metaforce/Runtime/Graphics/CModelBoo.cpp

909 lines
32 KiB
C++

#include "Graphics/CModel.hpp"
#include "Graphics/CTexture.hpp"
#include "Graphics/CGraphics.hpp"
#include "Graphics/CLight.hpp"
#include "hecl/HMDLMeta.hpp"
#include "hecl/Runtime.hpp"
#include "boo/graphicsdev/Metal.hpp"
#include "Shaders/CModelShaders.hpp"
#include "Graphics/CBooRenderer.hpp"
#include "Character/CSkinRules.hpp"
#include "GameGlobalObjects.hpp"
#include "CSimplePool.hpp"
#include <array>
namespace urde
{
static logvisor::Module Log("urde::CBooModel");
bool CBooModel::g_DrawingOccluders = false;
static CBooModel* g_FirstModel = nullptr;
void CBooModel::ClearModelUniformCounters()
{
for (CBooModel* model = g_FirstModel ; model ; model = model->m_next)
model->ClearUniformCounter();
}
zeus::CVector3f CBooModel::g_PlayerPosition = {};
float CBooModel::g_ModSeconds = 0.f;
float CBooModel::g_TransformedTime = 0.f;
float CBooModel::g_TransformedTime2 = 0.f;
void CBooModel::SetNewPlayerPositionAndTime(const zeus::CVector3f& pos)
{
g_PlayerPosition = pos;
KillCachedViewDepState();
u32 modMillis = std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::steady_clock::now().time_since_epoch()).count() % u64(100000.f * 4.f * M_PIF / 3.f);
g_ModSeconds = modMillis / 1000.f;
g_TransformedTime = 1.f / -(0.05f * std::sin(g_ModSeconds * 1.5f) - 1.f);
g_TransformedTime2 = 1.f / -(0.015f * std::sin(g_ModSeconds * 1.5f + 1.f) - 1.f);
}
CBooModel* CBooModel::g_LastModelCached = nullptr;
void CBooModel::KillCachedViewDepState()
{
g_LastModelCached = nullptr;
}
CBooModel::~CBooModel()
{
if (m_prev)
m_prev->m_next = m_next;
if (m_next)
m_next->m_prev = m_prev;
if (this == g_FirstModel)
g_FirstModel = m_next;
}
CBooModel::CBooModel(TToken<CModel>& token, std::vector<CBooSurface>* surfaces, SShader& shader,
boo::IVertexFormat* vtxFmt, boo::IGraphicsBufferS* vbo, boo::IGraphicsBufferS* ibo,
size_t weightVecCount, size_t skinBankCount, const zeus::CAABox& aabb, int instCount)
: m_model(token), x0_surfaces(surfaces), x4_matSet(&shader.m_matSet), m_matSetIdx(shader.m_matSetIdx),
m_pipelines(&shader.m_shaders), m_vtxFmt(vtxFmt), x8_vbo(vbo), xc_ibo(ibo), m_weightVecCount(weightVecCount),
m_skinBankCount(skinBankCount), x1c_textures(shader.x0_textures), x20_aabb(aabb),
x40_24_texturesLoaded(false), x40_25_modelVisible(0)
{
if (!g_FirstModel)
g_FirstModel = this;
else
{
g_FirstModel->m_prev = this;
m_next = g_FirstModel;
g_FirstModel = this;
}
for (CBooSurface& surf : *x0_surfaces)
surf.m_parent = this;
for (auto it=x0_surfaces->rbegin() ; it != x0_surfaces->rend() ; ++it)
{
u32 matId = it->m_data.matIdx;
const MaterialSet::Material& matData = GetMaterialByIndex(matId);
if (matData.flags.depthSorting())
{
it->m_next = x3c_firstSortedSurface;
x3c_firstSortedSurface = &*it;
}
else
{
it->m_next = x38_firstUnsortedSurface;
x38_firstUnsortedSurface = &*it;
}
}
m_instances.reserve(instCount);
for (int i=0 ; i<instCount ; ++i)
PushNewModelInstance();
}
CBooModel::ModelInstance* CBooModel::PushNewModelInstance()
{
if (!x40_24_texturesLoaded)
return nullptr;
if (m_instances.size() >= 256)
Log.report(logvisor::Fatal, "Model buffer overflow");
m_instances.emplace_back();
ModelInstance& newInst = m_instances.back();
