metaforce/Runtime/GuiSys/CHudRadarInterface.cpp

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#include "CHudRadarInterface.hpp"
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#include "GameGlobalObjects.hpp"
#include "CSimplePool.hpp"
#include "CGuiFrame.hpp"
#include "CGuiCamera.hpp"
#include "CStateManager.hpp"
#include "CGameState.hpp"
#include "World/CPlayer.hpp"
#include "Camera/CGameCamera.hpp"
#include "zeus/CEulerAngles.hpp"
#include "Graphics/CBooRenderer.hpp"
#include "World/CWallCrawlerSwarm.hpp"
#include "GuiSys/CGuiWidgetDrawParms.hpp"
#include "TCastTo.hpp"
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namespace urde
{
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CHudRadarInterface::CHudRadarInterface(CGuiFrame& baseHud, CStateManager& stateMgr)
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{
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x0_txtrRadarPaint = g_SimplePool->GetObj("TXTR_RadarPaint");
x3c_24_visibleGame = true;
x3c_25_visibleDebug = true;
x40_BaseWidget_RadarStuff = baseHud.FindWidget("BaseWidget_RadarStuff");
x44_camera = baseHud.GetFrameCamera();
xc_radarStuffXf = x40_BaseWidget_RadarStuff->GetLocalTransform();
x40_BaseWidget_RadarStuff->SetColor(g_tweakGuiColors->GetRadarStuffColor());
}
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void CHudRadarInterface::DoDrawRadarPaint(float radius, const zeus::CColor& color) const
{
radius *= 4.f;
const_cast<CHudRadarInterface&>(*this).m_paintInsts.emplace_back();
CRadarPaintShader::Instance& inst =
const_cast<CHudRadarInterface&>(*this).m_paintInsts.back();
inst.pos[0].assign(-radius, 0.f, radius);
inst.uv[0].assign(0.f, 1.f);
inst.pos[1].assign(-radius, 0.f, -radius);
inst.uv[1].assign(0.f, 0.f);
inst.pos[2].assign(radius, 0.f, radius);
inst.uv[2].assign(1.f, 1.f);
inst.pos[3].assign(radius, 0.f, -radius);
inst.uv[3].assign(1.f, 0.f);
inst.color = color;
}
void CHudRadarInterface::DrawRadarPaint(const zeus::CVector3f& enemyPos, float radius,
float alpha, const SRadarPaintDrawParms& parms) const
{
zeus::CVector2f playerToEnemy(enemyPos.x - parms.x0_playerPos.x,
enemyPos.y - parms.x0_playerPos.y);
float zDelta = std::fabs(enemyPos.z - parms.x0_playerPos.z);
if (playerToEnemy.magnitude() <= parms.x78_xyRadius && zDelta <= parms.x7c_zRadius)
{
if (zDelta > parms.x80_ZCloseRadius)
alpha *= 1.f - (zDelta - parms.x80_ZCloseRadius) / (parms.x7c_zRadius - parms.x80_ZCloseRadius);
zeus::CVector2f scopeScaled = playerToEnemy * parms.x70_scopeScalar;
zeus::CTransform modelMatrix = parms.x3c_postTranslate * zeus::CTransform::Translate(
parms.xc_preTranslate * zeus::CVector3f(scopeScaled.x, 0.f, scopeScaled.y));
CGraphics::SetModelMatrix(modelMatrix);
zeus::CColor color = g_tweakGuiColors->GetRadarEnemyPaintColor();
color.a *= alpha;
DoDrawRadarPaint(radius, color);
}
}
void CHudRadarInterface::SetIsVisibleGame(bool v)
{
x3c_24_visibleGame = v;
x40_BaseWidget_RadarStuff->SetVisibility(x3c_25_visibleDebug && x3c_24_visibleGame,
ETraversalMode::Children);
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}
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void CHudRadarInterface::Update(float dt, const CStateManager& mgr)
{
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CPlayerState& playerState = *mgr.GetPlayerState();
float visorTransFactor = (playerState.GetCurrentVisor() == CPlayerState::EPlayerVisor::Combat) ?
