mirror of
https://github.com/rrika/cdcEngineDXHR.git
synced 2024-11-27 23:40:36 +00:00
826 lines
29 KiB
C++
826 lines
29 KiB
C++
#include <cmath>
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#include <cstdio>
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#include <functional>
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#include <iterator>
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#include <memory>
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#include "config.h" // for ENABLE_IMGUI and ENABLE_D3DCOMPILER
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#include <windows.h>
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#include <d3d11_1.h>
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#if ENABLE_D3DCOMPILER
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#include <d3dcompiler.h>
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#endif
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#include "spinnycube.h"
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#include "types.h"
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#include "cdc/dtp/objectproperties/imfref.h"
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#include "drm/DRMIndex.h"
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#include "drm/ResolveObject.h"
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#include "drm/ResolveReceiver.h"
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#include "drm/ResolveSection.h"
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#include "drm/sections/WaveSection.h"
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#include "cdcFile/ArchiveFileSystem.h"
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#include "cdcFile/FileHelpers.h" // for archiveFileSystem_default
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#include "cdcFile/FileSystem.h" // for enum cdc::FileRequest::Priority
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#include "cdcFile/FileUserBufferReceiver.h"
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#include "game/dtp/objecttypes/globaldatabase.h"
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#include "game/Gameloop.h"
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#include "game/script/game/NsMainMenuMovieController.h"
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#include "game/ui/FakeScaleform/fakescaleform.h"
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#include "game/ui/Scaleform/ScaleformMovieInstance.h"
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#include "gameshell/cdcGameShell.h" // for LOAD_IMFFileName
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#ifdef _WIN32
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#include "gameshell/win32/MainVM.h" // for yellowCursor
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#endif
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#include "input/PCMouseKeyboard.h"
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#include "cdcLocale/localstr.h"
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#include "math/Math.h" // for cdc::Matrix
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#include "cdcObjects/Object.h"
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#include "cdcObjects/ObjectManager.h" // for buildObjectsUI
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#include "rendering/buffers/PCDX11ConstantBufferPool.h"
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#include "rendering/buffers/PCDX11IndexBuffer.h"
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#include "rendering/buffers/PCDX11UberConstantBuffer.h"
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#include "rendering/drawables/PCDX11FXAADrawable.h"
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#include "rendering/IPCDeviceManager.h"
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#include "rendering/IRenderPassCallback.h"
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#include "rendering/PCDX11DeviceManager.h"
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#include "rendering/PCDX11MatrixState.h"
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#include "rendering/PCDX11RenderContext.h"
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#include "rendering/PCDX11RenderDevice.h"
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#include "rendering/PCDX11RenderModel.h"
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#include "rendering/PCDX11RenderModelInstance.h"
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#include "rendering/PCDX11Scene.h"
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#include "rendering/PCDX11StateManager.h"
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#include "rendering/PCDX11StreamDecl.h"
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#include "rendering/RenderModelInstance.h"
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#include "rendering/RenderPasses.h"
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#include "rendering/shaders/PCDX11PixelShader.h"
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#include "rendering/shaders/PCDX11VertexShader.h"
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#include "rendering/surfaces/PCDX11DefaultRenderTarget.h"
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#include "rendering/surfaces/PCDX11DepthBuffer.h"
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#include "rendering/surfaces/PCDX11Texture.h"
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#include "rendering/VertexAttribute.h"
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#include "cdcWorld/RMIDrawableBase.h"
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#include "cdcWorld/stream.h" // for buildUnitsUI
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#include "cdcWorld/StreamUnit.h"
