#pragma once #include "CToken.hpp" #include "GCNTypes.hpp" #include "Graphics/CTexture.hpp" #include "Graphics/CModel.hpp" #include "IObjectStore.hpp" namespace metaforce { class CCubeModel; class CCubeSurface; enum class CCubeMaterialFlagBits : u32 { fKonstValues = 0x8, fDepthSorting = 0x10, fAlphaTest = 0x20, fSamusReflection = 0x40, fDepthWrite = 0x80, fSamusReflectionSurfaceEye = 0x100, fShadowOccluderMesh = 0x200, fSamusReflectionIndirectTexture = 0x400, fLightmap = 0x800, fLightmapUvArray = 0x2000, fTextureSlotMask = 0xffff0000 }; using CCubeMaterialFlags = Flags; class CCubeMaterial { const u8* x0_data; public: explicit CCubeMaterial(const u8* data) : x0_data(data) {} void SetCurrent(const CModelFlags& flags, const CCubeSurface& surface, CCubeModel& model); [[nodiscard]] u32 GetCompressedBlend() { const u32* ptr = reinterpret_cast(x0_data + (GetTextureCount() * 4) + 16); if (GetFlags() & CCubeMaterialFlagBits::fKonstValues) { ptr += SBig(*ptr) + 1; } return SBig(*ptr); } [[nodiscard]] CCubeMaterialFlags GetFlags() const { return CCubeMaterialFlags(SBig(*reinterpret_cast(x0_data))); } [[nodiscard]] u32 GetVatFlags() const { return SBig(*reinterpret_cast(x0_data + 8 + (GetTextureCount() * 4))); } [[nodiscard]] u32 GetUsedTextureSlots() const { return static_cast(GetFlags()) >> 16; } [[nodiscard]] u32 GetTextureCount() const { return SBig(*reinterpret_cast(x0_data + 4)); } [[nodiscard]] u32 GetVertexDesc() const { return SBig(*reinterpret_cast(x0_data + (GetTextureCount() * 4) + 8)); } static void ResetCachedMaterials(); static void EnsureViewDepStateCached(const CCubeSurface* surface); static void KillCachedViewDepState(); static void EnsureTevsDirect(); private: void SetCurrentBlack(); static void SetupBlendMode(u32 blendFactors, const CModelFlags& flags, bool alphaTest); static void HandleDepth(CModelFlagsFlags modelFlags, CCubeMaterialFlags matFlags); static u32 HandleColorChannels(u32 chanCount, u32 firstChan); static void HandleTev(u32 tevCur, const u32* materialDataCur, const u32* texMapTexCoordFlags, bool shadowMapsEnabled); static u32 HandleAnimatedUV(const u32* uvAnim, GX::TexMtx texMtx, GX::PTTexMtx pttTexMtx); static void HandleTransparency(u32& finalTevCount, u32& finalKColorCount, const CModelFlags& modelFlags, u32 blendFactors, u32& finalCCFlags, u32& finalACFlags); static u32 HandleReflection(bool usesTevReg2, u32 indTexSlot, u32 r5, u32 finalTevCount, u32 texCount, u32 tcgCount, u32 finalKColorCount, u32& finalCCFlags, u32& finalACFlags); static void DoPassthru(u32 finalTevCount); static void DoModelShadow(u32 texCount, u32 tcgCount); }; } // namespace metaforce