newInst.m_gfxToken = CGraphics::CommitResources(
[&](boo::IGraphicsDataFactory::Context& ctx) -> bool
{
/* Determine space required by uniform buffer */
std::vector<size_t> skinOffs;
std::vector<size_t> skinSizes;
skinOffs.reserve(std::max(size_t(1), m_skinBankCount));
skinSizes.reserve(std::max(size_t(1), m_skinBankCount));
std::vector<size_t> uvOffs;
std::vector<size_t> uvSizes;
uvOffs.reserve(x4_matSet->materials.size());
uvSizes.reserve(x4_matSet->materials.size());
/* Vert transform matrices */
size_t uniBufSize = 0;
if (m_skinBankCount)
{
/* Skinned */
for (size_t i=0 ; i<m_skinBankCount ; ++i)
{
size_t thisSz = ROUND_UP_256(sizeof(zeus::CMatrix4f) * (2 * m_weightVecCount * 4 + 1));
skinOffs.push_back(uniBufSize);
skinSizes.push_back(thisSz);
uniBufSize += thisSz;
}
}
else
{
/* Non-Skinned */
size_t thisSz = ROUND_UP_256(sizeof(zeus::CMatrix4f) * 3);
skinOffs.push_back(uniBufSize);
skinSizes.push_back(thisSz);
uniBufSize += thisSz;
}
/* Animated UV transform matrices */
for (const MaterialSet::Material& mat : x4_matSet->materials)
{
size_t thisSz = ROUND_UP_256(/*mat.uvAnims.size()*/ 8 * (sizeof(zeus::CMatrix4f) * 2));
uvOffs.push_back(uniBufSize);
uvSizes.push_back(thisSz);
uniBufSize += thisSz;
}
/* Lighting uniform */
size_t lightOff = 0;
size_t lightSz = 0;
{
size_t thisSz = ROUND_UP_256(sizeof(CModelShaders::LightingUniform));
lightOff = uniBufSize;
lightSz = thisSz;
uniBufSize += thisSz;
}
/* Allocate resident buffer */
m_uniformDataSize = uniBufSize;
newInst.m_uniformBuffer = ctx.newDynamicBuffer(boo::BufferUse::Uniform, uniBufSize, 1);
boo::IGraphicsBuffer* bufs[] = {newInst.m_uniformBuffer, newInst.m_uniformBuffer, newInst.m_uniformBuffer};
/* Binding for each surface */
newInst.m_shaderDataBindings.reserve(x0_surfaces->size());
boo::ITexture* texs[8] = {};
boo::ITexture* mbShadowTexs[] = {g_Renderer->m_ballShadowId,
g_Renderer->x220_sphereRamp,
g_Renderer->m_ballFade};
size_t thisOffs[3];
size_t thisSizes[3];
static const boo::PipelineStage stages[3] = {boo::PipelineStage::Vertex,
boo::PipelineStage::Vertex,
boo::PipelineStage::Fragment};
/* Enumerate surfaces and build data bindings */
for (const CBooSurface& surf : *x0_surfaces)
{
const MaterialSet::Material& mat = x4_matSet->materials.at(surf.m_data.matIdx);
u32 texCount = 0;
for (atUint32 idx : mat.textureIdxs)
{
TCachedToken<CTexture>& tex = x1c_textures[idx];
texs[texCount++] = tex.GetObj()->GetBooTexture();
}
texs[7] = g_Renderer->x220_sphereRamp;
if (m_skinBankCount)
{
thisOffs[0] = skinOffs[surf.m_data.skinMtxBankIdx];
thisSizes[0] = skinSizes[surf.m_data.skinMtxBankIdx];
}
else
{
thisOffs[0] = 0;
thisSizes[0] = 256;
}
thisOffs[1] = uvOffs[surf.m_data.matIdx];
thisSizes[1] = uvSizes[surf.m_data.matIdx];
thisOffs[2] = lightOff;
thisSizes[2] = lightSz;
const std::shared_ptr<hecl::Runtime::ShaderPipelines>& pipelines = m_pipelines->at(surf.m_data.matIdx);
newInst.m_shaderDataBindings.emplace_back();
std::vector<boo::IShaderDataBinding*>& extendeds = newInst.m_shaderDataBindings.back();
extendeds.reserve(pipelines->m_pipelines.size());
int idx = 0;
for (boo::IShaderPipeline* pipeline : pipelines->m_pipelines)
{
size_t texCount;
boo::ITexture** ltexs;
if (idx == EExtendedShader::Thermal)
{
texCount = 8;
ltexs = texs;
}