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#if ENABLE_IMGUI
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#include "imgui/imgui.h"
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#include "imgui/backends/imgui_impl_dx11.h"
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#ifdef _WIN32
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#include "imgui/backends/imgui_impl_win32.h"
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#else
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#include "imgui/backends/imgui_impl_sdl.h"
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#endif
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#include "rendering/Inspector.h"
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#endif
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#ifdef __linux__
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#include <SDL2/SDL.h>
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#endif
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class ImGuiDrawable : public cdc::IRenderDrawable {
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public:
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std::function<void()> lastMinuteAdditions;
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void draw(uint32_t funcSetIndex, IRenderDrawable *other) override;
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uint32_t compare(uint32_t funcSetIndex, IRenderDrawable *other) override { /*TODO*/ return 0; };
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};
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class SpinnyCubePass : public cdc::IRenderPassCallback {
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public:
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D3D11_VIEWPORT *viewport;
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ID3D11BlendState1 *keepAlphaBlend;
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bool pre(
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cdc::CommonRenderDevice *renderDevice,
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uint32_t passId,
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uint32_t drawableCount,
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uint32_t priorPassesBitfield) override;
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void post(
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cdc::CommonRenderDevice *renderDevice,
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uint32_t passId) override;
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};
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DRMIndex drmIndex;
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int spinnyCube(HWND window,
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ID3D11Device *baseDevice,
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ID3D11DeviceContext *baseDeviceContext) {
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std::unique_ptr<cdc::PCMouseKeyboard> mouseKeyboard(cdc::PCMouseKeyboard::create(window));
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auto renderDevice = static_cast<cdc::PCDX11RenderDevice*>(cdc::g_renderDevice);
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///////////////////////////////////////////////////////////////////////////////////////////////
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ID3D11Device1* device;
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baseDevice->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&device));
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ID3D11DeviceContext1* deviceContext;
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baseDeviceContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&deviceContext));
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///////////////////////////////////////////////////////////////////////////////////////////////
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cdc::PCDX11RenderContext *renderContext = renderDevice->getRenderContextAny();
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renderContext->internalCreate();
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///////////////////////////////////////////////////////////////////////////////////////////////
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D3D11_TEXTURE2D_DESC depthBufferDesc;
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renderContext->frameBuffer->GetDesc(&depthBufferDesc); // base on framebuffer properties
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{
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cdc::PCDX11RenderTarget& cdcRenderTarget = *renderContext->renderTarget2C;
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cdc::PCDX11DepthBuffer& cdcDepthBuffer = *renderContext->depthBuffer;
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cdcDepthBuffer.renderTexture.sampleCount = depthBufferDesc.SampleDesc.Count;
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cdcDepthBuffer.renderTexture.sampleQuality = depthBufferDesc.SampleDesc.Quality;
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cdcRenderTarget.getRenderTexture11()->createRenderTargetView();
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cdcDepthBuffer.renderTexture.createDepthStencilView();
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// do not keep the cdcRenderTarget and cdcDepthBuffer references around
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// these objects get destroyed on window resize
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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#if ENABLE_IMGUI
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGui::StyleColorsDark();
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#ifdef _WIN32
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ImGui_ImplWin32_Init(window);
