metaforce/Runtime/Graphics/CModel.hpp

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#ifndef __URDE_CMODEL_HPP__
#define __URDE_CMODEL_HPP__
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#include "RetroTypes.hpp"
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#include "zeus/CColor.hpp"
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#include "CFactoryMgr.hpp"
#include "CToken.hpp"
#include "zeus/CAABox.hpp"
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#include "DNACommon/CMDL.hpp"
#include "DNAMP1/CMDLMaterials.hpp"
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#include "Shaders/CModelShaders.hpp"
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#include "hecl/HMDLMeta.hpp"
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#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
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namespace urde
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{
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class IObjectStore;
class CTexture;
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class CLight;
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class CSkinRules;
class CPoseAsTransforms;
class CModel;
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struct CModelFlags
{
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u8 x0_blendMode = 0; /* >6: additive, >4: blend, else opaque */
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u8 x1_matSetIdx = 0;
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EExtendedShader m_extendedShader = EExtendedShader::Flat;
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bool m_noCull = false;
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bool m_noZWrite = false;
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u16 x2_flags = 0; /* Flags */
zeus::CColor x4_color; /* Set into kcolor slot specified by material */
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zeus::CColor addColor = zeus::CColor::skClear;
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zeus::CAABox mbShadowBox;
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CModelFlags() = default;
CModelFlags(u8 blendMode, u8 shadIdx, u16 flags, const zeus::CColor& col)
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: x0_blendMode(blendMode), x1_matSetIdx(shadIdx), m_extendedShader(EExtendedShader::Lighting),
x2_flags(flags), x4_color(col)
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{
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/* Blend mode will override this if the surface's original material is opaque */
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}
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/* Flags
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0x1: depth equal
0x2: depth update
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0x4: render without texture lock
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0x8: depth greater
0x10: depth non-inclusive
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*/
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};
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/* urde addition: doesn't require hacky stashing of
* pointers within loaded CMDL buffer */
struct CBooSurface
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{
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DataSpec::DNACMDL::SurfaceHeader_2 m_data;
size_t selfIdx;
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class CBooModel* m_parent = nullptr;
CBooSurface* m_next = nullptr;
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zeus::CAABox GetBounds() const
{
if (!m_data.aabbSz)
return zeus::CAABox(m_data.centroid, m_data.centroid);
else
return zeus::CAABox(m_data.aabb[0], m_data.aabb[1]);
}
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};
using MaterialSet = DataSpec::DNAMP1::HMDLMaterialSet;
using UVAnimation = DataSpec::DNAMP1::MaterialSet::Material::UVAnimation;
struct GeometryUniformLayout
{
boo::ObjToken<boo::IGraphicsBufferD> m_sharedBuffer;
size_t m_geomBufferSize = 0;
size_t m_skinBankCount = 0;
size_t m_weightVecCount = 0;
std::vector<size_t> m_skinOffs;
std::vector<size_t> m_skinSizes;
std::vector<size_t> m_uvOffs;
std::vector<size_t> m_uvSizes;
GeometryUniformLayout(const CModel* model, const MaterialSet* matSet);
void Update(const CModelFlags& flags, const CSkinRules* cskr, const CPoseAsTransforms* pose,
const MaterialSet* matSet, const boo::ObjToken<boo::IGraphicsBufferD>& buf) const;
};
struct SShader
{
std::vector<TCachedToken<CTexture>> x0_textures;
std::unordered_map<int, std::shared_ptr<hecl::Runtime::ShaderPipelines>> m_shaders;
MaterialSet m_matSet;
std::experimental::optional<GeometryUniformLayout> m_geomLayout;
int m_matSetIdx;
SShader(int idx) : m_matSetIdx(idx) {}
void InitializeLayout(const CModel* model) { m_geomLayout.emplace(model, &m_matSet); }
void UnlockTextures();
std::shared_ptr<hecl::Runtime::ShaderPipelines>
BuildShader(const hecl::HMDLMeta& meta, const MaterialSet::Material& mat);
void BuildShaders(const hecl::HMDLMeta& meta,
std::unordered_map<int, std::shared_ptr<hecl::Runtime::ShaderPipelines>>& shaders);
void BuildShaders(const hecl::HMDLMeta& meta) { BuildShaders(meta, m_shaders); }
};
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class CBooModel
{
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friend class CModel;
