PrimeWorldEditor/Resource/CMaterialPass.cpp

297 lines
8.3 KiB
C++

#include "CMaterialPass.h"
#include "CMaterial.h"
#include <Common/AnimUtil.h>
#include <Core/CGraphics.h>
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();
}