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Start wiring up wgpu+winit
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@@ -3,10 +3,9 @@
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#include <vector>
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#include "Runtime/CFactoryMgr.hpp"
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#include "Runtime/RetroTypes.hpp"
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#include "Runtime/Character/CSkinBank.hpp"
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#include "Runtime/RetroTypes.hpp"
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#include <boo/graphicsdev/IGraphicsDataFactory.hpp>
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#include <zeus/CVector3f.hpp>
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namespace metaforce {
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@@ -14,46 +13,42 @@ class CPoseAsTransforms;
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class CModel;
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struct SSkinWeighting {
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CSegId m_id;
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float m_weight;
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explicit SSkinWeighting(CInputStream& in) : m_id(in), m_weight(in.readFloatBig()) {}
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CSegId x0_id;
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float x4_weight;
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explicit SSkinWeighting(CInputStream& in) : x0_id(in), x4_weight(in.readFloatBig()) {}
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};
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class CVirtualBone {
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std::vector<SSkinWeighting> m_weights;
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rstl::reserved_vector<SSkinWeighting, 3> x0_weights;
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u32 x1c_vertexCount;
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zeus::CTransform x20_xf;
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zeus::CMatrix3f x50_mtx;
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public:
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explicit CVirtualBone(CInputStream& in) {
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u32 weightCount = in.readUint32Big();
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m_weights.reserve(weightCount);
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for (u32 i = 0; i < weightCount; ++i)
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m_weights.emplace_back(in);
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}
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explicit CVirtualBone(CInputStream& in);
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const std::vector<SSkinWeighting>& GetWeights() const { return m_weights; }
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[[nodiscard]] const rstl::reserved_vector<SSkinWeighting, 3>& GetWeights() const { return x0_weights; }
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};
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class CSkinRules {
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std::vector<CSkinBank> x0_skinBanks;
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// u32 x10_vertexCount;
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// u32 x14_normalCount;
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std::vector<CVirtualBone> m_virtualBones;
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std::vector<u32> m_poolToSkinIdx;
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std::vector<CVirtualBone> x0_bones;
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u32 x10_vertexCount;
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u32 x14_normalCount;
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public:
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explicit CSkinRules(CInputStream& in);
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void GetBankTransforms(std::vector<const zeus::CTransform*>& out, const CPoseAsTransforms& pose,
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int skinBankIdx) const {
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// FIXME: This is definitely not proper behavior, this is here to fix the phazon suit crashing
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if (x0_skinBanks.size() <= skinBankIdx) {
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return;
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}
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x0_skinBanks[skinBankIdx].GetBankTransforms(out, pose);
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}
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// void GetBankTransforms(std::vector<const zeus::CTransform*>& out, const CPoseAsTransforms& pose,
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// int skinBankIdx) const {
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// // FIXME: This is definitely not proper behavior, this is here to fix the phazon suit crashing
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// if (x0_skinBanks.size() <= skinBankIdx) {
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// return;
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// }
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// x0_skinBanks[skinBankIdx].GetBankTransforms(out, pose);
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// }
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void TransformVerticesCPU(std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vnOut,
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const CPoseAsTransforms& pose, const CModel& model) const;
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// void TransformVerticesCPU(std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vnOut,
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// const CPoseAsTransforms& pose, const CModel& model) const;
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};
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CFactoryFnReturn FSkinRulesFactory(const SObjectTag& tag, CInputStream& in, const CVParamTransfer& params,
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