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friend class CGameArea;
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friend class CBooRenderer;
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friend class CMetroidModelInstance;
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friend class CSkinnedModel;
friend struct GeometryUniformLayout;
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public:
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enum class ESurfaceSelection
{
UnsortedOnly,
SortedOnly,
All
};
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private:
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CBooModel* m_next = nullptr;
CBooModel* m_prev = nullptr;
size_t m_uniUpdateCount = 0;
TToken<CModel> m_modelTok;
CModel* m_model;
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std::vector<CBooSurface>* x0_surfaces;
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const MaterialSet* x4_matSet;
const GeometryUniformLayout* m_geomLayout;
int m_matSetIdx = -1;
const std::unordered_map<int, std::shared_ptr<hecl::Runtime::ShaderPipelines>>* m_pipelines;
std::vector<TCachedToken<CTexture>> x1c_textures;
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zeus::CAABox x20_aabb;
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CBooSurface* x38_firstUnsortedSurface = nullptr;
CBooSurface* x3c_firstSortedSurface = nullptr;
bool x40_24_texturesLoaded : 1;
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bool x40_25_modelVisible : 1;
u8 x41_mask;
u32 x44_areaInstanceIdx = -1;
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struct UVAnimationBuffer
{
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static void ProcessAnimation(u8*& bufOut, const UVAnimation& anim);
static void PadOutBuffer(u8*& bufStart, u8*& bufOut);
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static void Update(u8*& bufOut, const MaterialSet* matSet, const CModelFlags& flags);
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};
CModelShaders::LightingUniform m_lightingData;
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/* urde addition: boo! */
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size_t m_uniformDataSize = 0;
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struct ModelInstance
{
boo::ObjToken<boo::IGraphicsBufferD> m_geomUniformBuffer;
boo::ObjToken<boo::IGraphicsBufferD> m_uniformBuffer;
std::vector<std::vector<boo::ObjToken<boo::IShaderDataBinding>>> m_shaderDataBindings;
boo::ObjToken<boo::IVertexFormat> m_dynamicVtxFmt;
boo::ObjToken<boo::IGraphicsBufferD> m_dynamicVbo;
boo::ObjToken<boo::IGraphicsBuffer> GetBooVBO(const CBooModel& model, boo::IGraphicsDataFactory::Context& ctx);
boo::ObjToken<boo::IVertexFormat> GetBooVtxFmt(const CBooModel& model, boo::IGraphicsDataFactory::Context& ctx);
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};
std::vector<ModelInstance> m_instances;
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boo::ObjToken<boo::IVertexFormat> m_staticVtxFmt;
boo::ObjToken<boo::IGraphicsBufferS> m_staticVbo;
boo::ObjToken<boo::IGraphicsBufferS> m_staticIbo;
boo::ObjToken<boo::ITexture> m_txtrOverrides[8];
boo::ObjToken<boo::ITexture> m_lastDrawnShadowMap;
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ModelInstance* PushNewModelInstance();
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void DrawAlphaSurfaces(const CModelFlags& flags) const;
void DrawNormalSurfaces(const CModelFlags& flags) const;
void DrawSurfaces(const CModelFlags& flags) const;
void DrawSurface(const CBooSurface& surf, const CModelFlags& flags) const;
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void WarmupDrawSurfaces() const;
void WarmupDrawSurface(const CBooSurface& surf) const;
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static zeus::CVector3f g_PlayerPosition;
static float g_ModSeconds;
static float g_TransformedTime;
static float g_TransformedTime2;
static CBooModel* g_LastModelCached;
static bool g_DummyTextures;
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public:
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~CBooModel();
CBooModel(TToken<CModel>& token, CModel* parent, std::vector<CBooSurface>* surfaces, SShader& shader,
const boo::ObjToken<boo::IVertexFormat>& vtxFmt, const boo::ObjToken<boo::IGraphicsBufferS>& vbo,
const boo::ObjToken<boo::IGraphicsBufferS>& ibo, const zeus::CAABox& aabb, u8 renderMask,
int numInsts, const boo::ObjToken<boo::ITexture> txtrOverrides[8]);
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static void MakeTexturesFromMats(const MaterialSet& matSet,
std::vector<TCachedToken<CTexture>>& toksOut,
IObjectStore& store);
void MakeTexturesFromMats(std::vector<TCachedToken<CTexture>>& toksOut,
IObjectStore& store);
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bool IsOpaque() const {return x3c_firstSortedSurface == nullptr;}
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void ActivateLights(const std::vector<CLight>& lights);
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void DisableAllLights();
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void RemapMaterialData(SShader& shader);
void RemapMaterialData(SShader& shader,
const std::unordered_map<int, std::shared_ptr<hecl::Runtime::ShaderPipelines>>& pipelines);
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bool TryLockTextures() const;
