metaforce/Runtime/World/CMorphBallShadow.cpp

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#include "CMorphBallShadow.hpp"
#include "CStateManager.hpp"
#include "World/CWorld.hpp"
#include "GameGlobalObjects.hpp"
#include "Graphics/CBooRenderer.hpp"
#include "World/CPlayer.hpp"
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#include "Particle/CGenDescription.hpp"
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namespace urde {
void CMorphBallShadow::GatherAreas(const CStateManager& mgr) {
x18_areas.clear();
for (const CGameArea& area : *mgr.GetWorld()) {
CGameArea::EOcclusionState occState = CGameArea::EOcclusionState::Occluded;
if (area.IsPostConstructed())
occState = area.GetPostConstructed()->x10dc_occlusionState;
if (occState == CGameArea::EOcclusionState::Visible)
x18_areas.push_back(area.GetAreaId());
}
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}
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void CMorphBallShadow::RenderIdBuffer(const zeus::CAABox& aabb, const CStateManager& mgr, CPlayer& player) {
xb8_shadowVolume = aabb;
x0_actors.clear();
x18_areas.clear();
x30_worldModelBits.clear();
g_Renderer->x318_26_requestRGBA6 = true;
if (!g_Renderer->x318_27_currentRGBA6) {
xd0_hasIds = false;
return;
}
GatherAreas(mgr);
SViewport backupVp = g_Viewport;
g_Renderer->BindBallShadowIdTarget();
CGraphics::g_BooMainCommandQueue->clearTarget();
zeus::CTransform backupViewMtx = CGraphics::g_ViewMatrix;
CGraphics::CProjectionState backupProjection = CGraphics::g_Proj;
zeus::CVector2f backupDepth = CGraphics::g_CachedDepthRange;
zeus::CTransform viewMtx(
zeus::CVector3f::skRight, zeus::CVector3f::skDown, zeus::CVector3f::skForward,
zeus::CVector3f((aabb.min.x() + aabb.max.x()) * 0.5f, (aabb.min.y() + aabb.max.y()) * 0.5f, aabb.max.z()));
CGraphics::SetDepthRange(DEPTH_NEAR, DEPTH_FAR);
float vpX = (aabb.max.x() - aabb.min.x()) * 0.5f;
float vpY = (aabb.max.y() - aabb.min.y()) * 0.5f;
float vpZ = (aabb.max.z() - aabb.min.z()) + FLT_EPSILON;
CGraphics::SetOrtho(-vpX, vpX, vpY, -vpY, 0.f, vpZ);
rstl::reserved_vector<TUniqueId, 1024> nearItems;
mgr.BuildNearList(nearItems, aabb, CMaterialFilter::skPassEverything, &player);
CGraphics::SetViewPointMatrix(viewMtx);
int alphaVal = 4;
for (TUniqueId id : nearItems) {
if (alphaVal > 255)
break;
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const CActor* actor = static_cast<const CActor*>(mgr.GetObjectById(id));
if (!actor || !actor->CanDrawStatic())
continue;
x0_actors.push_back(actor);
const CModelData* modelData = actor->GetModelData();
zeus::CTransform modelXf = actor->GetTransform() * zeus::CTransform::Scale(modelData->GetScale());
CGraphics::SetModelMatrix(modelXf);
CModelFlags flags(0, 0, 3, zeus::CColor{1.f, 1.f, 1.f, alphaVal / 255.f});
flags.m_extendedShader = EExtendedShader::SolidColor; // Do solid color draw
const CBooModel& model = *modelData->PickStaticModel(CModelData::EWhichModel::Normal);
const_cast<CBooModel&>(model).VerifyCurrentShader(flags.x1_matSetIdx);
model.DrawNormal(flags, nullptr, nullptr);
alphaVal += 4;
}
CGraphics::SetModelMatrix(zeus::CTransform::Identity());
g_Renderer->FindOverlappingWorldModels(x30_worldModelBits, aabb);
alphaVal = g_Renderer->DrawOverlappingWorldModelIDs(alphaVal, x30_worldModelBits, aabb);
g_Renderer->ResolveBallShadowIdTarget();
g_Renderer->BindMainDrawTarget();
CGraphics::SetViewPointMatrix(backupViewMtx);
CGraphics::SetProjectionState(backupProjection);
g_Renderer->SetViewport(backupVp.x0_left, backupVp.x4_top, backupVp.x8_width, backupVp.xc_height);
CGraphics::SetDepthRange(backupDepth[0], backupDepth[1]);
xd0_hasIds = alphaVal != 4;
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}
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bool CMorphBallShadow::AreasValid(const CStateManager& mgr) const {
auto it = x18_areas.begin();
for (const CGameArea& area : *mgr.GetWorld()) {
CGameArea::EOcclusionState occState = CGameArea::EOcclusionState::Occluded;
if (area.IsPostConstructed())
occState = area.GetPostConstructed()->x10dc_occlusionState;
if (occState != CGameArea::EOcclusionState::Visible)
continue;
if (it == x18_areas.end())
return false;
if (*it != area.GetAreaId())
return false;
++it;
}
return true;
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}
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void CMorphBallShadow::Render(const CStateManager& mgr, float alpha) {
if (!xd0_hasIds || !AreasValid(mgr))
return;
CModelFlags flags;
flags.x4_color.a() = alpha;
flags.m_extendedShader = EExtendedShader::MorphBallShadow;
int alphaVal = 4;
for (const CActor* actor : x0_actors) {
const CModelData* modelData = actor->GetModelData();
zeus::CTransform modelXf = actor->GetTransform() * zeus::CTransform::Scale(modelData->GetScale());
CGraphics::SetModelMatrix(modelXf);
flags.x4_color.r() = alphaVal / 255.f;
const CBooModel& model = *modelData->PickStaticModel(CModelData::EWhichModel::Normal);
const_cast<CBooModel&>(model).VerifyCurrentShader(flags.x1_matSetIdx);
model.DrawNormal(flags, nullptr, nullptr);
alphaVal += 4;
}
CGraphics::SetModelMatrix(zeus::CTransform::Identity());
g_Renderer->DrawOverlappingWorldModelShadows(alphaVal, x30_worldModelBits, xb8_shadowVolume, alpha);
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}
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} // namespace urde