else if (idx == EExtendedShader::MorphBallShadow)
{
texCount = 3;
ltexs = mbShadowTexs;
}
else
{
texCount = mat.textureIdxs.size();
ltexs = texs;
}
extendeds.push_back(
ctx.newShaderDataBinding(pipeline, m_vtxFmt,
x8_vbo, nullptr, xc_ibo, 3, bufs, stages,
thisOffs, thisSizes, texCount, ltexs, nullptr, nullptr));
++idx;
}
}
return true;
});
return &newInst;
}
void CBooModel::MakeTexturesFromMats(const MaterialSet& matSet,
std::vector<TCachedToken<CTexture>>& toksOut,
IObjectStore& store)
{
toksOut.reserve(matSet.head.textureIDs.size());
for (const DataSpec::UniqueID32& id : matSet.head.textureIDs)
toksOut.emplace_back(store.GetObj({SBIG('TXTR'), id.toUint32()}));
}
void CBooModel::MakeTexturesFromMats(std::vector<TCachedToken<CTexture>>& toksOut,
IObjectStore& store)
{
MakeTexturesFromMats(*x4_matSet, toksOut, store);
}
void CBooModel::ActivateLights(const std::vector<CLight>& lights)
{
m_lightingData.ambient = zeus::CColor::skBlack;
size_t curLight = 0;
for (const CLight& light : lights)
{
switch (light.x1c_type)
{
case ELightType::LocalAmbient:
m_lightingData.ambient += light.x18_color;
break;
case ELightType::Point:
case ELightType::Spot:
case ELightType::Custom:
case ELightType::Directional:
{
if (curLight >= URDE_MAX_LIGHTS)
continue;
CModelShaders::Light& lightOut = m_lightingData.lights[curLight++];
lightOut.pos = CGraphics::g_CameraMatrix * light.x0_pos;
lightOut.dir = CGraphics::g_CameraMatrix.basis * light.xc_dir;
lightOut.dir.normalize();
lightOut.color = light.x18_color;
lightOut.linAtt[0] = light.x24_distC;
lightOut.linAtt[1] = light.x28_distL;
lightOut.linAtt[2] = light.x2c_distQ;
lightOut.angAtt[0] = light.x30_angleC;
lightOut.angAtt[1] = light.x34_angleL;
lightOut.angAtt[2] = light.x38_angleQ;
if (light.x1c_type == ELightType::Directional)
lightOut.pos = (-lightOut.dir) * 1048576.f;
break;
}
default: break;
}
}
for (; curLight<URDE_MAX_LIGHTS ; ++curLight)
{
CModelShaders::Light& lightOut = m_lightingData.lights[curLight];
lightOut.color = zeus::CColor::skClear;
lightOut.linAtt[0] = 1.f;
lightOut.angAtt[0] = 1.f;
}
}
void CBooModel::RemapMaterialData(SShader& shader)
{
x4_matSet = &shader.m_matSet;
m_matSetIdx = shader.m_matSetIdx;
x1c_textures = shader.x0_textures;
m_pipelines = &shader.m_shaders;
x40_24_texturesLoaded = false;
m_instances.clear();
}
bool CBooModel::TryLockTextures() const
{
if (!x40_24_texturesLoaded)
{
bool allLoad = true;
for (TCachedToken<CTexture>& tex : const_cast<std::vector<TCachedToken<CTexture>>&>(x1c_textures))
{
tex.Lock();
if (!tex.IsLoaded())
allLoad = false;
}
const_cast<CBooModel*>(this)->x40_24_texturesLoaded = allLoad;
}
return x40_24_texturesLoaded;
}
void CBooModel::UnlockTextures() const
{
const_cast<CBooModel*>(this)->m_instances.clear();
for (TCachedToken<CTexture>& tex : const_cast<std::vector<TCachedToken<CTexture>>&>(x1c_textures))
tex.Unlock();
const_cast<CBooModel*>(this)->x40_24_texturesLoaded = false;
}
void CBooModel::DrawAlphaSurfaces(const CModelFlags& flags) const
{
const CBooSurface* surf = x3c_firstSortedSurface;
while (surf)
{
DrawSurface(*surf, flags);
surf = surf->m_next;
}
}
void CBooModel::DrawNormalSurfaces(const CModelFlags& flags) const
{
const CBooSurface* surf = x38_firstUnsortedSurface;
while (surf)
