#include "MP1.hpp" #include "Graphics/Shaders/CModelShaders.hpp" #include "Graphics/Shaders/CThermalColdFilter.hpp" #include "Graphics/Shaders/CThermalHotFilter.hpp" #include "Graphics/Shaders/CSpaceWarpFilter.hpp" #include "Graphics/Shaders/CColoredQuadFilter.hpp" #include "Graphics/Shaders/CTexturedQuadFilter.hpp" #include "Graphics/Shaders/CCameraBlurFilter.hpp" #include "Graphics/Shaders/CXRayBlurFilter.hpp" #include "Graphics/Shaders/CTextSupportShader.hpp" #include "Graphics/Shaders/CEnergyBarShader.hpp" #include "Graphics/Shaders/CRadarPaintShader.hpp" #include "Character/CCharLayoutInfo.hpp" #include "Audio/CStreamAudioManager.hpp" #include "CGBASupport.hpp" #include "CBasics.hpp" #include "Audio/CAudioGroupSet.hpp" namespace urde { URDE_DECL_SPECIALIZE_SHADER(CThermalColdFilter) URDE_DECL_SPECIALIZE_SHADER(CThermalHotFilter) URDE_DECL_SPECIALIZE_SHADER(CSpaceWarpFilter) URDE_DECL_SPECIALIZE_SHADER(CCameraBlurFilter) URDE_DECL_SPECIALIZE_SHADER(CXRayBlurFilter) URDE_DECL_SPECIALIZE_SHADER(CFogVolumePlaneShader) URDE_DECL_SPECIALIZE_SHADER(CFogVolumeFilter) URDE_DECL_SPECIALIZE_SHADER(CEnergyBarShader) URDE_DECL_SPECIALIZE_SHADER(CRadarPaintShader) URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CColoredQuadFilter) URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilter) URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilterAlpha) URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTextSupportShader) namespace MP1 { CGameArchitectureSupport::CGameArchitectureSupport(CMain& parent, boo::IAudioVoiceEngine* voiceEngine, amuse::IBackendVoiceAllocator& backend) : m_parent(parent), x0_audioSys(voiceEngine, backend, 0,0,0,0,0), x30_inputGenerator(g_tweakPlayer->GetLeftLogicalThreshold(), g_tweakPlayer->GetRightLogicalThreshold()), x44_guiSys(*g_ResFactory, *g_SimplePool, CGuiSys::EUsageMode::Zero) { CMain* m = static_cast(g_Main); g_GuiSys = &x44_guiSys; x30_inputGenerator.startScanning(); g_InputGenerator = &x30_inputGenerator; CAudioSys::SysSetVolume(0x7f); CAudioSys::SetDefaultVolumeScale(0x75); CAudioSys::SetVolumeScale(CAudioSys::GetDefaultVolumeScale()); CStreamAudioManager::Initialize(); CStreamAudioManager::SetMusicVolume(0x7f); m->ResetGameState(); //std::shared_ptr splash = std::make_shared(CSplashScreen::ESplashScreen::Nintendo); //x58_ioWinManager.AddIOWin(splash, 1000, 10000); std::shared_ptr mf = std::make_shared(); x58_ioWinManager.AddIOWin(mf, 0, 0); std::shared_ptr console = std::make_shared(8, 5.f, 0.75f); x58_ioWinManager.AddIOWin(console, 100, 0); std::shared_ptr audState = std::make_shared(); x58_ioWinManager.AddIOWin(audState, 100, -1); std::shared_ptr errWin = std::make_shared(false); x58_ioWinManager.AddIOWin(errWin, 10000, 100000); } void CGameArchitectureSupport::UpdateTicks() { x4_archQueue.Push(MakeMsg::CreateFrameBegin(EArchMsgTarget::Game, x78_gameFrameCount)); x4_archQueue.Push(MakeMsg::CreateTimerTick(EArchMsgTarget::Game, 1.f / 60.f)); } void CGameArchitectureSupport::Update() { g_GameState->GetWorldTransitionManager()->TouchModels(); x30_inputGenerator.Update(1 / 60.f, x4_archQueue); x4_archQueue.Push(MakeMsg::CreateFrameEnd(EArchMsgTarget::Game, x78_gameFrameCount)); x58_ioWinManager.PumpMessages(x4_archQueue); } struct AudioGroupInfo { const char* name; u32 id; }; static const AudioGroupInfo StaticAudioGroups[] = { {"Misc_AGSC", 39}, {"MiscSamus_AGSC", 41}, {"UI_AGSC", 40}, {"Weapons_AGSC", 43}, {"ZZZ_AGSC", 65} }; bool CGameArchitectureSupport::LoadAudio() { if (x88_audioLoadStatus == EAudioLoadStatus::Loaded) return true; for (int i=0 ; i<5 ; ++i) { TToken& tok = x8c_pendingAudioGroups[i]; if (tok.IsLocked()) { if (tok.IsLoaded()) { CAudioGroupSet* set = tok.GetObj(); if (!CAudioSys::SysIsGroupSetLoaded(set->GetName())) { CAudioSys::SysLoadGroupSet(tok, set->GetName(), tok.GetObjectTag()->id); CAudioSys::SysAddGroupIntoAmuse(set->GetName()); } } else { return false; } } else { /* Lock next pending group */ tok.Lock(); return false; } } CSfxManager::LoadTranslationTable(g_SimplePool, g_ResFactory->GetResourceIdByName("sound_lookup")); x8c_pendingAudioGroups = std::vector>(); x88_audioLoadStatus = EAudioLoadStatus::Loaded; return true; } void CGameArchitectureSupport::PreloadAudio() { if (x88_audioLoadStatus != EAudioLoadStatus::Uninitialized) return; x8c_pendingAudioGroups.clear(); x8c_pendingAudioGroups.reserve(5); for (int i=0 ; i<5 ; ++i) { const AudioGroupInfo& info = StaticAudioGroups[i]; CToken grp = g_SimplePool->GetObj(info.name); if (i == 0) /* Lock first group in sequence */ grp.Lock(); x8c_pendingAudioGroups.push_back(std::move(grp)); } x88_audioLoadStatus = EAudioLoadStatus::Loading; } void CGameArchitectureSupport::UnloadAudio() { for (int i=0 ; i<5 ; ++i) { const AudioGroupInfo& info = StaticAudioGroups[i]; const SObjectTag* tag = g_ResFactory->GetResourceIdByName(info.name); const std::string& name = CAudioSys::SysGetGroupSetName(tag->id); CAudioSys::SysRemoveGroupFromAmuse(name); CAudioSys::SysUnloadAudioGroupSet(name); } x8c_pendingAudioGroups = std::vector>(); x88_audioLoadStatus = EAudioLoadStatus::Uninitialized; } void CGameArchitectureSupport::Draw() { x58_ioWinManager.Draw(); if (m_parent.x161_24_gameFrameDrawn) { ++x78_gameFrameCount; m_parent.x161_24_gameFrameDrawn = false; } } CGameArchitectureSupport::~CGameArchitectureSupport() { x58_ioWinManager.RemoveAllIOWins(); UnloadAudio(); CSfxManager::Shutdown(); CStreamAudioManager::Shutdown(); } CMain::CMain(IFactory& resFactory, CSimplePool& resStore, boo::IGraphicsDataFactory* gfxFactory, boo::IGraphicsCommandQueue* cmdQ, boo::ITextureR* spareTex) : m_booSetter(gfxFactory, cmdQ, spareTex), x128_globalObjects(resFactory, resStore) { xe4_gameplayResult = EGameplayResult::Playing; g_Main = this; } CMain::BooSetter::BooSetter(boo::IGraphicsDataFactory* factory, boo::IGraphicsCommandQueue* cmdQ, boo::ITextureR* spareTex) { CGraphics::InitializeBoo(factory, cmdQ, spareTex); TShader::Initialize(); TShader::Initialize(); TShader::Initialize(); TShader::Initialize(); TShader::Initialize(); TShader::Initialize(); TShader::Initialize(); TShader::Initialize(); TShader::Initialize(); TMultiBlendShader::Initialize(); TMultiBlendShader::Initialize(); TMultiBlendShader::Initialize(); TMultiBlendShader::Initialize(); } void CMain::RegisterResourceTweaks() { } void CMain::ResetGameState() { CPersistentOptions sysOpts = g_GameState->SystemOptions(); CGameOptions gameOpts = g_GameState->GameOptions(); x128_globalObjects.ResetGameState(); g_GameState->ImportPersistentOptions(sysOpts); g_GameState->SetGameOptions(gameOpts); g_GameState->GetPlayerState()->SetIsFusionEnabled(g_GameState->SystemOptions().GetPlayerFusionSuitActive()); } void CMain::InitializeSubsystems(const hecl::Runtime::FileStoreManager& storeMgr) { CBasics::Initialize(); CModelShaders::Initialize(storeMgr, CGraphics::g_BooFactory); CMoviePlayer::Initialize(); CLineRenderer::Initialize(); CElementGen::Initialize(); CAnimData::InitializeCache(); CDecalManager::Initialize(); CGBASupport::Initialize(); } void