metaforce/Runtime/World/CEnvFxManager.hpp

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#pragma once
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#include "RetroTypes.hpp"
#include "CToken.hpp"
#include "zeus/CAABox.hpp"
#include "Particle/CGenDescription.hpp"
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#include "Audio/CSfxManager.hpp"
#include "Graphics/Shaders/CEnvFxShaders.hpp"
#include "Graphics/CLineRenderer.hpp"
#include "hecl/VertexBufferPool.hpp"
#include "hecl/UniformBufferPool.hpp"
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namespace urde {
class CStateManager;
class CTexture;
class CActor;
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enum class EEnvFxType { None, Snow, Rain, UnderwaterFlake };
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enum class EPhazonType { None, Blue, Orange };
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class CVectorFixed8_8 {
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public:
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union {
struct {
s16 x, y, z;
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};
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s16 v[3];
};
CVectorFixed8_8() { x = y = z = 0; }
CVectorFixed8_8(s16 xi, s16 yi, s16 zi) {
x = xi;
y = yi;
z = zi;
}
CVectorFixed8_8(const zeus::CVector3f& vec) {
zeus::simd_floats f(vec.mSimd);
x = s16(f[0] * 256.f);
y = s16(f[1] * 256.f);
z = s16(f[2] * 256.f);
}
CVectorFixed8_8 operator+(const CVectorFixed8_8& other) const {
return {s16(x + other.x), s16(y + other.y), s16(z + other.z)};
}
CVectorFixed8_8 operator-(const CVectorFixed8_8& other) const {
return {s16(x - other.x), s16(y - other.y), s16(z - other.z)};
}
zeus::CVector3f toVec3f() const { return {x / 256.f, y / 256.f, z / 256.f}; }
};
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class CEnvFxManagerGrid {
friend class CEnvFxManager;
friend class CEnvFxShaders;
bool x0_24_blockDirty = true;
zeus::CVector2i x4_position; /* 8.8 fixed point */
zeus::CVector2i xc_extent; /* 8.8 fixed point */
std::pair<bool, float> x14_block = {false, FLT_MAX}; /* Blocked-bool, Z-coordinate */
std::vector<CVectorFixed8_8> x1c_particles;
mutable hecl::VertexBufferPool<CEnvFxShaders::Instance>::Token m_instBuf;
mutable hecl::UniformBufferPool<CEnvFxShaders::Uniform>::Token m_uniformBuf;
mutable CLineRenderer m_lineRenderer;
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boo::ObjToken<boo::IShaderDataBinding> m_snowBinding;
boo::ObjToken<boo::IShaderDataBinding> m_underwaterBinding;
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mutable float m_uvyOffset = 0.f;
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void RenderSnowParticles(const zeus::CTransform& camXf) const;
void RenderRainParticles(const zeus::CTransform& camXf) const;
void RenderUnderwaterParticles(const zeus::CTransform& camXf) const;
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public:
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CEnvFxManagerGrid(const zeus::CVector2i& position, const zeus::CVector2i& extent,
const std::vector<CVectorFixed8_8>& initialParticles, int reserve, CEnvFxManager& parent,
boo::IGraphicsDataFactory::Context& ctx);
void Render(const zeus::CTransform& xf, const zeus::CTransform& invXf, const zeus::CTransform& camXf, float fxDensity,
EEnvFxType fxType, const CEnvFxManager& parent) const;
};
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class CEnvFxManager {
friend class CEnvFxManagerGrid;
friend class CEnvFxShaders;
mutable hecl::VertexBufferPool<CEnvFxShaders::Instance> m_instPool;
mutable hecl::UniformBufferPool<CEnvFxShaders::Uniform> m_uniformPool;
mutable CEnvFxShaders::Uniform m_uniformData;
boo::ObjToken<boo::IGraphicsBufferD> m_fogUniformBuf;
zeus::CAABox x0_particleBounds = zeus::CAABox(-63.5f, 63.5f);
zeus::CVector3f x18_focusCellPosition = zeus::skZero3f;
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bool x24_enableSplash = false;
float x28_firstSnowForce = 0.f;
s32 x2c_lastBlockedGridIdx = -1;
float x30_fxDensity = 0.f;
float x34_targetFxDensity = 0.f;
float x38_maxDensityDeltaSpeed = 0.f;
// bool x3c_snowflakeTextureMipBlanked = false; /* Shader simulates this texture mod */
TLockedToken<CTexture> x40_txtrEnvGradient;
rstl::reserved_vector<CEnvFxManagerGrid, 64> x50_grids;
float xb54_baseSplashRate;
TLockedToken<CGenDescription> xb58_envRainSplash;
bool xb64_ = true;
TUniqueId xb68_envRainSplashId = kInvalidUniqueId;
bool xb6a_rainSoundActive = false;
CSfxHandle xb6c_leftRainSound;
CSfxHandle xb70_rightRainSound;
TLockedToken<CTexture> xb74_txtrSnowFlake;
bool xb80_ = true;
rstl::reserved_vector<zeus::CVector3f, 16> xb84_snowZDeltas;
TLockedToken<CTexture> xc48_underwaterFlake;
bool xc54_ = true;
void SetSplashEffectRate(float f, const CStateManager& mgr);
void UpdateRainSounds(const CStateManager& mgr);
zeus::CVector3f GetParticleBoundsToWorldScale() const;
zeus::CTransform GetParticleBoundsToWorldTransform() const;
void UpdateVisorSplash(CStateManager& mgr, float dt, const zeus::CTransform& camXf);
void MoveWrapCells(s32, s32);
void CalculateSnowForces(const CVectorFixed8_8& zVec, rstl::reserved_vector<CVectorFixed8_8, 256>& snowForces,
EEnvFxType type, const zeus::CVector3f& oopbtws, float dt);
static void BuildBlockObjectList(rstl::reserved_vector<TUniqueId, 1024>& list, CStateManager& mgr);
void UpdateBlockedGrids(CStateManager& mgr, EEnvFxType type, const zeus::CTransform& camXf,
const zeus::CTransform& xf, const zeus::CTransform& invXf);
void CreateNewParticles(EEnvFxType type);
void UpdateSnowParticles(const rstl::reserved_vector<CVectorFixed8_8, 256>& snowForces);
void UpdateRainParticles(const CVectorFixed8_8& zVec, const zeus::CVector3f& oopbtws, float dt);
void UpdateUnderwaterParticles(const CVectorFixed8_8& zVec);
void SetupSnowTevs(const CStateManager& mgr) const;
void SetupRainTevs() const;
void SetupUnderwaterTevs(const zeus::CTransform& invXf, const CStateManager& mgr) const;
public:
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CEnvFxManager();
void AsyncLoadResources(CStateManager& mgr);
void Update(float, CStateManager& mgr);
void Render(const CStateManager& mgr) const;
void SetFxDensity(s32, float);
void AreaLoaded();
void SetSplashRate(float f) { xb54_baseSplashRate = f; }
bool IsSplashActive() const { return x24_enableSplash; }
float GetRainMagnitude() const { return x30_fxDensity; }
void Cleanup();
static void Initialize();
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};
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} // namespace urde