#include "CFluidPlaneDoor.hpp" #include "CFluidPlaneCPU.hpp" #include "CStateManager.hpp" namespace urde { CFluidPlaneDoor::CFluidPlaneDoor(CAssetId patternTex1, CAssetId patternTex2, CAssetId colorTex, float tileSize, u32 tileSubdivisions, EFluidType fluidType, float alpha, const CFluidUVMotion& uvMotion) : CFluidPlane(patternTex1, patternTex2, colorTex, alpha, fluidType, 0.5f, uvMotion) , xa0_tileSize(tileSize) , xa4_tileSubdivisions(tileSubdivisions & ~0x1) , xa8_rippleResolution(xa0_tileSize / float(xa4_tileSubdivisions)) {} CFluidPlaneShader::RenderSetupInfo CFluidPlaneDoor::RenderSetup(const CStateManager& mgr, float alpha, const zeus::CTransform& xf, const zeus::CAABox& aabb, bool noNormals) const { CFluidPlaneShader::RenderSetupInfo out; float uvT = mgr.GetFluidPlaneManager()->GetUVT(); CGraphics::SetModelMatrix(xf); float fluidUVs[3][2]; x4c_uvMotion.CalculateFluidTextureOffset(uvT, fluidUVs); out.texMtxs[0][0][0] = x4c_uvMotion.GetFluidLayers()[1].GetUVScale(); out.texMtxs[0][1][1] = x4c_uvMotion.GetFluidLayers()[1].GetUVScale(); out.texMtxs[0][3][0] = fluidUVs[1][0]; out.texMtxs[0][3][1] = fluidUVs[1][1]; out.texMtxs[1][0][0] = x4c_uvMotion.GetFluidLayers()[2].GetUVScale(); out.texMtxs[1][1][1] = x4c_uvMotion.GetFluidLayers()[2].GetUVScale(); out.texMtxs[1][3][0] = fluidUVs[2][0]; out.texMtxs[1][3][1] = fluidUVs[2][1]; out.texMtxs[2][0][0] = x4c_uvMotion.GetFluidLayers()[0].GetUVScale(); out.texMtxs[2][1][1] = x4c_uvMotion.GetFluidLayers()[0].GetUVScale(); out.texMtxs[2][3][0] = fluidUVs[0][0]; out.texMtxs[2][3][1] = fluidUVs[0][1]; out.kColors[0] = zeus::CColor(1.f, alpha); if (!m_shader) { auto gridDimX = u32((xa0_tileSize + aabb.max.x() - aabb.min.x() - 0.01f) / xa0_tileSize); auto gridDimY = u32((xa0_tileSize + aabb.max.y() - aabb.min.y() - 0.01f) / xa0_tileSize); u32 gridCellCount = (gridDimX + 1) * (gridDimY + 1); u32 maxVerts = gridCellCount * ((std::max(2, xa4_tileSubdivisions) * 4 + 2) * 4); m_shader.emplace(x10_texPattern1, x20_texPattern2, x30_texColor, maxVerts); } return out; } /* Used to be part of locked cache * These are too big for stack allocation */ static CFluidPlaneRender::SHFieldSample lc_heights[46][46] = {}; static u8 lc_flags[9][9] = {}; void CFluidPlaneDoor::Render(const CStateManager& mgr, float alpha, const zeus::CAABox& aabb, const zeus::CTransform& xf, const zeus::CTransform& areaXf, bool noNormals, const zeus::CFrustum& frustum, const std::optional& rippleManager, TUniqueId waterId, const bool* gridFlags, u32 gridDimX, u32 gridDimY, const zeus::CVector3f& areaCenter) const { CFluidPlaneShader::RenderSetupInfo setupInfo = RenderSetup(mgr, alpha, xf, aabb, noNormals); CFluidPlaneRender::numSubdivisionsInTile = xa4_tileSubdivisions; CFluidPlaneRender::numTilesInHField = 42 / xa4_tileSubdivisions; CFluidPlaneRender::numSubdivisionsInHField = CFluidPlaneRender::numTilesInHField * xa4_tileSubdivisions; zeus::CVector2f centerPlane(aabb.center().x(), aabb.center().y()); float patchSize = xa8_rippleResolution * CFluidPlaneRender::numSubdivisionsInHField; float ooSubdivSize = 1.f / xa8_rippleResolution; m_verts.clear(); m_pVerts.clear(); m_shader->prepareDraw(setupInfo); for (float curX = aabb.min.x(); curX < aabb.max.x(); curX += patchSize) { float remSubdivsX = (aabb.max.x() - curX) * ooSubdivSize; for (float curY = aabb.min.y(); curY < aabb.max.y(); curY += patchSize) { float remSubdivsY = (aabb.max.y() - curY) * ooSubdivSize; int remSubdivsXi = std::min(CFluidPlaneRender::numSubdivisionsInHField, int(remSubdivsX)); int remSubdivsYi = std::min(CFluidPlaneRender::numSubdivisionsInHField, int(remSubdivsY)); zeus::CAABox aabb2(aabb.min, zeus::CVector3f(xa8_rippleResolution * remSubdivsXi + curX, xa8_rippleResolution * remSubdivsYi + curY, aabb.max.z())); if (frustum.aabbFrustumTest(aabb2.getTransformedAABox(xf))) { CFluidPlaneRender::SPatchInfo patchInfo(zeus::CVector3f(curX, curY, aabb.min.z()), aabb2.max, xf.origin, xa8_rippleResolution, xa0_tileSize, 0.f, CFluidPlaneRender::numSubdivisionsInHField, CFluidPlaneRender::NormalMode::None, 0, 0, 0, 0, 0, 0, 0, nullptr); RenderPatch(patchInfo, lc_heights, lc_flags, true, true, m_verts, m_pVerts); } } } m_shader->loadVerts(m_verts, m_pVerts); m_shader->doneDrawing(); } } // namespace urde