#include "CMaterialPass.h" #include "CMaterial.h" #include #include CMaterialPass::CMaterialPass(CMaterial *pParent) { mPassType = "CUST"; mpTexture = nullptr; mEnabled = true; mpParentMat = pParent; mColorOutput = ePrevReg; mAlphaOutput = ePrevReg; mKColorSel = eKonstOne; mKAlphaSel = eKonstOne; mRasSel = eRasColorNull; mTexCoordSource = 0; mAnimMode = eNoUVAnim; for (u32 iParam = 0; iParam < 4; iParam++) { mColorInputs[iParam] = eZeroRGB; mAlphaInputs[iParam] = eZeroAlpha; mAnimParams[iParam] = 0.f; } } CMaterialPass::~CMaterialPass() { } void CMaterialPass::HashParameters(CHashFNV1A &Hash) { if (mEnabled) { Hash.HashLong(mPassType.ToLong()); Hash.HashLong(mSettings); Hash.HashData(&mColorInputs[0], sizeof(ETevColorInput) * 4); Hash.HashData(&mAlphaInputs[0], sizeof(ETevAlphaInput) * 4); Hash.HashLong(mColorOutput); Hash.HashLong(mAlphaOutput); Hash.HashLong(mKColorSel); Hash.HashLong(mKAlphaSel); Hash.HashLong(mRasSel); Hash.HashLong(mTexCoordSource); Hash.HashLong(mAnimMode); Hash.HashData(mAnimParams, sizeof(float) * 4); Hash.HashByte(mEnabled); } } void CMaterialPass::LoadTexture(u32 PassIndex) { if (mpTexture) mpTexture->Bind(PassIndex); } void CMaterialPass::SetAnimCurrent(ERenderOptions Options, u32 PassIndex) { if (mAnimMode == eNoUVAnim) return; float s = AnimUtil::SecondsMod900(); const CMatrix4f& ModelMtx = CGraphics::sMVPBlock.ModelMatrix; const CMatrix4f& ViewMtx = CGraphics::sMVPBlock.ViewMatrix; CMatrix4f TexMtx = CMatrix4f::skIdentity; CMatrix4f PostMtx = CMatrix4f::skIdentity; switch (mAnimMode) { case eInverseMV: // Mode 0 case eSimpleMode: // Mode 10 - maybe not correct? { glm::mat4 mtx = glm::inverse(glm::transpose(CGraphics::sMVPBlock.ViewMatrix.ToGlmMat4()) * glm::transpose(CGraphics::sMVPBlock.ModelMatrix.ToGlmMat4())); mtx[0][3] = mtx[1][3] = mtx[2][3] = 0.f; TexMtx = CMatrix4f::FromGlmMat4(mtx); PostMtx = CMatrix4f(0.5f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f); break; } case eInverseMVTranslated: // Mode 1 { glm::mat4 mtx = glm::inverse(glm::transpose(CGraphics::sMVPBlock.ViewMatrix.ToGlmMat4()) * glm::transpose(CGraphics::sMVPBlock.ModelMatrix.ToGlmMat4())); TexMtx = CMatrix4f::FromGlmMat4(mtx); PostMtx = CMatrix4f(0.5f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f); } case eUVScroll: // Mode 2 { if (Options & eUVScroll) { TexMtx[0][3] = (s * mAnimParams[2]) + mAnimParams[0]; TexMtx[1][3] = (s * mAnimParams[3]) + mAnimParams[1]; } break; } case eUVRotation: // Mode 3 { if (Options & eUVScroll) { float Angle = (s * mAnimParams[1]) + mAnimParams[0]; float ACos = cos(Angle); float ASin = sin(Angle); float TransX = (1.f - (ACos - ASin)) * 0.5f; float TransY = (1.f - (ASin + ACos)) * 0.5f; TexMtx = CMatrix4f(ACos, -ASin, 0.0f, TransX, ASin, ACos, 0.0f, TransY, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); } break; } case eHFilmstrip: // Mode 4 case eVFilmstrip: // Mode 5 { if (Options & eUVScroll) { float Offset = mAnimParams[2] * mAnimParams[0] * (mAnimParams[3] + s); Offset = (float)(short)(float)(mAnimParams[1] * fmod(Offset, 1.0f)) * mAnimParams[2]; if (mAnimMode == eHFilmstrip) TexMtx[0][3] = Offset; if (mAnimMode == eVFilmstrip) TexMtx[1][3] = Offset; } break; } case eModelMatrix: // Mode 6 { // It looks ok, but I can't tell whether it's correct... TexMtx = CMatrix4f::FromGlmMat4(glm::transpose(CGraphics::sMVPBlock.ModelMatrix.ToGlmMat4())); PostMtx = CMatrix4f(0.5f, 0.0f, 0.0f, TexMtx[0][3] * 