metaforce/Runtime/MP1/MP1.cpp

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#include "MP1.hpp"
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#include "Graphics/Shaders/CModelShaders.hpp"
#include "Graphics/Shaders/CThermalColdFilter.hpp"
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#include "Graphics/Shaders/CThermalHotFilter.hpp"
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#include "Graphics/Shaders/CSpaceWarpFilter.hpp"
#include "Graphics/Shaders/CColoredQuadFilter.hpp"
#include "Graphics/Shaders/CTexturedQuadFilter.hpp"
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#include "Graphics/Shaders/CCameraBlurFilter.hpp"
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#include "Graphics/Shaders/CXRayBlurFilter.hpp"
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#include "Character/CCharLayoutInfo.hpp"
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namespace urde
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{
URDE_DECL_SPECIALIZE_SHADER(CThermalColdFilter)
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URDE_DECL_SPECIALIZE_SHADER(CThermalHotFilter)
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URDE_DECL_SPECIALIZE_SHADER(CSpaceWarpFilter)
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URDE_DECL_SPECIALIZE_SHADER(CCameraBlurFilter)
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URDE_DECL_SPECIALIZE_SHADER(CXRayBlurFilter)
URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CColoredQuadFilter)
URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilter)
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URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilterAlpha)
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namespace MP1
{
CGameArchitectureSupport::CGameArchitectureSupport(CMain& parent, amuse::IBackendVoiceAllocator& backend)
: m_parent(parent),
m_audioSys(backend, 0,0,0,0,0),
m_inputGenerator(g_tweakPlayer->GetLeftLogicalThreshold(),
g_tweakPlayer->GetRightLogicalThreshold()),
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m_guiSys(*g_ResFactory, *g_SimplePool, CGuiSys::EUsageMode::Zero)
{
g_GuiSys = &m_guiSys;
m_inputGenerator.startScanning();
g_Main->ResetGameState();
std::shared_ptr<CIOWin> splash = std::make_shared<CSplashScreen>(CSplashScreen::ESplashScreen::Nintendo);
m_ioWinManager.AddIOWin(splash, 1000, 10000);
std::shared_ptr<CIOWin> mf = std::make_shared<CMainFlow>();
m_ioWinManager.AddIOWin(mf, 0, 0);
std::shared_ptr<CIOWin> console = std::make_shared<CConsoleOutputWindow>(8, 5.f, 0.75f);
m_ioWinManager.AddIOWin(console, 100, 0);
std::shared_ptr<CIOWin> audState = std::make_shared<CAudioStateWin>();
m_ioWinManager.AddIOWin(audState, 100, -1);
std::shared_ptr<CIOWin> errWin = std::make_shared<CErrorOutputWindow>(false);
m_ioWinManager.AddIOWin(errWin, 10000, 100000);
}
bool CGameArchitectureSupport::Update()
{
if (!g_MemoryCardSys)
m_parent.x128_globalObjects.MemoryCardInitializePump();
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bool finished = false;
m_inputGenerator.Update(1.0 / 60.0, m_archQueue);
g_GameState->GetWorldTransitionManager()->TouchModels();
int unk = 0;
m_archQueue.Push(std::move(MakeMsg::CreateFrameBegin(EArchMsgTarget::Game, unk)));
m_archQueue.Push(std::move(MakeMsg::CreateTimerTick(EArchMsgTarget::Game, 1.f / 60.f)));
m_ioWinManager.PumpMessages(m_archQueue);
/*
while (m_archQueue)
{
CArchitectureMessage msg = m_archQueue.Pop();
if (msg.GetTarget() == EArchMsgTarget::ArchitectureSupport)
{
if (msg.GetType() == EArchMsgType::ApplicationExit)
finished = true;
}
if (msg.GetTarget() == EArchMsgTarget::Game && msg.GetType() == EArchMsgType::UserInput)
{
const CArchMsgParmUserInput* input = msg.GetParm<CArchMsgParmUserInput>();
if (input->x4_parm.DStart())
m_archQueue.Push(std::move(MakeMsg::CreateApplicationExit(EArchMsgTarget::ArchitectureSupport)));
}
}
*/
return finished;
}
void CGameArchitectureSupport::Draw()
{
m_ioWinManager.Draw();
}
CMain::CMain(IFactory& resFactory, CSimplePool& resStore,
boo::IGraphicsDataFactory* gfxFactory,
boo::IGraphicsCommandQueue* cmdQ,
boo::ITextureR* spareTex)
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: m_booSetter(gfxFactory, cmdQ, spareTex),
x128_globalObjects(resFactory, resStore)
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{
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xe4_gameplayResult = EGameplayResult::Playing;
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g_Main = this;
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}
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CMain::BooSetter::BooSetter(boo::IGraphicsDataFactory* factory,
boo::IGraphicsCommandQueue* cmdQ,
boo::ITextureR* spareTex)
{
CGraphics::InitializeBoo(factory, cmdQ, spareTex);
TShader<CThermalColdFilter>::Initialize();
TShader<CThermalHotFilter>::Initialize();
TShader<CSpaceWarpFilter>::Initialize();
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TShader<CCameraBlurFilter>::Initialize();
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TShader<CXRayBlurFilter>::Initialize();
