#include "CGuiModel.hpp" #include "CGuiFrame.hpp" #include "CGuiSys.hpp" #include "CSimplePool.hpp" #include "CGuiWidgetDrawParms.hpp" #include "Graphics/CGraphics.hpp" namespace urde { CGuiModel::CGuiModel(const CGuiWidgetParms& parms, CSimplePool* sp, ResId modelId, u32 lightMask, bool flag) : CGuiWidget(parms), x108_modelId(modelId), x10c_lightMask(lightMask) { if (!flag || (modelId & 0xffff) == 0xffff || parms.x0_frame->GetGuiSys().GetUsageMode() == CGuiSys::EUsageMode::Two) return; xf8_model = sp->GetObj({SBIG('CMDL'), modelId}); } std::vector CGuiModel::GetModelAssets() const { return {x108_modelId}; } bool CGuiModel::GetIsFinishedLoadingWidgetSpecific() const { if (!xf8_model) return true; const CModel* model = xf8_model.GetObj(); if (!model) return false; model->GetInstance().Touch(0); return model->IsLoaded(0); } void CGuiModel::Touch() const { const CModel* model = xf8_model.GetObj(); if (model) model->GetInstance().Touch(0); } void CGuiModel::Draw(const CGuiWidgetDrawParms& parms) const { CGraphics::SetModelMatrix(x34_worldXF); if (!xf8_model) return; if (!GetIsFinishedLoading()) return; const CModel* model = xf8_model.GetObj(); if (!model) return; if (GetIsVisible()) { zeus::CColor moduCol = xa8_color2; moduCol.a *= parms.x0_alphaMod; xb0_frame->EnableLights(x10c_lightMask); if (xb6_29_cullFaces) CGraphics::SetCullMode(ERglCullMode::Front); switch (xac_drawFlags) { case EGuiModelDrawFlags::Shadeless: { CModelFlags flags(0, 0, 3, zeus::CColor::skWhite); flags.m_extendedShader = EExtendedShader::Flat; model->Draw(flags); break; } case EGuiModelDrawFlags::Opaque: { CModelFlags flags(1, 0, 3, moduCol); flags.m_extendedShader = EExtendedShader::Lighting; model->Draw(flags); break; } case EGuiModelDrawFlags::Alpha: { CModelFlags flags(4, 0, (u32(xb7_24_depthWrite) << 1) | u32(xb6_31_depthTest), moduCol); flags.m_extendedShader = EExtendedShader::ForcedAlpha; model->Draw(flags); break; } case EGuiModelDrawFlags::Additive: { CModelFlags flags(3, 0, (u32(xb7_24_depthWrite) << 1) | u32(xb6_31_depthTest), moduCol); flags.m_extendedShader = EExtendedShader::ForcedAdditive; model->Draw(flags); break; } case EGuiModelDrawFlags::AlphaAdditiveOverdraw: { CModelFlags flags(4, 0, xb6_31_depthTest, moduCol); flags.m_extendedShader = EExtendedShader::ForcedAlpha; model->Draw(flags); flags.x0_blendMode = 5; flags.x1_matSetIdx = 0; flags.x2_flags = (u32(xb7_24_depthWrite) << 1) | u32(xb6_31_depthTest); flags.x4_color = moduCol; flags.m_extendedShader = EExtendedShader::ForcedAdditive; model->Draw(flags); break; } default: break; } if (xb6_29_cullFaces) CGraphics::SetCullMode(ERglCullMode::None); xb0_frame->DisableLights(); } CGuiWidget::Draw(parms); } std::shared_ptr CGuiModel::Create(CGuiFrame* frame, CInputStream& in, CSimplePool* sp) { CGuiWidgetParms parms = ReadWidgetHeader(frame, in); ResId model = in.readUint32Big(); in.readUint32Big(); u32 lightMask = in.readUint32Big(); std::shared_ptr ret = std::make_shared(parms, sp, model, lightMask, true); ret->ParseBaseInfo(frame, in, parms); return ret; } }