Add CPlayerGun::PreRender/CPlayerGun::AddToRenderer

Former-commit-id: 6d2ab5775d
This commit is contained in:
Henrique Gemignani Passos Lima
2022-10-06 14:37:57 +03:00
parent 4295307cbb
commit 758feb2c59
15 changed files with 142 additions and 6 deletions

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@@ -88,6 +88,9 @@ public:
virtual void SetWorldLightFadeLevel();
virtual void Something();
virtual void PrepareDynamicLights();
void AllocatePhazonSuitMaskTexture();
};
extern CCubeRenderer* gpRender;

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@@ -22,10 +22,16 @@ public:
~CActorLights();
void BuildConstantAmbientLighting();
void BuildConstantAmbientLighting(const CColor&);
bool BuildAreaLightList(const CStateManager& mgr, const CGameArea& area, const CAABox& bounds);
void BuildDynamicLightList(const CStateManager& mgr, const CAABox& bounds);
bool GetNeedsRelight() const { return x298_24_dirty == TRUE; }
bool HasShadowLight() const { return x29c_shadowLightArrIdx != -1; }
s32 GetShadowLightIndex() const { return x2a0_shadowLightIdx; }
void SetFindShadowLight(bool v) { x298_27_findShadowLight = v; }
void SetShadowDynamicRangeThreshold(float t) { x2d0_shadowDynamicRangeThreshold = t; }
private:
rstl::reserved_vector< CLight, 4 > x0_areaLights;

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@@ -120,6 +120,9 @@ public:
TUniqueId GetIdForScript(TEditorId eid) const;
TIdListResult GetIdListForScript(TEditorId) const;
TAreaId GetNextAreaId() const { return x8cc_nextAreaId; }
void SetCurrentAreaId(TAreaId);
CMazeState* CurrentMaze();
const CMazeState* GetCurrentMaze() const;
void SetCurrentMaze(rstl::single_ptr< CMazeState > maze);

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@@ -24,6 +24,12 @@ class CWorldShadow {
public:
CWorldShadow(uint w, uint h, bool rgba8);
~CWorldShadow();
void EnableModelProjectedShadow(const CTransform4f& pos, uint lightIdx, float f1);
void DisableModelProjectedShadow();
void BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid, uint lightIdx, const CAABox& aabb,
bool motionBlur, bool lighten);
void ResetBlur();
};
CHECK_SIZEOF(CWorldShadow, 0x8c)

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@@ -10,8 +10,19 @@ public:
CGrappleArm(const CVector3f& scale);
~CGrappleArm();
void PreRender(CStateManager& mgr, const CFrustumPlanes& frustum, const CVector3f& camPos);
bool GetActive() const { return x3b2_24_active; }
private:
u8 x0_pad[0x3b4];
u8 x0_pad[0x3b0];
s16 x3b0_rumbleHandle;
bool x3b2_24_active : 1;
bool x3b2_25_beamActive : 1;
bool x3b2_26_grappleHit : 1;
bool x3b2_27_armMoving : 1;
bool x3b2_28_isGrappling : 1;
bool x3b2_29_suitLoading : 1;
};
CHECK_SIZEOF(CGrappleArm, 0x3b4)

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@@ -95,6 +95,9 @@ public:
CPlayerGun(TUniqueId);
~CPlayerGun();
void AddToRenderer(const CFrustumPlanes& frustum, const CStateManager& mgr) const;
void PreRender(CStateManager&, const CFrustumPlanes&, const CVector3f&);
void InitBeamData();
void InitBombData();
void InitMuzzleData();

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@@ -5,6 +5,7 @@
#include "types.h"
#include "MetroidPrime/Player/CPlayerState.hpp"
#include "MetroidPrime/Weapons/WeaponCommon.hpp"
#include "MetroidPrime/Weapons/WeaponTypes.hpp"
#include "Kyoto/Math/CVector3f.hpp"
@@ -59,6 +60,29 @@ public:
kFFT_Thawed,
};
// Virtual Methods
virtual void Reset(CStateManager& mgr);
virtual void PlayAnim(NWeaponTypes::EGunAnimType type, bool loop);
virtual void PreRenderGunFx(const CStateManager& mgr, const CTransform4f& xf);
virtual void PostRenderGunFx(const CStateManager& mgr, const CTransform4f& xf);
virtual void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const CTransform4f& xf);
virtual void Fire(bool underwater, float dt, EChargeState chargeState, const CTransform4f& xf, CStateManager& mgr,
TUniqueId homingTarget, float chargeFactor1, float chargeFactor2);
virtual void EnableFx(bool enable);
virtual void EnableSecondaryFx(ESecondaryFxType type);
virtual void Draw(bool drawSuitArm, const CStateManager& mgr, const CTransform4f& xf, const CModelFlags& flags,
const CActorLights* lights);
virtual void DrawMuzzleFx(const CStateManager& mgr) const;
virtual void Update(float dt, CStateManager& mgr);
virtual void Load(CStateManager& mgr, bool subtypeBasePose);
virtual void Unload(CStateManager& mgr);
virtual bool IsLoaded() const;
rstl::optional_object< CModelData >& SolidModelData() { return x10_solidModelData; }
CAABox GetBounds() const;
CAABox GetBounds(const CTransform4f& xf) const;
private:
// x0 is vtable
CVector3f x4_scale;

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@@ -7,7 +7,7 @@ class CIceBeam : public CGunWeapon {
public:
CIceBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
EMaterialTypes playerMaterial, const CVector3f& scale);
~CIceBeam();
private:
u8 x21c_pad[0x30];
};

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@@ -7,7 +7,7 @@ class CPhazonBeam : public CGunWeapon {
public:
CPhazonBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
EMaterialTypes playerMaterial, const CVector3f& scale);
~CPhazonBeam();
private:
u8 x21c_pad[0x60];
};

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@@ -7,7 +7,7 @@ class CPlasmaBeam : public CGunWeapon {
public:
CPlasmaBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
EMaterialTypes playerMaterial, const CVector3f& scale);
~CPlasmaBeam();
private:
u8 x21c_pad[0x24];
};

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@@ -7,6 +7,7 @@ class CPowerBeam : public CGunWeapon {
public:
CPowerBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
EMaterialTypes playerMaterial, const CVector3f& scale);
~CPowerBeam();
private:
u8 x21c_pad[0x2C];

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@@ -7,7 +7,7 @@ class CWaveBeam : public CGunWeapon {
public:
CWaveBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
EMaterialTypes playerMaterial, const CVector3f& scale);
~CWaveBeam();
private:
u8 x21c_pad[0x40];
};

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@@ -0,0 +1,22 @@
#ifndef _WEAPONCOMMON_HPP
#define _WEAPONCOMMON_HPP
namespace NWeaponTypes {
enum EGunAnimType {
kGAT_BasePosition,
kGAT_Shoot,
kGAT_ChargeUp,
kGAT_ChargeLoop,
kGAT_ChargeShoot,
kGAT_FromMissile,
kGAT_ToMissile,
kGAT_MissileShoot,
kGAT_MissileReload,
kGAT_FromBeam,
kGAT_ToBeam
};
}
#endif _WEAPONCOMMON_HPP