Fixed lighting mode in EGMC editor, disabled EGMC editor outside MP2/3, fixed a crash in the anim params editor
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440c3ad484
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af94b54acf
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@ -112,7 +112,7 @@ u32 CAnimationParameters::Unknown(u32 index)
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// ************ SETTERS ************
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void CAnimationParameters::SetResource(CResource *pRes)
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{
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if ((pRes->Type() == eAnimSet) || (pRes->Type() == eCharacter))
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if (!pRes || (pRes->Type() == eAnimSet) || (pRes->Type() == eCharacter))
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{
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mpCharSet = pRes;
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mNodeIndex = 0;
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@ -8,7 +8,7 @@ CModelNode::CModelNode(CScene *pScene, CSceneNode *pParent, CModel *pModel) : CS
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{
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SetModel(pModel);
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mScale = CVector3f(1.f);
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mLightingEnabled = true;
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mWorldModel = false;
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mForceAlphaOn = false;
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mEnableScanOverlay = false;
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mTintColor = CColor::skWhite;
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@ -39,21 +39,38 @@ void CModelNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewInf
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if (!mpModel) return;
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if (mForceAlphaOn) Options = (FRenderOptions) (Options & ~eNoAlpha);
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if (mLightingEnabled)
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if (!mWorldModel)
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{
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CGraphics::SetDefaultLighting();
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CGraphics::UpdateLightBlock();
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CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor;
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CGraphics::sPixelBlock.LightmapMultiplier = 1.f;
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CGraphics::sPixelBlock.TevColor = CColor::skWhite;
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}
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else
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{
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bool IsLightingEnabled = CGraphics::sLightMode == CGraphics::eWorldLighting || ViewInfo.GameMode;
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if (IsLightingEnabled)
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{
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CGraphics::sNumLights = 0;
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CGraphics::sVertexBlock.COLOR0_Amb = CColor::skBlack;
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CGraphics::sPixelBlock.LightmapMultiplier = 1.f;
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CGraphics::UpdateLightBlock();
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}
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else
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{
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LoadLights(ViewInfo);
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if (CGraphics::sLightMode == CGraphics::eNoLighting)
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CGraphics::sVertexBlock.COLOR0_Amb = CColor::skWhite;
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}
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float Mul = CGraphics::sWorldLightMultiplier;
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CGraphics::sPixelBlock.TevColor = CColor(Mul,Mul,Mul);
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}
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CGraphics::sPixelBlock.TevColor = CColor::skWhite;
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CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo);
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CGraphics::sPixelBlock.LightmapMultiplier = 1.f;
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LoadModelMatrix();
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if (ComponentIndex < 0)
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@ -8,7 +8,7 @@ class CModelNode : public CSceneNode
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{
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TResPtr<CModel> mpModel;
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u32 mActiveMatSet;
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bool mLightingEnabled;
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bool mWorldModel;
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bool mForceAlphaOn;
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CColor mTintColor;
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bool mEnableScanOverlay;
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@ -29,7 +29,7 @@ public:
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void SetModel(CModel *pModel);
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inline void SetMatSet(u32 MatSet) { mActiveMatSet = MatSet; }
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inline void SetDynamicLighting(bool Enable) { mLightingEnabled = Enable; }
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inline void SetWorldModel(bool World) { mWorldModel = World; }
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inline void ForceAlphaEnabled(bool Enable) { mForceAlphaOn = Enable; }
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inline void SetTintColor(const CColor& rkTintColor) { mTintColor = rkTintColor; }
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inline void ClearTintColor() { mTintColor = CColor::skWhite; }
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@ -37,7 +37,7 @@ public:
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inline void SetScanOverlayColor(const CColor& rkColor) { mScanOverlayColor = rkColor; }
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inline CModel* Model() const { return mpModel; }
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inline u32 MatSet() const { return mActiveMatSet; }
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inline bool IsDynamicLightingEnabled() const { return mLightingEnabled; }
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inline bool IsWorldModel() const { return mWorldModel; }
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inline u32 FindMeshID() const { return mpModel->GetSurface(0)->MeshID; }
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};
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@ -106,7 +106,7 @@ void CScene::SetActiveArea(CGameArea *pArea)
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CModel *pModel = mpArea->GetTerrainModel(iMdl);
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CModelNode *pNode = CreateModelNode(pModel);
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pNode->SetName("World Model " + TString::FromInt32(iMdl, 0, 10));
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pNode->SetDynamicLighting(false);
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pNode->SetWorldModel(true);
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}
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CreateCollisionNode(mpArea->GetCollision());
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@ -67,7 +67,7 @@ void WAnimParamsEditor::SetParameters(const CAnimationParameters& params)
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void WAnimParamsEditor::OnResourceChanged(QString path)
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{
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CResource *pRes = gResCache.GetResource(path.toStdString());
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if (pRes->Type() != eAnimSet) pRes = nullptr;
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if (pRes && pRes->Type() != eAnimSet) pRes = nullptr;
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mParams.SetResource(pRes);
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emit ParametersChanged(mParams);
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@ -150,16 +150,20 @@ void CWorldEditor::SetArea(CWorld *pWorld, CGameArea *pArea)
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// Default bloom to Fake Bloom for Metroid Prime 3; disable for other games
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if (mpWorld->Version() == eCorruption)
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{
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ui->menuBloom->setEnabled(true);
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ui->menuBloom->setVisible(true);
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on_ActionFakeBloom_triggered();
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}
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else
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{
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ui->menuBloom->setEnabled(false);
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ui->menuBloom->setVisible(false);
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on_ActionNoBloom_triggered();
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}
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// Disable EGMC editing for Prime 1 and DKCR
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bool AllowEGMC = ( (mpWorld->Version() >= eEchoesDemo) && (mpWorld->Version() <= eCorruption) );
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ui->ActionEditPoiToWorldMap->setVisible(AllowEGMC);
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// Set up sidebar tabs
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CMasterTemplate *pMaster = CMasterTemplate::GetMasterForGame(mpArea->Version());
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ui->InstancesTabContents->SetMaster(pMaster);
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