Cleanup & refactoring

This commit is contained in:
Aruki
2018-12-16 14:00:40 -07:00
parent 2287b05bc3
commit c4829f5fda
197 changed files with 2461 additions and 2345 deletions

View File

@@ -40,40 +40,40 @@ CDamageableTriggerExtra::~CDamageableTriggerExtra()
void CDamageableTriggerExtra::CreateMaterial()
{
ASSERT(!mpMat);
mpMat = new CMaterial(mGame, ePosition | eNormal | eTex0);
mpMat = new CMaterial(mGame, EVertexAttribute::Position | EVertexAttribute::Normal | EVertexAttribute::Tex0);
// Most values/TEV setup were found from the executable + from graphics debuggers
// Animation parameters are estimates from eyeballing the values ingame
mpMat->SetBlendMode(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
mpMat->SetLightingEnabled(true);
mpMat->SetOptions(CMaterial::eTransparent);
mpMat->SetOptions(EMaterialOption::Transparent);
mpMat->SetKonst(CColor((float) 1.f, 1.f, 1.f, 0.2f), 0);
mpMat->SetNumPasses(3);
CMaterialPass *pPassA = mpMat->Pass(0);
pPassA->SetKColorSel(eKonst0_RGB);
pPassA->SetKColorSel(kKonst0_RGB);
pPassA->SetTexCoordSource(4);
pPassA->SetTexture(mpTextures[0]);
pPassA->SetColorInputs(eZeroRGB, eTextureRGB, eKonstRGB, eZeroRGB);
pPassA->SetAnimMode(eUVScroll);
pPassA->SetColorInputs(kZeroRGB, kTextureRGB, kKonstRGB, kZeroRGB);
pPassA->SetAnimMode(EUVAnimMode::UVScroll);
pPassA->SetAnimParam(3, -0.48f);
CMaterialPass *pPassB = mpMat->Pass(1);
pPassB->SetTexCoordSource(4);
pPassB->SetTexture(mpTextures[1]);
pPassB->SetColorInputs(eZeroRGB, eTextureRGB, ePrevRGB, eZeroRGB);
pPassB->SetAnimMode(eUVScroll);
pPassB->SetColorInputs(kZeroRGB, kTextureRGB, kPrevRGB, kZeroRGB);
pPassB->SetAnimMode(EUVAnimMode::UVScroll);
pPassB->SetAnimParam(2, 0.25f);
pPassB->SetAnimParam(3, -0.3f);
CMaterialPass *pPassC = mpMat->Pass(2);
pPassC->SetTexCoordSource(4);
pPassC->SetTexture(mpTextures[2]);
pPassC->SetRasSel(eRasColor0A0);
pPassC->SetKAlphaSel(eKonst0_A);
pPassC->SetColorInputs(eZeroRGB, eTextureRGB, eOneRGB, ePrevRGB);
pPassC->SetAlphaInputs(eZeroAlpha, eZeroAlpha, eZeroAlpha, eKonstAlpha);
pPassC->SetAnimMode(eUVScroll);
pPassC->SetRasSel(kRasColor0A0);
pPassC->SetKAlphaSel(kKonst0_A);
pPassC->SetColorInputs(kZeroRGB, kTextureRGB, kOneRGB, kPrevRGB);
pPassC->SetAlphaInputs(kZeroAlpha, kZeroAlpha, kZeroAlpha, kKonstAlpha);
pPassC->SetAnimMode(EUVAnimMode::UVScroll);
pPassC->SetAnimParam(3, -0.16f);
}
@@ -83,10 +83,10 @@ void CDamageableTriggerExtra::UpdatePlaneTransform()
switch (mRenderSide)
{
case eNorth:
case eSouth:
case ERenderSide::North:
case ERenderSide::South:
{
float Scalar = (mRenderSide == eNorth ? 1.f : -1.f);
float Scalar = (mRenderSide == ERenderSide::North ? 1.f : -1.f);
mPosition = CVector3f(0.f, Extent.Y * Scalar, 0.f);
mRotation = CQuaternion::FromEuler(CVector3f(90.f * Scalar, 0.f, 0.f));
@@ -95,10 +95,10 @@ void CDamageableTriggerExtra::UpdatePlaneTransform()
