mirror of https://github.com/PrimeDecomp/prime.git
Add CPlayerGun::PreRender/CPlayerGun::AddToRenderer
Former-commit-id: 6d2ab5775d
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4295307cbb
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758feb2c59
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@ -61,11 +61,12 @@ Metaforce -> decomp
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- `std::max` -> `rstl::max_val`
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- `std::clamp` -> `CMath::Clamp` (depends on context)
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### Converting Vector / Transforms
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### Converting globals and getters
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Metaforce -> decomp
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- `zeus::CTransform::frontVector()` -> `CTransform4f::GetForward()`
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- `zeus::skForward` -> `CVector3f::Forward`
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- `g_Renderer` -> `gpRender`
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### Class definitions & constructors
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@ -88,6 +88,9 @@ public:
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virtual void SetWorldLightFadeLevel();
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virtual void Something();
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virtual void PrepareDynamicLights();
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void AllocatePhazonSuitMaskTexture();
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};
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extern CCubeRenderer* gpRender;
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@ -22,10 +22,16 @@ public:
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~CActorLights();
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void BuildConstantAmbientLighting();
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void BuildConstantAmbientLighting(const CColor&);
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bool BuildAreaLightList(const CStateManager& mgr, const CGameArea& area, const CAABox& bounds);
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void BuildDynamicLightList(const CStateManager& mgr, const CAABox& bounds);
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bool GetNeedsRelight() const { return x298_24_dirty == TRUE; }
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bool HasShadowLight() const { return x29c_shadowLightArrIdx != -1; }
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s32 GetShadowLightIndex() const { return x2a0_shadowLightIdx; }
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void SetFindShadowLight(bool v) { x298_27_findShadowLight = v; }
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void SetShadowDynamicRangeThreshold(float t) { x2d0_shadowDynamicRangeThreshold = t; }
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private:
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rstl::reserved_vector< CLight, 4 > x0_areaLights;
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@ -120,6 +120,9 @@ public:
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TUniqueId GetIdForScript(TEditorId eid) const;
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TIdListResult GetIdListForScript(TEditorId) const;
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TAreaId GetNextAreaId() const { return x8cc_nextAreaId; }
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void SetCurrentAreaId(TAreaId);
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CMazeState* CurrentMaze();
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const CMazeState* GetCurrentMaze() const;
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void SetCurrentMaze(rstl::single_ptr< CMazeState > maze);
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@ -24,6 +24,12 @@ class CWorldShadow {
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public:
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CWorldShadow(uint w, uint h, bool rgba8);
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~CWorldShadow();
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void EnableModelProjectedShadow(const CTransform4f& pos, uint lightIdx, float f1);
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void DisableModelProjectedShadow();
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void BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid, uint lightIdx, const CAABox& aabb,
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bool motionBlur, bool lighten);
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void ResetBlur();
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};
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CHECK_SIZEOF(CWorldShadow, 0x8c)
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@ -10,8 +10,19 @@ public:
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CGrappleArm(const CVector3f& scale);
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~CGrappleArm();
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void PreRender(CStateManager& mgr, const CFrustumPlanes& frustum, const CVector3f& camPos);
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bool GetActive() const { return x3b2_24_active; }
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private:
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u8 x0_pad[0x3b4];
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u8 x0_pad[0x3b0];
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s16 x3b0_rumbleHandle;
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bool x3b2_24_active : 1;
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bool x3b2_25_beamActive : 1;
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bool x3b2_26_grappleHit : 1;
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bool x3b2_27_armMoving : 1;
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bool x3b2_28_isGrappling : 1;
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bool x3b2_29_suitLoading : 1;
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};
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CHECK_SIZEOF(CGrappleArm, 0x3b4)
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@ -95,6 +95,9 @@ public:
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CPlayerGun(TUniqueId);
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~CPlayerGun();
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void AddToRenderer(const CFrustumPlanes& frustum, const CStateManager& mgr) const;
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void PreRender(CStateManager&, const CFrustumPlanes&, const CVector3f&);
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void InitBeamData();
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void InitBombData();
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void InitMuzzleData();
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@ -5,6 +5,7 @@
