#ifndef __URDE_CMODEL_HPP__ #define __URDE_CMODEL_HPP__ #include "RetroTypes.hpp" #include "zeus/CColor.hpp" #include "CFactoryMgr.hpp" #include "CToken.hpp" #include "zeus/CAABox.hpp" #include "DNACommon/CMDL.hpp" #include "DNAMP1/CMDLMaterials.hpp" #include "Shaders/CModelShaders.hpp" #include "boo/graphicsdev/IGraphicsDataFactory.hpp" namespace urde { class IObjectStore; class CTexture; class CLight; class CSkinRules; class CPoseAsTransforms; class CModel; struct CModelFlags { u8 x0_blendMode = 0; /* >6: additive, >4: blend, else opaque */ u8 x1_matSetIdx = 0; EExtendedShader m_extendedShader = EExtendedShader::Flat; u16 x2_flags = 0; /* Flags */ zeus::CColor x4_color; /* Set into kcolor slot specified by material */ zeus::CColor addColor = zeus::CColor::skClear; zeus::CAABox mbShadowBox; CModelFlags() = default; CModelFlags(u8 blendMode, u8 shadIdx, u16 flags, const zeus::CColor& col) : x0_blendMode(blendMode), x1_matSetIdx(shadIdx), x2_flags(flags), x4_color(col) { if (blendMode > 6) m_extendedShader = EExtendedShader::ForcedAdditive; else if (blendMode > 4) m_extendedShader = EExtendedShader::ForcedAlpha; else m_extendedShader = EExtendedShader::Lighting; } /* Flags 0x1: depth equal 0x2: depth update 0x4: render without texture lock 0x8: depth greater 0x10: depth non-inclusive */ }; /* urde addition: doesn't require hacky stashing of * pointers within loaded CMDL buffer */ struct CBooSurface { DataSpec::DNACMDL::SurfaceHeader_2 m_data; size_t selfIdx; class CBooModel* m_parent = nullptr; CBooSurface* m_next = nullptr; zeus::CAABox GetBounds() const { if (!m_data.aabbSz) return zeus::CAABox(m_data.centroid, m_data.centroid); else return zeus::CAABox(m_data.aabb[0], m_data.aabb[1]); } }; class CBooModel { friend class CModel; friend class CGameArea; friend class CBooRenderer; friend class CMetroidModelInstance; friend class CSkinnedModel; public: using MaterialSet = DataSpec::DNAMP1::HMDLMaterialSet; using UVAnimation = DataSpec::DNAMP1::MaterialSet::Material::UVAnimation; struct SShader { std::vector> x0_textures; std::vector> m_shaders; MaterialSet m_matSet; int m_matSetIdx; SShader(int idx) : m_matSetIdx(idx) {} void UnlockTextures(); std::shared_ptr BuildShader(const hecl::HMDLMeta& meta, const MaterialSet::Material& mat); void BuildShaders(const hecl::HMDLMeta& meta, std::vector>& shaders); void BuildShaders(const hecl::HMDLMeta& meta) { BuildShaders(meta, m_shaders); } }; enum class ESurfaceSelection { UnsortedOnly, SortedOnly, All }; private: CBooModel* m_next = nullptr; CBooModel* m_prev = nullptr; size_t m_uniUpdateCount = 0; TToken m_modelTok; CModel* m_model; std::vector* x0_surfaces; const MaterialSet* x4_matSet; int m_matSetIdx = -1; const std::vector>* m_pipelines; std::vector> x1c_textures; zeus::CAABox x20_aabb; CBooSurface* x38_firstUnsortedSurface = nullptr; CBooSurface* x3c_firstSortedSurface = nullptr; bool x40_24_texturesLoaded : 1; bool x40_25_modelVisible : 1; u8 x41_mask; u32 x44_areaInstanceIdx = -1; struct UVAnimationBuffer { static void ProcessAnimation(u8*& bufOut, const UVAnimation& anim); static void PadOutBuffer(u8*& bufStart, u8*& bufOut); static void Update(u8*& bufOut, const MaterialSet* matSet, const CModelFlags& flags); }; CModelShaders::LightingUniform m_lightingData; /* urde addition: boo! */ size_t m_uniformDataSize = 0; struct ModelInstance { boo::ObjToken m_uniformBuffer; std::vector>> m_shaderDataBindings; boo::ObjToken m_dynamicVtxFmt; boo::ObjToken m_dynamicVbo; boo::ObjToken GetBooVBO(const CBooModel& model, boo::IGraphicsDataFactory::Context& ctx); boo::ObjToken GetBooVtxFmt(const CBooModel& model, boo::IGraphicsDataFactory::Context& ctx); }; std::vector m_instances; boo::ObjToken m_staticVtxFmt; boo::ObjToken m_staticVbo; boo::ObjToken m_staticIbo; boo::ObjToken m_txtrOverrides[8]; boo::ObjToken m_lastDrawnShadowMap; ModelInstance* PushNewModelInstance(); void DrawAlphaSurfaces(const CModelFlags& flags) const; void DrawNormalSurfaces(const CModelFlags& flags) const; void DrawSurfaces(const CModelFlags& flags) const; void DrawSurface(const CBooSurface& surf, const CModelFlags& flags) const; void WarmupDrawSurfaces() const; void WarmupDrawSurface(const CBooSurface& surf) const; static zeus::CVector3f g_PlayerPosition; static float