{
DrawSurface(*surf, flags);
surf = surf->m_next;
}
}
void CBooModel::DrawSurfaces(const CModelFlags& flags) const
{
const CBooSurface* surf = x38_firstUnsortedSurface;
while (surf)
{
DrawSurface(*surf, flags);
surf = surf->m_next;
}
surf = x3c_firstSortedSurface;
while (surf)
{
DrawSurface(*surf, flags);
surf = surf->m_next;
}
}
void CBooModel::DrawSurface(const CBooSurface& surf, const CModelFlags& flags) const
{
if (m_uniUpdateCount > m_instances.size())
return;
const ModelInstance& inst = m_instances[m_uniUpdateCount-1];
const MaterialSet::Material& data = GetMaterialByIndex(surf.m_data.matIdx);
if (data.flags.shadowOccluderMesh() && !g_DrawingOccluders)
return;
const std::vector<boo::IShaderDataBinding*>& extendeds = inst.m_shaderDataBindings[surf.selfIdx];
boo::IShaderDataBinding* binding = extendeds[0];
if (flags.m_extendedShader < extendeds.size())
binding = extendeds[flags.m_extendedShader];
CGraphics::SetShaderDataBinding(binding);
CGraphics::DrawArrayIndexed(surf.m_data.idxStart, surf.m_data.idxCount);
}
void CBooModel::UVAnimationBuffer::ProcessAnimation(u8*& bufOut, const UVAnimation& anim)
{
zeus::CMatrix4f& texMtxOut = reinterpret_cast<zeus::CMatrix4f&>(*bufOut);
zeus::CMatrix4f& postMtxOut = reinterpret_cast<zeus::CMatrix4f&>(*(bufOut + sizeof(zeus::CMatrix4f)));
texMtxOut = zeus::CMatrix4f();
postMtxOut = zeus::CMatrix4f();
switch (anim.mode)
{
case UVAnimation::Mode::MvInvNoTranslation:
{
texMtxOut = CGraphics::g_GXModelViewInvXpose.toMatrix4f();
texMtxOut.vec[3].zeroOut();
texMtxOut.vec[3].w = 1.f;
postMtxOut.vec[0].x = 0.5f;
postMtxOut.vec[1].y = 0.5f;
postMtxOut.vec[3].x = 0.5f;
postMtxOut.vec[3].y = 0.5f;
break;
}
case UVAnimation::Mode::MvInv:
{
texMtxOut = CGraphics::g_GXModelViewInvXpose.toMatrix4f();
postMtxOut.vec[0].x = 0.5f;
postMtxOut.vec[1].y = 0.5f;
postMtxOut.vec[3].x = 0.5f;
postMtxOut.vec[3].y = 0.5f;
break;
}
case UVAnimation::Mode::Scroll:
{
texMtxOut.vec[3].x = CGraphics::GetSecondsMod900() * anim.vals[2] + anim.vals[0];
texMtxOut.vec[3].y = CGraphics::GetSecondsMod900() * anim.vals[3] + anim.vals[1];
break;
}
case UVAnimation::Mode::Rotation:
{
float angle = CGraphics::GetSecondsMod900() * anim.vals[1] + anim.vals[0];
float acos = std::cos(angle);
float asin = std::sin(angle);
texMtxOut.vec[0].x = acos;
texMtxOut.vec[0].y = asin;
texMtxOut.vec[1].x = -asin;
texMtxOut.vec[1].y = acos;
texMtxOut.vec[3].x = (1.0f - (acos - asin)) * 0.5f;
texMtxOut.vec[3].y = (1.0f - (asin + acos)) * 0.5f;
break;
}
case UVAnimation::Mode::HStrip:
{
float value = anim.vals[0] * anim.vals[2] * (anim.vals[3] + CGraphics::GetSecondsMod900());
texMtxOut.vec[3].x = (float)(short)(float)(anim.vals[1] * fmod(value, 1.0f)) * anim.vals[2];
break;
}
case UVAnimation::Mode::VStrip:
{
float value = anim.vals[0] * anim.vals[2] * (anim.vals[3] + CGraphics::GetSecondsMod900());
texMtxOut.vec[3].y = (float)(short)(float)(anim.vals[1] * fmod(value, 1.0f)) * anim.vals[2];
break;
}
case UVAnimation::Mode::Model:
{
texMtxOut = CGraphics::g_GXModelMatrix.toMatrix4f();
texMtxOut.vec[3].zeroOut();
postMtxOut.vec[0].x = 0.5f;
postMtxOut.vec[2].y = 0.5f;
postMtxOut.vec[3].x = CGraphics::g_GXModelMatrix.origin.x * 0.5f;
postMtxOut.vec[3].y = CGraphics::g_GXModelMatrix.origin.y * 0.5f;
