metaforce/Runtime/Character/CModelData.cpp

460 lines
14 KiB
C++

#include "CModelData.hpp"
#include "CAnimData.hpp"
#include "IAnimReader.hpp"
#include "Graphics/CGraphics.hpp"
#include "Graphics/CSkinnedModel.hpp"
#include "Graphics/CVertexMorphEffect.hpp"
#include "Editor/ProjectManager.hpp"
#include "CActorLights.hpp"
#include "CStateManager.hpp"
#include "CPlayerState.hpp"
#include "GameGlobalObjects.hpp"
#include "CAssetFactory.hpp"
#include "CCharacterFactory.hpp"
#include "CAdditiveAnimPlayback.hpp"
namespace urde
{
static logvisor::Module Log("urde::CModelData");
CModelData::~CModelData() {}
CModelData::CModelData() {}
CModelData CModelData::CModelDataNull() {return CModelData();}
CModelData::CModelData(const CStaticRes& res, int instCount)
: x0_scale(res.GetScale()), m_drawInstCount(instCount)
{
x1c_normalModel = g_SimplePool->GetObj({SBIG('CMDL'), res.GetId()});
if (!x1c_normalModel)
Log.report(logvisor::Fatal, "unable to find CMDL %08X", res.GetId());
m_normalModelInst = x1c_normalModel->MakeNewInstance(0, instCount);
}
CModelData::CModelData(const CAnimRes& res, int instCount)
: x0_scale(res.GetScale()), m_drawInstCount(instCount)
{
TToken<CCharacterFactory> factory = g_CharFactoryBuilder->GetFactory(res);
x10_animData = factory->CreateCharacter(res.GetCharacterNodeId(), res.CanLoop(), factory,
res.GetDefaultAnim(), instCount);
}
SAdvancementDeltas CModelData::GetAdvancementDeltas(const CCharAnimTime& a,
const CCharAnimTime& b) const
{
if (x10_animData)
return x10_animData->GetAdvancementDeltas(a, b);
else
return {};
}
void CModelData::Render(const CStateManager& stateMgr, const zeus::CTransform& xf,
const CActorLights* lights, const CModelFlags& drawFlags) const
{
Render(GetRenderingModel(stateMgr), xf, lights, drawFlags);
}
bool CModelData::IsLoaded(int shaderIdx) const
{
if (x10_animData)
{
if (!x10_animData->xd8_modelData->GetModel()->IsLoaded(shaderIdx))
return false;
if (const CSkinnedModel* model = x10_animData->xf4_xrayModel.get())
if (!model->GetModel()->IsLoaded(shaderIdx))
return false;
if (const CSkinnedModel* model = x10_animData->xf8_infraModel.get())
if (!model->GetModel()->IsLoaded(shaderIdx))
return false;
}
if (const CModel* model = x1c_normalModel.GetObj())
if (!model->IsLoaded(shaderIdx))
return false;
if (const CModel* model = x2c_xrayModel.GetObj())
if (!model->IsLoaded(shaderIdx))
return false;
if (const CModel* model = x3c_infraModel.GetObj())
if (!model->IsLoaded(shaderIdx))
return false;
return true;
}
CModelData::EWhichModel CModelData::GetRenderingModel(const CStateManager& stateMgr)
{
switch (stateMgr.GetPlayerState()->GetActiveVisor(stateMgr))
{
case CPlayerState::EPlayerVisor::XRay:
return CModelData::EWhichModel::XRay;
case CPlayerState::EPlayerVisor::Thermal:
return CModelData::EWhichModel::Thermal;
default:
return CModelData::EWhichModel::Normal;
}
}
CSkinnedModel& CModelData::PickAnimatedModel(EWhichModel which) const
{
CSkinnedModel* ret = nullptr;
switch (which)
{
case EWhichModel::XRay:
ret = x10_animData->xf4_xrayModel.get();
case EWhichModel::Thermal:
ret = x10_animData->xf8_infraModel.get();
default: break;
}
if (ret)
return *ret;
return *x10_animData->xd8_modelData.GetObj();
}
const std::unique_ptr<CBooModel>& CModelData::PickStaticModel(EWhichModel which) const
{
const std::unique_ptr<CBooModel>* ret = nullptr;
switch (which)
{
case EWhichModel::XRay:
ret = &m_xrayModelInst;
case EWhichModel::Thermal:
ret = &m_infraModelInst;
default: break;
}
if (ret)
return *ret;
return m_normalModelInst;
}
void CModelData::SetXRayModel(const std::pair<CAssetId, CAssetId>& modelSkin)
{
if (modelSkin.first.IsValid())
{
if (g_ResFactory->GetResourceTypeById(modelSkin.first) == SBIG('CMDL'))
{
if (x10_animData && modelSkin.second.IsValid() &&
g_ResFactory->GetResourceTypeById(modelSkin.second) == SBIG('CSKR'))
{
x10_animData->SetXRayModel(g_SimplePool->GetObj({SBIG('CMDL'), modelSkin.first}),
g_SimplePool->GetObj({SBIG('CSKR'), modelSkin.second}));
}
else
{
x2c_xrayModel = g_SimplePool->GetObj({SBIG('CMDL'), modelSkin.first});
