#include "CModelData.hpp" #include "CAnimData.hpp" #include "IAnimReader.hpp" #include "Graphics/CGraphics.hpp" #include "Graphics/CSkinnedModel.hpp" #include "Graphics/CVertexMorphEffect.hpp" #include "Editor/ProjectManager.hpp" #include "CActorLights.hpp" #include "CStateManager.hpp" #include "CPlayerState.hpp" #include "GameGlobalObjects.hpp" #include "CAssetFactory.hpp" #include "CCharacterFactory.hpp" #include "CAdditiveAnimPlayback.hpp" namespace urde { static logvisor::Module Log("urde::CModelData"); CModelData::~CModelData() {} CModelData::CModelData() {} CModelData CModelData::CModelDataNull() {return CModelData();} CModelData::CModelData(const CStaticRes& res, int instCount) : x0_scale(res.GetScale()), m_drawInstCount(instCount) { x1c_normalModel = g_SimplePool->GetObj({SBIG('CMDL'), res.GetId()}); if (!x1c_normalModel) Log.report(logvisor::Fatal, "unable to find CMDL %08X", res.GetId()); m_normalModelInst = x1c_normalModel->MakeNewInstance(0, instCount); } CModelData::CModelData(const CAnimRes& res, int instCount) : x0_scale(res.GetScale()), m_drawInstCount(instCount) { TToken factory = g_CharFactoryBuilder->GetFactory(res); x10_animData = factory->CreateCharacter(res.GetCharacterNodeId(), res.CanLoop(), factory, res.GetDefaultAnim(), instCount); } SAdvancementDeltas CModelData::GetAdvancementDeltas(const CCharAnimTime& a, const CCharAnimTime& b) const { if (x10_animData) return x10_animData->GetAdvancementDeltas(a, b); else return {}; } void CModelData::Render(const CStateManager& stateMgr, const zeus::CTransform& xf, const CActorLights* lights, const CModelFlags& drawFlags) const { Render(GetRenderingModel(stateMgr), xf, lights, drawFlags); } bool CModelData::IsLoaded(int shaderIdx) const { if (x10_animData) { if (!x10_animData->xd8_modelData->GetModel()->IsLoaded(shaderIdx)) return false; if (const CSkinnedModel* model = x10_animData->xf4_xrayModel.get()) if (!model->GetModel()->IsLoaded(shaderIdx)) return false; if (const CSkinnedModel* model = x10_animData->xf8_infraModel.get()) if (!model->GetModel()->IsLoaded(shaderIdx)) return false; } if (const CModel* model = x1c_normalModel.GetObj()) if (!model->IsLoaded(shaderIdx)) return false; if (const CModel* model = x2c_xrayModel.GetObj()) if (!model->IsLoaded(shaderIdx)) return false; if (const CModel* model = x3c_infraModel.GetObj()) if (!model->IsLoaded(shaderIdx)) return false; return true; } CModelData::EWhichModel CModelData::GetRenderingModel(const CStateManager& stateMgr) { switch (stateMgr.GetPlayerState()->GetActiveVisor(stateMgr)) { case CPlayerState::EPlayerVisor::XRay: return CModelData::EWhichModel::XRay; case CPlayerState::EPlayerVisor::Thermal: if (stateMgr.GetThermalDrawFlag() == EThermalDrawFlag::Cold) return CModelData::EWhichModel::Thermal; return CModelData::EWhichModel::ThermalHot; default: return CModelData::EWhichModel::Normal; } } CSkinnedModel& CModelData::PickAnimatedModel(EWhichModel which) const { CSkinnedModel* ret = nullptr; switch (which) { case EWhichModel::XRay: ret = x10_animData->xf4_xrayModel.get(); break; case EWhichModel::Thermal: case EWhichModel::ThermalHot: ret = x10_animData->xf8_infraModel.get(); break; default: break; } if (ret) return *ret; return *x10_animData->xd8_modelData.GetObj(); } const std::unique_ptr& CModelData::PickStaticModel(EWhichModel which) const { const std::unique_ptr* ret = nullptr; switch (which) { case EWhichModel::XRay: ret = &m_xrayModelInst; break; case EWhichModel::Thermal: case EWhichModel::ThermalHot: ret = &m_infraModelInst; break; default: break; } if (ret && *ret) return *ret; return m_normalModelInst; } void CModelData::SetXRayModel(const std::pair& modelSkin) { if (modelSkin.first.IsValid()) { if (g_ResFactory->GetResourceTypeById(modelSkin.first) == SBIG('CMDL')) { if (x10_animData && modelSkin.second.IsValid() && g_ResFactory->GetResourceTypeById(modelSkin.second) == SBIG('CSKR')) { x10_animData->SetXRayModel(g_SimplePool->GetObj({SBIG('CMDL'), modelSkin.first}), g_SimplePool->GetObj({SBIG('CSKR'), modelSkin.second})); } else { x2c_xrayModel = g_SimplePool->GetObj({SBIG('CMDL'), modelSkin.first}); if (!x2c_xrayModel) Log.report(logvisor::Fatal, "unable