metaforce/Runtime/MP1/CArtifactDoll.cpp

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#include "CArtifactDoll.hpp"
#include "GameGlobalObjects.hpp"
#include "CSimplePool.hpp"
#include "CStateManager.hpp"
#include "Graphics/CBooRenderer.hpp"
namespace urde
{
namespace MP1
{
static const char* ArtifactPieceModels[] =
{
"CMDL_Piece1", // Truth
"CMDL_Piece2", // Strength
"CMDL_Piece3", // Elder
"CMDL_Piece4", // Wild
"CMDL_Piece5", // Lifegiver
"CMDL_Piece6", // Warrior
"CMDL_Piece7", // Chozo
"CMDL_Piece8", // Nature
"CMDL_Piece9", // Sun
"CMDL_Piece10", // World
"CMDL_Piece11", // Spirit
"CMDL_Piece12" // Newborn
};
static const ResId ArtifactHeadScans[] =
{
0x32C9DDCE, // Truth
0xB45DAF60, // Strength
0x7F017CC5, // Elder
0x62044C7D, // Wild
0xA9589FD8, // Lifegiver
0x2FCCED76, // Warrior
0xE4903ED3, // Chozo
0x15C68C06, // Nature
0xDE9A5FA3, // Sun
0xFBBE9D9A, // World
0x30E24E3F, // Spirit
0xB6763C91 // Newborn
};
static const zeus::CColor ArtifactPreColor = {0.4f, 0.68f, 0.88f, 0.8f};
static const zeus::CColor ArtifactPostColor = {1.f, 0.63f, 0.02f, 1.f};
CArtifactDoll::CArtifactDoll()
{
x10_lights.resize(2, CLight::BuildDirectional(zeus::CVector3f::skForward, zeus::CColor::skWhite));
x20_actorLights = std::make_unique<CActorLights>(8, zeus::CVector3f::skZero, 4, 4,
false, false, false, 0.1f);
x28_24_loaded = false;
x0_models.reserve(12);
for (int i=0 ; i<12 ; ++i)
x0_models.push_back(g_SimplePool->GetObj(ArtifactPieceModels[i]));
}
int CArtifactDoll::GetArtifactHeadScanIndex(ResId scanId)
{
ResId orig = g_ResFactory->TranslateNewToOriginal(scanId);
for (int i=0 ; i<12 ; ++i)
if (ArtifactHeadScans[i] == orig)
return i;
return -1;
}
ResId CArtifactDoll::GetArtifactHeadScanFromItemType(CPlayerState::EItemType item)
{
if (item < CPlayerState::EItemType::ArtifactOfTruth || item > CPlayerState::EItemType::ArtifactOfNewborn)
return -1;
return g_ResFactory->TranslateOriginalToNew(ArtifactHeadScans[int(item) - 29]);
}
void CArtifactDoll::UpdateArtifactHeadScan(const CStateManager& mgr, float delta)
{
CPlayerState& playerState = *mgr.GetPlayerState();
for (int i=0 ; i<12 ; ++i)
{
if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType(i + 29)))
{
ResId newId = g_ResFactory->TranslateOriginalToNew(ArtifactHeadScans[i]);
playerState.SetScanTime(newId, std::min(playerState.GetScanTime(newId) + delta, 1.f));
}
}
}
void CArtifactDoll::CompleteArtifactHeadScan(const CStateManager& mgr)
{
UpdateArtifactHeadScan(mgr, 1.f);
}
void CArtifactDoll::Draw(float alpha, const CStateManager& mgr,
bool inArtifactCategory, int selectedArtifact)
{
if (!IsLoaded())
return;
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alpha *= x24_fader;
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g_Renderer->SetPerspective(55.f, g_Viewport.x8_width, g_Viewport.xc_height, 0.2f, 4096.f);
CGraphics::SetViewPointMatrix(zeus::CTransform::Translate(0.f, -10.f, 0.f));
float angle = CGraphics::GetSecondsMod900() * 2.f * M_PIF * 0.25f;
CGraphics::SetModelMatrix(
zeus::CTransform::RotateX(zeus::degToRad(std::sin(angle) * 8.f)) *
zeus::CTransform::RotateZ(zeus::degToRad(std::cos(angle) * 8.f)) *
zeus::CTransform::RotateX(M_PIF / 2.f) *
zeus::CTransform::Scale(0.2f));
CPlayerState& playerState = *mgr.GetPlayerState();
for (int i=0 ; i<x0_models.size() ; ++i)
{
TLockedToken<CModel>& model = x0_models[i];
zeus::CColor color = ArtifactPreColor;
if (playerState.HasPowerUp(CPlayerState::EItemType(i + 29)))
{
if (ArtifactHeadScans[i] != -1)
{
ResId newId = g_ResFactory->TranslateOriginalToNew(ArtifactHeadScans[i]);
float interp = (playerState.GetScanTime(newId) - 0.5f) * 2.f;
if (interp < 0.5f)
color = zeus::CColor::lerp(ArtifactPreColor, zeus::CColor::skWhite, 2.f * interp);
else
color = zeus::CColor::lerp(zeus::CColor::skWhite, ArtifactPostColor, 2.f * (interp - 0.5f));
}
else
{
color = ArtifactPostColor;
}
}
if (inArtifactCategory && i == selectedArtifact)
{
float interp = (std::sin(CGraphics::GetSecondsMod900() * 2.f * M_PIF) + 1.f) * 0.5f;
color = zeus::CColor::lerp(zeus::CColor::skWhite, color, interp);
color.a *= zeus::clamp(0.f, 1.25f - interp, 1.f);
}
CModelFlags flags(7, 0, 3, zeus::CColor(1.f, 0.f));
flags.m_extendedShader = EExtendedShader::SolidColorFrontfaceCullLEqualAlphaOnly;
x20_actorLights->ActivateLights(model->GetInstance());
model->Draw(flags);
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flags.x4_color = color;
flags.x4_color.a *= alpha;
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flags.m_extendedShader = EExtendedShader::ForcedAdditive;
model->Draw(flags);
}
}
void CArtifactDoll::UpdateActorLights()
{
x10_lights[0] = CLight::BuildDirectional(
(zeus::CVector3f::skForward + 0.25f * zeus::CVector3f::skRight + 0.1f * zeus::CVector3f::skDown).normalized(),
zeus::CColor::skWhite);
x10_lights[1] = CLight::BuildDirectional(-zeus::CVector3f::skForward, zeus::CColor::skBlack);
x20_actorLights->BuildFakeLightList(x10_lights, zeus::CColor(0.25f, 1.f));
}
void CArtifactDoll::Update(float dt, const CStateManager& mgr)
{
if (!CheckLoadComplete())
return;
x24_fader = std::min(x24_fader + 2.f * dt, 1.f);
if (std::fabs(x24_fader - 1.f) < 0.00001f)
UpdateArtifactHeadScan(mgr, 0.5f * dt * 0.5f);
UpdateActorLights();
}
void CArtifactDoll::Touch()
{
if (!CheckLoadComplete())
return;
for (TLockedToken<CModel>& model : x0_models)
model->Touch(0);
}
bool CArtifactDoll::CheckLoadComplete()
{
if (IsLoaded())
return true;
for (TLockedToken<CModel>& model : x0_models)
if (!model.IsLoaded())
return false;
x28_24_loaded = true;
return true;
}
}
}