
|
|
|
clipPort->x = FLT_MAX;
|
|
clipPort->y = FLT_MAX;
|
|
clipPort->z = FLT_MIN;
|
|
clipPort->w = 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 = min(clipPort->x, p[i].x);
|
|
clipPort->y = min(clipPort->y, p[i].y);
|
|
clipPort->z = max(clipPort->z, p[i].x);
|
|
clipPort->w = 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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
clipPort->x = max(clipPort->x, viewPort->x);
|
|
clipPort->y = max(clipPort->y, viewPort->y);
|
|
clipPort->z = min(clipPort->z, viewPort->z);
|
|
clipPort->w = min(clipPort->w, viewPort->w);
|
|
|
|
if (clipPort->x > viewPort->z || clipPort->y > viewPort->w || clipPort->z < viewPort->x || clipPort->w < viewPort->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);
|
|
}
|
|
|
|
int x, y, z;
|
|
Matrix world;
|
|
|
|
if (worldSpace & SPHERES_SPACE_WORLD)
|
|
{
|
|
x = item->pos.xPos;
|
|
y = item->pos.yPos;
|
|
z = item->pos.zPos;
|
|
world = Matrix::Identity;
|
|
}
|
|
else
|
|
{
|
|
x = 0;
|
|
y = 0;
|
|
z = 0;
|
|
world = Matrix::CreateTranslation(item->pos.xPos, item->pos.yPos, item->pos.zPos) * local;
|
|
}
|
|
|
|
world = Matrix::CreateFromYawPitchRoll(TO_RAD(item->pos.yRot), TO_RAD(item->pos.xRot), TO_RAD(item->pos.zRot)) * world;
|
|
|
|
RendererObject &moveable = *m_moveableObjects[item->objectNumber];
|
|
|
|
for (int i = 0; i < moveable.ObjectMeshes.size(); i++)
|
|
{
|
|
RendererMesh *mesh = moveable.ObjectMeshes[i];
|
|
|
|
Vector3 pos;
|
|
if (worldSpace & SPHERES_SPACE_BONE_ORIGIN)
|
|
pos = Vector3::Zero;
|
|
else
|
|
pos = mesh->Sphere.Center;
|
|
|
|
spheres[i].Center = Vector3(x, y, z) + Vector3::Transform(pos, (rendererItem->AnimationTransforms[i] * world));
|
|
spheres[i].Radius = mesh->Sphere.Radius;
|
|
}
|
|
|
|
return moveable.ObjectMeshes.size();
|
|
}
|
|
|
|
void Renderer11::GetBoneMatrix(short itemNumber, int joint, Matrix *outMatrix)
|
|
{
|
|
RendererObject &obj = *m_moveableObjects[ID_LARA];
|
|
*outMatrix = obj.AnimationTransforms[joint] * m_LaraWorldMatrix;
|
|
}
|
|
} // namespace T5M::Renderer
|