metaforce/Runtime/Graphics/CModel.hpp

305 lines
12 KiB
C++

#pragma once
#include "RetroTypes.hpp"
#include "zeus/CColor.hpp"
#include "CFactoryMgr.hpp"
#include "CToken.hpp"
#include "zeus/CAABox.hpp"
#include "DNACommon/CMDL.hpp"
#include "DNAMP1/CMDLMaterials.hpp"
#include "Shaders/CModelShaders.hpp"
#include "hecl/HMDLMeta.hpp"
#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
namespace urde {
class IObjectStore;
class CTexture;
class CLight;
class CSkinRules;
class CPoseAsTransforms;
class CModel;
struct CModelFlags {
u8 x0_blendMode = 0; /* 2: add color, >6: additive, >4: blend, else opaque */
u8 x1_matSetIdx = 0;
EExtendedShader m_extendedShader = EExtendedShader::Lighting;
bool m_noCull = false;
bool m_noZWrite = false;
bool m_depthGreater = false;
u16 x2_flags = 0; /* Flags */
zeus::CColor x4_color; /* Set into kcolor slot specified by material */
zeus::CColor addColor = zeus::skClear;
zeus::CAABox mbShadowBox;
CModelFlags() = default;
CModelFlags(u8 blendMode, u8 shadIdx, u16 flags, const zeus::CColor& col)
: x0_blendMode(blendMode), x1_matSetIdx(shadIdx), x2_flags(flags), x4_color(col) {
/* Blend mode will override this if the surface's original material is opaque */
}
/* Flags
0x1: depth equal
0x2: depth update
0x4: render without texture lock
0x8: depth greater
0x10: depth non-inclusive
*/
bool operator==(const CModelFlags& other) const {
return x0_blendMode == other.x0_blendMode && x1_matSetIdx == other.x1_matSetIdx && x2_flags == other.x2_flags &&
x4_color == other.x4_color;
}
bool operator!=(const CModelFlags& other) const {
return x0_blendMode != other.x0_blendMode || x1_matSetIdx != other.x1_matSetIdx || x2_flags != other.x2_flags ||
x4_color != other.x4_color;
}
};
/* urde addition: doesn't require hacky stashing of
* pointers within loaded CMDL buffer */
struct CBooSurface {
DataSpec::DNACMDL::SurfaceHeader_2 m_data;
size_t selfIdx;
class CBooModel* m_parent = nullptr;
CBooSurface* m_next = nullptr;
zeus::CAABox GetBounds() const {
if (!m_data.aabbSz)
return zeus::CAABox(m_data.centroid, m_data.centroid);
else
return zeus::CAABox(m_data.aabb[0], m_data.aabb[1]);
}
};
using MaterialSet = DataSpec::DNAMP1::HMDLMaterialSet;
using UVAnimation = DataSpec::DNAMP1::MaterialSet::Material::UVAnimation;
struct GeometryUniformLayout {
boo::ObjToken<boo::IGraphicsBufferD> m_sharedBuffer[2];
size_t m_geomBufferSize = 0;
size_t m_skinBankCount = 0;
size_t m_weightVecCount = 0;
std::vector<size_t> m_skinOffs;
std::vector<size_t> m_skinSizes;
std::vector<size_t> m_uvOffs;
std::vector<size_t> m_uvSizes;
GeometryUniformLayout(const CModel* model, const MaterialSet* matSet);
void Update(const CModelFlags& flags, const CSkinRules* cskr, const CPoseAsTransforms* pose,
const MaterialSet* matSet, const boo::ObjToken<boo::IGraphicsBufferD>& buf,
const CBooModel* parent) const;
};
struct SShader {
std::vector<TCachedToken<CTexture>> x0_textures;
std::unordered_map<int, CModelShaders::ShaderPipelines> m_shaders;
MaterialSet m_matSet;
rstl::optional<GeometryUniformLayout> m_geomLayout;
int m_matSetIdx;
SShader(int idx) : m_matSetIdx(idx) {
x0_textures.clear();
m_shaders.clear();
}
void InitializeLayout(const CModel* model) { m_geomLayout.emplace(model, &m_matSet); }
void UnlockTextures();
CModelShaders::ShaderPipelines BuildShader(const hecl::HMDLMeta& meta, const MaterialSet::Material& mat);
void BuildShaders(const hecl::HMDLMeta& meta, std::unordered_map<int, CModelShaders::ShaderPipelines>& shaders);
void BuildShaders(const hecl::HMDLMeta& meta) { BuildShaders(meta, m_shaders); }
};
class CBooModel {
friend class CModel;
friend class CGameArea;
friend class CBooRenderer;
friend class CMetroidModelInstance;
friend class CSkinnedModel;
