mirror of https://github.com/AxioDL/metaforce.git
316 lines
12 KiB
C++
316 lines
12 KiB
C++
#pragma once
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#include <memory>
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#include <optional>
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#include <unordered_map>
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#include <vector>
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#include "DataSpec/DNACommon/CMDL.hpp"
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#include "DataSpec/DNAMP1/CMDLMaterials.hpp"
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#include "Runtime/CFactoryMgr.hpp"
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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/CModelShaders.hpp"
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#include <boo/graphicsdev/IGraphicsDataFactory.hpp>
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#include <hecl/HMDLMeta.hpp>
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#include <zeus/CAABox.hpp>
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#include <zeus/CColor.hpp>
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namespace urde {
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class CLight;
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class CModel;
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class CPoseAsTransforms;
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class CSkinRules;
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class IObjectStore;
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struct CModelFlags {
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u8 x0_blendMode = 0; /* 2: add color, >6: additive, >4: blend, else opaque */
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u8 x1_matSetIdx = 0;
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EExtendedShader m_extendedShader = EExtendedShader::Lighting;
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bool m_noCull = false;
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bool m_noZWrite = false;
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bool m_depthGreater = false;
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u16 x2_flags = 0; /* Flags */
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zeus::CColor x4_color; /* Set into kcolor slot specified by material */
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zeus::CColor addColor = zeus::skClear;
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zeus::CAABox mbShadowBox;
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constexpr CModelFlags() = default;
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constexpr CModelFlags(u8 blendMode, u8 shadIdx, u16 flags, const zeus::CColor& col)
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: x0_blendMode(blendMode), x1_matSetIdx(shadIdx), x2_flags(flags), x4_color(col) {
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/* Blend mode will override this if the surface's original material is opaque */
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m_noZWrite = (x2_flags & 0x2) == 0;
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m_depthGreater = (x2_flags & 0x8) != 0;
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}
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/* Flags
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0x1: depth equal
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0x2: depth update
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0x4: render without texture lock
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0x8: depth greater
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0x10: depth non-inclusive
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*/
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bool operator==(const CModelFlags& other) const {
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return x0_blendMode == other.x0_blendMode && x1_matSetIdx == other.x1_matSetIdx && x2_flags == other.x2_flags &&
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x4_color == other.x4_color;
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}
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bool operator!=(const CModelFlags& other) const { return !operator==(other); }
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};
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/* urde addition: doesn't require hacky stashing of
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* pointers within loaded CMDL buffer */
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struct CBooSurface {
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DataSpec::DNACMDL::SurfaceHeader_2 m_data;
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size_t selfIdx;
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class CBooModel* m_parent = nullptr;
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CBooSurface* m_next = nullptr;
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zeus::CAABox GetBounds() const {
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if (!m_data.aabbSz)
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return zeus::CAABox(m_data.centroid, m_data.centroid);
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else
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return zeus::CAABox(m_data.aabb[0], m_data.aabb[1]);
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}
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};
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using MaterialSet = DataSpec::DNAMP1::HMDLMaterialSet;
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struct GeometryUniformLayout {
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mutable std::vector<boo::ObjToken<boo::IGraphicsBufferD>> m_sharedBuffer;
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size_t m_geomBufferSize = 0;
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size_t m_skinBankCount = 0;
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size_t m_weightVecCount = 0;
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std::vector<size_t> m_skinOffs;
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std::vector<size_t> m_skinSizes;
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std::vector<size_t> m_uvOffs;