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#else
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ImGui_ImplSDL2_InitForSDLRenderer((SDL_Window*)window, nullptr);
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#endif
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ImGui_ImplDX11_Init(baseDevice, baseDeviceContext);
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#endif
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///////////////////////////////////////////////////////////////////////////////////////////////
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ID3D11BlendState1* keepAlphaBlend = NULL;
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D3D11_BLEND_DESC1 BlendState;
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memset(&BlendState, 0, sizeof(D3D11_BLEND_DESC1));
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BlendState.AlphaToCoverageEnable = false;
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BlendState.IndependentBlendEnable = false;
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BlendState.RenderTarget[0].BlendEnable = true;
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BlendState.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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BlendState.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
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BlendState.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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BlendState.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO; // ignore shader
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BlendState.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE; // keep RT value
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BlendState.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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BlendState.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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device->CreateBlendState1(&BlendState, &keepAlphaBlend);
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///////////////////////////////////////////////////////////////////////////////////////////////
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cdc::PCDX11StateManager stateManager(deviceContext, device);
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stateManager.internalCreate();
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cdc::deviceManager->stateManager = &stateManager; // hack
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auto bottleIndex = cdc::objectIdByName("alc_beer_bottle_a");
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cdc::requestObjectNormal(bottleIndex);
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auto lightIndex = cdc::objectIdByName("deferred_fast_omni_diffuse");
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cdc::requestObjectNormal(lightIndex);
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// see below for why
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auto obj3 = cdc::ResolveObject::create(
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"pc-w\\shaderlibs\\deferred_fast_omni_diffusemt_79464a5e59514c7f_dx11.drm",
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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0,
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cdc::FileRequest::NORMAL
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);
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auto obj4 = cdc::ResolveObject::create(
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"pc-w\\s_scn_det_sarifhq_rail_tutorial_barrettintro_det_sarifhq_rail_tutorial.drm",
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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0,
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cdc::FileRequest::NORMAL
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);
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/*
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auto obj5 = cdc::ResolveObject::create(
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"pc-w\\scenario_database.drm",
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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0,
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cdc::FileRequest::NORMAL
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);
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*/
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cdc::archiveFileSystem_default->processAll();
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cdc::ResolveSection *objectSection = cdc::g_resolveSections[11];
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cdc::ObjectBlob *bottleObject = (cdc::ObjectBlob*)objectSection->getWrapped(objectSection->getDomainId(0x04a8));
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printf("have bottle object: %p\n", bottleObject);
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// unrelated: get the name of the first map in the game
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uint32_t globalDatabaseId = cdc::objectIdByName("GlobalDatabase");
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cdc::ObjectBlob *globalDatabaseObject = (cdc::ObjectBlob*)objectSection->getWrapped(objectSection->getDomainId(globalDatabaseId));
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auto *globalDatabase = (GlobalDatabase*)globalDatabaseObject->dword58;
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printf("first map is: %s\n", globalDatabase->newGameMap);
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auto bottleTexture = (cdc::PCDX11Texture*)cdc::g_resolveSections[5]->getWrapped(0x0396);
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printf("have bottle cdc texture: %p\n", bottleTexture);
