#include "CDamageableTriggerExtra.h" #include "Core/Render/CDrawUtil.h" #include "Core/Render/CRenderer.h" CDamageableTriggerExtra::CDamageableTriggerExtra(CScriptObject *pInstance, CScene *pScene, CScriptNode *pParent) : CScriptExtra(pInstance, pScene, pParent) , mpRenderSideProp(nullptr) , mpMat(nullptr) { for (u32 iTex = 0; iTex < 3; iTex++) mpTextures[iTex] = nullptr; SetInheritance(true, false, false); CreateMaterial(); CPropertyStruct *pBaseStruct = pInstance->Properties(); // Fetch render side mpRenderSideProp = TPropCast(pBaseStruct->PropertyByIndex(0x5)); if (mpRenderSideProp) PropertyModified(mpRenderSideProp); // Fetch scale mpSizeProp = TPropCast(pBaseStruct->PropertyByIndex(0x2)); if (mpSizeProp) PropertyModified(mpSizeProp); // Fetch textures for (u32 iTex = 0; iTex < 3; iTex++) { mpTextureProps[iTex] = TPropCast(pBaseStruct->PropertyByIndex(0x6 + iTex)); if (mpTextureProps[iTex]) PropertyModified(mpTextureProps[iTex]); } } CDamageableTriggerExtra::~CDamageableTriggerExtra() { delete mpMat; } void CDamageableTriggerExtra::CreateMaterial() { if (mpMat) delete mpMat; mpMat = new CMaterial(mGame, ePosition | eNormal | eTex0); // 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->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->SetTexCoordSource(4); pPassA->SetTexture(mpTextures[0]); pPassA->SetColorInputs(eZeroRGB, eTextureRGB, eKonstRGB, eZeroRGB); pPassA->SetAnimMode(eUVScroll); 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->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->SetAnimParam(3, -0.16f); } void CDamageableTriggerExtra::UpdatePlaneTransform() { CVector3f Extent = mPlaneSize / 2.f; switch (mRenderSide) { case eNorth: case eSouth: { float Scalar = (mRenderSide == eNorth ? 1.f : -1.f); mPosition = CVector3f(0.f, Extent.Y * Scalar, 0.f); mRotation = CQuaternion::FromEuler(CVector3f(90.f * Scalar, 0.f, 0.f)); mScale = CVector3f(Extent.X, Extent.Z, 0.f); mCoordScale = mPlaneSize.XZ(); break; } case eWest: case eEast: { float Scalar = (mRenderSide == eWest ? 1.f : -1.f); mPosition = CVector3f(-Extent.X * Scalar, 0.f, 0.f); mRotation = CQuaternion::FromEuler(CVector3f(0.f, 90.f * Scalar, 0.f)); mScale = CVector3f(Extent.Z, Extent.Y, 0.f); mCoordScale = -mPlaneSize.YZ(); break; } case eUp: case eDown: { float Scalar = (mRenderSide == eUp ? 1.f : -1.f); float RotAngle = (mRenderSide == eUp ? 180.f : 0.f); mPosition = CVector3f(0.f, 0.f, Extent.Z * Scalar); mRotation = CQuaternion::FromEuler(CVector3f(0.f, RotAngle, 0.f)); mScale = CVector3f(Extent.X, Extent.Y, 0.f); mCoordScale = -mPlaneSize.XY(); break; } } if (mRenderSide == eNoRender) mLocalAABox = CAABox::skZero; else mLocalAABox = CAABox(CVector3f(-1.f, -1.f, 0.f), CVector3f(1.f, 1.f, 0.f)); MarkTransformChanged(); } void CDamageableTriggerExtra::OnTransformed() { mPlaneSize = mpSizeProp->Get(); UpdatePlaneTransform(); } void CDamageableTriggerExtra::PropertyModified(IProperty *pProperty) { if (pProperty == mpRenderSideProp) { mRenderSide = (ERenderSide) mpRenderSideProp->Get(); UpdatePlaneTransform(); } else if (pProperty == mpSizeProp) { mPlaneSize = mpSizeProp->Get(); UpdatePlaneTransform(); } else { for (u32 iTex = 0; iTex < 3; iTex++) { if (pProperty == mpTextureProps[iTex]) { mpTextures[iTex] = mpTextureProps[iTex]->Get().Load(); if (mpTextures[iTex] && mpTextures[iTex]->Type() != eTexture) mpTextures[iTex] = nullptr; mpMat->Pass(iTex)->SetTexture(mpTextures[iTex]); break; } } } } bool CDamageableTriggerExtra::ShouldDrawNormalAssets() { return (mRenderSide == eNoRender); } void CDamageableTriggerExtra::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo) { if (rkViewInfo.GameMode && !mpInstance->IsActive()) return; if (!rkViewInfo.GameMode && ((rkViewInfo.ShowFlags & eShowObjectGeometry) == 0)) return; if (mRenderSide != eNoRender) { if (rkViewInfo.ViewFrustum.BoxInFrustum(AABox())) pRenderer->AddMesh(this, -1, AABox(), true, eDrawMesh); if (mpParent->IsSelected() && !rkViewInfo.GameMode) pRenderer->AddMesh(this, -1, AABox(), false, eDrawSelection); } } void CDamageableTriggerExtra::Draw(FRenderOptions Options, int /*ComponentIndex*/, const SViewInfo& rkViewInfo) { LoadModelMatrix(); CGraphics::sPixelBlock.TintColor = mpParent->TintColor(rkViewInfo); mpMat->SetCurrent(Options); // Note: The plane the game renders this onto is 5x4.5, which is why we divide the tex coords by this value CVector2f TexUL(0.f, mCoordScale.Y / 4.5f); CVector2f TexUR(mCoordScale.X / 5.f, mCoordScale.Y / 4.5f); CVector2f TexBR(mCoordScale.X / 5.f, 0.f); CVector2f TexBL(0.f, 0.f); CDrawUtil::DrawSquare(TexUL, TexUR, TexBR, TexBL); } void CDamageableTriggerExtra::DrawSelection() { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glBlendFunc(GL_ONE, GL_ZERO); LoadModelMatrix(); CDrawUtil::UseColorShader(WireframeColor()); CDrawUtil::DrawSquare(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } void CDamageableTriggerExtra::RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& rkViewInfo) { if (mRenderSide == eNoRender) return; if (rkViewInfo.GameMode && !mpInstance->IsActive()) return; const CRay& rkRay = rTester.Ray(); if (rkViewInfo.pRenderer->RenderOptions() & eEnableBackfaceCull) { // 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; } } std::pair Result = AABox().IntersectsRay(rkRay); if (Result.first) { rTester.AddNode(this, -1, Result.second); mCachedRayDistance = Result.second; } } SRayIntersection CDamageableTriggerExtra::RayNodeIntersectTest(const CRay& rkRay, u32 /*ComponentIndex*/, const SViewInfo& /*rkViewInfo*/) { // The bounding box and all other tests already passed in RayAABoxIntersectTest, so we // already know that we have a positive. return SRayIntersection(true, mCachedRayDistance, rkRay.PointOnRay(mCachedRayDistance), mpParent, -1); }