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void UnlockTextures() const;
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void SyncLoadTextures() const;
void Touch(int shaderIdx) const;
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void VerifyCurrentShader(int shaderIdx);
boo::ObjToken<boo::IGraphicsBufferD> UpdateUniformData(const CModelFlags& flags,
const CSkinRules* cskr,
const CPoseAsTransforms* pose) const;
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void DrawAlpha(const CModelFlags& flags,
const CSkinRules* cskr,
const CPoseAsTransforms* pose) const;
void DrawNormal(const CModelFlags& flags,
const CSkinRules* cskr,
const CPoseAsTransforms* pose) const;
void Draw(const CModelFlags& flags,
const CSkinRules* cskr,
const CPoseAsTransforms* pose) const;
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void DrawFlat(ESurfaceSelection sel, EExtendedShader extendedIdx) const;
void LockParent() { m_modelTok.Lock(); }
void UnlockParent() { m_modelTok.Unlock(); }
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const MaterialSet::Material& GetMaterialByIndex(int idx) const
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{
return x4_matSet->materials.at(idx);
}
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void ClearUniformCounter() { m_uniUpdateCount = 0; }
static void ClearModelUniformCounters();
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static bool g_DrawingOccluders;
static void SetDrawingOccluders(bool occ) {g_DrawingOccluders = occ;}
static void SetNewPlayerPositionAndTime(const zeus::CVector3f& pos);
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static zeus::CVector3f g_ReflectViewPos;
static void KillCachedViewDepState();
static void EnsureViewDepStateCached(const CBooModel& model, const CBooSurface* surf,
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zeus::CMatrix4f* mtxsOut, float& alphaOut);
static boo::ObjToken<boo::ITexture> g_shadowMap;
static zeus::CTransform g_shadowTexXf;
static void EnableShadowMaps(const boo::ObjToken<boo::ITexture>& map, const zeus::CTransform& texXf);
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static void DisableShadowMaps();
static void SetDummyTextures(bool b) { g_DummyTextures = b; }
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};
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class CModel
{
friend class CBooModel;
friend struct GeometryUniformLayout;
//std::unique_ptr<u8[]> x0_data;
//u32 x4_dataLen;
TToken<CModel> m_selfToken; /* DO NOT LOCK! */
zeus::CAABox m_aabb;
u32 m_flags;
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std::vector<CBooSurface> x8_surfaces;
std::vector<SShader> x18_matSets;
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std::unique_ptr<CBooModel> x28_modelInst;
CModel* x30_next = nullptr;
CModel* x34_prev = nullptr;
int x38_lastFrame;
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/* urde addition: boo! */
boo::ObjToken<boo::IVertexFormat> m_staticVtxFmt;
boo::ObjToken<boo::IGraphicsBufferS> m_staticVbo;
hecl::HMDLMeta m_hmdlMeta;
std::unique_ptr<uint8_t[]> m_dynamicVertexData;
boo::ObjToken<boo::IGraphicsBufferS> m_ibo;
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public:
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using MaterialSet = DataSpec::DNAMP1::HMDLMaterialSet;
CModel(std::unique_ptr<u8[]>&& in, u32 dataLen, IObjectStore* store, CObjectReference* selfRef);
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void DrawSortedParts(const CModelFlags& flags) const;
void DrawUnsortedParts(const CModelFlags& flags) const;
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void Draw(const CModelFlags& flags) const;
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bool IsLoaded(int shaderIdx) const;
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void Touch(int shaderIdx) { x28_modelInst->Touch(shaderIdx); }
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const zeus::CAABox& GetAABB() const {return m_aabb;}
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CBooModel& GetInstance() {return *x28_modelInst;}
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const CBooModel& GetInstance() const {return *x28_modelInst;}
std::unique_ptr<CBooModel> MakeNewInstance(int shaderIdx, int subInsts,
const boo::ObjToken<boo::ITexture> txtrOverrides[8] = nullptr,
bool lockParent = true);
void UpdateLastFrame() const { const_cast<CModel&>(*this).x38_lastFrame = CGraphics::GetFrameCounter(); }
size_t GetPoolVertexOffset(size_t idx) const;
zeus::CVector3f GetPoolVertex(size_t idx) const;
size_t GetPoolNormalOffset(size_t idx) const;
zeus::CVector3f GetPoolNormal(size_t idx) const;
void ApplyVerticesCPU(const boo::ObjToken<boo::IGraphicsBufferD>& vertBuf,
const std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vn) const;
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void _WarmupShaders();
static void WarmupShaders(const SObjectTag& cmdlTag);
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};
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CFactoryFnReturn FModelFactory(const urde::SObjectTag& tag,
std::unique_ptr<u8[]>&& in, u32 len,
const urde::CVParamTransfer& vparms,
CObjectReference* selfRef);
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}
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#endif // __URDE_CMODEL_HPP__