metaforce/Runtime/Graphics/CModel.hpp

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#pragma once
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#include <memory>
#include <optional>
#include <unordered_map>
#include <vector>
//#include "DataSpec/DNACommon/CMDL.hpp"
//#include "DataSpec/DNAMP1/CMDLMaterials.hpp"
#include "Runtime/CFactoryMgr.hpp"
#include "Runtime/CToken.hpp"
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#include "Runtime/Graphics/CTexture.hpp"
#include "Runtime/Graphics/Shaders/CModelShaders.hpp"
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#include "Runtime/RetroTypes.hpp"
//#include <hecl/HMDLMeta.hpp>
#include <zeus/CAABox.hpp>
#include <zeus/CColor.hpp>
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namespace metaforce {
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class CLight;
class CModel;
class CPoseAsTransforms;
class CSkinRules;
class IObjectStore;
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struct CModelFlags {
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u8 x0_blendMode = 0; /* 2: add color, >6: additive, >4: blend, else opaque */
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u8 x1_matSetIdx = 0;
EExtendedShader m_extendedShader = EExtendedShader::Lighting;
bool m_noCull = false;
bool m_noZTest = false;
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bool m_noZWrite = false;
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bool m_depthGreater = false;
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u16 x2_flags = 0; /* Flags */
zeus::CColor x4_color; /* Set into kcolor slot specified by material */
zeus::CColor addColor = zeus::skClear;
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zeus::CAABox mbShadowBox;
constexpr CModelFlags() = default;
constexpr CModelFlags(u8 blendMode, u8 shadIdx, u16 flags, const zeus::CColor& col)
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: x0_blendMode(blendMode), x1_matSetIdx(shadIdx), x2_flags(flags), x4_color(col) {
/* Blend mode will override this if the surface's original material is opaque */
m_noZWrite = (x2_flags & 0x2) == 0;
m_depthGreater = (x2_flags & 0x8) != 0;
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}
/* Flags
0x1: depth lequal
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0x2: depth update
0x4: render without texture lock
0x8: depth greater
0x10: depth non-inclusive
*/
bool operator==(const CModelFlags& other) const {
return x0_blendMode == other.x0_blendMode && x1_matSetIdx == other.x1_matSetIdx && x2_flags == other.x2_flags &&
x4_color == other.x4_color;
}
bool operator!=(const CModelFlags& other) const { return !operator==(other); }
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};
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/* metaforce addition: doesn't require hacky stashing of
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* pointers within loaded CMDL buffer */
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struct CBooSurface {
// DataSpec::DNACMDL::SurfaceHeader_2 m_data;
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size_t selfIdx;
class CBooModel* m_parent = nullptr;
CBooSurface* m_next = nullptr;
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]);
return {};
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}
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};
//using MaterialSet = DataSpec::DNAMP1::HMDLMaterialSet;
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//struct GeometryUniformLayout {
// mutable std::vector<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 CBooModel* parent) const;
//
// void ReserveSharedBuffers(boo::IGraphicsDataFactory::Context& ctx, int size);
// boo::ObjToken<boo::IGraphicsBufferD> GetSharedBuffer(int idx) const;
//};
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struct SShader {
std::unordered_map<CAssetId, TCachedToken<CTexture>> x0_textures;
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// std::unordered_map<int, CModelShaders::ShaderPipelines> m_shaders;
// MaterialSet m_matSet;
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// std::optional<GeometryUniformLayout> m_geomLayout;
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int m_matSetIdx;
explicit SShader(int idx) : m_matSetIdx(idx) {
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x0_textures.clear();
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// m_shaders.clear();
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}
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// void InitializeLayout(const CModel* model) { m_geomLayout.emplace(model, &m_matSet); }
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void UnlockTextures();
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// CModelShaders::ShaderPipelines BuildShader(const hecl::HMDLMeta& meta, const MaterialSet::Material& mat);
// void BuildShaders(const hecl::HMDLMeta& meta, std::unordered_map<int, CModelShaders::ShaderPipelines>& shaders);