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bottleTexture->asyncCreate();
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renderDevice->missingTexture = bottleTexture;
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printf("have bottle d3d texture: %p\n", bottleTexture->d3dTexture128);
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// create the other four textures
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((cdc::PCDX11Texture*)cdc::g_resolveSections[5]->getWrapped(0x0395))->asyncCreate();
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((cdc::PCDX11Texture*)cdc::g_resolveSections[5]->getWrapped(0x005b))->asyncCreate();
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((cdc::PCDX11Texture*)cdc::g_resolveSections[5]->getWrapped(0x0061))->asyncCreate();
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auto bottleRenderModel_direct = (cdc::PCDX11RenderModel*)cdc::g_resolveSections[12]->getWrapped(0xA301);
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auto bottleRenderModel = (cdc::PCDX11RenderModel*)bottleObject->models[0]->renderMesh;
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printf("have bottle cdc render model: %p (directly)\n", bottleRenderModel_direct);
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printf("have bottle cdc render model: %p (via object)\n", bottleRenderModel);
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printf("have bottle cdc mesh blob: %p\n", bottleRenderModel->getMesh());
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for (uint32_t i = 0; i < bottleRenderModel->numPrimGroups; i++)
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printf(" bottle->tab0Ext128Byte[i].material = %p\n", bottleRenderModel->tab0Ext128Byte[i].material);
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RMIDrawableBase rmiDrawable(bottleRenderModel);
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// cdc::RenderModelInstance *bottleRenderModelInstance =
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// renderDevice->createRenderModelInstance(bottleRenderModel);
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///////////////////////////////////////////////////////////////////////////////////////////////
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// for some reason deferred_fast_omni_diffuse.drm depends on shaderlibs/decal_853189b19db6f909_dx11.drm
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// when it should be using a shader from shaderlibs/decal_853189b19db6f909_dx11.drm
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// namely section 5: ShaderLib 0 cd2 unk6:2ce3 DX11 (4f38 bytes)
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//
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// one of the few materials referencing this shaderlib is
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// s_scn_det_sarifhq_rail_tutorial_barrettintro_det_sarifhq_rail_tutorial.drm/7: Material 12 a4 unk6:7a84 DX11 (7e0 bytes)
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cdc::ObjectBlob *lightObject = (cdc::ObjectBlob*)objectSection->getWrapped(objectSection->getDomainId(lightIndex));
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printf("have light object: %p\n", lightObject);
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auto lightRenderModel = (cdc::PCDX11RenderModel*)lightObject->models[0]->renderMesh;
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printf("have light cdc render model: %p (via object)\n", lightRenderModel);
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((cdc::PCDX11Texture*)cdc::g_resolveSections[5]->getWrapped(0x0061))->asyncCreate();
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((cdc::PCDX11Texture*)cdc::g_resolveSections[5]->getWrapped(0x014c))->asyncCreate();
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auto lightMaterial = (cdc::PCDX11Material*)cdc::g_resolveSections[10]->getWrapped(0x00a4);
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printf("have light material (from scenario drm): %p\n", lightMaterial);
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// patch light material
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for (uint32_t i = 0; i < lightRenderModel->numPrimGroups; i++)
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lightRenderModel->tab0Ext128Byte[i].material = lightMaterial;
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cdc::RenderModelInstance *lightRenderModelInstance =
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renderDevice->createRenderModelInstance(lightRenderModel);
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cdc::Vector4 *lightInstanceParams = static_cast<cdc::CommonRenderModelInstance*>(lightRenderModelInstance)->ext->instanceParams;
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// taken from a random light draw in renderdoc
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float lightRadius = 2.0f;
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float invLightRadius = 1.0f / lightRadius;
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lightInstanceParams[0] = cdc::Vector4{1.0, 1.0, 2.0, 1.0}; // .xyz = viewspace light position perhaps
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lightInstanceParams[1] = cdc::Vector4{0.88235, 0.7098, 0.3451, 0.00}; // .xyz = light color
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lightInstanceParams[2] = cdc::Vector4{invLightRadius, invLightRadius, invLightRadius, 1.00}; // .x = 1/radius
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lightInstanceParams[3] = cdc::Vector4{0.80, 0.00, 0.00, 0.00}; // .x= light scale
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///////////////////////////////////////////////////////////////////////////////////////////////
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D3D11_VIEWPORT viewport = { 0.0f, 0.0f, static_cast<float>(depthBufferDesc.Width), static_cast<float>(depthBufferDesc.Height), 0.0f, 1.0f };