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#include "types.h"
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#include "MetroidPrime/Player/CPlayerState.hpp"
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#include "MetroidPrime/Weapons/WeaponCommon.hpp"
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#include "MetroidPrime/Weapons/WeaponTypes.hpp"
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#include "Kyoto/Math/CVector3f.hpp"
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@ -59,6 +60,29 @@ public:
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kFFT_Thawed,
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};
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// Virtual Methods
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virtual void Reset(CStateManager& mgr);
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virtual void PlayAnim(NWeaponTypes::EGunAnimType type, bool loop);
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virtual void PreRenderGunFx(const CStateManager& mgr, const CTransform4f& xf);
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virtual void PostRenderGunFx(const CStateManager& mgr, const CTransform4f& xf);
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virtual void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const CTransform4f& xf);
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virtual void Fire(bool underwater, float dt, EChargeState chargeState, const CTransform4f& xf, CStateManager& mgr,
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TUniqueId homingTarget, float chargeFactor1, float chargeFactor2);
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virtual void EnableFx(bool enable);
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virtual void EnableSecondaryFx(ESecondaryFxType type);
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virtual void Draw(bool drawSuitArm, const CStateManager& mgr, const CTransform4f& xf, const CModelFlags& flags,
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const CActorLights* lights);
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virtual void DrawMuzzleFx(const CStateManager& mgr) const;
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virtual void Update(float dt, CStateManager& mgr);
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virtual void Load(CStateManager& mgr, bool subtypeBasePose);
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virtual void Unload(CStateManager& mgr);
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virtual bool IsLoaded() const;
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rstl::optional_object< CModelData >& SolidModelData() { return x10_solidModelData; }
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CAABox GetBounds() const;
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CAABox GetBounds(const CTransform4f& xf) const;
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private:
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// x0 is vtable
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CVector3f x4_scale;
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@ -7,7 +7,7 @@ class CIceBeam : public CGunWeapon {
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public:
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CIceBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
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EMaterialTypes playerMaterial, const CVector3f& scale);
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~CIceBeam();
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private:
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u8 x21c_pad[0x30];
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};
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@ -7,7 +7,7 @@ class CPhazonBeam : public CGunWeapon {
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public:
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CPhazonBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
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EMaterialTypes playerMaterial, const CVector3f& scale);
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~CPhazonBeam();
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private:
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u8 x21c_pad[0x60];
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};
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@ -7,7 +7,7 @@ class CPlasmaBeam : public CGunWeapon {
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public:
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CPlasmaBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
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EMaterialTypes playerMaterial, const CVector3f& scale);
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~CPlasmaBeam();
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private:
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u8 x21c_pad[0x24];
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};
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@ -7,6 +7,7 @@ class CPowerBeam : public CGunWeapon {
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public:
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CPowerBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
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EMaterialTypes playerMaterial, const CVector3f& scale);
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~CPowerBeam();
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private:
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u8 x21c_pad[0x2C];
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@ -7,7 +7,7 @@ class CWaveBeam : public CGunWeapon {
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public:
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CWaveBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
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EMaterialTypes playerMaterial, const CVector3f& scale);
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~CWaveBeam();
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private:
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u8 x21c_pad[0x40];
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};
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@ -0,0 +1,22 @@
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#ifndef _WEAPONCOMMON_HPP
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#define _WEAPONCOMMON_HPP
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namespace NWeaponTypes {
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enum EGunAnimType {
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kGAT_BasePosition,
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kGAT_Shoot,
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kGAT_ChargeUp,
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kGAT_ChargeLoop,
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kGAT_ChargeShoot,
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kGAT_FromMissile,
