metaforce/Runtime/Particle/CUVElement.hpp

54 lines
1.9 KiB
C++

#pragma once
#include "IElement.hpp"
#include "CToken.hpp"
#include "Graphics/CTexture.hpp"
/* Documentation at: http://www.metroid2002.com/retromodding/wiki/Particle_Script#UV_Elements */
namespace urde {
class CToken;
struct SUVElementSet {
float xMin, yMin, xMax, yMax;
};
class CUVElement : public IElement {
public:
virtual TLockedToken<CTexture> GetValueTexture(int frame) const = 0;
virtual void GetValueUV(int frame, SUVElementSet& valOut) const = 0;
virtual bool HasConstantTexture() const = 0;
virtual bool HasConstantUV() const = 0;
};
struct CUVEConstant : public CUVElement {
TLockedToken<CTexture> x4_tex;
public:
CUVEConstant(TToken<CTexture>&& tex) : x4_tex(std::move(tex)) {}
TLockedToken<CTexture> GetValueTexture(int frame) const override { return TLockedToken<CTexture>(x4_tex); }
void GetValueUV(int frame, SUVElementSet& valOut) const override { valOut = {0.f, 0.f, 1.f, 1.f}; }
bool HasConstantTexture() const override { return true; }
bool HasConstantUV() const override { return true; }
};
struct CUVEAnimTexture : public CUVElement {
TLockedToken<CTexture> x4_tex;
int x10_tileW, x14_tileH, x18_strideW, x1c_strideH;
int x20_tiles;
bool x24_loop;
std::unique_ptr<CIntElement> x28_cycleFrames;
std::vector<SUVElementSet> x2c_uvElems;
public:
CUVEAnimTexture(TToken<CTexture>&& tex, std::unique_ptr<CIntElement>&& tileW, std::unique_ptr<CIntElement>&& tileH,
std::unique_ptr<CIntElement>&& strideW, std::unique_ptr<CIntElement>&& strideH,
std::unique_ptr<CIntElement>&& cycleFrames, bool loop);
TLockedToken<CTexture> GetValueTexture(int frame) const override { return TLockedToken<CTexture>(x4_tex); }
void GetValueUV(int frame, SUVElementSet& valOut) const override;
bool HasConstantTexture() const override { return true; }
bool HasConstantUV() const override { return false; }
};
} // namespace urde