break;
}
case eWest:
case eEast:
case ERenderSide::West:
case ERenderSide::East:
{
float Scalar = (mRenderSide == eWest ? 1.f : -1.f);
float Scalar = (mRenderSide == ERenderSide::West ? 1.f : -1.f);
mPosition = CVector3f(-Extent.X * Scalar, 0.f, 0.f);
mRotation = CQuaternion::FromEuler(CVector3f(0.f, 90.f * Scalar, 0.f));
@@ -107,11 +107,11 @@ void CDamageableTriggerExtra::UpdatePlaneTransform()
break;
}
case eUp:
case eDown:
case ERenderSide::Up:
case ERenderSide::Down:
{
float Scalar = (mRenderSide == eUp ? 1.f : -1.f);
float RotAngle = (mRenderSide == eUp ? 180.f : 0.f);
float Scalar = (mRenderSide == ERenderSide::Up ? 1.f : -1.f);
float RotAngle = (mRenderSide == ERenderSide::Up ? 180.f : 0.f);
mPosition = CVector3f(0.f, 0.f, Extent.Z * Scalar);
mRotation = CQuaternion::FromEuler(CVector3f(0.f, RotAngle, 0.f));
@@ -122,7 +122,7 @@ void CDamageableTriggerExtra::UpdatePlaneTransform()
}
if (mRenderSide == eNoRender)
if (mRenderSide == ERenderSide::NoRender)
mLocalAABox = CAABox::skZero;
else
mLocalAABox = CAABox(CVector3f(-1.f, -1.f, 0.f), CVector3f(1.f, 1.f, 0.f));
@@ -141,11 +141,11 @@ CDamageableTriggerExtra::ERenderSide CDamageableTriggerExtra::RenderSideForDirec
bool Positive = (rkDir[Max] == AbsDir[Max]);
// Return corresponding side for direction
if (Max == 0) return (Positive ? eEast : eWest);
else if (Max == 1) return (Positive ? eNorth : eSouth);
else if (Max == 2) return (Positive ? eUp : eDown);
if (Max == 0) return (Positive ? ERenderSide::East : ERenderSide::West);
else if (Max == 1) return (Positive ? ERenderSide::North : ERenderSide::South);
else if (Max == 2) return (Positive ? ERenderSide::Up : ERenderSide::Down);
return eNoRender;
return ERenderSide::NoRender;
}
CDamageableTriggerExtra::ERenderSide CDamageableTriggerExtra::TransformRenderSide(ERenderSide Side)
@@ -156,20 +156,20 @@ CDamageableTriggerExtra::ERenderSide CDamageableTriggerExtra::TransformRenderSid
switch (Side)
{
case eNorth:
case ERenderSide::North:
return RenderSideForDirection(AreaRotation.YAxis());
case eSouth:
case ERenderSide::South:
return RenderSideForDirection(-AreaRotation.YAxis());
case eWest:
case ERenderSide::West:
return RenderSideForDirection(-AreaRotation.XAxis());
case eEast:
case ERenderSide::East:
return RenderSideForDirection(AreaRotation.XAxis());
case eUp:
case ERenderSide::Up:
return RenderSideForDirection(AreaRotation.ZAxis());
case eDown:
case ERenderSide::Down:
return RenderSideForDirection(-AreaRotation.ZAxis());
default:
return eNoRender;
return ERenderSide::NoRender;
}
}
@@ -193,7 +193,7 @@ void CDamageableTriggerExtra::PropertyModified(IProperty* pProperty)
{
mpTextures[TextureIdx] = gpResourceStore->LoadResource<CTexture>( mTextureAssets[TextureIdx].Get() );
if (mpTextures[TextureIdx] && mpTextures[TextureIdx]->Type() != eTexture)