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///////////////////////////////////////////////////////////////////////////////////////////////
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float w = viewport.Width / viewport.Height; // width (aspect ratio)
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float h = 1.0f; // height
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float n = 1.0f; // near
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float f = 1000.0f; // far
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float scale = 1.f;
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cdc::Vector modelRotation = { 0.0f, 0.0f, 0.0f };
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cdc::Vector modelScale = { scale, scale, scale };
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cdc::Vector modelTranslation = { 50.0f, 0.0f, 0.0f };
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bool mouseLook = false;
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cdc::Vector cameraPos{0, 0, 0};
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///////////////////////////////////////////////////////////////////////////////////////////////
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cdc::RenderViewport renderViewport;
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renderViewport.mask = 0x3103; // pass 0, 12. 13, 1, and 8
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// pass 12 normals (function set 10, draw bottle normals)
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// pass 13 deferred shading (just contains a cleardrawable)
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// pass 1 composite (draw bottle textures)
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// pass 8 runs last and is where I put imgui since it messes with the render state
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SpinnyCubePass cubePass;
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cubePass.viewport = &viewport;
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cubePass.keepAlphaBlend = keepAlphaBlend;
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renderDevice->setPassCallback(0, &cubePass);
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ImGuiDrawable imGuiDrawable;
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cdc::PCDX11FXAADrawable fxaaDrawable(
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renderDevice,
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/*quality*/ 2,
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/*texture*/ nullptr, // HACK
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/*renderTarget*/ nullptr, // HACK
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/*flags*/ 0,
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/*sortZ*/ 0.0f);
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///////////////////////////////////////////////////////////////////////////////////////////////
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int introShowRange[2] = {0, 99999};
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int imfShowRange[2] = {0, 0};
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#if ENABLE_IMGUI
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bool loadedSarifHQ = false;
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bool showDrawablesWindow = false;
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bool showFilesystemWindow = false;
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bool showObjectsWindow = false;
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bool showDRMWindow = false;
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bool showUnitsWindow = false;
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bool showLoadedUnitsWindow = false;
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bool showStringsWindow = false;
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std::vector<std::pair<void*, cdc::CommonScene*>> captures { { nullptr, nullptr } };
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uint32_t selectedCapture = 0;
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ScaleformMovieInstance mainMenuInstance(&mainMenuMovie);
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NsMainMenuMovieController mainMenuMovieController;
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// unsure how this link is established in the game
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mainMenuInstance.m_controllerArray.push_back(&mainMenuMovieController);
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mainMenuMovieController.movieInstance = &mainMenuInstance;
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mainMenuInstance.init();
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#endif
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while (true)
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{
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#ifdef _WIN32
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MSG msg;
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while (PeekMessageA(&msg, nullptr, 0, 0, PM_REMOVE))
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{
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TranslateMessage(&msg);
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if (msg.message == WM_DESTROY) {
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PostQuitMessage(0);
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goto end;
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}
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if (msg.message == WM_QUIT) {
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goto end;
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}