CMain::FillInAssetIDs() { } bool CMain::LoadAudio() { if (x164_archSupport) return x164_archSupport->LoadAudio(); return true; } void CMain::EnsureWorldPaksReady() { } void CMain::EnsureWorldPakReady(ResId mlvl) { /* TODO: Schedule resource list load for World Pak containing mlvl */ } void CMain::StreamNewGameState(CBitStreamReader& r, u32 idx) { bool fusionBackup = g_GameState->SystemOptions().GetPlayerFusionSuitActive(); x128_globalObjects.x134_gameState = std::make_unique(r, idx); g_GameState = x128_globalObjects.x134_gameState.get(); g_GameState->SystemOptions().SetPlayerFusionSuitActive(fusionBackup); g_GameState->GetPlayerState()->SetIsFusionEnabled(fusionBackup); g_GameState->HintOptions().SetNextHintTime(); } void CMain::Init(const hecl::Runtime::FileStoreManager& storeMgr, boo::IWindow* window, boo::IAudioVoiceEngine* voiceEngine, amuse::IBackendVoiceAllocator& backend) { m_mainWindow = window; InitializeSubsystems(storeMgr); x128_globalObjects.PostInitialize(); x70_tweaks.RegisterTweaks(); x70_tweaks.RegisterResourceTweaks(); FillInAssetIDs(); x164_archSupport.reset(new CGameArchitectureSupport(*this, voiceEngine, backend)); g_archSupport = x164_archSupport.get(); x164_archSupport->PreloadAudio(); //g_TweakManager->ReadFromMemoryCard("AudioTweaks"); //CStreamAudioManager::Start(false, "Audio/rui_samusL.dsp|Audio/rui_samusR.dsp", 0x7f, true, 1.f, 1.f); } bool CMain::Proc() { CGBASupport::GlobalPoll(); x164_archSupport->UpdateTicks(); x164_archSupport->Update(); CSfxManager::Update(1.f / 60.f); CStreamAudioManager::Update(1.f / 60.f); if (x164_archSupport->GetIOWinManager().IsEmpty() || CheckReset()) { CStreamAudioManager::StopAll(); /* x164_archSupport.reset(); g_archSupport = x164_archSupport.get(); x164_archSupport->PreloadAudio(); */ x160_24_finished = true; } return x160_24_finished; } void CMain::Draw() { x164_archSupport->Draw(); } void CMain::ShutdownSubsystems() { CMoviePlayer::Shutdown(); CLineRenderer::Shutdown(); CDecalManager::Shutdown(); CElementGen::Shutdown(); CAnimData::FreeCache(); CMemoryCardSys::Shutdown(); CModelShaders::Shutdown(); } void CMain::Shutdown() { x164_archSupport.reset(); ShutdownSubsystems(); TShader::Shutdown(); TShader::Shutdown(); TShader::Shutdown(); TShader::Shutdown(); TShader::Shutdown(); TShader::Shutdown(); TShader::Shutdown(); TShader::Shutdown(); TShader::Shutdown(); TMultiBlendShader::Shutdown(); TMultiBlendShader::Shutdown(); TMultiBlendShader::Shutdown(); TMultiBlendShader::Shutdown(); } boo::IWindow* CMain::GetMainWindow() const { return m_mainWindow; } #if MP1_USE_BOO int CMain::appMain(boo::IApplication* app) { zeus::detectCPU(); mainWindow = app->newWindow(_S("Metroid Prime 1 Reimplementation vZygote"), 1); mainWindow->showWindow(); TOneStatic globalObjs; InitializeSubsystems(); globalObjs->PostInitialize(); x70_tweaks.RegisterTweaks(); AddWorldPaks(); g_TweakManager->ReadFromMemoryCard("AudioTweaks"); FillInAssetIDs(); TOneStatic archSupport; mainWindow->setCallback(archSupport.GetAllocSpace()); boo::IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue(); boo::SWindowRect windowRect = mainWindow->getWindowFrame(); 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; }); float rgba[4] = { 0.2f, 0.2f, 0.2f, 1.0f}; gfxQ->setClearColor(rgba); while (!xe8_b24_finished) { xe8_b24_finished = archSupport->Update(); 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(); } return 0; } #endif } }