mirror of https://github.com/AxioDL/metaforce.git
153 lines
5.3 KiB
C++
153 lines
5.3 KiB
C++
#include "CMorphBallShadow.hpp"
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#include "CStateManager.hpp"
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#include "World/CWorld.hpp"
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#include "GameGlobalObjects.hpp"
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#include "Graphics/CBooRenderer.hpp"
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#include "World/CPlayer.hpp"
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#include "Particle/CGenDescription.hpp"
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namespace urde
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{
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void CMorphBallShadow::GatherAreas(const CStateManager& mgr)
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{
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x18_areas.clear();
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for (const CGameArea* area = mgr.GetWorld()->GetChainHead(EChain::Alive);
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area != CWorld::GetAliveAreasEnd();
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area = area->GetNext())
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{
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CGameArea::EOcclusionState occState = CGameArea::EOcclusionState::NotOccluded;
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if (area->IsPostConstructed())
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occState = area->GetPostConstructed()->x10dc_occlusionState;
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if (occState == CGameArea::EOcclusionState::Occluded)
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x18_areas.push_back(area->GetAreaId());
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}
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}
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void CMorphBallShadow::RenderIdBuffer(const zeus::CAABox& aabb, const CStateManager& mgr, CPlayer& player)
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{
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xb8_shadowVolume = aabb;
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x0_actors.clear();
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x18_areas.clear();
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x30_worldModelBits.clear();
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g_Renderer->x318_26_requestRGBA6 = true;
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if (!g_Renderer->x318_27_currentRGBA6)
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{
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xd0_hasIds = false;
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return;
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}
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GatherAreas(mgr);
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g_Renderer->BindBallShadowIdTarget();
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CGraphics::g_BooMainCommandQueue->clearTarget();
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zeus::CTransform backupViewMtx = CGraphics::g_ViewMatrix;
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CGraphics::CProjectionState backupProjection = CGraphics::g_Proj;
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zeus::CVector2f backupDepth = CGraphics::g_CachedDepthRange;
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zeus::CTransform viewMtx(zeus::CVector3f::skRight, zeus::CVector3f::skDown, zeus::CVector3f::skForward,
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zeus::CVector3f((aabb.min.x + aabb.max.x) * 0.5f,
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(aabb.min.y + aabb.max.y) * 0.5f,
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aabb.max.z));
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CGraphics::SetDepthRange(0.f, 1.f);
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float vpX = (aabb.max.x - aabb.min.x) * 0.5f;
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float vpY = (aabb.max.y - aabb.min.y) * 0.5f;
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float vpZ = (aabb.max.z - aabb.min.z) + FLT_EPSILON;
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CGraphics::SetOrtho(-vpX, vpX, vpY, -vpY, 0.f, vpZ);
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rstl::reserved_vector<TUniqueId, 1024> nearItems;
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mgr.BuildNearList(nearItems, aabb, CMaterialFilter::skPassEverything, &player);
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CGraphics::SetViewPointMatrix(viewMtx);
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int alphaVal = 4;
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for (TUniqueId id : nearItems)
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{
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if (alphaVal > 255)
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break;
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const CActor* actor = static_cast<const CActor*>(mgr.GetObjectById(id));
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if (!actor || !actor->CanDrawStatic())
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continue;
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x0_actors.push_back(actor);
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const CModelData* modelData = actor->GetModelData();
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zeus::CTransform modelXf = actor->GetTransform() * zeus::CTransform::Scale(modelData->GetScale());
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CGraphics::SetModelMatrix(modelXf);
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CModelFlags flags(0, 0, 3, zeus::CColor{1.f, 1.f, 1.f, alphaVal / 255.f});
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flags.m_extendedShader = EExtendedShader::SolidColor; // Do solid color draw
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const CBooModel& model = *modelData->PickStaticModel(CModelData::EWhichModel::Normal);
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const_cast<CBooModel&>(model).VerifyCurrentShader(flags.x1_matSetIdx);
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model.DrawNormal(flags, nullptr, nullptr);
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alphaVal += 4;
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}
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CGraphics::SetModelMatrix(zeus::CTransform::Identity());
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g_Renderer->FindOverlappingWorldModels(x30_worldModelBits, aabb);
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alphaVal = g_Renderer->DrawOverlappingWorldModelIDs(alphaVal, x30_worldModelBits, aabb);
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g_Renderer->ResolveBallShadowIdTarget();
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g_Renderer->BindMainDrawTarget();
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CGraphics::SetViewPointMatrix(backupViewMtx);
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CGraphics::SetProjectionState(backupProjection);
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CGraphics::SetDepthRange(backupDepth[0], backupDepth[1]);
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xd0_hasIds = alphaVal != 4;
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}
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bool CMorphBallShadow::AreasValid(const CStateManager& mgr) const
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{
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auto it = x18_areas.begin();
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for (const CGameArea* area = mgr.GetWorld()->GetChainHead(EChain::Alive);
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area != CWorld::GetAliveAreasEnd();
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area = area->GetNext())
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{
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CGameArea::EOcclusionState occState = CGameArea::EOcclusionState::NotOccluded;
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if (area->IsPostConstructed())
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occState = area->GetPostConstructed()->x10dc_occlusionState;
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if (occState != CGameArea::EOcclusionState::Occluded)
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continue;
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if (it == x18_areas.end())
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return false;
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if (*it != area->GetAreaId())
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return false;
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++it;
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}
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return true;
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}
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void CMorphBallShadow::Render(const CStateManager& mgr, float alpha)
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{
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if (!xd0_hasIds || !AreasValid(mgr))
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return;
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CModelFlags flags;
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flags.x4_color.a = alpha;
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flags.m_extendedShader = EExtendedShader::MorphBallShadow;
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int alphaVal = 4;
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for (const CActor* actor : x0_actors)
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{
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const CModelData* modelData = actor->GetModelData();
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zeus::CTransform modelXf = actor->GetTransform() * zeus::CTransform::Scale(modelData->GetScale());
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CGraphics::SetModelMatrix(modelXf);
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flags.x4_color.r = alphaVal / 255.f;
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const CBooModel& model = *modelData->PickStaticModel(CModelData::EWhichModel::Normal);
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const_cast<CBooModel&>(model).VerifyCurrentShader(flags.x1_matSetIdx);
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model.DrawNormal(flags, nullptr, nullptr);
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alphaVal += 4;
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}
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CGraphics::SetModelMatrix(zeus::CTransform::Identity());
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g_Renderer->DrawOverlappingWorldModelShadows(alphaVal, x30_worldModelBits, xb8_shadowVolume, alpha);
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}
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}
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