#ifndef __URDE_CMODEL_HPP__ #define __URDE_CMODEL_HPP__ #include "RetroTypes.hpp" #include "zeus/CColor.hpp" #include "CFactoryMgr.hpp" #include "CToken.hpp" #include "zeus/CAABox.hpp" #include "DNACommon/CMDL.hpp" #include "DNAMP1/CMDLMaterials.hpp" #include "Shaders/CModelShaders.hpp" #include "boo/graphicsdev/IGraphicsDataFactory.hpp" namespace urde { class IObjectStore; class CTexture; class CLight; struct CModelFlags { u8 m_blendMode = 0; /* Blend state 3/5 enable additive */ u8 m_matSetIdx = 0; u8 m_extendedShaderIdx = 0; /* 0 for shadeless, 1 for lighting, others defined in CModelShaders */ u16 m_flags = 0; /* Flags */ zeus::CColor color; /* Set into kcolor slot specified by material */ CModelFlags() = default; CModelFlags(u8 blendMode, u8 shadIdx, u16 flags, const zeus::CColor& col) : m_blendMode(blendMode), m_matSetIdx(shadIdx), m_flags(flags), color(col) {} /* Flags 0x4: render without texture lock 0x8: depth greater 0x10: depth non-inclusive */ }; /* urde addition: doesn't require hacky stashing of * pointers within loaded CMDL buffer */ struct CBooSurface { DataSpec::DNACMDL::SurfaceHeader_2 m_data; size_t selfIdx; class CBooModel* m_parent = nullptr; CBooSurface* m_next = nullptr; }; class CBooModel { friend class CModel; friend class CBooRenderer; public: using MaterialSet = DataSpec::DNAMP1::HMDLMaterialSet; using UVAnimation = DataSpec::DNAMP1::MaterialSet::Material::UVAnimation; struct SShader { std::vector> x0_textures; std::vector> m_shaders; MaterialSet m_matSet; void UnlockTextures(); }; private: std::vector* x0_surfaces; const MaterialSet* x4_matSet; const std::vector>* m_pipelines; boo::IVertexFormat* m_vtxFmt; boo::IGraphicsBufferS* x8_vbo; boo::IGraphicsBufferS* xc_ibo; size_t m_weightVecCount; size_t m_skinBankCount; std::vector>* x1c_textures; zeus::CAABox x20_aabb; CBooSurface* x38_firstUnsortedSurface = nullptr; CBooSurface* x3c_firstSortedSurface = nullptr; bool x40_24_texturesLoaded : 1; bool x40_25_ : 1; struct UVAnimationBuffer { static void ProcessAnimation(u8*& bufOut, const UVAnimation& anim); static void PadOutBuffer(u8*& bufStart, u8*& bufOut); static void Update(u8*& bufOut, const MaterialSet* matSet); }; CModelShaders::LightingUniform m_lightingData; /* urde addition: boo! */ boo::GraphicsDataToken m_gfxToken; size_t m_uniformDataSize = 0; boo::IGraphicsBufferD* m_uniformBuffer = nullptr; std::vector> m_shaderDataBindings; void BuildGfxToken(); void UpdateUniformData() const; void DrawAlphaSurfaces(const CModelFlags& flags) const; void DrawNormalSurfaces(const CModelFlags& flags) const; void DrawSurfaces(const CModelFlags& flags) const; void DrawSurface(const CBooSurface& surf, const CModelFlags& flags) const; public: CBooModel(std::vector* surfaces, SShader& shader, boo::IVertexFormat* vtxFmt, boo::IGraphicsBufferS* vbo, boo::IGraphicsBufferS* ibo, size_t weightVecCount, size_t skinBankCount, const zeus::CAABox& aabb); static void MakeTexuresFromMats(const MaterialSet& matSet, std::vector>& toksOut, IObjectStore& store); bool IsOpaque() const {return x3c_firstSortedSurface == nullptr;} void ActivateLights(const std::vector& lights); void RemapMaterialData(SShader& shader); bool TryLockTextures() const; void UnlockTextures() const; void DrawAlpha(const CModelFlags& flags) const; void DrawNormal(const CModelFlags& flags) const; void Draw(const CModelFlags& flags) const; const MaterialSet::Material& GetMaterialByIndex(int idx) const { return x4_matSet->materials.at(idx); } static bool g_DrawingOccluders; static void SetDrawingOccluders(bool occ) {g_DrawingOccluders = occ;} }; class CModel { //std::unique_ptr x0_data; //u32 x4_dataLen; zeus::CAABox m_aabb; std::vector x8_surfaces; std::vector x18_matSets; std::unique_ptr x28_modelInst; CModel* x30_next = nullptr; CModel* x34_prev = nullptr; /* urde addition: boo! */ boo::GraphicsDataToken m_gfxToken; boo::IGraphicsBufferS* m_vbo; boo::IGraphicsBufferS* m_ibo; boo::IVertexFormat* m_vtxFmt; void VerifyCurrentShader(int shaderIdx) const; public: using MaterialSet = DataSpec::DNAMP1::HMDLMaterialSet; CModel(std::unique_ptr&& in, u32 dataLen, IObjectStore* store); void DrawSortedParts(const CModelFlags& flags) const; void DrawUnsortedParts(const CModelFlags& flags) const; void Draw(const CModelFlags& flags) const; void Touch(int shaderIdx) const; bool IsLoaded(int shaderIdx) const; const zeus::CAABox& GetAABB() const {return m_aabb;} CBooModel& GetInstance() {return *x28_modelInst;} const CBooModel& GetInstance() const {return *x28_modelInst;} std::unique_ptr MakeNewInstance(int shaderIdx); }; CFactoryFnReturn FModelFactory(const urde::SObjectTag& tag, std::unique_ptr&& in, u32 len, const urde::CVParamTransfer& vparms); } #endif // __URDE_CMODEL_HPP__