#include "Runtime/GuiSys/CHudRadarInterface.hpp" #include "Runtime/CGameState.hpp" #include "Runtime/CSimplePool.hpp" #include "Runtime/CStateManager.hpp" #include "Runtime/GameGlobalObjects.hpp" #include "Runtime/Camera/CGameCamera.hpp" #include "Runtime/Graphics/CBooRenderer.hpp" #include "Runtime/GuiSys/CGuiCamera.hpp" #include "Runtime/GuiSys/CGuiFrame.hpp" #include "Runtime/GuiSys/CGuiWidgetDrawParms.hpp" #include "Runtime/World/CPlayer.hpp" #include "Runtime/World/CWallCrawlerSwarm.hpp" #include "TCastTo.hpp" // Generated file, do not modify include path #include namespace urde { CHudRadarInterface::CHudRadarInterface(CGuiFrame& baseHud, CStateManager& stateMgr) { x0_txtrRadarPaint = g_SimplePool->GetObj("TXTR_RadarPaint"); x3c_24_visibleGame = true; x3c_25_visibleDebug = true; x40_BaseWidget_RadarStuff = baseHud.FindWidget("BaseWidget_RadarStuff"); x44_camera = baseHud.GetFrameCamera(); xc_radarStuffXf = x40_BaseWidget_RadarStuff->GetLocalTransform(); x40_BaseWidget_RadarStuff->SetColor(g_tweakGuiColors->GetRadarStuffColor()); } void CHudRadarInterface::DoDrawRadarPaint(const zeus::CVector3f& translate, float radius, const zeus::CColor& color) { radius *= 4.f; CRadarPaintShader::Instance& inst = m_paintInsts.emplace_back(); inst.pos[0] = translate + zeus::CVector3f(-radius, 0.f, radius); inst.uv[0].assign(0.f, 1.f); inst.pos[1] = translate + zeus::CVector3f(-radius, 0.f, -radius); inst.uv[1].assign(0.f, 0.f); inst.pos[2] = translate + zeus::CVector3f(radius, 0.f, radius); inst.uv[2].assign(1.f, 1.f); inst.pos[3] = translate + zeus::CVector3f(radius, 0.f, -radius); inst.uv[3].assign(1.f, 0.f); inst.color = color; } void CHudRadarInterface::DrawRadarPaint(const zeus::CVector3f& enemyPos, float radius, float alpha, const SRadarPaintDrawParms& parms) { const zeus::CVector2f playerToEnemy = enemyPos.toVec2f() - parms.x0_playerPos.toVec2f(); const float zDelta = std::fabs(enemyPos.z() - parms.x0_playerPos.z()); if (playerToEnemy.magnitude() > parms.x78_xyRadius || zDelta > parms.x7c_zRadius) { return; } if (zDelta > parms.x80_ZCloseRadius) { alpha *= 1.f - (zDelta - parms.x80_ZCloseRadius) / (parms.x7c_zRadius - parms.x80_ZCloseRadius); } const zeus::CVector2f scopeScaled = playerToEnemy * parms.x70_scopeScalar; zeus::CColor color = g_tweakGuiColors->GetRadarEnemyPaintColor(); color.a() *= alpha; color.a() *= parms.x74_alpha; DoDrawRadarPaint(parms.xc_preTranslate * zeus::CVector3f(scopeScaled.x(), 0.f, scopeScaled.y()), radius, color); } void CHudRadarInterface::SetIsVisibleGame(bool v) { x3c_24_visibleGame = v; x40_BaseWidget_RadarStuff->SetVisibility(x3c_25_visibleDebug && x3c_24_visibleGame, ETraversalMode::Children); } void CHudRadarInterface::Update(float dt, const CStateManager& mgr) { const CPlayerState& playerState = *mgr.GetPlayerState(); const float visorTransFactor = (playerState.GetCurrentVisor() == CPlayerState::EPlayerVisor::Combat) ? playerState.GetVisorTransitionFactor() : 0.f; zeus::CColor color = g_tweakGuiColors->GetRadarStuffColor(); color.a() *= g_GameState->GameOptions().GetHUDAlpha() / 255.f * visorTransFactor; x40_BaseWidget_RadarStuff->SetColor(color); const bool