#include "Runtime/GuiSys/CSplashScreen.hpp" #include "CArchitectureMessage.hpp" #include "CArchitectureQueue.hpp" #include "Runtime/Factory/CSimplePool.hpp" #include "GameGlobalObjects.hpp" #include "Graphics/CCubeRenderer.hpp" namespace metaforce { constexpr std::array SplashTextures{"TXTR_NintendoLogo"sv, "TXTR_RetroLogo"sv, "TXTR_DolbyLogo"sv}; CSplashScreen::CSplashScreen(ESplashScreen which) : CIOWin("SplashScreen"), x14_which(which), x28_texture(g_SimplePool->GetObj(SplashTextures[size_t(which)])) {} CIOWin::EMessageReturn CSplashScreen::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue) { switch (msg.GetType()) { case EArchMsgType::TimerTick: { if (!x25_textureLoaded) { if (!x28_texture.IsLoaded()) return EMessageReturn::Exit; x25_textureLoaded = true; } float dt = MakeMsg::GetParmTimerTick(msg).x4_parm; x18_splashTimeout -= dt; if (x18_splashTimeout <= 0.f) { /* HACK: If we're not compiling with Intel's IPP library we want to skip the Dolby Pro Logic II logo * This is purely a URDE addition and does not reflect retro's intentions. - Phil */ #if INTEL_IPP if (x14_which != ESplashScreen::Dolby) #else if (x14_which != ESplashScreen::Retro) #endif queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 9999, 9999, std::make_shared(ESplashScreen(int(x14_which) + 1)))); return EMessageReturn::RemoveIOWinAndExit; } break; } default: break; } return EMessageReturn::Exit; } void CSplashScreen::Draw() { if (!x25_textureLoaded) { return; } SCOPED_GRAPHICS_DEBUG_GROUP("CSplashScreen::Draw", zeus::skGreen); zeus::CColor color = zeus::skWhite; if (x14_which == ESplashScreen::Nintendo) { color = zeus::CColor{0.86f, 0.f, 0.f, 1.f}; } if (x18_splashTimeout > 1.5f) { color.a() = 1.f - (x18_splashTimeout - 1.5f) * 2.f; } else if (x18_splashTimeout < 0.5f) { color.a() = x18_splashTimeout * 2.f; } CGraphics::SetAlphaCompare(ERglAlphaFunc::Always, 0, ERglAlphaOp::And, ERglAlphaFunc::Always, 0); g_Renderer->SetModelMatrix({}); CGraphics::SetViewPointMatrix({}); // CGraphics::SetTevOp(Stage0, ?); // CGraphics::SetTevOp(Stage1, skPassThru); g_Renderer->SetBlendMode_AlphaBlended(); const auto& tex = *x28_texture.GetObj(); const auto width = tex.GetWidth(); const auto height = tex.GetHeight(); if (x14_which == ESplashScreen::Nintendo || x14_which == ESplashScreen::Retro) { CGraphics::SetOrtho(-10.f, 650.f, -5.5f, 484.5f, -1.f, 1.f); CGraphics::SetCullMode(ERglCullMode::None); // TODO CGraphics::SetCullMode(ERglCullMode::Front); } else { // TODO // CGraphics::Render2D(); } zeus::CRectangle rect; rect.size.x() = width / (480.f * g_Viewport.aspect); rect.size.y() = height / 480.f; rect.position.x() = 0.5f - rect.size.x() / 2.f; rect.position.y() = 0.5f - rect.size.y() / 2.f; aurora::gfx::queue_textured_quad(aurora::gfx::CameraFilterType::Blend, tex.GetTexture(), aurora::gfx::ZComp::Always, false, color, 1.f, rect, 0.f); // Progressive scan options omitted } } // namespace metaforce