break;
}
case UVAnimation::Mode::CylinderEnvironment:
{
texMtxOut = (CGraphics::g_ViewMatrix.inverse() * CGraphics::g_GXModelMatrix).toMatrix4f();
texMtxOut.vec[3].zeroOut();
const zeus::CVector3f& viewOrigin = CGraphics::g_ViewMatrix.origin;
float xy = (viewOrigin.x + viewOrigin.y) * 0.025f * anim.vals[1];
xy = (xy - (int)xy);
float z = (viewOrigin.z) * 0.05f * anim.vals[1];
z = (z - (int)z);
float halfA = anim.vals[0] * 0.5f;
postMtxOut = zeus::CTransform(zeus::CMatrix3f(halfA, 0.0, 0.0,
0.0, 0.0, halfA,
0.0, 0.0, 0.0),
zeus::CVector3f(xy, z, 1.0)).toMatrix4f();
break;
}
default: break;
}
bufOut += sizeof(zeus::CMatrix4f) * 2;
}
void CBooModel::UVAnimationBuffer::PadOutBuffer(u8*& bufStart, u8*& bufOut)
{
bufOut = bufStart + ROUND_UP_256(bufOut - bufStart);
}
static const zeus::CMatrix4f MBShadowPost0(1.f, 0.f, 0.f, 0.f,
0.f, -1.f, 0.f, 1.f,
0.f, 0.f, 0.f, 1.f,
0.f, 0.f, 0.f, 1.f);
static const zeus::CMatrix4f MBShadowPost1(0.f, 0.f, 0.f, 1.f,
0.f, 0.f, 1.f, -0.0625f,
0.f, 0.f, 0.f, 1.f,
0.f, 0.f, 0.f, 1.f);
void CBooModel::UVAnimationBuffer::Update(u8*& bufOut, const MaterialSet* matSet, const CModelFlags& flags)
{
u8* start = bufOut;
/* Special matrices for MorphBall shadow rendering */
if (flags.m_extendedShader == EExtendedShader::MorphBallShadow)
{
zeus::CMatrix4f texMtx =
(zeus::CTransform::Scale(1.f / (flags.mbShadowBox.max.x - flags.mbShadowBox.min.x),
1.f / (flags.mbShadowBox.max.y - flags.mbShadowBox.min.y),
1.f / (flags.mbShadowBox.max.z - flags.mbShadowBox.min.z)) *
zeus::CTransform::Translate(-flags.mbShadowBox.min.x,
-flags.mbShadowBox.min.y,
-flags.mbShadowBox.min.z) * CGraphics::g_GXModelView).toMatrix4f();
for (const MaterialSet::Material& mat : matSet->materials)
{
std::array<zeus::CMatrix4f, 2>* mtxs = reinterpret_cast<std::array<zeus::CMatrix4f, 2>*>(bufOut);
mtxs[0][0] = texMtx;
mtxs[0][1] = MBShadowPost0;
mtxs[1][0] = texMtx;
mtxs[1][1] = MBShadowPost1;
bufOut += sizeof(zeus::CMatrix4f) * 2 * 8;
PadOutBuffer(start, bufOut);
}
return;
}
/* Special Mode0 matrix for exclusive Thermal Visor use */
std::experimental::optional<std::array<zeus::CMatrix4f, 2>> thermalMtxOut;
if (flags.m_extendedShader == EExtendedShader::Thermal)
{
thermalMtxOut.emplace();
zeus::CMatrix4f& texMtxOut = (*thermalMtxOut)[0];
texMtxOut = CGraphics::g_GXModelViewInvXpose.toMatrix4f();
texMtxOut.vec[3].zeroOut();
texMtxOut.vec[3].w = 1.f;
zeus::CMatrix4f& postMtxOut = (*thermalMtxOut)[1];
postMtxOut.vec[0].x = 0.5f;
postMtxOut.vec[1].y = 0.5f;
postMtxOut.vec[3].x = 0.5f;
postMtxOut.vec[3].y = 0.5f;
}
for (const MaterialSet::Material& mat : matSet->materials)
{
if (thermalMtxOut)
{
std::array<zeus::CMatrix4f, 2>* mtxs = reinterpret_cast<std::array<zeus::CMatrix4f, 2>*>(bufOut);
mtxs[7][0] = (*thermalMtxOut)[0];
mtxs[7][1] = (*thermalMtxOut)[1];
}
u8* bufOrig = bufOut;
for (const UVAnimation& anim : mat.uvAnims)
ProcessAnimation(bufOut, anim);
bufOut = bufOrig + sizeof(zeus::CMatrix4f) * 2 * 8;
PadOutBuffer(start, bufOut);
}
}
void CBooModel::UpdateUniformData(const CModelFlags& flags,
const CSkinRules* cskr,
const CPoseAsTransforms* pose) const
{
const ModelInstance* inst;
if (m_instances.size() <= m_uniUpdateCount)
{
inst = const_cast<CBooModel*>(this)->PushNewModelInstance();
