#include "CHudRadarInterface.hpp" #include "GameGlobalObjects.hpp" #include "CSimplePool.hpp" #include "CGuiFrame.hpp" #include "CGuiCamera.hpp" #include "CStateManager.hpp" #include "CGameState.hpp" #include "World/CPlayer.hpp" #include "Camera/CGameCamera.hpp" #include "zeus/CEulerAngles.hpp" #include "Graphics/CBooRenderer.hpp" #include "World/CWallCrawlerSwarm.hpp" #include "GuiSys/CGuiWidgetDrawParms.hpp" #include "TCastTo.hpp" 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(float radius, const zeus::CColor& color) const { radius *= 4.f; const_cast(*this).m_paintInsts.emplace_back(); CRadarPaintShader::Instance& inst = const_cast(*this).m_paintInsts.back(); inst.pos[0].assign(-radius, 0.f, radius); inst.uv[0].assign(0.f, 1.f); inst.pos[1].assign(-radius, 0.f, -radius); inst.uv[1].assign(0.f, 0.f); inst.pos[2].assign(radius, 0.f, radius); inst.uv[2].assign(1.f, 1.f); inst.pos[3].assign(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.x - parms.x0_playerPos.x, enemyPos.y - parms.x0_playerPos.y); float zDelta = std::fabs(enemyPos.z - parms.x0_playerPos.z); if (playerToEnemy.magnitude() <= parms.x78_xyRadius && zDelta <= parms.x7c_zRadius) { if (zDelta > parms.x80_ZCloseRadius) alpha *= 1.f - (zDelta - parms.x80_ZCloseRadius) / (parms.x7c_zRadius - parms.x80_ZCloseRadius); zeus::CVector2f scopeScaled = playerToEnemy * parms.x70_scopeScalar; zeus::CTransform modelMatrix = parms.x3c_postTranslate * zeus::CTransform::Translate( parms.xc_preTranslate * zeus::CVector3f(scopeScaled.x, 0.f, scopeScaled.y)); CGraphics::SetModelMatrix(modelMatrix); zeus::CColor color = g_tweakGuiColors->GetRadarEnemyPaintColor(); color.a *= alpha; DoDrawRadarPaint(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) { CPlayerState& playerState = *mgr.GetPlayerState(); 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); bool tweakVis = g_tweakGui->GetHudVisMode() >= ITweakGui::EHudVisMode::Three; if (tweakVis != x3c_25_visibleDebug) { x3c_25_visibleDebug = tweakVis; x40_BaseWidget_RadarStuff->SetVisibility(x3c_25_visibleDebug && x3c_24_visibleGame, ETraversalMode::Children); } } void CHudRadarInterface::Draw(const CStateManager& mgr, float alpha) const { 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; 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; float camZ = zeus::CEulerAngles(zeus::CQuaternion( mgr.GetCameraManager()->GetCurrentCamera(mgr)->GetTransform().basis)).z; zeus::CRelAngle angleZ(camZ); drawParms.xc_preTranslate = zeus::CTransform::RotateY(angleZ); drawParms.x3c_postTranslate = x40_BaseWidget_RadarStuff->GetWorldTransform(); float enemyRadius = g_tweakGui->GetRadarEnemyPaintRadius(); const_cast(*this).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(g_tweakGui->GetRadarPlayerPaintRadius(), playerColor); 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); for (TUniqueId id : nearList) { if (TCastToConstPtr act = mgr.GetObjectById(id)) { if (!act->GetActive()) continue; if (TCastToConstPtr swarm = act.GetPtr()) { 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); } } } const_cast(*this).m_paintShader.draw(m_paintInsts, x0_txtrRadarPaint.GetObj()); } }