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mouseKeyboard->processWndProc(msg.message, msg.wParam, msg.lParam);
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//if (msg.message == WM_KEYDOWN) return 0;
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DispatchMessageA(&msg);
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}
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#else
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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#if ENABLE_IMGUI
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ImGui_ImplSDL2_ProcessEvent(&event);
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#endif
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switch (event.type) {
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case SDL_QUIT:
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goto end;
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default:
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break;
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}
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}
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#endif
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mouseKeyboard->update();
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float forward = 0;
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float sideways = 0;
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float speedModifier = 100.0f;
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#if ENABLE_IMGUI
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ImGui_ImplDX11_NewFrame();
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#ifdef _WIN32
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ImGui_ImplWin32_NewFrame(); // this will reset our pretty cursor
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#else
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ImGui_ImplSDL2_NewFrame();
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#endif
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ImGui::NewFrame();
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if (ImGui::IsKeyPressed(ImGuiKey_Escape)) {
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mouseLook = false;
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mouseKeyboard->setCursorGrab(false);
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}
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else if (ImGui::IsKeyPressed(ImGuiKey_Tab)) {
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mouseLook = !mouseLook;
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mouseKeyboard->setCursorGrab(mouseLook);
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}
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if (ImGui::IsKeyDown(ImGuiKey_W))
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forward += 1.0f;
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if (ImGui::IsKeyDown(ImGuiKey_S))
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forward -= 1.0f;
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if (ImGui::IsKeyDown(ImGuiKey_A))
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sideways -= 1.0f;
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if (ImGui::IsKeyDown(ImGuiKey_D))
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sideways += 1.0f;
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if (ImGui::IsKeyDown(ImGuiKey_ModShift))
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speedModifier *= 4.0f;
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#ifdef _WIN32
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if (mouseLook) {
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// ImGui::SetMouseCursor(ImGuiMouseCursor_None);
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SetCursor((HCURSOR)0);
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|
io.ConfigFlags |= ImGuiConfigFlags_NoMouse;
|
|
} else {
|
|
// ImGui::SetMouseCursor(ImGuiMouseCursor_Arrow);
|
|
SetCursor((HCURSOR)yellowCursor); // ahh, much better
|
|
io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse;
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
// cubePass.viewport ->
|
|
viewport = {
|
|
0.0f, 0.0f,
|
|
static_cast<float>(renderContext->width),
|
|
static_cast<float>(renderContext->height),
|
|
0.0f, 1.0f };
|
|
float w = viewport.Width / viewport.Height; // width (aspect ratio)
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
cdc::Matrix rotateX = { 1, 0, 0, 0, 0, static_cast<float>(cos(modelRotation.x)), -static_cast<float>(sin(modelRotation.x)), 0, 0, static_cast<float>(sin(modelRotation.x)), static_cast<float>(cos(modelRotation.x)), 0, 0, 0, 0, 1 };
|
|
cdc::Matrix rotateY = { static_cast<float>(cos(modelRotation.y)), 0, static_cast<float>(sin(modelRotation.y)), 0, 0, 1, 0, 0, -static_cast<float>(sin(modelRotation.y)), 0, static_cast<float>(cos(modelRotation.y)), 0, 0, 0, 0, 1 };
|
|
cdc::Matrix rotateZ = { static_cast<float>(cos(modelRotation.z)), -static_cast<float>(sin(modelRotation.z)), 0, 0, static_cast<float>(sin(modelRotation.z)), static_cast<float>(cos(modelRotation.z)), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };
|
|
cdc::Matrix bottleScale = { modelScale.x, 0, 0, 0, 0, modelScale.y, 0, 0, 0, 0, modelScale.z, 0, 0, 0, 0, 1 };
|
|
cdc::Matrix bottleTranslate = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, modelTranslation.x, modelTranslation.y, modelTranslation.z, 1 };
|
|
cdc::Matrix cameraTranslate = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -cameraPos.x, -cameraPos.y, -cameraPos.z, 1 };
|
|
cdc::Matrix lightScaleTranslate = { lightRadius * 2.0f, 0, 0, 0, 0, lightRadius * 2.0f, 0, 0, 0, 0, lightRadius * 2.0f, 0, 1, 1, 1, 1 };
|
|
cdc::Matrix zUpWorld = {0, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1};
|
|
|
|
if (mouseLook) {
|
|
modelRotation.x += mouseKeyboard->state.deltaY;
|
|
