#pragma once #include #include #include "Runtime/CToken.hpp" #include "Runtime/RetroTypes.hpp" #include "Runtime/Graphics/CTexture.hpp" #include "Runtime/Particle/IElement.hpp" /* Documentation at: https://wiki.axiodl.com/w/Particle_Script#UV_Elements */ namespace urde { class CToken; struct SUVElementSet { float xMin, yMin, xMax, yMax; }; class CUVElement : public IElement { public: virtual TLockedToken GetValueTexture(int frame) const = 0; virtual void GetValueUV(int frame, SUVElementSet& valOut) const = 0; virtual bool HasConstantTexture() const = 0; virtual bool HasConstantUV() const = 0; }; struct CUVEConstant : public CUVElement { TLockedToken x4_tex; public: CUVEConstant(TToken&& tex) : x4_tex(std::move(tex)) {} TLockedToken GetValueTexture(int frame) const override { return TLockedToken(x4_tex); } void GetValueUV(int frame, SUVElementSet& valOut) const override { valOut = {0.f, 0.f, 1.f, 1.f}; } bool HasConstantTexture() const override { return true; } bool HasConstantUV() const override { return true; } }; struct CUVEAnimTexture : public CUVElement { TLockedToken x4_tex; int x10_tileW, x14_tileH, x18_strideW, x1c_strideH; int x20_tiles; bool x24_loop; std::unique_ptr x28_cycleFrames; std::vector x2c_uvElems; public: CUVEAnimTexture(TToken&& tex, std::unique_ptr&& tileW, std::unique_ptr&& tileH, std::unique_ptr&& strideW, std::unique_ptr&& strideH, std::unique_ptr&& cycleFrames, bool loop); TLockedToken GetValueTexture(int frame) const override { return TLockedToken(x4_tex); } void GetValueUV(int frame, SUVElementSet& valOut) const override; bool HasConstantTexture() const override { return true; } bool HasConstantUV() const override { return false; } }; } // namespace urde