if (!inst)
return;
}
else
inst = &m_instances[m_uniUpdateCount];
++const_cast<CBooModel*>(this)->m_uniUpdateCount;
u8* dataOut = reinterpret_cast<u8*>(inst->m_uniformBuffer->map(m_uniformDataSize));
u8* dataCur = dataOut;
if (m_skinBankCount)
{
/* Skinned */
std::vector<const zeus::CTransform*> bankTransforms;
size_t weightCount = m_weightVecCount * 4;
bankTransforms.reserve(weightCount);
for (size_t i=0 ; i<m_skinBankCount ; ++i)
{
if (cskr && pose)
{
cskr->GetBankTransforms(bankTransforms, *pose, i);
for (size_t w=0 ; w<weightCount ; ++w)
{
zeus::CMatrix4f& mv = reinterpret_cast<zeus::CMatrix4f&>(*dataCur);
if (w >= bankTransforms.size())
mv = CGraphics::g_GXModelView.toMatrix4f();
else
mv = (CGraphics::g_GXModelView * *bankTransforms[w]).toMatrix4f();
dataCur += sizeof(zeus::CMatrix4f);
}
for (size_t w=0 ; w<weightCount ; ++w)
{
zeus::CMatrix4f& mvinv = reinterpret_cast<zeus::CMatrix4f&>(*dataCur);
if (w >= bankTransforms.size())
mvinv = CGraphics::g_GXModelViewInvXpose.toMatrix4f();
else
{
zeus::CTransform xf = (CGraphics::g_GXModelView.basis * bankTransforms[w]->basis);
xf.basis.invert();
xf.basis.transpose();
mvinv = xf.toMatrix4f();
}
dataCur += sizeof(zeus::CMatrix4f);
}
bankTransforms.clear();
}
else
{
for (size_t w=0 ; w<weightCount ; ++w)
{
zeus::CMatrix4f& mv = reinterpret_cast<zeus::CMatrix4f&>(*dataCur);
mv = CGraphics::g_GXModelView.toMatrix4f();
dataCur += sizeof(zeus::CMatrix4f);
}
for (size_t w=0 ; w<weightCount ; ++w)
{
zeus::CMatrix4f& mvinv = reinterpret_cast<zeus::CMatrix4f&>(*dataCur);
mvinv = CGraphics::g_GXModelViewInvXpose.toMatrix4f();
dataCur += sizeof(zeus::CMatrix4f);
}
}
zeus::CMatrix4f& proj = reinterpret_cast<zeus::CMatrix4f&>(*dataCur);
proj = CGraphics::GetPerspectiveProjectionMatrix(true);
dataCur += sizeof(zeus::CMatrix4f);
dataCur = dataOut + ROUND_UP_256(dataCur - dataOut);
}
}
else
{
/* Non-Skinned */
zeus::CMatrix4f& mv = reinterpret_cast<zeus::CMatrix4f&>(*dataCur);
mv = CGraphics::g_GXModelView.toMatrix4f();
dataCur += sizeof(zeus::CMatrix4f);
zeus::CMatrix4f& mvinv = reinterpret_cast<zeus::CMatrix4f&>(*dataCur);
mvinv = CGraphics::g_GXModelViewInvXpose.toMatrix4f();
dataCur += sizeof(zeus::CMatrix4f);
zeus::CMatrix4f& proj = reinterpret_cast<zeus::CMatrix4f&>(*dataCur);
proj = CGraphics::GetPerspectiveProjectionMatrix(true);
dataCur += sizeof(zeus::CMatrix4f);
dataCur = dataOut + ROUND_UP_256(dataCur - dataOut);
}
UVAnimationBuffer::Update(dataCur, x4_matSet, flags);
if (flags.m_extendedShader == EExtendedShader::Thermal) /* Thermal Model (same as UV Mode 0) */
{
CModelShaders::ThermalUniform& thermalOut = *reinterpret_cast<CModelShaders::ThermalUniform*>(dataCur);
thermalOut.mulColor = flags.x4_color;
thermalOut.addColor = flags.addColor;
}
else if (flags.m_extendedShader >= EExtendedShader::SolidColor &&
flags.m_extendedShader <= EExtendedShader::SolidColorBackfaceCullGreaterAlphaOnly) /* Solid color render */
{
CModelShaders::SolidUniform& solidOut = *reinterpret_cast<CModelShaders::SolidUniform*>(dataCur);
solidOut.solidColor = flags.x4_color;
}
else if (flags.m_extendedShader == EExtendedShader::MorphBallShadow) /* MorphBall shadow render */
{
CModelShaders::MBShadowUniform& shadowOut = *reinterpret_cast<CModelShaders::MBShadowUniform*>(dataCur);
