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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 13:07:42 +00:00

Nearly all CParticleDataFactory implemented

This commit is contained in:
Jack Andersen
2016-02-05 14:34:40 -10:00
parent 85d5cbe9d2
commit 49e84c85fd
19 changed files with 1258 additions and 53 deletions

View File

@@ -2,11 +2,21 @@
#define __RETRO_CUVELEMENT_HPP__
#include "IElement.hpp"
#include "CToken.hpp"
#include "CTexture.hpp"
namespace Retro
{
class CToken;
struct SUVElementTexture
{
TToken<CTexture> m_tex;
CTexture* m_directTex;
SUVElementTexture(TToken<CTexture>&& tex, CTexture* directTex)
: m_tex(std::move(tex)), m_directTex(directTex) {}
};
struct SUVElementSet
{
float xMin, yMin, xMax, yMax;
@@ -15,22 +25,50 @@ struct SUVElementSet
class CUVElement : public IElement
{
public:
virtual CToken GetValueTexture(int frame) const=0;
virtual SUVElementTexture GetValueTexture(int frame) const=0;
virtual void GetValueUV(int frame, SUVElementSet& valOut) const=0;
virtual bool HasConstantTexture() const=0;
virtual bool HasConstantUV() const=0;
};
struct CUVEConstant : public CUVElement
{
TToken<CTexture> x4_tex;
CTexture* xc_directTex;
public:
CToken GetValueTexture(int frame) const;
void GetValueUV(int frame, SUVElementSet& valOut) const;
CUVEConstant(TToken<CTexture>&& tex)
: x4_tex(std::move(tex)), xc_directTex(x4_tex.GetObj()) {}
SUVElementTexture GetValueTexture(int frame) const
{
return SUVElementTexture(TLockedToken<CTexture>(x4_tex), xc_directTex);
}
void GetValueUV(int frame, SUVElementSet& valOut) const
{
valOut = {0.f, 0.f, 1.f, 1.f};
}
bool HasConstantTexture() const {return true;}
bool HasConstantUV() const {return true;}
};
struct CUVEAnimTexture : public CUVElement
{
TToken<CTexture> x4_tex;
CTexture* xc_directTex;
int x10_tileW, x14_tileW, x18_strideW, x1c_strideH;
int x20_tiles;
bool x24_loop;
std::unique_ptr<CIntElement> x28_cycleFrameRate;
std::vector<SUVElementSet> x2c_uvElems;
public:
CToken GetValueTexture(int frame) const;
CUVEAnimTexture(TToken<CTexture>&& tex, CIntElement* a, CIntElement* b,
CIntElement* c, CIntElement* d, CIntElement* e, bool f);
SUVElementTexture GetValueTexture(int frame) const
{
return SUVElementTexture(TLockedToken<CTexture>(x4_tex), xc_directTex);
}
void GetValueUV(int frame, SUVElementSet& valOut) const;
bool HasConstantTexture() const {return true;}
bool HasConstantUV() const {return false;}
};
}