// void BuildShaders(const hecl::HMDLMeta& meta) { BuildShaders(meta, m_shaders); }
};
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class CBooModel {
friend class CBooRenderer;
friend class CGameArea;
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friend class CMetroidModelInstance;
friend class CModel;
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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;
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TToken<CModel> m_modelTok;
CModel* m_model;
std::vector<CBooSurface>* x0_surfaces;
// const MaterialSet* x4_matSet;
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// const GeometryUniformLayout* m_geomLayout;
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int m_matSetIdx = -1;
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// const std::unordered_map<int, CModelShaders::ShaderPipelines>* m_pipelines;
std::unordered_map<CAssetId, TCachedToken<CTexture>> x1c_textures;
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zeus::CAABox x20_aabb;
CBooSurface* x38_firstUnsortedSurface = nullptr;
CBooSurface* x3c_firstSortedSurface = nullptr;
bool x40_24_texturesLoaded : 1 = false;
bool x40_25_modelVisible : 1 = false;
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u8 x41_mask;
u32 x44_areaInstanceIdx = UINT32_MAX;
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// struct UVAnimationBuffer {
// static void ProcessAnimation(u8*& bufOut, const MaterialSet::Material::PASS& anim);
// static void PadOutBuffer(u8*& bufStart, u8*& bufOut);
// static void Update(u8*& bufOut, const MaterialSet* matSet, const CModelFlags& flags, const CBooModel* parent);
// };
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CModelShaders::LightingUniform m_lightingData;
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/* metaforce addition: boo! */
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// size_t m_uniformDataSize = 0;
// 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::IGraphicsBufferD> m_dynamicVbo;
//
// boo::ObjToken<boo::IGraphicsBuffer> GetBooVBO(const CBooModel& model, boo::IGraphicsDataFactory::Context& ctx);
// };
// std::vector<ModelInstance> m_instances;
// ModelInstance m_ballShadowInstance;
// boo::ObjToken<boo::IGraphicsBufferS> m_staticVbo;
// boo::ObjToken<boo::IGraphicsBufferS> m_staticIbo;
//
// boo::ObjToken<boo::ITexture> m_lastDrawnShadowMap;
// boo::ObjToken<boo::ITexture> m_lastDrawnOneTexture;
// boo::ObjToken<boo::ITextureCubeR> m_lastDrawnReflectionCube;
// ModelInstance* PushNewModelInstance(int sharedLayoutBuf = -1, boo::IGraphicsDataFactory::Context* ctx = nullptr);
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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;
void WarmupDrawSurfaces() const;
void WarmupDrawSurface(const CBooSurface& surf) const;
static inline zeus::CVector3f g_PlayerPosition;
static inline float g_ModSeconds = 0.0f;
static inline float g_TransformedTime = 0.0f;
static inline float g_TransformedTime2 = 0.0f;
static inline CBooModel* g_LastModelCached = nullptr;
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static inline bool g_DummyTextures = false;
static inline bool g_RenderModelBlack = false;
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public:
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~CBooModel();
CBooModel(TToken<CModel>& token, CModel* parent, std::vector<CBooSurface>* surfaces, SShader& shader,
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// TODO
// boo::ObjToken<boo::IGraphicsBufferS> vbo, boo::ObjToken<boo::IGraphicsBufferS> ibo,
const zeus::CAABox& aabb, u8 renderMask);
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// static void MakeTexturesFromMats(const MaterialSet& matSet,
// std::unordered_map<CAssetId, TCachedToken<CTexture>>& toksOut, IObjectStore& store);
void MakeTexturesFromMats(std::unordered_map<CAssetId, TCachedToken<CTexture>>& toksOut, IObjectStore& store);
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bool IsOpaque() const { return x3c_firstSortedSurface == nullptr; }
void ActivateLights(const std::vector<CLight>& lights);
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void SetAmbientColor(const zeus::CColor& color) { m_lightingData.ambient = color; }
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void DisableAllLights();
void RemapMaterialData(SShader& shader);
bool TryLockTextures();
void UnlockTextures();
void SyncLoadTextures();
void Touch(int shaderIdx);
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void VerifyCurrentShader(int shaderIdx);
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// boo::ObjToken<boo::IGraphicsBufferD> UpdateUniformData(const CModelFlags& flags, const CSkinRules* cskr,
// const CPoseAsTransforms* pose, int sharedLayoutBuf = -1);
void DrawAlpha(const CModelFlags& flags, const CSkinRules* cskr, const CPoseAsTransforms* pose);