shadowOut.shadowUp = CGraphics::g_GXModelView * zeus::CVector3f::skUp;
shadowOut.shadowUp.w = flags.x4_color.a;
shadowOut.shadowId = flags.x4_color.r;
}
else
{
CModelShaders::LightingUniform& lightingOut = *reinterpret_cast<CModelShaders::LightingUniform*>(dataCur);
lightingOut = m_lightingData;
lightingOut.colorRegs[0] = flags.regColors[0];
lightingOut.colorRegs[1] = flags.regColors[1];
lightingOut.colorRegs[2] = flags.regColors[2];
lightingOut.mulColor = flags.x4_color;
lightingOut.fog = CGraphics::g_Fog;
}
inst->m_uniformBuffer->unmap();
}
void CBooModel::DrawAlpha(const CModelFlags& flags,
const CSkinRules* cskr,
const CPoseAsTransforms* pose) const
{
if (TryLockTextures())
{
UpdateUniformData(flags, cskr, pose);
DrawAlphaSurfaces(flags);
}
}
void CBooModel::DrawNormal(const CModelFlags& flags,
const CSkinRules* cskr,
const CPoseAsTransforms* pose) const
{
if (TryLockTextures())
{
UpdateUniformData(flags, cskr, pose);
DrawNormalSurfaces(flags);
}
}
void CBooModel::Draw(const CModelFlags& flags,
const CSkinRules* cskr,
const CPoseAsTransforms* pose) const
{
if (TryLockTextures())
{
UpdateUniformData(flags, cskr, pose);
DrawSurfaces(flags);
}
}
static const u8* MemoryFromPartData(const u8*& dataCur, const s32*& secSizeCur)
{
const u8* ret;
if (*secSizeCur)
ret = dataCur;
else
ret = nullptr;
dataCur += hecl::SBig(*secSizeCur);
++secSizeCur;
return ret;
}
std::unique_ptr<CBooModel> CModel::MakeNewInstance(int shaderIdx, int subInsts)
{
if (shaderIdx >= x18_matSets.size())
shaderIdx = 0;
return std::make_unique<CBooModel>(m_selfToken, &x8_surfaces, x18_matSets[shaderIdx],
m_vtxFmt, m_vbo, m_ibo, m_weightVecCount, m_skinBankCount, m_aabb, subInsts);
}
CModel::CModel(std::unique_ptr<u8[]>&& in, u32 /* dataLen */, IObjectStore* store, CObjectReference* selfRef)
: m_selfToken(selfRef)
{
x38_lastFrame = CGraphics::GetFrameCounter() - 2;
std::unique_ptr<u8[]> data = std::move(in);
u32 version = hecl::SBig(*reinterpret_cast<u32*>(data.get() + 0x4));
u32 flags = hecl::SBig(*reinterpret_cast<u32*>(data.get() + 0x8));
if (version != 0x10002)
Log.report(logvisor::Fatal, "invalid CMDL for loading with boo");
u32 secCount = hecl::SBig(*reinterpret_cast<u32*>(data.get() + 0x24));
u32 matSetCount = hecl::SBig(*reinterpret_cast<u32*>(data.get() + 0x28));
x18_matSets.reserve(matSetCount);
const u8* dataCur = data.get() + ROUND_UP_32(0x2c + secCount * 4);
const s32* secSizeCur = reinterpret_cast<const s32*>(data.get() + 0x2c);
for (u32 i=0 ; i<matSetCount ; ++i)
{
u32 matSetSz = hecl::SBig(*secSizeCur);
const u8* sec = MemoryFromPartData(dataCur, secSizeCur);
x18_matSets.emplace_back(i);
CBooModel::SShader& shader = x18_matSets.back();
athena::io::MemoryReader r(sec, matSetSz);
shader.m_matSet.read(r);
CBooModel::MakeTexturesFromMats(shader.m_matSet, shader.x0_textures, *store);
}
hecl::HMDLMeta hmdlMeta;
{
u32 hmdlSz = hecl::SBig(*secSizeCur);
const u8* hmdlMetadata = MemoryFromPartData(dataCur, secSizeCur);
athena::io::MemoryReader r(hmdlMetadata, hmdlSz);
hmdlMeta.read(r);
}
m_weightVecCount = hmdlMeta.weightCount;
m_skinBankCount = hmdlMeta.bankCount;
const u8* vboData = MemoryFromPartData(dataCur, secSizeCur);
const u8* iboData = MemoryFromPartData(dataCur, secSizeCur);