to find CMDL %08X", modelSkin.first); m_xrayModelInst = x2c_xrayModel->MakeNewInstance(0, m_drawInstCount); } } } } void CModelData::SetInfraModel(const std::pair& modelSkin) { if (modelSkin.first.IsValid()) { if (g_ResFactory->GetResourceTypeById(modelSkin.first) == SBIG('CMDL')) { if (x10_animData && modelSkin.second.IsValid() && g_ResFactory->GetResourceTypeById(modelSkin.second) == SBIG('CSKR')) { x10_animData->SetInfraModel(g_SimplePool->GetObj({SBIG('CMDL'), modelSkin.first}), g_SimplePool->GetObj({SBIG('CSKR'), modelSkin.second})); } else { x3c_infraModel = g_SimplePool->GetObj({SBIG('CMDL'), modelSkin.first}); if (!x3c_infraModel) Log.report(logvisor::Fatal, "unable to find CMDL %08X", modelSkin.first); m_infraModelInst = x3c_infraModel->MakeNewInstance(0, m_drawInstCount); } } } } bool CModelData::IsDefinitelyOpaque(EWhichModel which) { if (x10_animData) { CSkinnedModel& model = PickAnimatedModel(which); return model.GetModelInst()->IsOpaque(); } else { const auto& model = PickStaticModel(which); return model->IsOpaque(); } } bool CModelData::GetIsLoop() const { if (!x10_animData) return false; return x10_animData->GetIsLoop(); } float CModelData::GetAnimationDuration(int idx) const { if (!x10_animData) return 0.f; return x10_animData->GetAnimationDuration(idx); } void CModelData::EnableLooping(bool enable) { if (!x10_animData) return; x10_animData->EnableLooping(enable); } void CModelData::AdvanceParticles(const zeus::CTransform& xf, float dt, CStateManager& stateMgr) { if (!x10_animData) return; x10_animData->AdvanceParticles(xf, dt, x0_scale, stateMgr); } zeus::CAABox CModelData::GetBounds() const { if (x10_animData) { return x10_animData->GetBoundingBox(zeus::CTransform::Scale(x0_scale)); } else { const zeus::CAABox& aabb = x1c_normalModel->GetAABB(); return zeus::CAABox(aabb.min * x0_scale, aabb.max * x0_scale); } } zeus::CAABox CModelData::GetBounds(const zeus::CTransform& xf) const { zeus::CTransform xf2 = xf * zeus::CTransform::Scale(x0_scale); if (x10_animData) return x10_animData->GetBoundingBox(xf2); else return x1c_normalModel->GetAABB().getTransformedAABox(xf2); } zeus::CTransform CModelData::GetScaledLocatorTransformDynamic(std::string_view name, const CCharAnimTime* time) const { zeus::CTransform xf = GetLocatorTransformDynamic(name, time); xf.origin *= x0_scale; return xf; } zeus::CTransform CModelData::GetScaledLocatorTransform(std::string_view name) const { zeus::CTransform xf = GetLocatorTransform(name); xf.origin *= x0_scale; return xf; } zeus::CTransform CModelData::GetLocatorTransformDynamic(std::string_view name, const CCharAnimTime* time) const { if (x10_animData) return x10_animData->GetLocatorTransform(name, time); else return {}; } zeus::CTransform CModelData::GetLocatorTransform(std::string_view name) const { if (x10_animData) return x10_animData->GetLocatorTransform(name, nullptr); else return {}; } SAdvancementDeltas CModelData::AdvanceAnimationIgnoreParticles(float dt, CRandom16& rand, bool advTree) { if (x10_animData) return x10_animData->AdvanceIgnoreParticles(dt, rand, advTree); else return {}; } SAdvancementDeltas CModelData::AdvanceAnimation(float dt, CStateManager& stateMgr, TAreaId aid, bool advTree) { if (x10_animData) return x10_animData->Advance(dt, x0_scale, stateMgr, aid, advTree); else return {}; } bool CModelData::IsAnimating() const { if (!x10_animData) return false; return x10_animData->IsAnimating(); } bool CModelData::IsInFrustum(const zeus::CTransform& xf, const zeus::CFrustum& frustum) const { if (!x10_animData && !x1c_normalModel) return true; return frustum.aabbFrustumTest(GetBounds(xf)); } void CModelData::RenderParticles(const zeus::CFrustum& frustum) const { if (x10_animData) x10_animData->RenderAuxiliary(frustum); } void CModelData::Touch(EWhichModel which, int shaderIdx) const { if (x10_animData) x10_animData->Touch(PickAnimatedModel(which), shaderIdx); else PickStaticModel(which)->Touch(shaderIdx); } void CModelData::Touch(const CStateManager& stateMgr, int shaderIdx) const { Touch(const_cast(*this).GetRenderingModel(stateMgr), shaderIdx); } void CModelData::RenderThermal(const zeus::CTransform& xf, const zeus::CColor& mulColor, const