g_ModSeconds; static float g_TransformedTime; static float g_TransformedTime2; static CBooModel* g_LastModelCached; static bool g_DummyTextures; public: ~CBooModel(); CBooModel(TToken& token, CModel* parent, std::vector* surfaces, SShader& shader, const boo::ObjToken& vtxFmt, const boo::ObjToken& vbo, const boo::ObjToken& ibo, const zeus::CAABox& aabb, u8 renderMask, int numInsts, const boo::ObjToken txtrOverrides[8]); static void MakeTexturesFromMats(const MaterialSet& matSet, std::vector>& toksOut, IObjectStore& store); void MakeTexturesFromMats(std::vector>& toksOut, IObjectStore& store); bool IsOpaque() const {return x3c_firstSortedSurface == nullptr;} void ActivateLights(const std::vector& lights); void DisableAllLights(); void RemapMaterialData(SShader& shader); void RemapMaterialData(SShader& shader, const std::vector>& pipelines); bool TryLockTextures() const; void UnlockTextures() const; void SyncLoadTextures() const; void Touch(int shaderIdx) const; void VerifyCurrentShader(int shaderIdx); boo::ObjToken UpdateUniformData(const CModelFlags& flags, const CSkinRules* cskr, const CPoseAsTransforms* pose) const; void DrawAlpha(const CModelFlags& flags, const CSkinRules* cskr, const CPoseAsTransforms* pose) const; void DrawNormal(const CModelFlags& flags, const CSkinRules* cskr, const CPoseAsTransforms* pose) const; void Draw(const CModelFlags& flags, const CSkinRules* cskr, const CPoseAsTransforms* pose) const; void DrawFlat(ESurfaceSelection sel, EExtendedShader extendedIdx) const; void LockParent() { m_modelTok.Lock(); } void UnlockParent() { m_modelTok.Unlock(); } const MaterialSet::Material& GetMaterialByIndex(int idx) const { return x4_matSet->materials.at(idx); } void ClearUniformCounter() { m_uniUpdateCount = 0; } static void ClearModelUniformCounters(); static bool g_DrawingOccluders; static void SetDrawingOccluders(bool occ) {g_DrawingOccluders = occ;} static void SetNewPlayerPositionAndTime(const zeus::CVector3f& pos); static zeus::CVector3f g_ReflectViewPos; static void KillCachedViewDepState(); static void EnsureViewDepStateCached(const CBooModel& model, const CBooSurface* surf, zeus::CMatrix4f* mtxsOut, float& alphaOut); static boo::ObjToken g_shadowMap; static zeus::CTransform g_shadowTexXf; static void EnableShadowMaps(const boo::ObjToken& map, const zeus::CTransform& texXf); static void DisableShadowMaps(); static void SetDummyTextures(bool b) { g_DummyTextures = true; } }; class CModel { friend class CBooModel; //std::unique_ptr x0_data; //u32 x4_dataLen; TToken m_selfToken; /* DO NOT LOCK! */ zeus::CAABox m_aabb; u32 m_flags; std::vector x8_surfaces; std::vector x18_matSets; std::unique_ptr x28_modelInst; CModel* x30_next = nullptr; CModel* x34_prev = nullptr; int x38_lastFrame; /* urde addition: boo! */ boo::ObjToken m_staticVtxFmt; boo::ObjToken m_staticVbo; hecl::HMDLMeta m_hmdlMeta; std::unique_ptr m_dynamicVertexData; boo::ObjToken m_ibo; public: using MaterialSet = DataSpec::DNAMP1::HMDLMaterialSet; CModel(std::unique_ptr&& in, u32 dataLen, IObjectStore* store, CObjectReference* selfRef); void DrawSortedParts(const CModelFlags& flags) const; void DrawUnsortedParts(const CModelFlags& flags) const; void Draw(const CModelFlags& flags) const; bool IsLoaded(int shaderIdx) const; void Touch(int shaderIdx) { x28_modelInst->Touch(shaderIdx); } const zeus::CAABox& GetAABB() const {return m_aabb;} CBooModel& GetInstance() {return *x28_modelInst;} const CBooModel& GetInstance() const {return *x28_modelInst;} std::unique_ptr MakeNewInstance(int shaderIdx, int subInsts, const boo::ObjToken txtrOverrides[8] = nullptr, bool lockParent = true); void UpdateLastFrame() const { const_cast(*this).x38_lastFrame = CGraphics::GetFrameCounter(); } size_t GetPoolVertexOffset(size_t idx) const; zeus::CVector3f GetPoolVertex(size_t idx) const; size_t GetPoolNormalOffset(size_t idx) const; zeus::CVector3f GetPoolNormal(size_t idx) const; void ApplyVerticesCPU(const boo::ObjToken& vertBuf, const std::vector>& vn) const; void _WarmupShaders(); static void WarmupShaders(const SObjectTag& cmdlTag); }; CFactoryFnReturn FModelFactory(const urde::SObjectTag& tag, std::unique_ptr&& in, u32 len, const urde::CVParamTransfer& vparms, CObjectReference* selfRef); } #endif // __URDE_CMODEL_HPP__