metaforce/Runtime/World/CMorphBallShadow.cpp

144 lines
4.5 KiB
C++

#include "CMorphBallShadow.hpp"
#include "CStateManager.hpp"
#include "World/CWorld.hpp"
#include "GameGlobalObjects.hpp"
#include "Graphics/CBooRenderer.hpp"
#include "World/CPlayer.hpp"
namespace urde
{
static union
{
struct
{
bool x_24_ : 1;
bool x_25_ : 1;
bool x_26_ : 1;
bool x_27_ : 1;
};
u16 _dummy = 0;
} s_flags;
void CMorphBallShadow::GatherAreas(CStateManager& mgr)
{
x18_areas.clear();
for (CGameArea* area = mgr.WorldNC()->GetChainHead(EChain::Alive);
area != CWorld::GetAliveAreasEnd();
area = area->GetNext())
{
CGameArea::EOcclusionState occState = CGameArea::EOcclusionState::NotOccluded;
if (area->IsPostConstructed())
occState = area->GetPostConstructed()->x10dc_occlusionState;
if (occState == CGameArea::EOcclusionState::Occluded)
x18_areas.push_back(area->GetAreaId());
}
}
void CMorphBallShadow::RenderIdBuffer(const zeus::CAABox& aabb, CStateManager& mgr, CPlayer& player)
{
xb8_ = aabb;
x0_actors.clear();
x18_areas.clear();
x30_worldModelBits.clear();
s_flags.x_26_ = true;
if (!s_flags.x_27_)
{
xd0_hasIds = false;
return;
}
GatherAreas(mgr);
g_Renderer->BindBallShadowIdTarget();
CGraphics::g_BooMainCommandQueue->clearTarget();
zeus::CTransform backupViewMtx = CGraphics::g_ViewMatrix;
CGraphics::CProjectionState backupProjection = CGraphics::g_Proj;
zeus::CVector2f backupDepth = CGraphics::g_CachedDepthRange;
zeus::CTransform viewMtx(zeus::CVector3f::skRight, zeus::CVector3f::skDown, zeus::CVector3f::skForward,
zeus::CVector3f((aabb.min.x + aabb.max.x) * 0.5f,
(aabb.min.y + aabb.max.y) * 0.5f,
aabb.max.z));
CGraphics::SetDepthRange(0.f, 1.f);
float vpX = (aabb.max.x - aabb.min.x) * 0.5f;
float vpY = (aabb.max.y - aabb.min.y) * 0.5f;
float vpZ = (aabb.max.z - aabb.min.z) + FLT_EPSILON;
CGraphics::SetOrtho(-vpX, vpX, vpY, -vpY, 0.f, vpZ);
rstl::reserved_vector<TUniqueId, 1024> nearItems;
mgr.BuildNearList(nearItems, aabb, CMaterialFilter::skPassEverything, &player);
CGraphics::SetViewPointMatrix(viewMtx);
int alphaVal = 4;
for (TUniqueId id : nearItems)
{
if (alphaVal > 255)
break;
const CActor* actor = static_cast<const CActor*>(mgr.GetObjectById(id));
if (!actor || !actor->CanDrawStatic())
continue;
x0_actors.push_back(actor);
const CModelData* modelData = actor->GetModelData();
zeus::CTransform modelXf = actor->GetTransform() * zeus::CTransform::Scale(modelData->GetScale());
CGraphics::SetModelMatrix(modelXf);
CModelFlags flags(0, 0, 3, zeus::CColor{1.f, 1.f, 1.f, alphaVal / 255.f});
flags.m_extendedShaderIdx = 5; // Do solid color draw
const CBooModel& model = *modelData->PickStaticModel(CModelData::EWhichModel::Normal);
const_cast<CBooModel&>(model).VerifyCurrentShader(flags.m_matSetIdx);
model.DrawNormal(flags, nullptr, nullptr);
alphaVal += 4;
}
CGraphics::SetModelMatrix(zeus::CTransform::Identity());
g_Renderer->FindOverlappingWorldModels(x30_worldModelBits, aabb);
alphaVal = g_Renderer->DrawOverlappingWorldModelIDs(alphaVal, x30_worldModelBits, aabb);
g_Renderer->ResolveBallShadowIdTarget();
g_Renderer->BindMainDrawTarget();
CGraphics::SetViewPointMatrix(backupViewMtx);
CGraphics::SetProjectionState(backupProjection);
CGraphics::SetDepthRange(backupDepth[0], backupDepth[1]);
xd0_hasIds = alphaVal != 4;
}
bool CMorphBallShadow::AreasValid(CStateManager& mgr) const
{
auto it = x18_areas.begin();
for (CGameArea* area = mgr.WorldNC()->GetChainHead(EChain::Alive);
area != CWorld::GetAliveAreasEnd();
area = area->GetNext())
{
CGameArea::EOcclusionState occState = CGameArea::EOcclusionState::NotOccluded;
if (area->IsPostConstructed())
occState = area->GetPostConstructed()->x10dc_occlusionState;
if (occState != CGameArea::EOcclusionState::Occluded)
continue;
if (it == x18_areas.end())
return false;
if (*it != area->GetAreaId())
return false;
++it;
}
return true;
}
void CMorphBallShadow::Render(CStateManager& mgr, float alpha)
{
if (!xd0_hasIds || !AreasValid(mgr))
return;
}
}