0.50000001f, 0.0f, 0.5f, 0.0f, TexMtx[1][3] * 0.50000001f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f); TexMtx[0][3] = 0.f; TexMtx[1][3] = 0.f; TexMtx[2][3] = 0.f; } case eConvolutedModeA: // Mode 7 { CMatrix4f view = CGraphics::sMVPBlock.ViewMatrix; // Oh god I seriously need a CMatrix4f inverse function. glm::mat4 mtx = glm::inverse(glm::transpose(CGraphics::sMVPBlock.ViewMatrix.ToGlmMat4()) * glm::transpose(CGraphics::sMVPBlock.ModelMatrix.ToGlmMat4())); mtx[0][3] = mtx[1][3] = mtx[2][3] = 0.f; TexMtx = CMatrix4f::FromGlmMat4(mtx); float xy = (view[3][0] + view[3][1]) * 0.025f * mAnimParams[1]; xy = (xy - (int) xy); float z = view[3][2] * 0.05f * mAnimParams[1]; z = (z - (int) z); float halfA = mAnimParams[0] * 0.5f; PostMtx = CMatrix4f(halfA, 0.0f, 0.0f, xy, 0.0f, 0.0f, halfA, z, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f); break; } case eConvolutedModeB: // Mode 8 (MP3/DKCR only) { // todo break; } default: break; } CGraphics::sVertexBlock.TexMatrices[PassIndex] = TexMtx; CGraphics::sVertexBlock.PostMatrices[PassIndex] = PostMtx; } // ************ SETTERS ************ void CMaterialPass::SetType(CFourCC Type) { mPassType = Type; mpParentMat->Update(); } void CMaterialPass::SetColorInputs(ETevColorInput InputA, ETevColorInput InputB, ETevColorInput InputC, ETevColorInput InputD) { mColorInputs[0] = InputA; mColorInputs[1] = InputB; mColorInputs[2] = InputC; mColorInputs[3] = InputD; mpParentMat->Update(); } void CMaterialPass::SetAlphaInputs(ETevAlphaInput InputA, ETevAlphaInput InputB, ETevAlphaInput InputC, ETevAlphaInput InputD) { mAlphaInputs[0] = InputA; mAlphaInputs[1] = InputB; mAlphaInputs[2] = InputC; mAlphaInputs[3] = InputD; mpParentMat->Update(); } void CMaterialPass::SetColorOutput(ETevOutput OutputReg) { mColorOutput = OutputReg; mpParentMat->Update(); } void CMaterialPass::SetAlphaOutput(ETevOutput OutputReg) { mAlphaOutput = OutputReg; mpParentMat->Update(); } void CMaterialPass::SetKColorSel(ETevKSel Sel) { mKColorSel = Sel; mpParentMat->Update(); } void CMaterialPass::SetKAlphaSel(ETevKSel Sel) { // Konst RGB is invalid for alpha, so reset to One if that's the selection if ((Sel >= eKonst0_RGB) && (Sel <= eKonst3_RGB)) Sel = eKonstOne; mKAlphaSel = Sel; mpParentMat->Update(); } void CMaterialPass::SetRasSel(ETevRasSel Sel) { mRasSel = Sel; mpParentMat->Update(); } void CMaterialPass::SetTexCoordSource(u32 Source) { mTexCoordSource = Source; mpParentMat->Update(); } void CMaterialPass::SetTexture(CTexture *pTex) { mpTexture = pTex; mTexToken = CToken(pTex); } void CMaterialPass::SetAnimMode(EUVAnimMode Mode) { mAnimMode = Mode; mpParentMat->Update(); } void CMaterialPass::SetAnimParam(u32 ParamIndex, float Value) { mAnimParams[ParamIndex] = Value; } void CMaterialPass::SetEnabled(bool Enabled) { mEnabled = Enabled; mpParentMat->Update(); } // ************ STATIC ************ std::string CMaterialPass::PassTypeName(CFourCC Type) { if (Type == "CUST") return "Custom"; if (Type == "DIFF") return "Light"; if (Type == "RIML") return "Rim Light"; if (Type == "BLOL") return "Bloom Light"; // BLOD if (Type == "CLR ") return "Diffuse"; if (Type == "TRAN") return "Opacity"; if (Type == "INCA") return "Emissive"; if (Type == "RFLV") return "Specular"; if (Type == "RFLD") return "Reflection"; // LRLD // LURD if (Type == "BLOI") return "Bloom Diffuse"; if (Type == "XRAY") return "X-Ray"; // TOON return Type.ToString(); }