#include "MP1.hpp" #include "Graphics/Shaders/CModelShaders.hpp" #include "Graphics/Shaders/CThermalColdFilter.hpp" #include "Graphics/Shaders/CThermalHotFilter.hpp" #include "Graphics/Shaders/CSpaceWarpFilter.hpp" namespace urde { URDE_DECL_SPECIALIZE_SHADER(CThermalColdFilter) URDE_DECL_SPECIALIZE_SHADER(CThermalHotFilter) URDE_DECL_SPECIALIZE_SHADER(CSpaceWarpFilter) namespace MP1 { class CMain* g_main = nullptr; CMain::CMain(IFactory& resFactory, CSimplePool& resStore) : m_globalObjects(resFactory, resStore) { g_main = this; xe4_gameplayResult = EGameplayResult::Playing; } void CMain::RegisterResourceTweaks() { } void CMain::ResetGameState() { } void CMain::InitializeSubsystems(boo::IGraphicsDataFactory* factory, boo::IGraphicsCommandQueue* cc, boo::ITextureR* renderTex, const hecl::Runtime::FileStoreManager& storeMgr, boo::IAudioVoiceEngine* voiceEngine) { CGraphics::InitializeBoo(factory, cc, renderTex); CModelShaders::Initialize(storeMgr, factory); TShader::Initialize(); TShader::Initialize(); TShader::Initialize(); CMoviePlayer::Initialize(); CLineRenderer::Initialize(); CElementGen::Initialize(); CAnimData::InitializeCache(); CDecalManager::Initialize(); } void CMain::FillInAssetIDs() { } void CMain::LoadAudio() { } void CMain::Init(boo::IGraphicsDataFactory* factory, boo::IGraphicsCommandQueue* cc, boo::ITextureR* renderTex, const hecl::Runtime::FileStoreManager& storeMgr, boo::IAudioVoiceEngine* voiceEngine) { InitializeSubsystems(factory, cc, renderTex, storeMgr, voiceEngine); m_globalObjects.PostInitialize(); x70_tweaks.RegisterTweaks(); //g_TweakManager->ReadFromMemoryCard("AudioTweaks"); FillInAssetIDs(); } bool CMain::Proc() { xe8_b24_finished = m_archSupport.Update(); return xe8_b24_finished; } void CMain::Shutdown() { } #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 } }