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kGAT_ToMissile,
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kGAT_MissileShoot,
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kGAT_MissileReload,
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kGAT_FromBeam,
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kGAT_ToBeam
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};
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}
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#endif _WEAPONCOMMON_HPP
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@ -1,8 +1,11 @@
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#include "MetroidPrime/Player/CPlayerGun.hpp"
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#include "MetroidPrime/CAnimData.hpp"
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#include "MetroidPrime/CAnimRes.hpp"
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#include "MetroidPrime/CRainSplashGenerator.hpp"
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#include "MetroidPrime/CWorldShadow.hpp"
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#include "MetroidPrime/CStateManager.hpp"
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#include "MetroidPrime/CWorld.hpp"
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#include "MetroidPrime/Player/CGrappleArm.hpp"
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#include "MetroidPrime/Tweaks/CTweakGunRes.hpp"
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#include "MetroidPrime/Tweaks/CTweakPlayerGun.hpp"
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@ -15,12 +18,15 @@
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#include "MetroidPrime/Weapons/GunController/CGunMotion.hpp"
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#include "MetroidPrime/Weapons/WeaponTypes.hpp"
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#include "Kyoto/Math/CMath.hpp"
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#include "Kyoto/Graphics/CModelFlags.hpp"
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#include "Kyoto/Particles/CElementGen.hpp"
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#include "Collision/CMaterialFilter.hpp"
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#include "Collision/CMaterialList.hpp"
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#include "MetaRender/CCubeRenderer.hpp"
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static float kVerticalAngleTable[3] = {-30.f, 0.f, 30.f};
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static float kHorizontalAngleTable[3] = {30.f, 30.f, 30.f};
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static float kVerticalVarianceTable[3] = {30.f, 30.f, 30.f};
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@ -275,3 +281,53 @@ CPlayerGun::CPlayerGun(TUniqueId playerId)
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}
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CPlayerGun::~CPlayerGun() {}
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void CPlayerGun::AddToRenderer(const CFrustumPlanes& frustum, const CStateManager&) const {
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rstl::optional_object< CModelData >& model = x72c_currentBeam->SolidModelData();
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if (model)
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model->RenderParticles(frustum);
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}
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void CPlayerGun::PreRender(CStateManager& mgr, const CFrustumPlanes& frustum, const CVector3f& camPos) {
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const CPlayerState& playerState = *mgr.GetPlayerState();
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if (playerState.GetCurrentVisor() == CPlayerState::kPV_Scan)
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return;
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CPlayerState::EPlayerVisor activeVisor = playerState.GetActiveVisor(mgr);
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switch (activeVisor) {
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case CPlayerState::kPV_Thermal:
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float rgb = CMath::Clamp(0.6f, 0.5f * x380_shotSmokeTimer + 0.6f - x378_shotSmokeStartTimer, 1.f);
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x0_lights.BuildConstantAmbientLighting(CColor(rgb, rgb, rgb, 1.f));
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break;
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case CPlayerState::kPV_Combat: {
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CAABox aabb = x72c_currentBeam->GetBounds(CTransform4f::Translate(camPos) * x4a8_gunWorldXf);
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if (mgr.GetNextAreaId() != kInvalidAreaId) {
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x0_lights.SetFindShadowLight(true);
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x0_lights.SetShadowDynamicRangeThreshold(0.25f);
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x0_lights.BuildAreaLightList(mgr, mgr.GetWorld()->GetAreaAlways(mgr.GetNextAreaId()), aabb);
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}
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x0_lights.BuildDynamicLightList(mgr, aabb);
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if (x0_lights.HasShadowLight()) {
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if (x72c_currentBeam->IsLoaded()) {
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x82c_shadow->BuildLightShadowTexture(mgr, mgr.GetNextAreaId(), x0_lights.GetShadowLightIndex(), aabb, true,
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false);
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}
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} else {
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x82c_shadow->ResetBlur();
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}
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break;
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}
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default:
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break;
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}
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if (x740_grappleArm->GetActive())
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x740_grappleArm->PreRender(mgr, frustum, camPos);
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if (x678_morph.GetGunState() != CGunMorph::kGS_OutWipeDone || activeVisor == CPlayerState::kPV_XRay)
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x6e0_rightHandModel.AnimationData()->PreRender();
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if (x833_28_phazonBeamActive)
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gpRender->AllocatePhazonSuitMaskTexture();
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}
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