metaforce/Runtime/GuiSys/CHudRadarInterface.cpp

172 lines
6.9 KiB
C++

#include "Runtime/GuiSys/CHudRadarInterface.hpp"
#include "Runtime/CGameState.hpp"
#include "Runtime/CSimplePool.hpp"
#include "Runtime/CStateManager.hpp"
#include "Runtime/GameGlobalObjects.hpp"
#include "Runtime/Camera/CGameCamera.hpp"
#include "Runtime/Graphics/CCubeRenderer.hpp"
#include "Runtime/GuiSys/CGuiCamera.hpp"
#include "Runtime/GuiSys/CGuiFrame.hpp"
#include "Runtime/GuiSys/CGuiWidgetDrawParms.hpp"
#include "Runtime/World/CPlayer.hpp"
#include "Runtime/World/CWallCrawlerSwarm.hpp"
#include "TCastTo.hpp" // Generated file, do not modify include path
#include <zeus/CEulerAngles.hpp>
namespace metaforce {
CHudRadarInterface::CHudRadarInterface(CGuiFrame& baseHud, CStateManager& stateMgr) {
x0_txtrRadarPaint = g_SimplePool->GetObj("TXTR_RadarPaint");
x40_BaseWidget_RadarStuff = baseHud.FindWidget("BaseWidget_RadarStuff");
x44_camera = baseHud.GetFrameCamera();
xc_radarStuffXf = x40_BaseWidget_RadarStuff->GetLocalTransform();
x40_BaseWidget_RadarStuff->SetColor(g_tweakGuiColors->GetRadarStuffColor());
}
void CHudRadarInterface::DoDrawRadarPaint(float radius) {
radius *= 4.f;
CGraphics::StreamBegin(GX_TRIANGLESTRIP);
CGraphics::StreamTexcoord(0.f, 1.f);
CGraphics::StreamVertex(-radius, 0.f, radius);
CGraphics::StreamTexcoord(0.f, 0.f);
CGraphics::StreamVertex(-radius, 0.f, -radius);
CGraphics::StreamTexcoord(1.f, 1.f);
CGraphics::StreamVertex(radius, 0.f, radius);
CGraphics::StreamTexcoord(1.f, 0.f);
CGraphics::StreamVertex(radius, 0.f, -radius);
CGraphics::StreamEnd();
}
void CHudRadarInterface::DrawRadarPaint(const zeus::CVector3f& enemyPos, float radius, float alpha,
const SRadarPaintDrawParms& parms) {
const zeus::CVector2f playerToEnemy = enemyPos.toVec2f() - parms.x0_playerPos.toVec2f();
const float zDelta = std::fabs(enemyPos.z() - parms.x0_playerPos.z());
if (playerToEnemy.magnitude() > parms.x78_xyRadius || zDelta > parms.x7c_zRadius) {
return;
}
if (zDelta > parms.x80_ZCloseRadius) {
alpha *= 1.f - (zDelta - parms.x80_ZCloseRadius) / (parms.x7c_zRadius - parms.x80_ZCloseRadius);
}
const zeus::CVector2f scopeScaled = playerToEnemy * parms.x70_scopeScalar;
g_Renderer->SetModelMatrix(
parms.x3c_postTranslate *
zeus::CTransform::Translate(parms.xc_preTranslate * zeus::CVector3f(scopeScaled.x(), 0.f, scopeScaled.y())));
zeus::CColor color = g_tweakGuiColors->GetRadarEnemyPaintColor();
color.a() *= alpha;
color.a() *= parms.x74_alpha;
CGraphics::StreamColor(color);
DoDrawRadarPaint(radius);
}
void CHudRadarInterface::SetIsVisibleGame(bool v) {
x3c_24_visibleGame = v;
x40_BaseWidget_RadarStuff->SetVisibility(x3c_25_visibleDebug && x3c_24_visibleGame, ETraversalMode::Children);
}
void CHudRadarInterface::Update(float dt, const CStateManager& mgr) {
const CPlayerState& playerState = *mgr.GetPlayerState();
const float visorTransFactor = (playerState.GetCurrentVisor() == CPlayerState::EPlayerVisor::Combat)
? playerState.GetVisorTransitionFactor()
: 0.f;
zeus::CColor color = g_tweakGuiColors->GetRadarStuffColor();
color.a() *= g_GameState->GameOptions().GetHUDAlpha() / 255.f * visorTransFactor;
x40_BaseWidget_RadarStuff->SetColor(color);
const bool tweakVis = g_tweakGui->GetHudVisMode() >= ITweakGui::EHudVisMode::Three;