TMultiBlendShader<CColoredQuadFilter>::Initialize();
TMultiBlendShader<CTexturedQuadFilter>::Initialize();
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TMultiBlendShader<CTexturedQuadFilterAlpha>::Initialize();
}
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void CMain::RegisterResourceTweaks()
{
}
void CMain::ResetGameState()
{
}
void CMain::InitializeSubsystems(const hecl::Runtime::FileStoreManager& storeMgr,
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boo::IAudioVoiceEngine* voiceEngine)
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{
CModelShaders::Initialize(storeMgr, CGraphics::g_BooFactory);
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CMoviePlayer::Initialize();
CLineRenderer::Initialize();
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CElementGen::Initialize();
CAnimData::InitializeCache();
CDecalManager::Initialize();
}
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void CMain::FillInAssetIDs()
{
}
void CMain::LoadAudio()
{
}
void CMain::Init(const hecl::Runtime::FileStoreManager& storeMgr,
boo::IAudioVoiceEngine* voiceEngine,
amuse::IBackendVoiceAllocator& backend)
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{
InitializeSubsystems(storeMgr, voiceEngine);
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x128_globalObjects.PostInitialize();
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x70_tweaks.RegisterTweaks();
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x70_tweaks.RegisterResourceTweaks();
m_archSupport.reset(new CGameArchitectureSupport(*this, backend));
g_archSupport = m_archSupport.get();
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//g_TweakManager->ReadFromMemoryCard("AudioTweaks");
FillInAssetIDs();
}
bool CMain::Proc()
{
xe8_b24_finished = m_archSupport->Update();
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return xe8_b24_finished;
}
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void CMain::Draw()
{
m_archSupport->Draw();
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}
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void CMain::Shutdown()
{
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TShader<CThermalColdFilter>::Shutdown();
TShader<CThermalHotFilter>::Shutdown();
TShader<CSpaceWarpFilter>::Shutdown();
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TShader<CCameraBlurFilter>::Shutdown();
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TShader<CXRayBlurFilter>::Shutdown();
TMultiBlendShader<CColoredQuadFilter>::Shutdown();
TMultiBlendShader<CTexturedQuadFilter>::Shutdown();
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TMultiBlendShader<CTexturedQuadFilterAlpha>::Shutdown();
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}
#if MP1_USE_BOO
int CMain::appMain(boo::IApplication* app)
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{
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zeus::detectCPU();
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mainWindow = app->newWindow(_S("Metroid Prime 1 Reimplementation vZygote"), 1);
mainWindow->showWindow();
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TOneStatic<CGameGlobalObjects> globalObjs;
InitializeSubsystems();
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globalObjs->PostInitialize();
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x70_tweaks.RegisterTweaks();
AddWorldPaks();
g_TweakManager->ReadFromMemoryCard("AudioTweaks");
FillInAssetIDs();
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TOneStatic<CGameArchitectureSupport> archSupport;
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mainWindow->setCallback(archSupport.GetAllocSpace());
boo::IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue();
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boo::SWindowRect windowRect = mainWindow->getWindowFrame();
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boo::ITextureR* renderTex;
boo::GraphicsDataToken data = mainWindow->getMainContextDataFactory()->commitTransaction(
[&](boo::IGraphicsDataFactory::Context& ctx) -> bool
{
renderTex = ctx.newRenderTexture(windowRect.size[0], windowRect.size[1], true, true);
return true;
});
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float rgba[4] = { 0.2f, 0.2f, 0.2f, 1.0f};
gfxQ->setClearColor(rgba);
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while (!xe8_b24_finished)
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{
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xe8_b24_finished = archSupport->Update();
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if (archSupport->isRectDirty())
{
const boo::SWindowRect& windowRect = archSupport->getWindowRect();
gfxQ->resizeRenderTexture(renderTex,
windowRect.size[0],
windowRect.size[1]);
}
gfxQ->setRenderTarget(renderTex);
gfxQ->clearTarget();
gfxQ->resolveDisplay(renderTex);
gfxQ->execute();
mainWindow->waitForRetrace();
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}
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return 0;
}
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#endif
}
}