playerState.GetVisorTransitionFactor() : 0.f;
zeus::CColor color = g_tweakGuiColors->GetRadarStuffColor();
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color.a *= g_GameState->GameOptions().GetHUDAlpha() / 255.f * visorTransFactor;
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x40_BaseWidget_RadarStuff->SetColor(color);
bool tweakVis = g_tweakGui->GetHudVisMode() >= ITweakGui::EHudVisMode::Three;
if (tweakVis != x3c_25_visibleDebug)
{
x3c_25_visibleDebug = tweakVis;
x40_BaseWidget_RadarStuff->SetVisibility(x3c_25_visibleDebug && x3c_24_visibleGame,
ETraversalMode::Children);
}
}
void CHudRadarInterface::Draw(const CStateManager& mgr, float alpha) const
{
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alpha *= g_GameState->GameOptions().GetHUDAlpha() / 255.f;
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if (g_tweakGui->GetHudVisMode() == ITweakGui::EHudVisMode::Zero || !x3c_24_visibleGame ||
!x0_txtrRadarPaint || !x0_txtrRadarPaint.IsLoaded())
return;
SRadarPaintDrawParms drawParms;
CPlayer& player = mgr.GetPlayer();
if (player.IsOverrideRadarRadius())
{
drawParms.x78_xyRadius = player.GetRadarXYRadiusOverride();
drawParms.x7c_zRadius = player.GetRadarZRadiusOverride();
drawParms.x80_ZCloseRadius = 0.667f * drawParms.x7c_zRadius;
}
else
{
drawParms.x78_xyRadius = g_tweakGui->GetRadarXYRadius();
drawParms.x7c_zRadius = g_tweakGui->GetRadarZRadius();
drawParms.x80_ZCloseRadius = g_tweakGui->GetRadarZCloseRadius();
}
drawParms.x6c_scopeRadius = g_tweakGui->GetRadarScopeCoordRadius();
drawParms.x70_scopeScalar = drawParms.x6c_scopeRadius / drawParms.x78_xyRadius;
float camZ = zeus::CEulerAngles(zeus::CQuaternion(
mgr.GetCameraManager()->GetCurrentCamera(mgr)->GetTransform().basis)).z;
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zeus::CRelAngle angleZ(camZ);
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drawParms.xc_preTranslate = zeus::CTransform::RotateY(angleZ);
drawParms.x3c_postTranslate = x40_BaseWidget_RadarStuff->GetWorldTransform();
float enemyRadius = g_tweakGui->GetRadarEnemyPaintRadius();
const_cast<CHudRadarInterface&>(*this).m_paintInsts.clear();
x44_camera->Draw(CGuiWidgetDrawParms{0.f, zeus::CVector3f{}});
CGraphics::SetModelMatrix(drawParms.x3c_postTranslate);
zeus::CColor playerColor = g_tweakGuiColors->GetRadarPlayerPaintColor();
playerColor.a *= alpha;
DoDrawRadarPaint(g_tweakGui->GetRadarPlayerPaintRadius(), playerColor);
zeus::CAABox radarBounds(player.GetTranslation().x - drawParms.x78_xyRadius,
player.GetTranslation().y - drawParms.x78_xyRadius,
player.GetTranslation().z - drawParms.x7c_zRadius,
player.GetTranslation().x + drawParms.x78_xyRadius,
player.GetTranslation().y + drawParms.x78_xyRadius,
player.GetTranslation().z + drawParms.x7c_zRadius);
rstl::reserved_vector<TUniqueId, 1024> nearList;
mgr.BuildNearList(nearList, radarBounds,
CMaterialFilter(CMaterialList(EMaterialTypes::Target, EMaterialTypes::RadarObject),
CMaterialList(EMaterialTypes::ExcludeFromRadar),
CMaterialFilter::EFilterType::IncludeExclude), nullptr);
for (TUniqueId id : nearList)
{
if (TCastToConstPtr<CActor> act = mgr.GetObjectById(id))
{
if (!act->GetActive())
continue;
if (TCastToConstPtr<CWallCrawlerSwarm> swarm = act.GetPtr())
{
float radius = enemyRadius * 0.5f;
for (const CWallCrawlerSwarm::CBoid& boid : swarm->GetBoids())
{
if (!boid.GetActive())
continue;
DrawRadarPaint(boid.GetTranslation(), radius, 0.5f, drawParms);
}
}
else
{
DrawRadarPaint(act->GetTranslation(), enemyRadius, 1.f, drawParms);
}
}
}
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const_cast<CHudRadarInterface&>(*this).m_paintShader.draw(m_paintInsts, x0_txtrRadarPaint.GetObj());
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}
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}