friend struct GeometryUniformLayout;
public:
enum class ESurfaceSelection { UnsortedOnly, SortedOnly, All };
private:
CBooModel* m_next = nullptr;
CBooModel* m_prev = nullptr;
int m_uniUpdateCount = 0;
TToken<CModel> m_modelTok;
CModel* m_model;
std::vector<CBooSurface>* x0_surfaces;
const MaterialSet* x4_matSet;
const GeometryUniformLayout* m_geomLayout;
int m_matSetIdx = -1;
const std::unordered_map<int, CModelShaders::ShaderPipelines>* m_pipelines;
std::vector<TCachedToken<CTexture>> x1c_textures;
zeus::CAABox x20_aabb;
CBooSurface* x38_firstUnsortedSurface = nullptr;
CBooSurface* x3c_firstSortedSurface = nullptr;
bool x40_24_texturesLoaded : 1;
bool x40_25_modelVisible : 1;
u8 x41_mask;
u32 x44_areaInstanceIdx = -1;
struct UVAnimationBuffer {
static void ProcessAnimation(u8*& bufOut, const UVAnimation& anim);
static void PadOutBuffer(u8*& bufStart, u8*& bufOut);
static void Update(u8*& bufOut, const MaterialSet* matSet, const CModelFlags& flags, const CBooModel* parent);
};
CModelShaders::LightingUniform m_lightingData;
/* urde addition: boo! */
size_t m_uniformDataSize = 0;
struct ModelInstance {
boo::ObjToken<boo::IGraphicsBufferD> m_geomUniformBuffer;
boo::ObjToken<boo::IGraphicsBufferD> m_uniformBuffer;
std::vector<std::vector<boo::ObjToken<boo::IShaderDataBinding>>> m_shaderDataBindings;
boo::ObjToken<boo::IGraphicsBufferD> m_dynamicVbo;
boo::ObjToken<boo::IGraphicsBuffer> GetBooVBO(const CBooModel& model, boo::IGraphicsDataFactory::Context& ctx);
};
std::vector<ModelInstance> m_instances;
boo::ObjToken<boo::IGraphicsBufferS> m_staticVbo;
boo::ObjToken<boo::IGraphicsBufferS> m_staticIbo;
boo::ObjToken<boo::ITexture> m_txtrOverrides[8];
boo::ObjToken<boo::ITexture> m_lastDrawnShadowMap;
boo::ObjToken<boo::ITexture> m_lastDrawnOneTexture;
ModelInstance* PushNewModelInstance(int sharedLayoutBuf = -1);
void DrawAlphaSurfaces(const CModelFlags& flags) const;
void DrawNormalSurfaces(const CModelFlags& flags) const;
void DrawSurfaces(const CModelFlags& flags) const;
void DrawSurface(const CBooSurface& surf, const CModelFlags& flags) const;
void WarmupDrawSurfaces() const;
void WarmupDrawSurface(const CBooSurface& surf) const;
static zeus::CVector3f g_PlayerPosition;
static float g_ModSeconds;
static float g_TransformedTime;
static float g_TransformedTime2;
static CBooModel* g_LastModelCached;
static bool g_DummyTextures;
static bool g_RenderModelBlack;
public:
~CBooModel();
CBooModel(TToken<CModel>& token, CModel* parent, std::vector<CBooSurface>* surfaces, SShader& shader,
const boo::ObjToken<boo::IGraphicsBufferS>& vbo, const boo::ObjToken<boo::IGraphicsBufferS>& ibo,
const zeus::CAABox& aabb, u8 renderMask, int numInsts, const boo::ObjToken<boo::ITexture> txtrOverrides[8]);
static void MakeTexturesFromMats(const MaterialSet& matSet, std::vector<TCachedToken<CTexture>>& toksOut,
IObjectStore& store);
void MakeTexturesFromMats(std::vector<TCachedToken<CTexture>>& toksOut, IObjectStore& store);
bool IsOpaque() const { return x3c_firstSortedSurface == nullptr; }
void ActivateLights(const std::vector<CLight>& lights);
void DisableAllLights();
void RemapMaterialData(SShader& shader);
void RemapMaterialData(SShader& shader, const std::unordered_map<int, CModelShaders::ShaderPipelines>& pipelines);
bool TryLockTextures() const;
void UnlockTextures() const;
void SyncLoadTextures() const;
void Touch(int shaderIdx) const;
void VerifyCurrentShader(int shaderIdx);
boo::ObjToken<boo::IGraphicsBufferD> UpdateUniformData(const CModelFlags& flags, const CSkinRules* cskr,
const CPoseAsTransforms* pose, int sharedLayoutBuf = -1) const;
void DrawAlpha(const CModelFlags& flags, const CSkinRules* cskr, const CPoseAsTransforms* pose) const;
