mirror of https://github.com/AxioDL/metaforce.git
241 lines
8.0 KiB
C++
241 lines
8.0 KiB
C++
#include "MP1.hpp"
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#include "Graphics/Shaders/CModelShaders.hpp"
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#include "Graphics/Shaders/CThermalColdFilter.hpp"
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#include "Graphics/Shaders/CThermalHotFilter.hpp"
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#include "Graphics/Shaders/CSpaceWarpFilter.hpp"
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#include "Graphics/Shaders/CColoredQuadFilter.hpp"
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#include "Graphics/Shaders/CTexturedQuadFilter.hpp"
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#include "Graphics/Shaders/CCameraBlurFilter.hpp"
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#include "Graphics/Shaders/CXRayBlurFilter.hpp"
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#include "Character/CCharLayoutInfo.hpp"
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#include "Audio/CStreamAudioManager.hpp"
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#include "CGBASupport.hpp"
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#include "CBasics.hpp"
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namespace urde
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{
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URDE_DECL_SPECIALIZE_SHADER(CThermalColdFilter)
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URDE_DECL_SPECIALIZE_SHADER(CThermalHotFilter)
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URDE_DECL_SPECIALIZE_SHADER(CSpaceWarpFilter)
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URDE_DECL_SPECIALIZE_SHADER(CCameraBlurFilter)
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URDE_DECL_SPECIALIZE_SHADER(CXRayBlurFilter)
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URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CColoredQuadFilter)
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URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilter)
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URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilterAlpha)
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namespace MP1
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{
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CGameArchitectureSupport::CGameArchitectureSupport(CMain& parent, boo::IAudioVoiceEngine* voiceEngine,
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amuse::IBackendVoiceAllocator& backend)
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: m_parent(parent),
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x0_audioSys(voiceEngine, backend, 0,0,0,0,0),
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x30_inputGenerator(g_tweakPlayer->GetLeftLogicalThreshold(),
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g_tweakPlayer->GetRightLogicalThreshold()),
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x44_guiSys(*g_ResFactory, *g_SimplePool, CGuiSys::EUsageMode::Zero)
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{
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g_GuiSys = &x44_guiSys;
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x30_inputGenerator.startScanning();
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CStreamAudioManager::Initialize();
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g_Main->ResetGameState();
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std::shared_ptr<CIOWin> splash = std::make_shared<CSplashScreen>(CSplashScreen::ESplashScreen::Nintendo);
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x58_ioWinManager.AddIOWin(splash, 1000, 10000);
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std::shared_ptr<CIOWin> mf = std::make_shared<CMainFlow>();
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x58_ioWinManager.AddIOWin(mf, 0, 0);
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std::shared_ptr<CIOWin> console = std::make_shared<CConsoleOutputWindow>(8, 5.f, 0.75f);
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x58_ioWinManager.AddIOWin(console, 100, 0);
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std::shared_ptr<CIOWin> audState = std::make_shared<CAudioStateWin>();
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x58_ioWinManager.AddIOWin(audState, 100, -1);
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std::shared_ptr<CIOWin> errWin = std::make_shared<CErrorOutputWindow>(false);
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x58_ioWinManager.AddIOWin(errWin, 10000, 100000);
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}
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bool CGameArchitectureSupport::Update()
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{
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if (!g_MemoryCardSys)
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m_parent.x128_globalObjects.MemoryCardInitializePump();
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bool finished = false;
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g_GameState->GetWorldTransitionManager()->TouchModels();
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x4_archQueue.Push(MakeMsg::CreateFrameBegin(EArchMsgTarget::Game, x78_));
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x4_archQueue.Push(MakeMsg::CreateTimerTick(EArchMsgTarget::Game, 1.f / 60.f));
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x58_ioWinManager.PumpMessages(x4_archQueue);
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return finished;
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}
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void CGameArchitectureSupport::Draw()
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{
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x58_ioWinManager.Draw();
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}
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CMain::CMain(IFactory& resFactory, CSimplePool& resStore,
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boo::IGraphicsDataFactory* gfxFactory,
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boo::IGraphicsCommandQueue* cmdQ,
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boo::ITextureR* spareTex)
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: m_booSetter(gfxFactory, cmdQ, spareTex),
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x128_globalObjects(resFactory, resStore)
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{
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xe4_gameplayResult = EGameplayResult::Playing;
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g_Main = this;
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}
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CMain::BooSetter::BooSetter(boo::IGraphicsDataFactory* factory,
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boo::IGraphicsCommandQueue* cmdQ,
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boo::ITextureR* spareTex)
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{
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CGraphics::InitializeBoo(factory, cmdQ, spareTex);
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TShader<CThermalColdFilter>::Initialize();
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TShader<CThermalHotFilter>::Initialize();
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TShader<CSpaceWarpFilter>::Initialize();
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TShader<CCameraBlurFilter>::Initialize();
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TShader<CXRayBlurFilter>::Initialize();
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TMultiBlendShader<CColoredQuadFilter>::Initialize();
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TMultiBlendShader<CTexturedQuadFilter>::Initialize();
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TMultiBlendShader<CTexturedQuadFilterAlpha>::Initialize();
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}
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void CMain::RegisterResourceTweaks()
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{
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}
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void CMain::ResetGameState()
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{
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CPersistentOptions sysOpts = g_GameState->SystemOptions();
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CGameOptions gameOpts = g_GameState->GameOptions();
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x128_globalObjects.ResetGameState();
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g_GameState->ImportPersistentOptions(sysOpts);
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g_GameState->SetGameOptions(gameOpts);
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g_GameState->GetPlayerState()->SetIsFusionEnabled(g_GameState->SystemOptions().GetPlayerFusionSuitActive());
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}