if (!x2c_xrayModel)
Log.report(logvisor::Fatal, "unable to find CMDL %08X", modelSkin.first);
m_xrayModelInst = x2c_xrayModel->MakeNewInstance(0, m_drawInstCount);
}
}
}
}
void CModelData::SetInfraModel(const std::pair<CAssetId, CAssetId>& modelSkin)
{
if (modelSkin.first.IsValid())
{
if (g_ResFactory->GetResourceTypeById(modelSkin.first) == SBIG('CMDL'))
{
if (x10_animData && modelSkin.second.IsValid() &&
g_ResFactory->GetResourceTypeById(modelSkin.second) == SBIG('CSKR'))
{
x10_animData->SetInfraModel(g_SimplePool->GetObj({SBIG('CMDL'), modelSkin.first}),
g_SimplePool->GetObj({SBIG('CSKR'), modelSkin.second}));
}
else
{
x3c_infraModel = g_SimplePool->GetObj({SBIG('CMDL'), modelSkin.first});
if (!x3c_infraModel)
Log.report(logvisor::Fatal, "unable to find CMDL %08X", modelSkin.first);
m_infraModelInst = x3c_infraModel->MakeNewInstance(0, m_drawInstCount);
}
}
}
}
bool CModelData::IsDefinitelyOpaque(EWhichModel which)
{
if (x10_animData)
{
CSkinnedModel& model = PickAnimatedModel(which);
return model.GetModelInst()->IsOpaque();
}
else
{
const auto& model = PickStaticModel(which);
return model->IsOpaque();
}
}
bool CModelData::GetIsLoop() const
{
if (!x10_animData)
return false;
return x10_animData->GetIsLoop();
}
float CModelData::GetAnimationDuration(int idx) const
{
if (!x10_animData)
return 0.f;
return x10_animData->GetAnimationDuration(idx);
}
void CModelData::EnableLooping(bool enable)
{
if (!x10_animData)
return;
x10_animData->EnableLooping(enable);
}
void CModelData::AdvanceParticles(const zeus::CTransform& xf, float dt,
CStateManager& stateMgr)
{
if (!x10_animData)
return;
x10_animData->AdvanceParticles(xf, dt, x0_scale, stateMgr);
}
zeus::CAABox CModelData::GetBounds() const
{
if (x10_animData)
{
return x10_animData->GetBoundingBox(zeus::CTransform::Scale(x0_scale));
}
else
{
const zeus::CAABox& aabb = x1c_normalModel->GetAABB();
return zeus::CAABox(aabb.min * x0_scale, aabb.max * x0_scale);
}
}
zeus::CAABox CModelData::GetBounds(const zeus::CTransform& xf) const
{
zeus::CTransform xf2 = xf * zeus::CTransform::Scale(x0_scale);
if (x10_animData)
return x10_animData->GetBoundingBox(xf2);
else
return x1c_normalModel->GetAABB().getTransformedAABox(xf2);
}
zeus::CTransform CModelData::GetScaledLocatorTransformDynamic(std::string_view name,
const CCharAnimTime* time) const
{
zeus::CTransform xf = GetLocatorTransformDynamic(name, time);
xf.origin *= x0_scale;
return xf;
}
zeus::CTransform CModelData::GetScaledLocatorTransform(std::string_view name) const
{
zeus::CTransform xf = GetLocatorTransform(name);
xf.origin *= x0_scale;
return xf;
}
zeus::CTransform CModelData::GetLocatorTransformDynamic(std::string_view name,
const CCharAnimTime* time) const
{
if (x10_animData)
return x10_animData->GetLocatorTransform(name, time);
else
return {};
}
zeus::CTransform CModelData::GetLocatorTransform(std::string_view name) const
{
if (x10_animData)
return x10_animData->GetLocatorTransform(name, nullptr);
else
return {};
}
SAdvancementDeltas CModelData::AdvanceAnimationIgnoreParticles(float dt, CRandom16& rand, bool advTree)
{
if (x10_animData)
return x10_animData->AdvanceIgnoreParticles(dt, rand, advTree);
else
return {};
}
SAdvancementDeltas CModelData::AdvanceAnimation(float dt, CStateManager& stateMgr, TAreaId aid, bool advTree)
{
if (x10_animData)
return x10_animData->Advance(dt, x0_scale, stateMgr, aid, advTree);
else
return {};
}
bool CModelData::IsAnimating() const
{
if (!x10_animData)
return false;
return x10_animData->IsAnimating();
}
bool CModelData::IsInFrustum(const zeus::CTransform& xf,
const zeus::CFrustum& frustum) const
{
if (!x10_animData && !x1c_normalModel)
return true;
return frustum.aabbFrustumTest(GetBounds(xf));
}
void CModelData::RenderParticles(const zeus::CFrustum& frustum) const
{
if (x10_animData)
x10_animData->RenderAuxiliary(frustum);
}
void CModelData::Touch(EWhichModel which, int shaderIdx) const
{
if (x10_animData)
x10_animData->Touch(PickAnimatedModel(which), shaderIdx);
else
