mirror of https://github.com/AxioDL/metaforce.git
115 lines
3.2 KiB
C++
115 lines
3.2 KiB
C++
#pragma once
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#include <memory>
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#include <vector>
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#include "CToken.hpp"
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#include "GCNTypes.hpp"
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#include "Graphics/CCubeModel.hpp"
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#include "Graphics/CTexture.hpp"
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#include "IObjectStore.hpp"
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namespace metaforce {
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class CCubeSurface;
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class CCubeMaterial;
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struct CModelFlags {
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/**
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* 2: add color
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* >6: additive
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* >4: blend
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* else opaque
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*/
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u8 x0_blendMode = 0;
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u8 x1_matSetIdx = 0;
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/**
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* 0x1: depth equal
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* 0x2: depth update
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* 0x4: render without texture lock
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* 0x8: depth greater
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* 0x10: depth non-inclusive
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*/
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u16 x2_flags = 0;
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/**
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* Set into kcolor slot specified by material
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*/
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zeus::CColor x4_color;
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constexpr CModelFlags() = default;
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constexpr CModelFlags(u8 blendMode, u8 shadIdx, u16 flags, const zeus::CColor& col)
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: x0_blendMode(blendMode), x1_matSetIdx(shadIdx), x2_flags(flags), x4_color(col) {}
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bool operator==(const CModelFlags& other) const {
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return x0_blendMode == other.x0_blendMode && x1_matSetIdx == other.x1_matSetIdx && x2_flags == other.x2_flags &&
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x4_color == other.x4_color;
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}
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bool operator!=(const CModelFlags& other) const { return !operator==(other); }
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};
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class CModel {
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public:
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struct SShader {
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std::vector<TCachedToken<CTexture>> x0_textures;
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u8* x10_data;
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explicit SShader(u8* data) : x10_data(data) {}
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void UnlockTextures();
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};
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private:
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static u32 sTotalMemory;
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static u32 sFrameCounter;
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static bool sIsTextureTimeoutEnabled;
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static CModel* sThisFrameList;
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static CModel* sOneFrameList;
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static CModel* sTwoFrameList;
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std::unique_ptr<u8[]> x0_data;
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u32 x4_dataLen;
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std::vector<CCubeSurface> x8_surfaces; // was rstl::vector<void*>
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std::vector<SShader> x18_matSets;
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std::unique_ptr<CCubeModel> x28_modelInst = nullptr;
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u16 x2c_currentMatIdx = 0;
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u16 x2e_lastFrame = 0; // Last frame that the model switched materials
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CModel* x30_prev = nullptr;
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CModel* x34_next;
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u32 x38_lastFrame;
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/* Resident copies of maintained data */
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std::vector<zeus::CVector3f> m_positions;
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std::vector<zeus::CVector3f> m_normals;
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std::vector<zeus::CColor> m_colors;
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std::vector<zeus::CVector2f> m_floatUVs;
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std::vector<zeus::CVector2f> m_shortUVs;
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public:
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CModel(std::unique_ptr<u8[]> in, u32 dataLen, IObjectStore* store);
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void UpdateLastFrame();
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void MoveToThisFrameList();
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void RemoveFromList();
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void VerifyCurrentShader(u32 matIdx);
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void Touch(u32 matIdx);
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void Draw(CModelFlags flags) const;
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void Draw(TVectorRef positions, TVectorRef normals, CModelFlags flags);
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void DrawSortedParts(CModelFlags flags);
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void DrawUnsortedParts(CModelFlags flags);
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bool IsLoaded(u32 matIdx);
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TVectorRef GetPositions() const;
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TVectorRef GetNormals() const;
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u32 GetNumMaterialSets() const { return x18_matSets.size(); }
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bool IsOpaque() const { return x28_modelInst->x3c_firstSortedSurf == nullptr; }
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const zeus::CAABox& GetAABB() const { return x28_modelInst->x20_worldAABB; }
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static void FrameDone();
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static void EnableTextureTimeout();
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static void DisableTextureTimeout();
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};
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CFactoryFnReturn FModelFactory(const metaforce::SObjectTag& tag, std::unique_ptr<u8[]>&& in, u32 len,
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const metaforce::CVParamTransfer& vparms, CObjectReference* selfRef);
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} // namespace metaforce
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