2016-02-13 09:02:47 +00:00
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#ifndef __PSHAG_CMODEL_HPP__
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#define __PSHAG_CMODEL_HPP__
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2016-02-13 00:57:09 +00:00
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#include "RetroTypes.hpp"
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#include "zeus/CColor.hpp"
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#include "CFactoryMgr.hpp"
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#include "CToken.hpp"
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#include "zeus/CAABox.hpp"
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#include "DNACommon/CMDL.hpp"
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#include "DNAMP1/CMDLMaterials.hpp"
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#include "CModelShaders.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;
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class CTexture;
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class CLight;
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struct CModelFlags
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{
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u8 m_blendMode = 0; /* Blend state 3/5 enable additive */
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u8 m_matSetIdx = 0;
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u8 m_extendedShaderIdx = 0; /* 0 for shadeless, 1 for lighting, others defined in CModelShaders */
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u16 m_flags = 0; /* Flags */
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zeus::CColor color; /* Set into kcolor slot specified by material */
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CModelFlags() = default;
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CModelFlags(u8 blendMode, u8 shadIdx, u16 flags, const zeus::CColor& col)
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: m_blendMode(blendMode), m_matSetIdx(shadIdx), m_flags(flags), color(col) {}
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/* Flags
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0x4: render without texture lock
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0x8: depth greater
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0x10: depth non-inclusive
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*/
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};
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/* urde addition: doesn't require hacky stashing of
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* pointers within loaded CMDL buffer */
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struct CBooSurface
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{
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DataSpec::DNACMDL::SurfaceHeader_2 m_data;
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size_t selfIdx;
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class CBooModel* m_parent = nullptr;
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CBooSurface* m_next = nullptr;
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};
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class CBooModel
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{
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friend class CModel;
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public:
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using MaterialSet = DataSpec::DNAMP1::HMDLMaterialSet;
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using UVAnimation = DataSpec::DNAMP1::MaterialSet::Material::UVAnimation;
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struct SShader
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{
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std::vector<TCachedToken<CTexture>> x0_textures;
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std::vector<std::vector<boo::IShaderPipeline*>> m_shaders;
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MaterialSet m_matSet;
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void UnlockTextures();
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};
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private:
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std::vector<CBooSurface>* x0_surfaces;
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const MaterialSet* x4_matSet;
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const std::vector<std::vector<boo::IShaderPipeline*>>* m_pipelines;
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boo::IVertexFormat* m_vtxFmt;
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boo::IGraphicsBufferS* x8_vbo;
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boo::IGraphicsBufferS* xc_ibo;
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size_t m_weightVecCount;
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size_t m_skinBankCount;
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std::vector<TCachedToken<CTexture>>* x1c_textures;
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zeus::CAABox x20_aabb;
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CBooSurface* x38_firstUnsortedSurface = nullptr;
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CBooSurface* x3c_firstSortedSurface = nullptr;
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bool x40_24_texturesLoaded : 1;
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bool x40_25_ : 1;
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u8 x41_shortNormals;
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struct UVAnimationBuffer
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{
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static void ProcessAnimation(u8*& bufOut, const UVAnimation& anim);
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static void PadOutBuffer(u8*& bufStart, u8*& bufOut);
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static void Update(u8*& bufOut, const MaterialSet* matSet);
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};
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CModelShaders::LightingUniform m_lightingData;
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/* urde addition: boo! */
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boo::GraphicsDataToken m_gfxToken;
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std::unique_ptr<u8[]> m_uniformData;
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size_t m_uniformDataSize = 0;
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boo::IGraphicsBufferD* m_uniformBuffer = nullptr;
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std::vector<std::vector<boo::IShaderDataBinding*>> m_shaderDataBindings;
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void BuildGfxToken();
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void UpdateUniformData() const;
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void DrawAlphaSurfaces(const CModelFlags& flags) const;
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void DrawNormalSurfaces(const CModelFlags& flags) const;
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void DrawSurfaces(const CModelFlags& flags) const;
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void DrawSurface(const CBooSurface& surf, const CModelFlags& flags) const;
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public:
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CBooModel(std::vector<CBooSurface>* surfaces, SShader& shader,
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boo::IVertexFormat* vtxFmt, boo::IGraphicsBufferS* vbo, boo::IGraphicsBufferS* ibo,
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size_t weightVecCount, size_t skinBankCount, const zeus::CAABox& aabb,
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u8 shortNormals, bool texturesLoaded);
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static void MakeTexuresFromMats(const MaterialSet& matSet,
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std::vector<TCachedToken<CTexture>>& toksOut,
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IObjectStore& store);
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void ActivateLights(const std::vector<CLight>& lights);
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void RemapMaterialData(SShader& shader);
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bool TryLockTextures() const;
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void UnlockTextures() const;
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void DrawAlpha(const CModelFlags& flags) const;
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void DrawNormal(const CModelFlags& flags) const;
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void Draw(const CModelFlags& flags) const;
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const MaterialSet::Material& GetMaterialByIndex(int idx) const
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{
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return x4_matSet->materials.at(idx);
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}
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static bool g_DrawingOccluders;
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static void SetDrawingOccluders(bool occ) {g_DrawingOccluders = occ;}
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};
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class CModel
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{
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std::unique_ptr<u8[]> x0_data;
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u32 x4_dataLen;
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std::vector<CBooSurface> x8_surfaces;
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std::vector<CBooModel::SShader> x18_matSets;
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std::unique_ptr<CBooModel> x28_modelInst;
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CModel* x30_next = nullptr;
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CModel* x34_prev = nullptr;
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/* urde addition: boo! */
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boo::GraphicsDataToken m_gfxToken;
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boo::IGraphicsBufferS* m_vbo;
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boo::IGraphicsBufferS* m_ibo;
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boo::IVertexFormat* m_vtxFmt;
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void VerifyCurrentShader(int shaderIdx) const;
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public:
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using MaterialSet = DataSpec::DNAMP1::HMDLMaterialSet;
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CModel(std::unique_ptr<u8[]>&& in, u32 dataLen, IObjectStore* store);
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void DrawSortedParts(const CModelFlags& flags) const;
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void DrawUnsortedParts(const CModelFlags& flags) const;
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void Draw(const CModelFlags& flags) const;
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void Touch(int shaderIdx) const;
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bool IsLoaded(int shaderIdx) const;
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};
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CFactoryFnReturn FModelFactory(const urde::SObjectTag& tag,
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std::unique_ptr<u8[]>&& in, u32 len,
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const urde::CVParamTransfer& vparms);
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}
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2016-02-13 09:02:47 +00:00
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#endif // __PSHAG_CMODEL_HPP__
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