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std::vector<size_t> m_uvSizes;
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GeometryUniformLayout(const CModel* model, const MaterialSet* matSet);
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void Update(const CModelFlags& flags, const CSkinRules* cskr, const CPoseAsTransforms* pose,
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const MaterialSet* matSet, const boo::ObjToken<boo::IGraphicsBufferD>& buf,
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const CBooModel* parent) const;
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void ReserveSharedBuffers(boo::IGraphicsDataFactory::Context& ctx, int size);
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boo::ObjToken<boo::IGraphicsBufferD> GetSharedBuffer(int idx) const;
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};
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struct SShader {
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std::unordered_map<CAssetId, TCachedToken<CTexture>> x0_textures;
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std::unordered_map<int, CModelShaders::ShaderPipelines> m_shaders;
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MaterialSet m_matSet;
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std::optional<GeometryUniformLayout> m_geomLayout;
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int m_matSetIdx;
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explicit SShader(int idx) : m_matSetIdx(idx) {
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x0_textures.clear();
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m_shaders.clear();
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}
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void InitializeLayout(const CModel* model) { m_geomLayout.emplace(model, &m_matSet); }
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void UnlockTextures();
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CModelShaders::ShaderPipelines BuildShader(const hecl::HMDLMeta& meta, const MaterialSet::Material& mat);
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void BuildShaders(const hecl::HMDLMeta& meta, std::unordered_map<int, CModelShaders::ShaderPipelines>& shaders);
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void BuildShaders(const hecl::HMDLMeta& meta) { BuildShaders(meta, m_shaders); }
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};
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class CBooModel {
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friend class CBooRenderer;
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friend class CGameArea;
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friend class CMetroidModelInstance;
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friend class CModel;
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friend class CSkinnedModel;
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friend struct GeometryUniformLayout;
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public:
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enum class ESurfaceSelection { UnsortedOnly, SortedOnly, All };
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private:
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CBooModel* m_next = nullptr;
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CBooModel* m_prev = nullptr;
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size_t m_uniUpdateCount = 0;
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TToken<CModel> m_modelTok;
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CModel* m_model;
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std::vector<CBooSurface>* x0_surfaces;
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const MaterialSet* x4_matSet;
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const GeometryUniformLayout* m_geomLayout;
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int m_matSetIdx = -1;
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const std::unordered_map<int, CModelShaders::ShaderPipelines>* m_pipelines;
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std::unordered_map<CAssetId, TCachedToken<CTexture>> x1c_textures;
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zeus::CAABox x20_aabb;
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CBooSurface* x38_firstUnsortedSurface = nullptr;
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CBooSurface* x3c_firstSortedSurface = nullptr;
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bool x40_24_texturesLoaded : 1 = false;
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bool x40_25_modelVisible : 1 = false;
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u8 x41_mask;
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u32 x44_areaInstanceIdx = UINT32_MAX;
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struct UVAnimationBuffer {
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static void ProcessAnimation(u8*& bufOut, const MaterialSet::Material::PASS& anim);
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static void PadOutBuffer(u8*& bufStart, u8*& bufOut);
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static void Update(u8*& bufOut, const MaterialSet* matSet, const CModelFlags& flags, const CBooModel* parent);
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};
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CModelShaders::LightingUniform m_lightingData;
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/* urde addition: boo! */
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size_t m_uniformDataSize = 0;
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struct ModelInstance {
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boo::ObjToken<boo::IGraphicsBufferD> m_geomUniformBuffer;
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boo::ObjToken<boo::IGraphicsBufferD> m_uniformBuffer;
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std::vector<std::vector<boo::ObjToken<boo::IShaderDataBinding>>> m_shaderDataBindings;
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boo::ObjToken<boo::IGraphicsBufferD> m_dynamicVbo;
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boo::ObjToken<boo::IGraphicsBuffer> GetBooVBO(const CBooModel& model, boo::IGraphicsDataFactory::Context& ctx);