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void CMain::InitializeSubsystems(const hecl::Runtime::FileStoreManager& storeMgr)
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{
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CBasics::Initialize();
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CModelShaders::Initialize(storeMgr, CGraphics::g_BooFactory);
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CMoviePlayer::Initialize();
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CLineRenderer::Initialize();
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CElementGen::Initialize();
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CAnimData::InitializeCache();
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CDecalManager::Initialize();
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CGBASupport::Initialize();
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}
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void CMain::FillInAssetIDs()
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{
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}
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void CMain::LoadAudio()
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{
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}
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void CMain::StreamNewGameState(CBitStreamReader& r, u32 idx)
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{
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bool fusionBackup = g_GameState->SystemOptions().GetPlayerFusionSuitActive();
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x128_globalObjects.x134_gameState = std::make_unique<CGameState>(r, idx);
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g_GameState = x128_globalObjects.x134_gameState.get();
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g_GameState->SystemOptions().SetPlayerFusionSuitActive(fusionBackup);
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g_GameState->GetPlayerState()->SetIsFusionEnabled(fusionBackup);
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g_GameState->HintOptions().SetNextHintTime();
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}
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void CMain::Init(const hecl::Runtime::FileStoreManager& storeMgr,
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boo::IAudioVoiceEngine* voiceEngine,
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amuse::IBackendVoiceAllocator& backend)
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{
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InitializeSubsystems(storeMgr);
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x128_globalObjects.PostInitialize();
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x70_tweaks.RegisterTweaks();
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x70_tweaks.RegisterResourceTweaks();
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m_archSupport.reset(new CGameArchitectureSupport(*this, voiceEngine, backend));
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g_archSupport = m_archSupport.get();
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//g_TweakManager->ReadFromMemoryCard("AudioTweaks");
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FillInAssetIDs();
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}
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bool CMain::Proc()
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{
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CGBASupport::GlobalPoll();
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xe8_b24_finished = m_archSupport->Update();
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CStreamAudioManager::Start(false, "Audio/min_x_wind_lp_01L.dsp|Audio/min_x_wind_lp_01R.dsp", 0x7f, true, 0.f, 0.f);
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CStreamAudioManager::Update(1.f / 60.f);
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return xe8_b24_finished;
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}
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void CMain::Draw()
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{
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m_archSupport->Draw();
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}
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void CMain::Shutdown()
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{
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TShader<CThermalColdFilter>::Shutdown();
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TShader<CThermalHotFilter>::Shutdown();
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TShader<CSpaceWarpFilter>::Shutdown();
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TShader<CCameraBlurFilter>::Shutdown();
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TShader<CXRayBlurFilter>::Shutdown();
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TMultiBlendShader<CColoredQuadFilter>::Shutdown();
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TMultiBlendShader<CTexturedQuadFilter>::Shutdown();
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TMultiBlendShader<CTexturedQuadFilterAlpha>::Shutdown();
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}
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#if MP1_USE_BOO
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int CMain::appMain(boo::IApplication* app)
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{
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zeus::detectCPU();
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mainWindow = app->newWindow(_S("Metroid Prime 1 Reimplementation vZygote"), 1);
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mainWindow->showWindow();
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TOneStatic<CGameGlobalObjects> globalObjs;
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InitializeSubsystems();
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globalObjs->PostInitialize();
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x70_tweaks.RegisterTweaks();
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AddWorldPaks();
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g_TweakManager->ReadFromMemoryCard("AudioTweaks");
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FillInAssetIDs();
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TOneStatic<CGameArchitectureSupport> archSupport;
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mainWindow->setCallback(archSupport.GetAllocSpace());
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boo::IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue();
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boo::SWindowRect windowRect = mainWindow->getWindowFrame();
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boo::ITextureR* renderTex;
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boo::GraphicsDataToken data = mainWindow->getMainContextDataFactory()->commitTransaction(
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[&](boo::IGraphicsDataFactory::Context& ctx) -> bool
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{
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renderTex = ctx.newRenderTexture(windowRect.size[0], windowRect.size[1], true, true);
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return true;
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});
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float rgba[4] = { 0.2f, 0.2f, 0.2f, 1.0f};
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gfxQ->setClearColor(rgba);
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while (!xe8_b24_finished)
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{
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xe8_b24_finished = archSupport->Update();
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if (archSupport->isRectDirty())
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{
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const boo::SWindowRect& windowRect = archSupport->getWindowRect();
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gfxQ->resizeRenderTexture(renderTex,
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windowRect.size[0],
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windowRect.size[1]);
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}
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gfxQ->setRenderTarget(renderTex);
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gfxQ->clearTarget();
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gfxQ->resolveDisplay(renderTex);
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gfxQ->execute();
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mainWindow->waitForRetrace();
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}
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return 0;
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}
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#endif
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}
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}
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