zeus::CColor& addColor, const CModelFlags& flags) const { CGraphics::SetModelMatrix(xf * zeus::CTransform::Scale(x0_scale)); CGraphics::DisableAllLights(); CModelFlags drawFlags = flags; drawFlags.x4_color *= mulColor; drawFlags.addColor = addColor; drawFlags.m_extendedShader = EExtendedShader::Thermal; if (x10_animData) { CSkinnedModel& model = PickAnimatedModel(EWhichModel::ThermalHot); x10_animData->SetupRender(model, drawFlags, {}, nullptr); model.Draw(drawFlags); } else { const auto& model = PickStaticModel(EWhichModel::ThermalHot); model->Draw(drawFlags, nullptr, nullptr); } } void CModelData::RenderUnsortedParts(EWhichModel which, const zeus::CTransform& xf, const CActorLights* lights, const CModelFlags& drawFlags) const { if ((x14_25_sortThermal && which == EWhichModel::ThermalHot) || x10_animData || !x1c_normalModel || drawFlags.x0_blendMode > 4) { const_cast(this)->x14_24_renderSorted = false; return; } CGraphics::SetModelMatrix(xf * zeus::CTransform::Scale(x0_scale)); const auto& model = PickStaticModel(which); if (lights) { lights->ActivateLights(*model); } else { std::vector useLights; useLights.push_back(CLight::BuildLocalAmbient(zeus::CVector3f::skZero, x18_ambientColor)); model->ActivateLights(useLights); } model->DrawNormal(drawFlags, nullptr, nullptr); // Set ambient to white CGraphics::DisableAllLights(); const_cast(this)->x14_24_renderSorted = true; } void CModelData::Render(EWhichModel which, const zeus::CTransform& xf, const CActorLights* lights, const CModelFlags& drawFlags) const { if (x14_25_sortThermal && which == EWhichModel::ThermalHot) { zeus::CColor mul(drawFlags.x4_color.a, drawFlags.x4_color.a); RenderThermal(xf, mul, {0.f, 0.f, 0.f, 0.25f}, drawFlags); } else { CGraphics::SetModelMatrix(xf * zeus::CTransform::Scale(x0_scale)); if (x10_animData) { CSkinnedModel& model = PickAnimatedModel(which); if (lights) { lights->ActivateLights(*model.GetModelInst()); } else { std::vector useLights; useLights.push_back(CLight::BuildLocalAmbient(zeus::CVector3f::skZero, x18_ambientColor)); model.GetModelInst()->ActivateLights(useLights); } x10_animData->Render(model, drawFlags, {}, nullptr); } else { const auto& model = PickStaticModel(which); if (lights) { lights->ActivateLights(*model); } else { std::vector useLights; useLights.push_back(CLight::BuildLocalAmbient(zeus::CVector3f::skZero, x18_ambientColor)); model->ActivateLights(useLights); } if (x14_24_renderSorted) model->DrawAlpha(drawFlags, nullptr, nullptr); else model->Draw(drawFlags, nullptr, nullptr); } // Set ambient to white CGraphics::DisableAllLights(); const_cast(this)->x14_24_renderSorted = false; } } void CModelData::InvSuitDraw(EWhichModel which, const zeus::CTransform& xf, const CActorLights* lights, const zeus::CColor& alphaColor, const zeus::CColor& additiveColor) { CGraphics::SetModelMatrix(xf * zeus::CTransform::Scale(x0_scale)); if (x10_animData) { CSkinnedModel& model = PickAnimatedModel(which); model.GetModelInst()->DisableAllLights(); CModelFlags flags = {}; /* Z-prime */ flags.m_extendedShader = EExtendedShader::SolidColorBackfaceCullLEqualAlphaOnly; flags.x4_color = zeus::CColor::skWhite; x10_animData->Render(model, flags, {}, nullptr); /* Normal Blended */ lights->ActivateLights(*model.GetModelInst()); flags.m_extendedShader = EExtendedShader::ForcedAlpha; flags.x4_color = alphaColor; x10_animData->Render(model, flags, {}, nullptr); /* Selection Additive */ flags.m_extendedShader = EExtendedShader::ForcedAdditive; flags.x4_color = additiveColor; x10_animData->Render(model, flags, {}, nullptr); } else { CBooModel& model = *PickStaticModel(which); model.DisableAllLights(); CModelFlags flags = {}; /* Z-prime */ flags.m_extendedShader = EExtendedShader::SolidColorBackfaceCullLEqualAlphaOnly; flags.x4_color = zeus::CColor::skWhite; model.Draw(flags, nullptr, nullptr); /* Normal Blended */ lights->ActivateLights(model); flags.m_extendedShader = EExtendedShader::ForcedAlpha; flags.x4_color = alphaColor; model.Draw(flags, nullptr, nullptr); /* Selection Additive */ flags.m_extendedShader = EExtendedShader::ForcedAdditive; flags.x4_color = additiveColor; model.Draw(flags, nullptr, nullptr); } } }