if (mpTextures[TextureIdx] && mpTextures[TextureIdx]->Type() != EResourceType::Texture)
mpTextures[TextureIdx] = nullptr;
mpMat->Pass(TextureIdx)->SetTexture(mpTextures[TextureIdx]);
@@ -205,7 +205,7 @@ void CDamageableTriggerExtra::PropertyModified(IProperty* pProperty)
bool CDamageableTriggerExtra::ShouldDrawNormalAssets()
{
return (mRenderSide == eNoRender);
return (mRenderSide == ERenderSide::NoRender);
}
void CDamageableTriggerExtra::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo)
@@ -213,15 +213,15 @@ void CDamageableTriggerExtra::AddToRenderer(CRenderer *pRenderer, const SViewInf
if (rkViewInfo.GameMode && !mpInstance->IsActive())
return;
if (!rkViewInfo.GameMode && ((rkViewInfo.ShowFlags & eShowObjectGeometry) == 0))
if (!rkViewInfo.GameMode && ((rkViewInfo.ShowFlags & EShowFlag::ObjectGeometry) == 0))
return;
if (mRenderSide != eNoRender)
if (mRenderSide != ERenderSide::NoRender)
{
if (rkViewInfo.ViewFrustum.BoxInFrustum(AABox()))
pRenderer->AddMesh(this, -1, AABox(), true, eDrawMesh);
pRenderer->AddMesh(this, -1, AABox(), true, ERenderCommand::DrawMesh);
if (mpParent->IsSelected() && !rkViewInfo.GameMode)
pRenderer->AddMesh(this, -1, AABox(), false, eDrawSelection);
pRenderer->AddMesh(this, -1, AABox(), false, ERenderCommand::DrawSelection);
}
}
@@ -251,23 +251,23 @@ void CDamageableTriggerExtra::DrawSelection()
void CDamageableTriggerExtra::RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& rkViewInfo)
{
if (mRenderSide == eNoRender) return;
if (mRenderSide == ERenderSide::NoRender) return;
if (rkViewInfo.GameMode && !mpInstance->IsActive()) return;
const CRay& rkRay = rTester.Ray();
if (rkViewInfo.pRenderer->RenderOptions() & eEnableBackfaceCull)
if (rkViewInfo.pRenderer->RenderOptions() & ERenderOption::EnableBackfaceCull)
{
// We're guaranteed to be axis-aligned, so we can take advantage of that
// to perform a very simple backface check.
switch (mRenderSide)
{
case eNorth: if (rkRay.Origin().Y > AbsolutePosition().Y) return; break;
case eSouth: if (rkRay.Origin().Y < AbsolutePosition().Y) return; break;
case eWest: if (rkRay.Origin().X < AbsolutePosition().X) return; break;
case eEast: if (rkRay.Origin().X > AbsolutePosition().X) return; break;
case eUp: if (rkRay.Origin().Z > AbsolutePosition().Z) return; break;
case eDown: if (rkRay.Origin().Z < AbsolutePosition().Z) return; break;
case ERenderSide::North: if (rkRay.Origin().Y > AbsolutePosition().Y) return; break;
case ERenderSide::South: if (rkRay.Origin().Y < AbsolutePosition().Y) return; break;
case ERenderSide::West: if (rkRay.Origin().X < AbsolutePosition().X) return; break;
case ERenderSide::East: if (rkRay.Origin().X > AbsolutePosition().X) return; break;
case ERenderSide::Up: if (rkRay.Origin().Z > AbsolutePosition().Z) return; break;
case ERenderSide::Down: if (rkRay.Origin().Z < AbsolutePosition().Z) return; break;
}
}