void DrawNormal(const CModelFlags& flags, const CSkinRules* cskr, const CPoseAsTransforms* pose);
void Draw(const CModelFlags& flags, const CSkinRules* cskr, const CPoseAsTransforms* pose);
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void DrawFlat(ESurfaceSelection sel, EExtendedShader extendedIdx) const;
void LockParent() { m_modelTok.Lock(); }
void UnlockParent() { m_modelTok.Unlock(); }
// const MaterialSet::Material& GetMaterialByIndex(int idx) const { return x4_matSet->materials.at(idx); }
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void ClearUniformCounter() { m_uniUpdateCount = 0; }
static void ClearModelUniformCounters();
static inline bool g_DrawingOccluders = false;
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static void SetDrawingOccluders(bool occ) { g_DrawingOccluders = occ; }
static void SetNewPlayerPositionAndTime(const zeus::CVector3f& pos);
static inline zeus::CVector3f g_ReflectViewPos;
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static void KillCachedViewDepState();
static void EnsureViewDepStateCached(const CBooModel& model, const CBooSurface* surf, zeus::CMatrix4f* mtxsOut,
float& alphaOut);
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static inline aurora::gfx::TextureHandle g_shadowMap;
static inline zeus::CTransform g_shadowTexXf;
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static void EnableShadowMaps(const aurora::gfx::TextureHandle& map, const zeus::CTransform& texXf);
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static void DisableShadowMaps();
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static inline aurora::gfx::TextureHandle g_disintegrateTexture;
static void SetDisintegrateTexture(const aurora::gfx::TextureHandle& map) { g_disintegrateTexture = map; }
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static inline aurora::gfx::TextureHandle g_reflectionCube;
static void SetReflectionCube(const aurora::gfx::TextureHandle& map) { g_reflectionCube = map; }
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static void SetDummyTextures(bool b) { g_DummyTextures = b; }
static void SetRenderModelBlack(bool b) { g_RenderModelBlack = b; }
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static void Shutdown();
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const zeus::CAABox& GetAABB() const { return x20_aabb; }
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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;
std::vector<CBooSurface> x8_surfaces;
std::vector<SShader> x18_matSets;
std::unique_ptr<CBooModel> x28_modelInst;
// CModel* x30_next = nullptr;
// CModel* x34_prev = nullptr;
int x38_lastFrame;
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/* metaforce addition: boo! */
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// boo::ObjToken<boo::IGraphicsBufferS> m_staticVbo;
// hecl::HMDLMeta m_hmdlMeta;
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std::unique_ptr<uint8_t[]> m_dynamicVertexData;
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// boo::ObjToken<boo::IGraphicsBufferS> m_ibo;
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public:
// using MaterialSet = DataSpec::DNAMP1::HMDLMaterialSet;
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CModel(std::unique_ptr<u8[]>&& in, u32 dataLen, IObjectStore* store, CObjectReference* selfRef);
void DrawSortedParts(const CModelFlags& flags) const;
void DrawUnsortedParts(const CModelFlags& flags) const;
void Draw(const CModelFlags& flags) const;
bool IsLoaded(int shaderIdx) const;
void Touch(int shaderIdx) { x28_modelInst->Touch(shaderIdx); }
const zeus::CAABox& GetAABB() const { return m_aabb; }
CBooModel& GetInstance() { return *x28_modelInst; }
const CBooModel& GetInstance() const { return *x28_modelInst; }
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std::unique_ptr<CBooModel> MakeNewInstance(int shaderIdx, bool lockParent = true);
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void UpdateLastFrame() const { const_cast<CModel&>(*this).x38_lastFrame = CGraphics::GetFrameCounter(); }
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u32 GetNumMaterialSets() const { return x18_matSets.size(); }
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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;
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// void ApplyVerticesCPU(const boo::ObjToken<boo::IGraphicsBufferD>& vertBuf,
// const std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vn) const;
// void RestoreVerticesCPU(const boo::ObjToken<boo::IGraphicsBufferD>& vertBuf) const;
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};
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CFactoryFnReturn FPCModelFactory(const metaforce::SObjectTag& tag, std::unique_ptr<u8[]>&& in, u32 len,
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const metaforce::CVParamTransfer& vparms, CObjectReference* selfRef);
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} // namespace metaforce