#include "CSkinnedModel.hpp" #include "Character/CSkinRules.hpp" #include "CVertexMorphEffect.hpp" namespace urde { static logvisor::Module Log("urde::CSkinnedModel"); CSkinnedModel::CSkinnedModel(TLockedToken model, TLockedToken skinRules, TLockedToken layoutInfo, int shaderIdx, int drawInsts) : x4_model(model), x10_skinRules(skinRules), x1c_layoutInfo(layoutInfo) { if (!model) Log.report(logvisor::Fatal, "bad model token provided to CSkinnedModel"); if (!skinRules) Log.report(logvisor::Fatal, "bad skin token provided to CSkinnedModel"); if (!layoutInfo) Log.report(logvisor::Fatal, "bad character layout token provided to CSkinnedModel"); m_modelInst = model->MakeNewInstance(shaderIdx, drawInsts); } CSkinnedModel::CSkinnedModel(IObjectStore& store, CAssetId model, CAssetId skinRules, CAssetId layoutInfo, int shaderIdx, int drawInsts) : CSkinnedModel(store.GetObj(SObjectTag{FOURCC('CMDL'), model}), store.GetObj(SObjectTag{FOURCC('CSKR'), skinRules}), store.GetObj(SObjectTag{FOURCC('CINF'), layoutInfo}), shaderIdx, drawInsts) { } void CSkinnedModel::Calculate(const CPoseAsTransforms& pose, const CModelFlags& drawFlags, const std::experimental::optional& morphEffect, const float* morphMagnitudes) { if (morphEffect || g_PointGenFunc) { if (boo::ObjToken vertBuf = m_modelInst->UpdateUniformData(drawFlags, nullptr, nullptr)) { x10_skinRules->TransformVerticesCPU(m_vertWorkspace, pose, *x4_model); if (morphEffect) morphEffect->MorphVertices(m_vertWorkspace, morphMagnitudes, x10_skinRules, pose); if (g_PointGenFunc) g_PointGenFunc(g_PointGenCtx, m_vertWorkspace); x4_model->ApplyVerticesCPU(vertBuf, m_vertWorkspace); } } else { m_modelInst->UpdateUniformData(drawFlags, x10_skinRules.GetObj(), &pose); } } void CSkinnedModel::Draw(const CModelFlags& drawFlags) const { if (m_modelInst->TryLockTextures()) m_modelInst->DrawSurfaces(drawFlags); } CMorphableSkinnedModel::CMorphableSkinnedModel(IObjectStore& store, CAssetId model, CAssetId skinRules, CAssetId layoutInfo, int shaderIdx, int drawInsts) : CSkinnedModel(store, model, skinRules, layoutInfo, shaderIdx, drawInsts) { } CSkinnedModel::FPointGenerator CSkinnedModel::g_PointGenFunc = nullptr; void* CSkinnedModel::g_PointGenCtx = nullptr; }