tweakVis = g_tweakGui->GetHudVisMode() >= ITweakGui::EHudVisMode::Three; if (tweakVis == x3c_25_visibleDebug) { return; } x3c_25_visibleDebug = tweakVis; x40_BaseWidget_RadarStuff->SetVisibility(x3c_25_visibleDebug && x3c_24_visibleGame, ETraversalMode::Children); } void CHudRadarInterface::Draw(const CStateManager& mgr, float alpha) { alpha *= g_GameState->GameOptions().GetHUDAlpha() / 255.f; if (g_tweakGui->GetHudVisMode() == ITweakGui::EHudVisMode::Zero || !x3c_24_visibleGame || !x0_txtrRadarPaint || !x0_txtrRadarPaint.IsLoaded()) { return; } SRadarPaintDrawParms drawParms; const CPlayer& player = mgr.GetPlayer(); if (player.IsOverrideRadarRadius()) { drawParms.x78_xyRadius = player.GetRadarXYRadiusOverride(); drawParms.x7c_zRadius = player.GetRadarZRadiusOverride(); drawParms.x80_ZCloseRadius = 0.667f * drawParms.x7c_zRadius; } else { drawParms.x78_xyRadius = g_tweakGui->GetRadarXYRadius(); drawParms.x7c_zRadius = g_tweakGui->GetRadarZRadius(); drawParms.x80_ZCloseRadius = g_tweakGui->GetRadarZCloseRadius(); } drawParms.x6c_scopeRadius = g_tweakGui->GetRadarScopeCoordRadius(); drawParms.x70_scopeScalar = drawParms.x6c_scopeRadius / drawParms.x78_xyRadius; const float camZ = zeus::CEulerAngles(zeus::CQuaternion(mgr.GetCameraManager()->GetCurrentCamera(mgr)->GetTransform().basis)).z(); zeus::CRelAngle angleZ(camZ); angleZ.makeRel(); drawParms.xc_preTranslate = zeus::CTransform::RotateY(angleZ); drawParms.x3c_postTranslate = x40_BaseWidget_RadarStuff->GetWorldTransform(); const float enemyRadius = g_tweakGui->GetRadarEnemyPaintRadius(); m_paintInsts.clear(); x44_camera->Draw(CGuiWidgetDrawParms{0.f, zeus::CVector3f{}}); CGraphics::SetModelMatrix(drawParms.x3c_postTranslate); zeus::CColor playerColor = g_tweakGuiColors->GetRadarPlayerPaintColor(); playerColor.a() *= alpha; DoDrawRadarPaint(zeus::skZero3f, g_tweakGui->GetRadarPlayerPaintRadius(), playerColor); const zeus::CAABox radarBounds( player.GetTranslation().x() - drawParms.x78_xyRadius, player.GetTranslation().y() - drawParms.x78_xyRadius, player.GetTranslation().z() - drawParms.x7c_zRadius, player.GetTranslation().x() + drawParms.x78_xyRadius, player.GetTranslation().y() + drawParms.x78_xyRadius, player.GetTranslation().z() + drawParms.x7c_zRadius); rstl::reserved_vector nearList; mgr.BuildNearList(nearList, radarBounds, CMaterialFilter(CMaterialList(EMaterialTypes::Target, EMaterialTypes::RadarObject), CMaterialList(EMaterialTypes::ExcludeFromRadar), CMaterialFilter::EFilterType::IncludeExclude), nullptr); drawParms.x0_playerPos = mgr.GetPlayer().GetTranslation(); drawParms.x74_alpha = alpha; for (const TUniqueId id : nearList) { if (const TCastToConstPtr act = mgr.GetObjectById(id)) { if (!act->GetActive()) { continue; } if (const TCastToConstPtr swarm = act.GetPtr()) { const float radius = enemyRadius * 0.5f; for (const CWallCrawlerSwarm::CBoid& boid : swarm->GetBoids()) { if (!boid.GetActive()) { continue; } DrawRadarPaint(boid.GetTranslation(), radius, 0.5f, drawParms); } } else { DrawRadarPaint(act->GetTranslation(), enemyRadius, 1.f, drawParms); } } } m_paintShader.draw(m_paintInsts, x0_txtrRadarPaint.GetObj()); } } // namespace urde