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