metaforce/Runtime/World/CEnvFxManager.hpp

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#pragma once
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#include "RetroTypes.hpp"
#include "CToken.hpp"
#include "zeus/CAABox.hpp"
#include "Particle/CGenDescription.hpp"
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#include "Audio/CSfxManager.hpp"
#include "Graphics/Shaders/CEnvFxShaders.hpp"
#include "Graphics/CLineRenderer.hpp"
#include "hecl/VertexBufferPool.hpp"
#include "hecl/UniformBufferPool.hpp"
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namespace urde
{
class CStateManager;
class CTexture;
class CActor;
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enum class EEnvFxType
{
None,
Snow,
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Rain,
UnderwaterFlake
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};
enum class EPhazonType
{
None,
Blue,
Orange
};
class CVectorFixed8_8
{
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public:
union {
struct
{
s16 x, y, z;
};
s16 v[3];
};
CVectorFixed8_8() { x = y = z = 0; }
CVectorFixed8_8(s16 xi, s16 yi, s16 zi) { x = xi; y = yi; z = zi; }
CVectorFixed8_8(const zeus::CVector3f& vec)
{
x = s16(vec.x * 256.f);
y = s16(vec.y * 256.f);
z = s16(vec.z * 256.f);
}
CVectorFixed8_8 operator+(const CVectorFixed8_8& other) const
{
return {s16(x + other.x), s16(y + other.y), s16(z + other.z)};
}
CVectorFixed8_8 operator-(const CVectorFixed8_8& other) const
{
return {s16(x - other.x), s16(y - other.y), s16(z - other.z)};
}
zeus::CVector3f toVec3f() const
{
return {x / 256.f, y / 256.f, z / 256.f};
}
};
class CEnvFxManagerGrid
{
friend class CEnvFxManager;
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friend class CEnvFxShaders;
bool x0_24_blockDirty = true;
zeus::CVector2i x4_position; /* 8.8 fixed point */
zeus::CVector2i xc_extent; /* 8.8 fixed point */
std::pair<bool, float> x14_block = {false, FLT_MAX}; /* Blocked-bool, Z-coordinate */
std::vector<CVectorFixed8_8> x1c_particles;
mutable hecl::VertexBufferPool<CEnvFxShaders::Instance>::Token m_instBuf;
mutable hecl::UniformBufferPool<CEnvFxShaders::Uniform>::Token m_uniformBuf;
mutable CLineRenderer m_lineRenderer;
boo::ObjToken<boo::IShaderDataBinding> m_snowBinding;
boo::ObjToken<boo::IShaderDataBinding> m_underwaterBinding;
mutable float m_uvyOffset = 0.f;
void RenderSnowParticles(const zeus::CTransform& camXf) const;
void RenderRainParticles(const zeus::CTransform& camXf) const;
void RenderUnderwaterParticles(const zeus::CTransform& camXf) const;
public:
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CEnvFxManagerGrid(const zeus::CVector2i& position, const zeus::CVector2i& extent,
const std::vector<CVectorFixed8_8>& initialParticles, int reserve,
CEnvFxManager& parent, boo::IGraphicsDataFactory::Context& ctx);
void Render(const zeus::CTransform& xf, const zeus::CTransform& invXf,
const zeus::CTransform& camXf, float fxDensity, EEnvFxType fxType,
const CEnvFxManager& parent) const;
};
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class CEnvFxManager
{
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friend class CEnvFxManagerGrid;
friend class CEnvFxShaders;
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mutable hecl::VertexBufferPool<CEnvFxShaders::Instance> m_instPool;
mutable hecl::UniformBufferPool<CEnvFxShaders::Uniform> m_uniformPool;
mutable CEnvFxShaders::Uniform m_uniformData;
boo::ObjToken<boo::IGraphicsBufferD> m_fogUniformBuf;
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zeus::CAABox x0_particleBounds = zeus::CAABox(-63.5f, 63.5f);
zeus::CVector3f x18_focusCellPosition = zeus::CVector3f::skZero;
bool x24_enableSplash = false;
float x28_firstSnowForce = 0.f;
s32 x2c_lastBlockedGridIdx = -1;
float x30_fxDensity = 0.f;
float x34_targetFxDensity = 0.f;
float x38_maxDensityDeltaSpeed = 0.f;
//bool x3c_snowflakeTextureMipBlanked = false; /* Shader simulates this texture mod */
TLockedToken<CTexture> x40_txtrEnvGradient;
rstl::reserved_vector<CEnvFxManagerGrid, 64> x50_grids;
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float xb54_baseSplashRate;
TLockedToken<CGenDescription> xb58_envRainSplash;
bool xb64_ = true;
TUniqueId xb68_envRainSplashId = kInvalidUniqueId;
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bool xb6a_rainSoundActive = false;
CSfxHandle xb6c_leftRainSound;
CSfxHandle xb70_rightRainSound;
TLockedToken<CTexture> xb74_txtrSnowFlake;
bool xb80_ = true;
rstl::reserved_vector<zeus::CVector3f, 16> xb84_snowZDeltas;
TLockedToken<CTexture> xc48_underwaterFlake;
bool xc54_ = true;
void SetSplashEffectRate(float f, const CStateManager& mgr);
void UpdateRainSounds(const CStateManager& mgr);
zeus::CVector3f GetParticleBoundsToWorldScale() const;
zeus::CTransform GetParticleBoundsToWorldTransform() const;
void UpdateVisorSplash(CStateManager& mgr, float dt, const zeus::CTransform& camXf);
void MoveWrapCells(s32, s32);
void CalculateSnowForces(const CVectorFixed8_8& zVec, rstl::reserved_vector<CVectorFixed8_8, 256>& snowForces,
EEnvFxType type, const zeus::CVector3f& oopbtws, float dt);
static void BuildBlockObjectList(rstl::reserved_vector<TUniqueId, 1024>& list, CStateManager& mgr);
void UpdateBlockedGrids(CStateManager& mgr, EEnvFxType type, const zeus::CTransform& camXf,
const zeus::CTransform& xf, const zeus::CTransform& invXf);
void CreateNewParticles(EEnvFxType type);
void UpdateSnowParticles(const rstl::reserved_vector<CVectorFixed8_8, 256>& snowForces);
void UpdateRainParticles(const CVectorFixed8_8& zVec, const zeus::CVector3f& oopbtws, float dt);
void UpdateUnderwaterParticles(const CVectorFixed8_8& zVec);
void SetupSnowTevs(const CStateManager& mgr) const;
void SetupRainTevs() const;
void SetupUnderwaterTevs(const zeus::CTransform& invXf, const CStateManager& mgr) const;
public:
CEnvFxManager();
void AsyncLoadResources(CStateManager& mgr);
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void Update(float, CStateManager& mgr);
void Render(const CStateManager& mgr) const;
void SetFxDensity(s32, float);
void AreaLoaded();
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void SetSplashRate(float f) { xb54_baseSplashRate = f; }
bool IsSplashActive() const { return x24_enableSplash; }
float GetRainMagnitude() const { return x30_fxDensity; }
void Cleanup();
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static void Initialize();
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};
}