void DrawNormal(const CModelFlags& flags, const CSkinRules* cskr, const CPoseAsTransforms* pose) const;
void Draw(const CModelFlags& flags, const CSkinRules* cskr, const CPoseAsTransforms* pose) const;
void DrawFlat(ESurfaceSelection sel, EExtendedShader extendedIdx) const;
void LockParent() { m_modelTok.Lock(); }
void UnlockParent() { m_modelTok.Unlock(); }
const MaterialSet::Material& GetMaterialByIndex(int idx) const { return x4_matSet->materials.at(idx); }
void ClearUniformCounter() { m_uniUpdateCount = 0; }
static void ClearModelUniformCounters();
static bool g_DrawingOccluders;
static void SetDrawingOccluders(bool occ) { g_DrawingOccluders = occ; }
static void SetNewPlayerPositionAndTime(const zeus::CVector3f& pos);
static zeus::CVector3f g_ReflectViewPos;
static void KillCachedViewDepState();
static void EnsureViewDepStateCached(const CBooModel& model, const CBooSurface* surf, zeus::CMatrix4f* mtxsOut,
float& alphaOut);
static boo::ObjToken<boo::ITexture> g_shadowMap;
static zeus::CTransform g_shadowTexXf;
static void EnableShadowMaps(const boo::ObjToken<boo::ITexture>& map, const zeus::CTransform& texXf);
static void DisableShadowMaps();
static boo::ObjToken<boo::ITexture> g_disintegrateTexture;
static void SetDisintegrateTexture(const boo::ObjToken<boo::ITexture>& map) { g_disintegrateTexture = map; }
static void SetDummyTextures(bool b) { g_DummyTextures = b; }
static void SetRenderModelBlack(bool b) { g_RenderModelBlack = b; }
static void AssertAllFreed();
const zeus::CAABox& GetAABB() const { return x20_aabb; }
};
class CModel {
friend class CBooModel;
friend struct GeometryUniformLayout;
// std::unique_ptr<u8[]> x0_data;
// u32 x4_dataLen;
TToken<CModel> m_selfToken; /* DO NOT LOCK! */
zeus::CAABox m_aabb;
u32 m_flags;
std::vector<CBooSurface> x8_surfaces;
std::vector<SShader> x18_matSets;
std::unique_ptr<CBooModel> x28_modelInst;
// CModel* x30_next = nullptr;
// CModel* x34_prev = nullptr;
int x38_lastFrame;
/* urde addition: boo! */
boo::ObjToken<boo::IGraphicsBufferS> m_staticVbo;
hecl::HMDLMeta m_hmdlMeta;
std::unique_ptr<uint8_t[]> m_dynamicVertexData;
boo::ObjToken<boo::IGraphicsBufferS> m_ibo;
public:
using MaterialSet = DataSpec::DNAMP1::HMDLMaterialSet;
CModel(std::unique_ptr<u8[]>&& in, u32 dataLen, IObjectStore* store, CObjectReference* selfRef);
void DrawSortedParts(const CModelFlags& flags) const;
void DrawUnsortedParts(const CModelFlags& flags) const;
void Draw(const CModelFlags& flags) const;
bool IsLoaded(int shaderIdx) const;
void Touch(int shaderIdx) { x28_modelInst->Touch(shaderIdx); }
const zeus::CAABox& GetAABB() const { return m_aabb; }
CBooModel& GetInstance() { return *x28_modelInst; }
const CBooModel& GetInstance() const { return *x28_modelInst; }
std::unique_ptr<CBooModel> MakeNewInstance(int shaderIdx, int subInsts,
const boo::ObjToken<boo::ITexture> txtrOverrides[8] = nullptr,
bool lockParent = true);
void UpdateLastFrame() const { const_cast<CModel&>(*this).x38_lastFrame = CGraphics::GetFrameCounter(); }
size_t GetPoolVertexOffset(size_t idx) const;
zeus::CVector3f GetPoolVertex(size_t idx) const;
size_t GetPoolNormalOffset(size_t idx) const;
zeus::CVector3f GetPoolNormal(size_t idx) const;
void ApplyVerticesCPU(const boo::ObjToken<boo::IGraphicsBufferD>& vertBuf,
const std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vn) const;
void RestoreVerticesCPU(const boo::ObjToken<boo::IGraphicsBufferD>& vertBuf) const;
void _WarmupShaders();
static void WarmupShaders(const SObjectTag& cmdlTag);
};
CFactoryFnReturn FModelFactory(const urde::SObjectTag& tag, std::unique_ptr<u8[]>&& in, u32 len,
const urde::CVParamTransfer& vparms, CObjectReference* selfRef);
} // namespace urde