mirror of https://github.com/AxioDL/metaforce.git
107 lines
5.1 KiB
C++
107 lines
5.1 KiB
C++
#include "CFluidPlaneDoor.hpp"
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#include "CFluidPlaneCPU.hpp"
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#include "CStateManager.hpp"
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namespace urde
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{
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CFluidPlaneDoor::CFluidPlaneDoor(CAssetId patternTex1, CAssetId patternTex2, CAssetId colorTex, float tileSize,
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u32 tileSubdivisions, EFluidType fluidType, float alpha,
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const CFluidUVMotion& uvMotion)
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: CFluidPlane(patternTex1, patternTex2, colorTex, alpha, fluidType, 0.5f, uvMotion), xa0_tileSize(tileSize),
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xa4_tileSubdivisions(tileSubdivisions & ~0x1), xa8_rippleResolution(xa0_tileSize / float(xa4_tileSubdivisions))
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{}
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CFluidPlaneShader::RenderSetupInfo
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CFluidPlaneDoor::RenderSetup(const CStateManager& mgr, float alpha, const zeus::CTransform& xf,
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const zeus::CAABox& aabb, bool noNormals) const
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{
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CFluidPlaneShader::RenderSetupInfo out;
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float uvT = mgr.GetFluidPlaneManager()->GetUVT();
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CGraphics::SetModelMatrix(xf);
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float fluidUVs[3][2];
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x4c_uvMotion.CalculateFluidTextureOffset(uvT, fluidUVs);
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out.texMtxs[0][0][0] = x4c_uvMotion.GetFluidLayers()[1].GetUVScale();
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out.texMtxs[0][1][1] = x4c_uvMotion.GetFluidLayers()[1].GetUVScale();
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out.texMtxs[0][3][0] = fluidUVs[1][0];
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out.texMtxs[0][3][1] = fluidUVs[1][1];
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out.texMtxs[1][0][0] = x4c_uvMotion.GetFluidLayers()[2].GetUVScale();
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out.texMtxs[1][1][1] = x4c_uvMotion.GetFluidLayers()[2].GetUVScale();
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out.texMtxs[1][3][0] = fluidUVs[2][0];
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out.texMtxs[1][3][1] = fluidUVs[2][1];
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out.texMtxs[2][0][0] = x4c_uvMotion.GetFluidLayers()[0].GetUVScale();
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out.texMtxs[2][1][1] = x4c_uvMotion.GetFluidLayers()[0].GetUVScale();
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out.texMtxs[2][3][0] = fluidUVs[0][0];
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out.texMtxs[2][3][1] = fluidUVs[0][1];
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out.kColors[0] = zeus::CColor(1.f, alpha);
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if (!m_shader)
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{
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auto gridDimX = u32((xa0_tileSize + aabb.max.x() - aabb.min.x() - 0.01f) / xa0_tileSize);
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auto gridDimY = u32((xa0_tileSize + aabb.max.y() - aabb.min.y() - 0.01f) / xa0_tileSize);
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u32 gridCellCount = (gridDimX + 1) * (gridDimY + 1);
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u32 maxVerts = gridCellCount * ((std::max(2, xa4_tileSubdivisions) * 4 + 2) * 4);
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m_shader.emplace(x10_texPattern1, x20_texPattern2, x30_texColor, maxVerts);
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}
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return out;
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}
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/* Used to be part of locked cache
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* These are too big for stack allocation */
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static CFluidPlaneRender::SHFieldSample lc_heights[46][46] = {};
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static u8 lc_flags[9][9] = {};
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void CFluidPlaneDoor::Render(const CStateManager& mgr, float alpha, const zeus::CAABox& aabb, const zeus::CTransform& xf,
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const zeus::CTransform& areaXf, bool noNormals, const zeus::CFrustum& frustum,
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const std::experimental::optional<CRippleManager>& rippleManager, TUniqueId waterId,
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const bool* gridFlags, u32 gridDimX, u32 gridDimY, const zeus::CVector3f& areaCenter) const
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{
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CFluidPlaneShader::RenderSetupInfo setupInfo = RenderSetup(mgr, alpha, xf, aabb, noNormals);
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CFluidPlaneRender::numSubdivisionsInTile = xa4_tileSubdivisions;
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CFluidPlaneRender::numTilesInHField = 42 / xa4_tileSubdivisions;
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CFluidPlaneRender::numSubdivisionsInHField = CFluidPlaneRender::numTilesInHField * xa4_tileSubdivisions;
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zeus::CVector2f centerPlane(aabb.center().x(), aabb.center().y());
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float patchSize = xa8_rippleResolution * CFluidPlaneRender::numSubdivisionsInHField;
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float ooSubdivSize = 1.f / xa8_rippleResolution;
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m_verts.clear();
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m_pVerts.clear();
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m_shader->prepareDraw(setupInfo);
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for (float curX = aabb.min.x() ; curX < aabb.max.x() ; curX += patchSize)
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{
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float remSubdivsX = (aabb.max.x() - curX) * ooSubdivSize;
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for (float curY = aabb.min.y() ; curY < aabb.max.y() ; curY += patchSize)
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{
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float remSubdivsY = (aabb.max.y() - curY) * ooSubdivSize;
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int remSubdivsXi = std::min(CFluidPlaneRender::numSubdivisionsInHField, int(remSubdivsX));
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int remSubdivsYi = std::min(CFluidPlaneRender::numSubdivisionsInHField, int(remSubdivsY));
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zeus::CAABox aabb2(aabb.min, zeus::CVector3f(xa8_rippleResolution * remSubdivsXi + curX,
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xa8_rippleResolution * remSubdivsYi + curY,
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aabb.max.z()));
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if (frustum.aabbFrustumTest(aabb2.getTransformedAABox(xf)))
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{
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CFluidPlaneRender::SPatchInfo patchInfo(zeus::CVector3f(curX, curY, aabb.min.z()),
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aabb2.max, xf.origin, xa8_rippleResolution,
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xa0_tileSize, 0.f,
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CFluidPlaneRender::numSubdivisionsInHField,
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CFluidPlaneRender::NormalMode::None,
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0, 0, 0, 0, 0, 0, 0, nullptr);
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RenderPatch(patchInfo, lc_heights, lc_flags, true, true, m_verts, m_pVerts);
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}
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}
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}
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m_shader->loadVerts(m_verts, m_pVerts);
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m_shader->doneDrawing();
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}
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} |