#include "MP1.hpp" #include "Graphics/Shaders/CModelShaders.hpp" #include "Graphics/Shaders/CThermalColdFilter.hpp" #include "Graphics/Shaders/CThermalHotFilter.hpp" #include "Graphics/Shaders/CSpaceWarpFilter.hpp" #include "Graphics/Shaders/CColoredQuadFilter.hpp" #include "Graphics/Shaders/CTexturedQuadFilter.hpp" #include "Graphics/Shaders/CCameraBlurFilter.hpp" #include "Graphics/Shaders/CXRayBlurFilter.hpp" #include "Character/CCharLayoutInfo.hpp" namespace urde { URDE_DECL_SPECIALIZE_SHADER(CThermalColdFilter) URDE_DECL_SPECIALIZE_SHADER(CThermalHotFilter) URDE_DECL_SPECIALIZE_SHADER(CSpaceWarpFilter) URDE_DECL_SPECIALIZE_SHADER(CCameraBlurFilter) URDE_DECL_SPECIALIZE_SHADER(CXRayBlurFilter) URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CColoredQuadFilter) URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilter) URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilterAlpha) namespace MP1 { CGameArchitectureSupport::CGameArchitectureSupport(amuse::IBackendVoiceAllocator& backend) : m_audioSys(backend, 0,0,0,0,0), m_inputGenerator(0.0f /*g_tweakPlayer->GetLeftLogicalThreshold()*/, 0.0f /*g_tweakPlayer->GetRightLogicalThreshold()*/), m_guiSys(*g_ResFactory, *g_SimplePool, CGuiSys::EUsageMode::Zero) { g_GuiSys = &m_guiSys; m_inputGenerator.startScanning(); g_Main->ResetGameState(); std::shared_ptr splash = std::make_shared(CSplashScreen::ESplashScreen::Nintendo); m_ioWinManager.AddIOWin(splash, 1000, 10000); std::shared_ptr mf = std::make_shared(); m_ioWinManager.AddIOWin(mf, 0, 0); std::shared_ptr console = std::make_shared(8, 5.f, 0.75f); m_ioWinManager.AddIOWin(console, 100, 0); std::shared_ptr audState = std::make_shared(); m_ioWinManager.AddIOWin(audState, 100, -1); std::shared_ptr errWin = std::make_shared(false); m_ioWinManager.AddIOWin(errWin, 10000, 100000); } bool CGameArchitectureSupport::Update() { bool finished = false; m_inputGenerator.Update(1.0 / 60.0, m_archQueue); g_GameState->GetWorldTransitionManager()->TouchModels(); int unk = 0; m_archQueue.Push(std::move(MakeMsg::CreateFrameBegin(EArchMsgTarget::Game, unk))); m_archQueue.Push(std::move(MakeMsg::CreateTimerTick(EArchMsgTarget::Game, 1.f / 60.f))); m_ioWinManager.PumpMessages(m_archQueue); /* while (m_archQueue) { CArchitectureMessage msg = m_archQueue.Pop(); if (msg.GetTarget() == EArchMsgTarget::ArchitectureSupport) { if (msg.GetType() == EArchMsgType::ApplicationExit) finished = true; } if (msg.GetTarget() == EArchMsgTarget::Game && msg.GetType() == EArchMsgType::UserInput) { const CArchMsgParmUserInput* input = msg.GetParm(); if (input->x4_parm.DStart()) m_archQueue.Push(std::move(MakeMsg::CreateApplicationExit(EArchMsgTarget::ArchitectureSupport))); } } */ return finished; } void CGameArchitectureSupport::Draw() { m_ioWinManager.Draw(); } CMain::CMain(IFactory& resFactory, CSimplePool& resStore, boo::IGraphicsDataFactory* gfxFactory, boo::IGraphicsCommandQueue* cmdQ, boo::ITextureR* spareTex, amuse::IBackendVoiceAllocator& backend) : m_booSetter(gfxFactory, cmdQ, spareTex), x128_globalObjects(resFactory, resStore), m_archSupport(backend) { xe4_gameplayResult = EGameplayResult::Playing; g_Main = this; } CMain::BooSetter::BooSetter(boo::IGraphicsDataFactory* factory, boo::IGraphicsCommandQueue* cmdQ, boo::ITextureR* spareTex) { CGraphics::InitializeBoo(factory, cmdQ, spareTex); TShader::Initialize(); TShader::Initialize(); TShader::Initialize(); TShader::Initialize(); TShader::Initialize(); TMultiBlendShader::Initialize(); TMultiBlendShader::Initialize(); TMultiBlendShader::Initialize(); } void CMain::RegisterResourceTweaks() { } void CMain::ResetGameState() { } void CMain::InitializeSubsystems(const hecl::Runtime::FileStoreManager& storeMgr, boo::IAudioVoiceEngine* voiceEngine) { CModelShaders::Initialize(storeMgr, CGraphics::g_BooFactory); CMoviePlayer::Initialize(); CLineRenderer::Initialize(); CElementGen::Initialize(); CAnimData::InitializeCache(); CDecalManager::Initialize(); } void CMain::FillInAssetIDs() { } void CMain::LoadAudio() { } void CMain::Init(const hecl::Runtime::FileStoreManager& storeMgr, boo::IAudioVoiceEngine* voiceEngine) { InitializeSubsystems(storeMgr, voiceEngine); x128_globalObjects.PostInitialize(); x70_tweaks.RegisterTweaks(); x70_tweaks.RegisterResourceTweaks(); //g_TweakManager->ReadFromMemoryCard("AudioTweaks"); FillInAssetIDs(); } bool CMain::Proc() { xe8_b24_finished = m_archSupport.Update(); return xe8_b24_finished; } void CMain::Draw() { m_archSupport.Draw(); } void CMain::Shutdown() { TShader::Shutdown(); TShader::Shutdown(); TShader::Shutdown(); TShader::Shutdown(); TShader::Shutdown(); TMultiBlendShader::Shutdown(); TMultiBlendShader::Shutdown(); TMultiBlendShader::Shutdown(); } #if MP1_USE_BOO int CMain::appMain(boo::IApplication* app) { zeus::detectCPU(); mainWindow = app->newWindow(_S("Metroid Prime 1 Reimplementation vZygote"), 1); mainWindow->showWindow(); TOneStatic globalObjs; InitializeSubsystems(); globalObjs->PostInitialize(); x70_tweaks.RegisterTweaks(); AddWorldPaks(); g_TweakManager->ReadFromMemoryCard("AudioTweaks"); FillInAssetIDs(); TOneStatic archSupport; mainWindow->setCallback(archSupport.GetAllocSpace()); boo::IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue(); boo::SWindowRect windowRect = mainWindow->getWindowFrame(); boo::ITextureR* renderTex; boo::GraphicsDataToken data = mainWindow->getMainContextDataFactory()->commitTransaction( [&](boo::IGraphicsDataFactory::Context& ctx) -> bool { renderTex = ctx.newRenderTexture(windowRect.size[0], windowRect.size[1], true, true); return true; }); float rgba[4] = { 0.2f, 0.2f, 0.2f, 1.0f}; gfxQ->setClearColor(rgba); while (!xe8_b24_finished) { xe8_b24_finished = archSupport->Update(); if (archSupport->isRectDirty()) { const boo::SWindowRect& windowRect = archSupport->getWindowRect(); gfxQ->resizeRenderTexture(renderTex, windowRect.size[0], windowRect.size[1]); } gfxQ->setRenderTarget(renderTex); gfxQ->clearTarget(); gfxQ->resolveDisplay(renderTex); gfxQ->execute(); mainWindow->waitForRetrace(); } return 0; } #endif } }