if (tweakVis == x3c_25_visibleDebug) {
return;
}
x3c_25_visibleDebug = tweakVis;
x40_BaseWidget_RadarStuff->SetVisibility(x3c_25_visibleDebug && x3c_24_visibleGame, ETraversalMode::Children);
}
void CHudRadarInterface::Draw(const CStateManager& mgr, float alpha) {
alpha *= g_GameState->GameOptions().GetHUDAlpha() / 255.f;
if (g_tweakGui->GetHudVisMode() == ITweakGui::EHudVisMode::Zero || !x3c_24_visibleGame || !x0_txtrRadarPaint ||
!x0_txtrRadarPaint.IsLoaded()) {
return;
}
SRadarPaintDrawParms drawParms;
const CPlayer& player = mgr.GetPlayer();
if (player.IsOverrideRadarRadius()) {
drawParms.x78_xyRadius = player.GetRadarXYRadiusOverride();
drawParms.x7c_zRadius = player.GetRadarZRadiusOverride();
drawParms.x80_ZCloseRadius = 0.667f * drawParms.x7c_zRadius;
} else {
drawParms.x78_xyRadius = g_tweakGui->GetRadarXYRadius();
drawParms.x7c_zRadius = g_tweakGui->GetRadarZRadius();
drawParms.x80_ZCloseRadius = g_tweakGui->GetRadarZCloseRadius();
}
drawParms.x6c_scopeRadius = g_tweakGui->GetRadarScopeCoordRadius();
drawParms.x70_scopeScalar = drawParms.x6c_scopeRadius / drawParms.x78_xyRadius;
const float camZ =
zeus::CEulerAngles(zeus::CQuaternion(mgr.GetCameraManager()->GetCurrentCamera(mgr)->GetTransform().basis)).z();
zeus::CRelAngle angleZ(camZ);
angleZ.makeRel();
drawParms.xc_preTranslate = zeus::CTransform::RotateY(angleZ);
drawParms.x3c_postTranslate = x40_BaseWidget_RadarStuff->GetWorldTransform();
const float enemyRadius = g_tweakGui->GetRadarEnemyPaintRadius();
x44_camera->Draw(CGuiWidgetDrawParms{0.f, zeus::CVector3f{}});
g_Renderer->SetModelMatrix(drawParms.x3c_postTranslate);
g_Renderer->SetBlendMode_AdditiveAlpha();
x0_txtrRadarPaint->Load(GX_TEXMAP0, EClampMode::Repeat);
CGraphics::SetTevOp(ERglTevStage::Stage0, CTevCombiners::sTevPass805a5ebc);
g_Renderer->SetDepthReadWrite(false, false);
zeus::CColor playerColor = g_tweakGuiColors->GetRadarPlayerPaintColor();
playerColor.a() *= alpha;
CGraphics::StreamColor(playerColor);
DoDrawRadarPaint(g_tweakGui->GetRadarPlayerPaintRadius());
const zeus::CAABox radarBounds(
player.GetTranslation().x() - drawParms.x78_xyRadius, player.GetTranslation().y() - drawParms.x78_xyRadius,
player.GetTranslation().z() - drawParms.x7c_zRadius, player.GetTranslation().x() + drawParms.x78_xyRadius,
player.GetTranslation().y() + drawParms.x78_xyRadius, player.GetTranslation().z() + drawParms.x7c_zRadius);
EntityList nearList;
mgr.BuildNearList(nearList, radarBounds,
CMaterialFilter(CMaterialList(EMaterialTypes::Target, EMaterialTypes::RadarObject),
CMaterialList(EMaterialTypes::ExcludeFromRadar),
CMaterialFilter::EFilterType::IncludeExclude),
nullptr);
drawParms.x0_playerPos = mgr.GetPlayer().GetTranslation();
drawParms.x74_alpha = alpha;
for (const auto& id : nearList) {
if (const TCastToConstPtr<CActor> act = mgr.GetObjectById(id)) {
if (!act->GetActive()) {
continue;
}
if (const TCastToConstPtr<CWallCrawlerSwarm> swarm = act.GetPtr()) {
const float radius = enemyRadius * 0.5f;
for (const CWallCrawlerSwarm::CBoid& boid : swarm->GetBoids()) {
if (!boid.GetActive()) {
continue;
}
DrawRadarPaint(boid.GetTranslation(), radius, 0.5f, drawParms);
}
} else {
DrawRadarPaint(act->GetTranslation(), enemyRadius, 1.f, drawParms);
}
}
}
g_Renderer->SetDepthReadWrite(true, true);
}
} // namespace metaforce