const u8* surfInfo = MemoryFromPartData(dataCur, secSizeCur);
for (CBooModel::SShader& matSet : x18_matSets)
{
matSet.m_shaders.reserve(matSet.m_matSet.materials.size());
for (const MaterialSet::Material& mat : matSet.m_matSet.materials)
{
hecl::Runtime::ShaderTag tag(mat.heclIr,
hmdlMeta.colorCount, hmdlMeta.uvCount, hmdlMeta.weightCount,
hmdlMeta.weightCount * 4, 8, boo::Primitive(hmdlMeta.topology),
true, true, true);
matSet.m_shaders.push_back(CModelShaders::g_ModelShaders->buildExtendedShader
(tag, mat.heclIr, "CMDL", *CGraphics::g_BooFactory));
}
}
m_gfxToken = CGraphics::CommitResources([&](boo::IGraphicsDataFactory::Context& ctx) -> bool
{
m_vbo = ctx.newStaticBuffer(boo::BufferUse::Vertex, vboData, hmdlMeta.vertStride, hmdlMeta.vertCount);
m_ibo = ctx.newStaticBuffer(boo::BufferUse::Index, iboData, 4, hmdlMeta.indexCount);
m_vtxFmt = hecl::Runtime::HMDLData::NewVertexFormat(ctx, hmdlMeta, m_vbo, m_ibo);
return true;
});
u32 surfCount = hecl::SBig(*reinterpret_cast<const u32*>(surfInfo));
x8_surfaces.reserve(surfCount);
for (u32 i=0 ; i<surfCount ; ++i)
{
u32 surfSz = hecl::SBig(*secSizeCur);
const u8* sec = MemoryFromPartData(dataCur, secSizeCur);
x8_surfaces.emplace_back();
CBooSurface& surf = x8_surfaces.back();
surf.selfIdx = i;
athena::io::MemoryReader r(sec, surfSz);
surf.m_data.read(r);
}
const float* aabbPtr = reinterpret_cast<const float*>(data.get() + 0xc);
m_aabb = zeus::CAABox(hecl::SBig(aabbPtr[0]), hecl::SBig(aabbPtr[1]), hecl::SBig(aabbPtr[2]),
hecl::SBig(aabbPtr[3]), hecl::SBig(aabbPtr[4]), hecl::SBig(aabbPtr[5]));
x28_modelInst = MakeNewInstance(0, 1);
}
void CBooModel::SShader::UnlockTextures()
{
for (TCachedToken<CTexture>& tex : x0_textures)
tex.Unlock();
}
void CBooModel::VerifyCurrentShader(int shaderIdx)
{
if (shaderIdx != m_matSetIdx)
RemapMaterialData(m_model->x18_matSets[shaderIdx]);
}
void CBooModel::Touch(int shaderIdx) const
{
const_cast<CBooModel*>(this)->VerifyCurrentShader(shaderIdx);
TryLockTextures();
}
void CModel::DrawSortedParts(const CModelFlags& flags) const
{
const_cast<CBooModel&>(*x28_modelInst).VerifyCurrentShader(flags.x1_matSetIdx);
x28_modelInst->DrawAlpha(flags, nullptr, nullptr);
}
void CModel::DrawUnsortedParts(const CModelFlags& flags) const
{
const_cast<CBooModel&>(*x28_modelInst).VerifyCurrentShader(flags.x1_matSetIdx);
x28_modelInst->DrawNormal(flags, nullptr, nullptr);
}
void CModel::Draw(const CModelFlags& flags) const
{
const_cast<CBooModel&>(*x28_modelInst).VerifyCurrentShader(flags.x1_matSetIdx);
x28_modelInst->Draw(flags, nullptr, nullptr);
}
bool CModel::IsLoaded(int shaderIdx) const
{
const_cast<CBooModel&>(*x28_modelInst).VerifyCurrentShader(shaderIdx);
std::vector<TCachedToken<CTexture>>& texs = x28_modelInst->x1c_textures;
bool loaded = true;
for (TCachedToken<CTexture>& tex : texs)
{
if (!tex.IsLoaded())
{
loaded = false;
break;
}
}
return loaded;
}
CFactoryFnReturn FModelFactory(const urde::SObjectTag& tag,
std::unique_ptr<u8[]>&& in, u32 len,
const urde::CVParamTransfer& vparms,
CObjectReference* selfRef)
{
CSimplePool* sp = vparms.GetOwnedObj<CSimplePool*>();
CFactoryFnReturn ret = TToken<CModel>::GetIObjObjectFor(std::make_unique<CModel>(std::move(in), len, sp, selfRef));
return ret;
}
}