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};
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std::vector<ModelInstance> m_instances;
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ModelInstance m_ballShadowInstance;
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boo::ObjToken<boo::IGraphicsBufferS> m_staticVbo;
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boo::ObjToken<boo::IGraphicsBufferS> m_staticIbo;
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boo::ObjToken<boo::ITexture> m_lastDrawnShadowMap;
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boo::ObjToken<boo::ITexture> m_lastDrawnOneTexture;
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boo::ObjToken<boo::ITextureCubeR> m_lastDrawnReflectionCube;
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ModelInstance* PushNewModelInstance(int sharedLayoutBuf = -1);
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void DrawAlphaSurfaces(const CModelFlags& flags) const;
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void DrawNormalSurfaces(const CModelFlags& flags) const;
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void DrawSurfaces(const CModelFlags& flags) const;
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void DrawSurface(const CBooSurface& surf, const CModelFlags& flags) const;
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void WarmupDrawSurfaces() const;
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void WarmupDrawSurface(const CBooSurface& surf) const;
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static inline zeus::CVector3f g_PlayerPosition;
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static inline float g_ModSeconds = 0.0f;
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static inline float g_TransformedTime = 0.0f;
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static inline float g_TransformedTime2 = 0.0f;
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static inline CBooModel* g_LastModelCached = nullptr;
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static inline bool g_DummyTextures = false;
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static inline bool g_RenderModelBlack = false;
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public:
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~CBooModel();
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CBooModel(TToken<CModel>& token, CModel* parent, std::vector<CBooSurface>* surfaces, SShader& shader,
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const boo::ObjToken<boo::IGraphicsBufferS>& vbo, const boo::ObjToken<boo::IGraphicsBufferS>& ibo,
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const zeus::CAABox& aabb, u8 renderMask, int numInsts);
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static void MakeTexturesFromMats(const MaterialSet& matSet,
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std::unordered_map<CAssetId, TCachedToken<CTexture>>& toksOut,
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IObjectStore& store);
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void MakeTexturesFromMats(std::unordered_map<CAssetId, TCachedToken<CTexture>>& toksOut, IObjectStore& store);
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bool IsOpaque() const { return x3c_firstSortedSurface == nullptr; }
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void ActivateLights(const std::vector<CLight>& lights);
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void SetAmbientColor(const zeus::CColor& color) { m_lightingData.ambient = color; }
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void DisableAllLights();
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void RemapMaterialData(SShader& shader);
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void RemapMaterialData(SShader& shader, const std::unordered_map<int, CModelShaders::ShaderPipelines>& pipelines);
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bool TryLockTextures();
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void UnlockTextures();
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void SyncLoadTextures();
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void Touch(int shaderIdx);
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void VerifyCurrentShader(int shaderIdx);
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boo::ObjToken<boo::IGraphicsBufferD> UpdateUniformData(const CModelFlags& flags, const CSkinRules* cskr,
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const CPoseAsTransforms* pose, int sharedLayoutBuf = -1);
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void DrawAlpha(const CModelFlags& flags, const CSkinRules* cskr, const CPoseAsTransforms* pose);
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void DrawNormal(const CModelFlags& flags, const CSkinRules* cskr, const CPoseAsTransforms* pose);
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void Draw(const CModelFlags& flags, const CSkinRules* cskr, const CPoseAsTransforms* pose);
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void DrawFlat(ESurfaceSelection sel, EExtendedShader extendedIdx) const;
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void LockParent() { m_modelTok.Lock(); }
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void UnlockParent() { m_modelTok.Unlock(); }
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const MaterialSet::Material& GetMaterialByIndex(int idx) const { return x4_matSet->materials.at(idx); }
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void ClearUniformCounter() { m_uniUpdateCount = 0; }
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static void ClearModelUniformCounters();
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static inline bool g_DrawingOccluders = false;
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static void SetDrawingOccluders(bool occ) { g_DrawingOccluders = occ; }
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static void SetNewPlayerPositionAndTime(const zeus::CVector3f& pos);
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static inline zeus::CVector3f g_ReflectViewPos;
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static void KillCachedViewDepState();