modelRotation.y += mouseKeyboard->state.deltaX;
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
cdc::Matrix cameraRotate = rotateX * rotateY * zUpWorld;
|
|
|
|
cameraPos += cdc::Vector{
|
|
cameraRotate.m[0][2],
|
|
cameraRotate.m[1][2],
|
|
cameraRotate.m[2][2]} * (speedModifier * forward);
|
|
cameraPos += cdc::Vector{
|
|
cameraRotate.m[0][0],
|
|
cameraRotate.m[1][0],
|
|
cameraRotate.m[2][0]} * (speedModifier * sideways);
|
|
|
|
cdc::Matrix project = { 2 * n / w, 0, 0, 0, 0, 2 * n / h, 0, 0, 0, 0, f / (f - n), 1, 0, 0, n * f / (n - f), 0 };
|
|
|
|
renderDevice->resetRenderLists();
|
|
renderDevice->beginRenderList(nullptr);
|
|
auto *scene = renderDevice->createSubScene(
|
|
&renderViewport,
|
|
renderContext->renderTarget2C,
|
|
renderContext->depthBuffer);
|
|
scene->viewMatrix = cameraRotate * cameraTranslate;
|
|
scene->projectMatrix = project;
|
|
|
|
cdc::Matrix bottleWorldMatrix = bottleTranslate * bottleScale;
|
|
|
|
cdc::PCDX11MatrixState lightMatrixState(renderDevice);
|
|
lightMatrixState.resize(1);
|
|
auto *lightWorldMatrix = reinterpret_cast<cdc::Matrix*>(lightMatrixState.poseData->getMatrix(0));
|
|
*lightWorldMatrix = lightScaleTranslate;
|
|
|
|
// add drawables to the scene
|
|
float backgroundColor[4] = {0.025f, 0.025f, 0.025f, 1.0f};
|
|
// float lightAccumulation[4] = {0.9f, 0.9f, 0.9f, 1.0f};
|
|
float lightAccumulation[4] = {0.0f, 0.0f, 0.0f, 1.0f};
|
|
|
|
StreamUnit *unit = STREAM_GetStreamUnitWithID(0);
|
|
cdc::Level *level = unit->level;
|
|
uint32_t numIntros = level ? level->admdData->numObjects : 0;
|
|
dtp::Intro *intros = level ? level->admdData->objects : nullptr;
|
|
uint32_t numIMFRefs = level ? level->admdData->numIMFRefs : 0;
|
|
dtp::IMFRef *imfrefs = level ? level->admdData->imfrefs : nullptr;
|
|
|
|
renderDevice->clearRenderTarget(10, /*mask=*/ 1, 0.0f, backgroundColor, 1.0f, 0);
|
|
renderDevice->clearRenderTarget(2, /*mask=*/ 0x2000, 0.0f, lightAccumulation, 1.0f, 0); // deferred shading buffer
|
|
static_cast<cdc::PCDX11RenderModelInstance*>(lightRenderModelInstance)->baseMask = 0x2000; // deferred lighting
|
|
lightRenderModelInstance->recordDrawables(&lightMatrixState);
|
|
// static_cast<cdc::PCDX11RenderModelInstance*>(bottleRenderModelInstance)->baseMask = 0x1002; // normals & composite
|
|
// bottleRenderModelInstance->recordDrawables(&bottleMatrixState);
|
|
|
|
static_cast<cdc::PCDX11RenderModelInstance*>(rmiDrawable.rmi)->baseMask = 0x1002; // normals & composite
|
|
|
|
std::vector<std::unique_ptr<RMIDrawableBase>> recycleRMI;
|
|
|
|
auto putObject = [&](cdc::PCDX11RenderModel *renderModel, cdc::Matrix& instanceMatrix) {
|
|
if (renderModel) {
|
|
// printf("%p %s\n", renderModel, typeid(*(cdc::RenderMesh*)renderModel).name());
|
|
// printf("%p\n", renderModel->getMesh());
|
|
|
|
// printf("%f %f %f\n", instanceMatrix.m[3][0], instanceMatrix.m[3][1], instanceMatrix.m[3][2]);
|
|
|
|
auto *instanceRMIDrawable = new RMIDrawableBase(renderModel);
|
|
recycleRMI.emplace_back(instanceRMIDrawable);
|
|
static_cast<cdc::PCDX11RenderModelInstance*>(instanceRMIDrawable->rmi)->baseMask = 0x1002; // normals & composite
|
|
instanceRMIDrawable->draw(&instanceMatrix, 0.0f);
|
|
} else {
|
|
rmiDrawable.draw(&instanceMatrix, 0.0f);
|
|
}
|
|
};
|
|
|
|
// all the other objects
|
|
for (uint32_t i=introShowRange[0]; i<numIntros && i<introShowRange[1]; i++) {
|
|
auto &intro = intros[i];
|
|
float s = 1.f;
|
|
cdc::Matrix instanceMatrix = {
|
|
s*intro.scale[0], 0, 0, 0,
|
|
0, s*intro.scale[1], 0, 0,
|
|
0, 0, s*intro.scale[2], 0,
|
|
intro.position[0], intro.position[1], intro.position[2], 1
|
|
};
|
|
cdc::ObjectBlob *object = (cdc::ObjectBlob*)objectSection->getWrapped(objectSection->getDomainId(intro.objectListIndex));
|
|
if (!object)
|
|
continue;
|
|
if (object->numModels == 0)
|
|
continue;
|
|
auto *renderModel = (cdc::PCDX11RenderModel*)object->models[0]->renderMesh;
|
|
putObject(renderModel, instanceMatrix);
|
|
}
|
|
|
|
for (uint32_t i=imfShowRange[0]; i<numIMFRefs && i<imfShowRange[1]; i++) {
|
|
dtp::IMFRef &ref = imfrefs[i];
|
|
if (!ref.m_imfDRMName)
|
|
continue;
|
|
if (ref.m_pResolveObject == nullptr) {
|
|
char path[256];
|
|
cdc::GameShell::LOAD_IMFFileName(path, ref.m_imfDRMName);
|
|
ref.m_pResolveObject = cdc::ResolveObject::create(
|
|
path,
|
|
nullptr, nullptr, nullptr,
|
|
nullptr,
|
|
nullptr,
|
|
nullptr,
|
|
0,
|
|
cdc::FileRequest::NORMAL);
|
|
cdc::archiveFileSystem_default->processAll();
|
|
}
|
|
if (isLoaded(ref.m_pResolveObject)) {
|
|
//printf("%d %04x %s ", i, ref.dtpID, ref.m_imfDRMName);
|
|
auto dtp = (cdc::PCDX11RenderModel**)cdc::g_resolveSections[7]->getWrapped(ref.dtpID);
|
|
//printf("%p ", dtp);
|
|
auto model = dtp[1];
|
|
//printf("%p\n", model);
|
|
putObject(model, ref.m_transform);
|
|
}
|
|
}
|
|
|
|
// single bottle at origin
|
|
rmiDrawable.draw(&bottleWorldMatrix, 0.0f);
|
|
|
|
// uncomment to apply FXAA to the normal map
|
|
// can't apply to the proper color buffer because it'd be read/written at the same time
|
|
// renderDevice->recordDrawable(&fxaaDrawable, /*mask=*/ 0x100, 0);
|
|
|
|
renderDevice->recordDrawable(&imGuiDrawable, /*mask=*/ 0x100, /*addToParent=*/ 0);
|
|
renderDevice->finishScene();
|
|
renderDevice->endRenderList();
|
|
|
|
#if ENABLE_IMGUI
|
|
if (ImGui::BeginMainMenuBar())
|
|
{
|
|
if (ImGui::BeginMenu("Windows")) {
|
|
if (!loadedSarifHQ && ImGui::MenuItem("Load det_sarifhq_rail_tutorial")) {
|
|
loadedSarifHQ = true;
|
|
Gameloop::InitiateLevelLoad("det_sarifhq_rail_tutorial", nullptr);
|
|
cdc::getDefaultFileSystem()->processAll();
|
|
}
|
|
if (ImGui::MenuItem("Capture frame")) {
|
|
|
|
selectedCapture = captures.size();
|
|
captures.push_back({renderDevice->captureRenderLists(), scene});
|
|
}
|
|
if (ImGui::MenuItem("Show drawables")) { showDrawablesWindow = true; }
|
|
// if (ImGui::MenuItem("Show filesystem")) { showFilesystemWindow = true; }
