#include "CSkinnedModel.hpp" #include "Character/CSkinRules.hpp" namespace urde { CSkinnedModel::CSkinnedModel(TLockedToken model, TLockedToken skinRules, TLockedToken layoutInfo, int shaderIdx) : x4_model(model), x10_skinRules(skinRules), x1c_layoutInfo(layoutInfo) { m_modelInst = model->MakeNewInstance(shaderIdx); } CSkinnedModel::CSkinnedModel(IObjectStore& store, ResId model, ResId skinRules, ResId layoutInfo, int shaderIdx) : CSkinnedModel(store.GetObj(SObjectTag{FOURCC('CMDL'), model}), store.GetObj(SObjectTag{FOURCC('CSKR'), skinRules}), store.GetObj(SObjectTag{FOURCC('CINF'), layoutInfo}), shaderIdx) { } void CSkinnedModel::Calculate(const CPoseAsTransforms& pose, const CModelFlags& drawFlags, const rstl::optional_object& morphEffect, const float* morphMagnitudes) { 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, ResId model, ResId skinRules, ResId layoutInfo, int shaderIdx) : CSkinnedModel(store, model, skinRules, layoutInfo, shaderIdx) { } }