View File

@@ -6,15 +6,15 @@
class CDamageableTriggerExtra : public CScriptExtra
{
// Render fluid planes for doors in MP1
enum ERenderSide
enum class ERenderSide
{
eNoRender = 0x0,
eNorth = 0x1,
eSouth = 0x2,
eWest = 0x4,
eEast = 0x8,
eUp = 0x10,
eDown = 0x20
NoRender = 0x0,
North = 0x1,
South = 0x2,
West = 0x4,
East = 0x8,
Up = 0x10,
Down = 0x20
};
CVectorRef mPlaneSize;

View File

@@ -57,14 +57,14 @@ void CDoorExtra::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo
{
if (!mpShieldModel) return;
if (rkViewInfo.GameMode && !mpInstance->IsActive()) return;
if (!rkViewInfo.GameMode && ((rkViewInfo.ShowFlags & eShowObjectGeometry) == 0)) return;
if (!rkViewInfo.GameMode && ((rkViewInfo.ShowFlags & EShowFlag::ObjectGeometry) == 0)) return;
if (mpParent->IsVisible() && rkViewInfo.ViewFrustum.BoxInFrustum(AABox()))
{
AddModelToRenderer(pRenderer, mpShieldModel, 0);
if (mpParent->IsSelected() && !rkViewInfo.GameMode)
pRenderer->AddMesh(this, -1, AABox(), false, eDrawSelection);
pRenderer->AddMesh(this, -1, AABox(), false, ERenderCommand::DrawSelection);
}
}
@@ -88,7 +88,7 @@ void CDoorExtra::DrawSelection()
{
LoadModelMatrix();
glBlendFunc(GL_ONE, GL_ZERO);
mpShieldModel->DrawWireframe(eNoRenderOptions, mpParent->WireframeColor());
mpShieldModel->DrawWireframe(ERenderOption::None, mpParent->WireframeColor());
}
void CDoorExtra::RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& rkViewInfo)
@@ -112,7 +112,7 @@ SRayIntersection CDoorExtra::RayNodeIntersectTest(const CRay& rkRay, uint32 Asse
Out.ComponentIndex = AssetID;
CRay TransformedRay = rkRay.Transformed(Transform().Inverse());
std::pair<bool,float> Result = mpShieldModel->GetSurface(AssetID)->IntersectsRay(TransformedRay, ((Options & eEnableBackfaceCull) == 0));
std::pair<bool,float> Result = mpShieldModel->GetSurface(AssetID)->IntersectsRay(TransformedRay, ((Options & ERenderOption::EnableBackfaceCull) == 0));
if (Result.first)
{

View File

@@ -27,12 +27,12 @@ CRadiusSphereExtra::CRadiusSphereExtra(CScriptObject* pInstance, CScene* pScene,
void CRadiusSphereExtra::AddToRenderer(CRenderer* pRenderer, const SViewInfo& rkViewInfo)
{
if (!rkViewInfo.GameMode && (rkViewInfo.ShowFlags & eShowObjectGeometry) && mRadius.IsValid() && mpParent->IsVisible() && mpParent->IsSelected())
if (!rkViewInfo.GameMode && (rkViewInfo.ShowFlags & EShowFlag::ObjectGeometry) && mRadius.IsValid() && mpParent->IsVisible() && mpParent->IsSelected())
{
CAABox BoundingBox = Bounds();
if (rkViewInfo.ViewFrustum.BoxInFrustum(BoundingBox))
pRenderer->AddMesh(this, -1, BoundingBox, false, eDrawMesh);
pRenderer->AddMesh(this, -1, BoundingBox, false, ERenderCommand::DrawMesh);
}
}
@@ -51,12 +51,12 @@ CColor CRadiusSphereExtra::Color() const
{
// Repulsor
case 0x63:
case 0x5245504C:
case FOURCC('REPL'):
return CColor::skGreen;
// RadialDamage
case 0x68:
case 0x52414444:
case FOURCC('RADD'):
return CColor::skRed;
default:

