metaforce/Runtime/Graphics/CSimpleShadow.cpp

100 lines
3.5 KiB
C++

#include "CSimpleShadow.hpp"
#include "CStateManager.hpp"
#include "Collision/CGameCollision.hpp"
namespace urde
{
CSimpleShadow::CSimpleShadow(float scale, float userAlpha, float maxObjHeight, float displacement)
: x30_scale(scale), x38_userAlpha(userAlpha), x40_maxObjHeight(maxObjHeight), x44_displacement(displacement)
{
x48_24_collision = false;
x48_25_alwaysCalculateRadius = true;
x48_26_radiusCalculated = false;
}
zeus::CAABox CSimpleShadow::GetMaxShadowBox(const zeus::CAABox& aabb) const
{
float extent = x34_radius * x30_scale;
zeus::CVector3f center = aabb.center();
zeus::CAABox expandedAABB = aabb;
expandedAABB.accumulateBounds({center.x() + extent, center.y() + extent, center.z() - GetMaxObjectHeight()});
expandedAABB.accumulateBounds({center.x() - extent, center.y() - extent, center.z() - GetMaxObjectHeight()});
return expandedAABB;
}
zeus::CAABox CSimpleShadow::GetBounds() const
{
float extent = x34_radius * x30_scale;
return {{x0_xf.origin.x() - extent, x0_xf.origin.y() - extent, x0_xf.origin.z() - extent},
{x0_xf.origin.x() + extent, x0_xf.origin.y() + extent, x0_xf.origin.z() + extent}};
}
void CSimpleShadow::Render(const TLockedToken<CTexture>& tex) const
{
if (!x48_24_collision)
return;
CGraphics::DisableAllLights();
CGraphics::SetModelMatrix(x0_xf);
if (!m_filter || m_filter->GetTex().GetObj() != tex.GetObj())
m_filter.emplace(EFilterType::InvDstMultiply, tex, CTexturedQuadFilter::ZTest::LEqual);
float radius = x34_radius * x30_scale;
CTexturedQuadFilter::Vert verts[] =
{
{{-radius, 0.f, -radius}, {0.f, 0.f}},
{{radius, 0.f, -radius}, {0.f, 1.f}},
{{-radius, 0.f, radius}, {1.f, 0.f}},
{{radius, 0.f, radius}, {1.f, 1.f}}
};
m_filter->drawVerts(zeus::CColor::skWhite, verts);
}
void CSimpleShadow::Calculate(const zeus::CAABox& aabb, const zeus::CTransform& xf, const CStateManager& mgr)
{
x48_24_collision = false;
float halfHeight = (aabb.max.z() - aabb.min.z()) * 0.5f;
zeus::CVector3f pos = xf.origin + zeus::CVector3f(0.f, 0.f, halfHeight);
CRayCastResult res = mgr.RayStaticIntersection(pos, zeus::CVector3f::skDown, x40_maxObjHeight,
CMaterialFilter::MakeExclude({EMaterialTypes::SeeThrough}));
float height = x40_maxObjHeight;
if (res.IsValid())
{
x48_24_collision = true;
height = res.GetT();
}
if (height > 0.1f + halfHeight)
{
TUniqueId cid = kInvalidUniqueId;
rstl::reserved_vector<TUniqueId, 1024> nearList;
CRayCastResult resD = CGameCollision::RayDynamicIntersection(mgr, cid, pos,
zeus::CVector3f::skDown, x40_maxObjHeight,
CMaterialFilter::skPassEverything, nearList);
if (resD.IsValid() && resD.GetT() < height)
{
x48_24_collision = true;
height = resD.GetT();
res = resD;
}
}
if (x48_24_collision)
{
x3c_heightAlpha = 1.f - height / x40_maxObjHeight;
x0_xf = zeus::lookAt(res.GetPlane().normal(), zeus::CVector3f::skZero);
x0_xf.origin = res.GetPlane().normal() * x44_displacement + res.GetPoint();
if (x48_25_alwaysCalculateRadius || !x48_26_radiusCalculated)
{
float xExtent = aabb.max.x() - aabb.min.x();
float yExtent = aabb.max.y() - aabb.min.y();
x34_radius = std::sqrt(xExtent * xExtent + yExtent * yExtent) * 0.5f;
x48_26_radiusCalculated = true;
}
}
}
}