metaforce/Runtime/World/CFluidPlane.hpp

178 lines
7.0 KiB
C++

#pragma once
#include <algorithm>
#include <cmath>
#include <optional>
#include <vector>
#include "Runtime/CToken.hpp"
#include "Runtime/RetroTypes.hpp"
#include "Runtime/Graphics/CTexture.hpp"
#include "Runtime/Graphics/Shaders/CFluidPlaneShader.hpp"
#include "Runtime/World/CFluidUVMotion.hpp"
#include <zeus/CAABox.hpp>
#include <zeus/CColor.hpp>
#include <zeus/CFrustum.hpp>
#include <zeus/CVector2f.hpp>
namespace urde {
class CFluidUVMotion;
class CRipple;
class CRippleManager;
class CScriptWater;
class CStateManager;
class CFluidPlaneRender {
public:
enum class NormalMode { None, NoNormals, Normals, NBT };
static int numTilesInHField;
static int numSubdivisionsInTile;
static int numSubdivisionsInHField;
struct SPatchInfo {
u8 x0_xSubdivs, x1_ySubdivs;
zeus::CVector2f x4_localMin, xc_globalMin;
float x14_tileSize;
float x18_rippleResolution;
float x1c_tileHypRadius;
float x20_ooTileSize;
float x24_ooRippleResolution;
u16 x28_tileX;
u16 x2a_gridDimX;
u16 x2c_gridDimY;
u16 x2e_tileY;
const bool* x30_gridFlags;
u8 x34_redShift;
u8 x35_greenShift;
u8 x36_blueShift;
NormalMode x37_normalMode;
float x38_wavecapIntensityScale;
public:
SPatchInfo(const zeus::CVector3f& localMin, const zeus::CVector3f& localMax, const zeus::CVector3f& pos,
float rippleResolution, float tileSize, float wavecapIntensityScale, int numSubdivisionsInHField,
NormalMode normalMode, int redShift, int greenShift, int blueShift, u32 tileX, u32 gridDimX,
u32 gridDimY, u32 tileY, const bool* gridFlags) {
x0_xSubdivs = std::min(s16((localMax.x() - localMin.x()) / rippleResolution + 1.f - FLT_EPSILON) + 2,
numSubdivisionsInHField + 2);
x1_ySubdivs = std::min(s16((localMax.y() - localMin.y()) / rippleResolution + 1.f - FLT_EPSILON) + 2,
numSubdivisionsInHField + 2);
float tileHypRadius = tileSize * tileSize * 2 * 0.25f;
x4_localMin = localMin.toVec2f();
xc_globalMin = x4_localMin + pos.toVec2f();
x14_tileSize = tileSize;
x18_rippleResolution = rippleResolution;
if (tileHypRadius != 0.f)
tileHypRadius = std::sqrt(tileHypRadius);
x1c_tileHypRadius = tileHypRadius;
x20_ooTileSize = 1.f / x14_tileSize;
x24_ooRippleResolution = 1.f / x18_rippleResolution;
x28_tileX = u16(tileX);
x2a_gridDimX = u16(gridDimX);
x2c_gridDimY = u16(gridDimY);
x2e_tileY = u16(tileY);
x30_gridFlags = gridFlags;
x34_redShift = u8(redShift);
x35_greenShift = u8(greenShift);
x36_blueShift = u8(blueShift);
x37_normalMode = normalMode;
x38_wavecapIntensityScale = wavecapIntensityScale;
}
};
struct SRippleInfo {
const CRipple& x0_ripple;
int x4_fromX = 0;
int x8_toX = 0;
int xc_fromY = 0;
int x10_toY = 0;
int x14_gfromX;
int x18_gtoX;
int x1c_gfromY;
int x20_gtoY;
public:
SRippleInfo(const CRipple& ripple, int fromX, int toX, int fromY, int toY)
: x0_ripple(ripple), x14_gfromX(fromX), x18_gtoX(toX), x1c_gfromY(fromY), x20_gtoY(toY) {}
};
struct SHFieldSample {
float height;
s8 nx;
s8 ny;
s8 nz;
u8 wavecapIntensity;
zeus::CVector3f MakeNormal() const { return zeus::CVector3f{nx / 63.f, ny / 63.f, nz / 63.f}.normalized(); }
zeus::CVector3f MakeBinormal() const { return zeus::CVector3f{nx / 63.f, nz / 63.f, -ny / 63.f}.normalized(); }