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@@ -5,12 +5,17 @@
#include "Core/Scene/CScriptNode.h"
#include <Common/Macros.h>
/* CScriptExtra is a class that allows for additional coded behavior on any given
/**
* CScriptExtra is a class that allows for additional coded behavior on any given
* script object type. Subclass IScriptExtra, add the new class to CScriptExtra.cpp,
* and reimplement whatever functions are needed to create the desired behavior. Note
* that in addition to the functions here you can also reimplement IRenderable functions
* (to render additional geometry) and CSceneNode functions (primarily for raycast
* intersections).
*
* @todo I think I'd kinda rather CScriptExtra just inherited CScriptObject instead of
* being a separate node type on top of it. I remember there were reasons I didn't do it
* that way to begin with but I can't remember what they were off the top of my head.
*/
class CScriptExtra : public CSceneNode
@@ -34,7 +39,7 @@ public:
inline EGame Game() const { return mGame; }
// Default implementations for CSceneNode
virtual ENodeType NodeType() { return eScriptExtraNode; }
virtual ENodeType NodeType() { return ENodeType::ScriptExtra; }
virtual void RayAABoxIntersectTest(CRayCollisionTester& /*rTester*/, const SViewInfo& /*rkViewInfo*/) {}
virtual SRayIntersection RayNodeIntersectTest(const CRay& /*rkRay*/, uint32 /*AssetID*/, const SViewInfo& /*rkViewInfo*/)
{

View File

@@ -46,9 +46,9 @@ void CSplinePathExtra::AddWaypoints()
std::set<CWaypointExtra*> CheckedWaypoints;
for (uint32 LinkIdx = 0; LinkIdx < mpInstance->NumLinks(eOutgoing); LinkIdx++)
for (uint32 LinkIdx = 0; LinkIdx < mpInstance->NumLinks(ELinkType::Outgoing); LinkIdx++)
{
CLink* pLink = mpInstance->Link(eOutgoing, LinkIdx);
CLink* pLink = mpInstance->Link(ELinkType::Outgoing, LinkIdx);
if ( (pLink->State() == FOURCC('IS00') && pLink->Message() == FOURCC('ATCH')) || // InternalState00/Attach
(pLink->State() == FOURCC('MOTP') && pLink->Message() == FOURCC('ATCH')) ) // MotionPath/Attach

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@@ -79,9 +79,9 @@ void CWaypointExtra::BuildLinks()
{
mLinks.clear();
for (uint32 iLink = 0; iLink < mpInstance->NumLinks(eOutgoing); iLink++)
for (uint32 iLink = 0; iLink < mpInstance->NumLinks(ELinkType::Outgoing); iLink++)
{
CLink *pLink = mpInstance->Link(eOutgoing, iLink);
CLink *pLink = mpInstance->Link(ELinkType::Outgoing, iLink);
if (IsPathLink(pLink))
{
@@ -111,8 +111,8 @@ bool CWaypointExtra::IsPathLink(CLink *pLink)
{
CFourCC State(pLink->State());
CFourCC Message(pLink->Message());
if (State == "ARRV" && Message == "NEXT") Valid = true; // Arrived / Next (MP2)
if (State == "NEXT" && Message == "ATCH") Valid = true; // Next / Attach (MP3/DKCR)
if (State == FOURCC('ARRV') && Message == FOURCC('NEXT')) Valid = true; // Arrived / Next (MP2)
if (State == FOURCC('NEXT') && Message == FOURCC('ATCH')) Valid = true; // Next / Attach (MP3/DKCR)
}
if (Valid)
@@ -160,14 +160,14 @@ void CWaypointExtra::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkView
// won't work properly because we haven't finished loading the scene yet.
if (!mLinksBuilt) BuildLinks();
if (!rkViewInfo.GameMode && (rkViewInfo.ShowFlags & eShowObjectGeometry) && mpParent->IsVisible() && !mpParent->IsSelected())
if (!rkViewInfo.GameMode && (rkViewInfo.ShowFlags & EShowFlag::ObjectGeometry) && mpParent->IsVisible() && !mpParent->IsSelected())
{
for (uint32 iLink = 0; iLink < mLinks.size(); iLink++)
{
CScriptNode *pNode = mLinks[iLink].pWaypoint;
if (pNode->IsVisible() && !pNode->IsSelected() && rkViewInfo.ViewFrustum.BoxInFrustum(mLinks[iLink].LineAABB))
pRenderer->AddMesh(this, iLink, mLinks[iLink].LineAABB, false, eDrawMesh);
pRenderer->AddMesh(this, iLink, mLinks[iLink].LineAABB, false, ERenderCommand::DrawMesh);
}
}
}