PickStaticModel(which)->Touch(shaderIdx);
}
void CModelData::Touch(const CStateManager& stateMgr, int shaderIdx) const
{
Touch(const_cast<CModelData&>(*this).GetRenderingModel(stateMgr), shaderIdx);
}
void CModelData::RenderThermal(const zeus::CTransform& xf,
const zeus::CColor& a, const zeus::CColor& b) const
{
CGraphics::SetModelMatrix(xf * zeus::CTransform::Scale(x0_scale));
CGraphics::DisableAllLights();
CModelFlags drawFlags;
drawFlags.m_extendedShader = EExtendedShader::ForcedAlpha;
if (x10_animData)
{
CSkinnedModel& model = PickAnimatedModel(EWhichModel::Thermal);
x10_animData->SetupRender(model, drawFlags, {}, nullptr);
model.Draw(drawFlags);
}
else
{
const auto& model = PickStaticModel(EWhichModel::Thermal);
model->Draw(drawFlags, nullptr, nullptr);
}
}
void CModelData::RenderUnsortedParts(EWhichModel which, const zeus::CTransform& xf,
const CActorLights* lights, const CModelFlags& drawFlags) const
{
if ((x14_25_sortThermal && which == EWhichModel::Thermal) ||
x10_animData || !x1c_normalModel || drawFlags.x0_blendMode > 2)
{
const_cast<CModelData*>(this)->x14_24_renderSorted = false;
return;
}
CGraphics::SetModelMatrix(xf * zeus::CTransform::Scale(x0_scale));
const auto& model = PickStaticModel(which);
if (lights)
lights->ActivateLights(*model);
else
model->ActivateLights({});
model->DrawNormal(drawFlags, nullptr, nullptr);
// Set ambient to white
CGraphics::DisableAllLights();
const_cast<CModelData*>(this)->x14_24_renderSorted = true;
}
void CModelData::Render(EWhichModel which, const zeus::CTransform& xf,
const CActorLights* lights, const CModelFlags& drawFlags) const
{
if (x14_25_sortThermal && which == EWhichModel::Thermal)
{
zeus::CColor mul(drawFlags.x4_color.a, drawFlags.x4_color.a, drawFlags.x4_color.a, drawFlags.x4_color.a);
RenderThermal(xf, mul, {0.f, 0.f, 0.f, 0.25f});
}
else
{
CGraphics::SetModelMatrix(xf * zeus::CTransform::Scale(x0_scale));
if (x10_animData)
{
CSkinnedModel& model = PickAnimatedModel(which);
if (lights)
lights->ActivateLights(*model.GetModelInst());
else
model.GetModelInst()->ActivateLights({});
x10_animData->Render(model, drawFlags, {}, nullptr);
}
else
{
const auto& model = PickStaticModel(which);
if (lights)
lights->ActivateLights(*model);
else
model->ActivateLights({});
if (x14_24_renderSorted)
model->DrawAlpha(drawFlags, nullptr, nullptr);
else
model->Draw(drawFlags, nullptr, nullptr);
}
// Set ambient to white
CGraphics::DisableAllLights();
const_cast<CModelData*>(this)->x14_24_renderSorted = false;
}
}
void CModelData::InvSuitDraw(EWhichModel which, const zeus::CTransform& xf, const CActorLights* lights,
const zeus::CColor& alphaColor, const zeus::CColor& additiveColor)
{
CGraphics::SetModelMatrix(xf * zeus::CTransform::Scale(x0_scale));
if (x10_animData)
{
CSkinnedModel& model = PickAnimatedModel(which);
model.GetModelInst()->DisableAllLights();
CModelFlags flags = {};
/* Z-prime */
flags.m_extendedShader = EExtendedShader::SolidColorBackfaceCullLEqualAlphaOnly;
flags.x4_color = zeus::CColor::skWhite;
x10_animData->Render(model, flags, {}, nullptr);
/* Normal Blended */
lights->ActivateLights(*model.GetModelInst());
flags.m_extendedShader = EExtendedShader::Lighting;
flags.x4_color = alphaColor;
x10_animData->Render(model, flags, {}, nullptr);
/* Selection Additive */
flags.m_extendedShader = EExtendedShader::ForcedAdditive;
flags.x4_color = additiveColor;
x10_animData->Render(model, flags, {}, nullptr);
}
else
{
CBooModel& model = *PickStaticModel(which);
model.DisableAllLights();
CModelFlags flags = {};
/* Z-prime */
flags.m_extendedShader = EExtendedShader::SolidColorBackfaceCullLEqualAlphaOnly;
flags.x4_color = zeus::CColor::skWhite;
model.Draw(flags, nullptr, nullptr);
/* Normal Blended */
lights->ActivateLights(model);
flags.m_extendedShader = EExtendedShader::Lighting;
flags.x4_color = alphaColor;
model.Draw(flags, nullptr, nullptr);
/* Selection Additive */
flags.m_extendedShader = EExtendedShader::ForcedAdditive;
flags.x4_color = additiveColor;
model.Draw(flags, nullptr, nullptr);
}
}
}