|
|
if (ImGui::MenuItem("Show objects")) { showObjectsWindow = true; }
|
|
if (ImGui::MenuItem("Show DRMs")) { showDRMWindow = true; }
|
|
if (ImGui::MenuItem("Show units")) { showUnitsWindow = true; }
|
|
if (ImGui::MenuItem("Show loaded units")) { showLoadedUnitsWindow = true; }
|
|
if (ImGui::MenuItem("Show strings")) { showStringsWindow = true; }
|
|
ImGui::EndMenu();
|
|
}
|
|
if (mouseLook)
|
|
ImGui::Text("Press TAB or ESC to release cursor");
|
|
else
|
|
ImGui::Text("Press TAB to grab cursor");
|
|
ImGui::EndMainMenuBar();
|
|
}
|
|
|
|
imGuiDrawable.lastMinuteAdditions = [&]() {
|
|
if (showDrawablesWindow) {
|
|
cdc::CommonScene *xscene = captures[selectedCapture].second;
|
|
if (!xscene)
|
|
xscene = scene;
|
|
ImGui::Begin("Scene drawables", &showDrawablesWindow);
|
|
ImGui::BeginChild("capture list", ImVec2(0, 150), true);
|
|
for (uint32_t i = 0; i < captures.size(); i++) {
|
|
ImGui::PushID(i);
|
|
const char *name = i ? "capture" : "live";
|
|
if (ImGui::Selectable(name, i == selectedCapture)) {
|
|
selectedCapture = i;
|
|
renderDevice->revisitRenderLists(captures[i].first);
|
|
}
|
|
ImGui::PopID();
|
|
}
|
|
ImGui::EndChild();
|
|
|
|
ImGui::Text("Note: 'Capture frame' is in main menu for now");
|
|
// doesn't work within lastMinuteAdditions
|
|
// if (ImGui::Button("Capture frame")) {
|
|
// selectedCapture = captures.size();
|
|
// captures.push_back({renderDevice->captureRenderLists(), scene});
|
|
// }
|
|
|
|
// buildUI(xscene->drawableListsAndMasks);
|
|
buildUI(&renderDevice->renderPasses, xscene->drawableListsAndMasks);
|
|
buildUI(xscene);
|
|
ImGui::End();
|
|
}
|
|
};
|
|
if (showFilesystemWindow) {
|
|
// TODO
|
|
}
|
|
if (showObjectsWindow) {
|
|
ImGui::Begin("Objects", &showObjectsWindow);
|
|
cdc::buildObjectsUI();
|
|
ImGui::End();
|
|
}
|
|
if (showDRMWindow) {
|
|
ImGui::Begin("DRMs", &showDRMWindow);
|
|
for (auto& entry : drmIndex.sectionHeaders) {
|
|
if (ImGui::TreeNode(entry.first.c_str())) {
|
|
uint32_t i=0;
|
|
for (auto& section : entry.second) {
|
|
const char *names[] = {
|
|
"Generic",
|
|
"Empty",
|
|
"Animation",
|
|
"",
|
|
"",
|
|
"RenderResource",
|
|
"FMODSoundBank",
|
|
"DTPData",
|
|
"Script",
|
|
"ShaderLib",
|
|
"Material",
|
|
"Object",
|
|
"RenderMesh",
|
|
"CollisionMesh",
|
|
"StreamGroupList",
|
|
"AnyType",
|
|
};
|
|
ImGui::Text("%3d: %04x %s unk6:%x (%d bytes)",
|
|
i++, section.id, names[section.type], section.unknown06, section.payloadSize);
|
|
if (section.type == 5) { // RenderResource
|
|
ImGui::Text(" ");
|
|
ImGui::SameLine();
|
|
auto *resource = (cdc::RenderResource*)cdc::g_resolveSections[5]->getWrapped(section.id);
|
|
if (auto tex = dynamic_cast<cdc::PCDX11Texture*>(resource)) {
|
|
ImGui::Image(
|
|
tex->createShaderResourceView(), ImVec2(256, 256));
|
|
}
|
|
}
|
|
if (section.type == 6) { // FMOD
|
|
ImGui::PushID(section.id);
|
|
ImGui::SameLine();
|
|
if (ImGui::SmallButton("Play")) {
|
|
((cdc::WaveSection*)cdc::g_resolveSections[6])->playSound(section.id);
|
|
}
|
|
ImGui::PopID();
|
|
}
|
|
}
|
|
ImGui::TreePop();
|
|
}
|
|
}
|
|
ImGui::End();
|
|
}
|
|
if (showUnitsWindow) {
|
|
ImGui::Begin("Units", &showUnitsWindow);
|
|
buildUnitsUI();
|
|
ImGui::End();
|
|
}
|
|
if (showLoadedUnitsWindow) {
|
|
ImGui::Begin("Loaded units", &showLoadedUnitsWindow);
|
|
StreamUnit *unit = STREAM_GetStreamUnitWithID(0);
|
|
cdc::Level *level = unit->level;
|
|
ImGui::DragInt2("visible intros", introShowRange);
|
|
ImGui::DragInt2("visible IMFs", imfShowRange);
|
|
if (!level) {
|
|
ImGui::Text("not loaded");
|
|
} else {
|
|
ImGui::Text("level %p", level);
|
|
auto *admd = level->admdData;
|
|
for (uint32_t i=0; i < admd->numObjects; i++) {
|
|
auto &intro = admd->objects[i];
|
|
auto oid = intro.objectListIndex;
|
|
auto name = oid >= cdc::g_objectManager->objectList->count
|
|
? "???": cdc::g_objectManager->objectList->entries[oid].name;
|
|
ImGui::Text(" [%3d] intro %s (%d) %f",
|
|
i, name, oid, intro.scale[0]);
|
|
ImGui::SameLine();
|
|
ImGui::PushID(i);
|
|
if (ImGui::SmallButton("Teleport to")) {
|
|
cameraPos.x = intro.position[0];
|
|
cameraPos.y = intro.position[1];
|
|
cameraPos.z = intro.position[2];
|
|
}
|
|
ImGui::PopID();
|
|
}
|
|
}
|
|
ImGui::End();
|
|
}
|
|
if (showStringsWindow) {
|
|
if (ImGui::Begin("Strings", &showStringsWindow)) {
|
|
for (uint32_t i = 0; i < 1000; i++)
|
|
ImGui::Text("%5d %s", i, localstr_get(i));
|
|
}
|
|
ImGui::End();
|
|
}
|
|
|
|
// mainMenuInstance.buildUI();
|
|
#endif
|
|
|
|
renderDevice->drawRenderLists();
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
renderContext->present();
|
|
}
|
|
end:
|
|
#if ENABLE_IMGUI
|
|
ImGui_ImplDX11_Shutdown();
|
|
#ifdef _WIN32
|
|
ImGui_ImplWin32_Shutdown();
|
|
#else
|
|
ImGui_ImplSDL2_Shutdown();
|
|
#endif
|
|
ImGui::DestroyContext();
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
bool SpinnyCubePass::pre(
|
|
cdc::CommonRenderDevice *renderDevice,
|
|
uint32_t passId,
|
|
uint32_t drawableCount,
|
|
uint32_t priorPassesBitfield)
|
|
{
|
|
auto *deviceContext = static_cast<cdc::PCDX11RenderDevice*>(cdc::g_renderDevice)->getD3DDeviceContext();
|
|
|
|
deviceContext->RSSetViewports(1, viewport);
|
|
|
|
// hack hack, one of the lights gets too close to the camera
|
|
cdc::deviceManager->getStateManager()->m_rasterizerDesc.DepthClipEnable = false;
|
|
|
|
cdc::deviceManager->getStateManager()->setDepthState(D3D11_COMPARISON_LESS, true);
|
|
deviceContext->OMSetBlendState(keepAlphaBlend, nullptr, 0xffffffff);
|
|
|
|
return true;
|
|
}
|
|
|
|
void SpinnyCubePass::post(
|
|
cdc::CommonRenderDevice *renderDevice,
|
|
uint32_t passId)
|
|
{
|
|
// empty
|
|
}
|
|
|
|
void ImGuiDrawable::draw(uint32_t funcSetIndex, IRenderDrawable *other) {
|
|
#if ENABLE_IMGUI
|
|
if (lastMinuteAdditions)
|
|
lastMinuteAdditions();
|
|
ImGui::Render();
|
|
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
|
#endif
|
|
}
|