zeus::CVector3f MakeTangent() const { return zeus::CVector3f{nz / 63.f, ny / 63.f, -nx / 63.f}.normalized(); }
zeus::CColor MakeColor(const CFluidPlaneRender::SPatchInfo& info) const {
return {(wavecapIntensity >> info.x34_redShift) / 255.f, (wavecapIntensity >> info.x35_greenShift) / 255.f,
(wavecapIntensity >> info.x36_blueShift) / 255.f};
}
};
};
class CFluidPlane {
protected:
CAssetId x4_texPattern1Id;
CAssetId x8_texPattern2Id;
CAssetId xc_texColorId;
TLockedToken<CTexture> x10_texPattern1;
TLockedToken<CTexture> x20_texPattern2;
TLockedToken<CTexture> x30_texColor;
float x40_alpha;
EFluidType x44_fluidType;
float x48_rippleIntensity;
CFluidUVMotion x4c_uvMotion;
std::vector<CFluidPlaneShader::Vertex> m_verts;
std::vector<CFluidPlaneShader::PatchVertex> m_pVerts;
std::optional<CFluidPlaneShader> m_shader;
float ProjectRippleVelocity(float baseI, float velDot) const;
float CalculateRippleIntensity(float baseI) const;
virtual void RenderStripWithRipples(float curY, const CFluidPlaneRender::SHFieldSample (&heights)[46][46],
const u8 (&flags)[9][9], int startYDiv, const CFluidPlaneRender::SPatchInfo& info,
std::vector<CFluidPlaneShader::Vertex>& vOut,
std::vector<CFluidPlaneShader::PatchVertex>& pvOut);
void RenderPatch(const CFluidPlaneRender::SPatchInfo& info, const CFluidPlaneRender::SHFieldSample (&heights)[46][46],
const u8 (&flags)[9][9], bool noRipples, bool flagIs1, std::vector<CFluidPlaneShader::Vertex>& vOut,
std::vector<CFluidPlaneShader::PatchVertex>& pvOut);
public:
virtual ~CFluidPlane() = default;
CFluidPlane(CAssetId texPattern1, CAssetId texPattern2, CAssetId texColor, float alpha, EFluidType fluidType,
float rippleIntensity, const CFluidUVMotion& motion);
// Called by CPlayer, CMorphBall, CWeapon, CPuddleSpore, CMagdolite
virtual void AddRipple(float mag, TUniqueId rippler, const zeus::CVector3f& center, CScriptWater& water,
CStateManager& mgr);
// Called by CAi
virtual void AddRipple(float intensity, TUniqueId rippler, const zeus::CVector3f& center,
const zeus::CVector3f& velocity, const CScriptWater& water, CStateManager& mgr,
const zeus::CVector3f& upVec);
virtual void AddRipple(const CRipple& ripple, const CScriptWater& water, CStateManager& mgr);
virtual void Render(const CStateManager& mgr, float alpha, const zeus::CAABox& aabb, const zeus::CTransform& xf,
const zeus::CTransform& areaXf, bool noNormals, const zeus::CFrustum& frustum,
const std::optional<CRippleManager>& rippleManager, TUniqueId waterId,
const bool* gridFlags, u32 gridDimX, u32 gridDimY, const zeus::CVector3f& areaCenter) {}
float GetAlpha() const { return x40_alpha; }
EFluidType GetFluidType() const { return x44_fluidType; }
const CFluidUVMotion& GetUVMotion() const { return x4c_uvMotion; }
const CTexture& GetColorTexture() const { return *x30_texColor; }
bool HasColorTexture() const { return x30_texColor.HasReference(); }
const CTexture& GetTexturePattern1() const { return *x10_texPattern1; }
bool HasTexturePattern1() const { return x10_texPattern1.HasReference(); }
const CTexture& GetTexturePattern2() const { return *x20_texPattern2; }
bool HasTexturePattern2() const { return x20_texPattern2.HasReference(); }
};
} // namespace urde