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