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static void EnsureViewDepStateCached(const CBooModel& model, const CBooSurface* surf, zeus::CMatrix4f* mtxsOut,
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float& alphaOut);
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static inline boo::ObjToken<boo::ITexture> g_shadowMap;
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static inline zeus::CTransform g_shadowTexXf;
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static void EnableShadowMaps(const boo::ObjToken<boo::ITexture>& map, const zeus::CTransform& texXf);
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static void DisableShadowMaps();
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static inline boo::ObjToken<boo::ITexture> g_disintegrateTexture;
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static void SetDisintegrateTexture(const boo::ObjToken<boo::ITexture>& map) { g_disintegrateTexture = map; }
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static inline boo::ObjToken<boo::ITextureCubeR> g_reflectionCube;
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static void SetReflectionCube(const boo::ObjToken<boo::ITextureCubeR>& map) { g_reflectionCube = map; }
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static void SetDummyTextures(bool b) { g_DummyTextures = b; }
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static void SetRenderModelBlack(bool b) { g_RenderModelBlack = b; }
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static void Shutdown();
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const zeus::CAABox& GetAABB() const { return x20_aabb; }
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};
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class CModel {
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friend class CBooModel;
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friend struct GeometryUniformLayout;
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// std::unique_ptr<u8[]> x0_data;
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// u32 x4_dataLen;
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TToken<CModel> m_selfToken; /* DO NOT LOCK! */
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zeus::CAABox m_aabb;
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u32 m_flags;
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std::vector<CBooSurface> x8_surfaces;
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std::vector<SShader> x18_matSets;
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std::unique_ptr<CBooModel> x28_modelInst;
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// CModel* x30_next = nullptr;
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// CModel* x34_prev = nullptr;
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int x38_lastFrame;
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/* urde addition: boo! */
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boo::ObjToken<boo::IGraphicsBufferS> m_staticVbo;
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hecl::HMDLMeta m_hmdlMeta;
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std::unique_ptr<uint8_t[]> m_dynamicVertexData;
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boo::ObjToken<boo::IGraphicsBufferS> m_ibo;
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public:
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using MaterialSet = DataSpec::DNAMP1::HMDLMaterialSet;
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CModel(std::unique_ptr<u8[]>&& in, u32 dataLen, IObjectStore* store, CObjectReference* selfRef);
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void DrawSortedParts(const CModelFlags& flags) const;
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void DrawUnsortedParts(const CModelFlags& flags) const;
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void Draw(const CModelFlags& flags) const;
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bool IsLoaded(int shaderIdx) const;
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void Touch(int shaderIdx) { x28_modelInst->Touch(shaderIdx); }
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const zeus::CAABox& GetAABB() const { return m_aabb; }
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CBooModel& GetInstance() { return *x28_modelInst; }
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const CBooModel& GetInstance() const { return *x28_modelInst; }
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std::unique_ptr<CBooModel> MakeNewInstance(int shaderIdx, int subInsts, bool lockParent = true);
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void UpdateLastFrame() const { const_cast<CModel&>(*this).x38_lastFrame = CGraphics::GetFrameCounter(); }
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u32 GetNumMaterialSets() const { return x18_matSets.size(); }
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size_t GetPoolVertexOffset(size_t idx) const;
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zeus::CVector3f GetPoolVertex(size_t idx) const;
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size_t GetPoolNormalOffset(size_t idx) const;
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zeus::CVector3f GetPoolNormal(size_t idx) const;
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void ApplyVerticesCPU(const boo::ObjToken<boo::IGraphicsBufferD>& vertBuf,
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const std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vn) const;
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void RestoreVerticesCPU(const boo::ObjToken<boo::IGraphicsBufferD>& vertBuf) const;
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void _WarmupShaders();
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static void WarmupShaders(const SObjectTag& cmdlTag);
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};
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CFactoryFnReturn FModelFactory(const urde::SObjectTag& tag, std::unique_ptr<u8[]>&& in, u32 len,
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const urde::CVParamTransfer& vparms, CObjectReference* selfRef);
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} // namespace urde
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