metaforce/Runtime/Particle/CUVElement.hpp

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#ifndef __PSHAG_CUVELEMENT_HPP__
#define __PSHAG_CUVELEMENT_HPP__
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#include "IElement.hpp"
#include "CToken.hpp"
#include "CTexture.hpp"
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/* Documentation at: http://www.metroid2002.com/retromodding/wiki/Particle_Script#UV_Elements */
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namespace pshag
{
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class CToken;
struct SUVElementSet
{
float xMin, yMin, xMax, yMax;
};
class CUVElement : public IElement
{
public:
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virtual TLockedToken<CTexture> GetValueTexture(int frame) const=0;
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virtual void GetValueUV(int frame, SUVElementSet& valOut) const=0;
virtual bool HasConstantTexture() const=0;
virtual bool HasConstantUV() const=0;
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};
struct CUVEConstant : public CUVElement
{
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TLockedToken<CTexture> x4_tex;
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public:
CUVEConstant(TToken<CTexture>&& tex)
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: x4_tex(std::move(tex)) {}
TLockedToken<CTexture> GetValueTexture(int frame) const
{
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return TLockedToken<CTexture>(x4_tex);
}
void GetValueUV(int frame, SUVElementSet& valOut) const
{
valOut = {0.f, 0.f, 1.f, 1.f};
}
bool HasConstantTexture() const {return true;}
bool HasConstantUV() const {return true;}
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};
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struct CUVEAnimTexture : public CUVElement
{
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TLockedToken<CTexture> x4_tex;
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int x10_tileW, x14_tileH, x18_strideW, x1c_strideH;
int x20_tiles;
bool x24_loop;
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std::unique_ptr<CIntElement> x28_cycleFrames;
std::vector<SUVElementSet> x2c_uvElems;
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public:
CUVEAnimTexture(TToken<CTexture>&& tex, CIntElement* a, CIntElement* b,
CIntElement* c, CIntElement* d, CIntElement* e, bool f);
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TLockedToken<CTexture> GetValueTexture(int frame) const
{
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return TLockedToken<CTexture>(x4_tex);
}
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void GetValueUV(int frame, SUVElementSet& valOut) const;
bool HasConstantTexture() const {return true;}
bool HasConstantUV() const {return false;}
};
}
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#endif // __PSHAG_CUVELEMENT_HPP__