mirror of https://github.com/PrimeDecomp/prime.git
parent
a4f3f0c5fc
commit
90f941ccb6
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@ -54,8 +54,8 @@ lbl_805A9438:
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.section .text, "ax"
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.global sub_8030e10c
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sub_8030e10c:
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.global sub_8030e10c__8CTextureFv
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sub_8030e10c__8CTextureFv:
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/* 8030E10C 0030B06C 94 21 FF F0 */ stwu r1, -0x10(r1)
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/* 8030E110 0030B070 7C 08 02 A6 */ mflr r0
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/* 8030E114 0030B074 90 01 00 14 */ stw r0, 0x14(r1)
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@ -9161,7 +9161,7 @@ BeginScene__13CCubeRendererFv:
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/* 802BDD6C 002BACCC 2C 00 00 00 */ cmpwi r0, 0
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/* 802BDD70 002BACD0 40 82 00 20 */ bne lbl_802BDD90
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/* 802BDD74 002BACD4 80 7F 03 14 */ lwz r3, 0x314(r31)
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/* 802BDD78 002BACD8 48 05 03 95 */ bl sub_8030e10c
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/* 802BDD78 002BACD8 48 05 03 95 */ bl sub_8030e10c__8CTextureFv
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/* 802BDD7C 002BACDC 80 7F 03 14 */ lwz r3, 0x314(r31)
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/* 802BDD80 002BACE0 38 80 00 01 */ li r4, 1
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/* 802BDD84 002BACE4 48 05 1C 75 */ bl __dt__8CTextureFv
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@ -9854,7 +9854,7 @@ __dt__13CCubeRendererFv:
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/* 802BE6DC 002BB63C 80 7E 03 14 */ lwz r3, 0x314(r30)
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/* 802BE6E0 002BB640 28 03 00 00 */ cmplwi r3, 0
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/* 802BE6E4 002BB644 41 82 00 08 */ beq lbl_802BE6EC
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/* 802BE6E8 002BB648 48 04 FA 25 */ bl sub_8030e10c
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/* 802BE6E8 002BB648 48 04 FA 25 */ bl sub_8030e10c__8CTextureFv
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lbl_802BE6EC:
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/* 802BE6EC 002BB64C 34 1E 03 14 */ addic. r0, r30, 0x314
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/* 802BE6F0 002BB650 41 82 00 10 */ beq lbl_802BE700
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@ -876,7 +876,7 @@ __dt__16CProjectedShadowFv:
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/* 8029E394 0029B2F4 93 C1 00 08 */ stw r30, 8(r1)
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/* 8029E398 0029B2F8 7C 7E 1B 79 */ or. r30, r3, r3
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/* 8029E39C 0029B2FC 41 82 00 24 */ beq lbl_8029E3C0
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/* 8029E3A0 0029B300 48 06 FD 6D */ bl sub_8030e10c
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/* 8029E3A0 0029B300 48 06 FD 6D */ bl sub_8030e10c__8CTextureFv
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/* 8029E3A4 0029B304 7F C3 F3 78 */ mr r3, r30
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/* 8029E3A8 0029B308 38 80 FF FF */ li r4, -1
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/* 8029E3AC 0029B30C 48 07 16 4D */ bl __dt__8CTextureFv
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@ -908,7 +908,7 @@ __dt__12CWorldShadowFv:
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/* 80111B74 0010EAD4 80 7E 00 00 */ lwz r3, 0(r30)
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/* 80111B78 0010EAD8 28 03 00 00 */ cmplwi r3, 0
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/* 80111B7C 0010EADC 41 82 00 08 */ beq lbl_80111B84
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/* 80111B80 0010EAE0 48 1F C5 8D */ bl sub_8030e10c
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/* 80111B80 0010EAE0 48 1F C5 8D */ bl sub_8030e10c__8CTextureFv
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lbl_80111B84:
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/* 80111B84 0010EAE4 28 1E 00 00 */ cmplwi r30, 0
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/* 80111B88 0010EAE8 41 82 00 10 */ beq lbl_80111B98
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@ -1007,4 +1007,3 @@ lbl_803CF1F8:
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# ROM: 0x3CC1F8
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.asciz "??(??)"
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.balign 4
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@ -1049,7 +1049,7 @@ __dt__16CMorphBallShadowFv:
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/* 80296A7C 002939DC 7C 7E 1B 79 */ or. r30, r3, r3
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/* 80296A80 002939E0 41 82 00 9C */ beq lbl_80296B1C
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/* 80296A84 002939E4 38 7E 00 40 */ addi r3, r30, 0x40
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/* 80296A88 002939E8 48 07 76 85 */ bl sub_8030e10c
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/* 80296A88 002939E8 48 07 76 85 */ bl sub_8030e10c__8CTextureFv
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/* 80296A8C 002939EC 34 1E 00 A8 */ addic. r0, r30, 0xa8
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/* 80296A90 002939F0 41 82 00 10 */ beq lbl_80296AA0
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/* 80296A94 002939F4 38 7E 00 A8 */ addi r3, r30, 0xa8
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@ -138,7 +138,7 @@ LIBS = [
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["MetroidPrime/CActorParameters", False],
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"MetroidPrime/CInGameGuiManager",
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"MetroidPrime/Enemies/CWarWasp",
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"MetroidPrime/CWorldShadow",
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["MetroidPrime/CWorldShadow", False],
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["MetroidPrime/CAudioStateWin", True],
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"MetroidPrime/Player/CPlayerVisor",
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"MetroidPrime/CModelData",
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@ -1,9 +1,15 @@
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#ifndef _CCUBEMODEL
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#define _CCUBEMODEL
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class CTexture;
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class CTransform4f;
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class CCubeModel {
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public:
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static void SetRenderModelBlack(bool v);
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static void DisableShadowMaps();
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static void EnableShadowMaps(const CTexture*, const CTransform4f&, unsigned char, unsigned char);
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static void SetDrawingOccluders(bool);
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};
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#endif // _CCUBEMODEL
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@ -161,6 +161,7 @@ struct CViewport {
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class COsContext;
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class CTexture;
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class CTimeProvider;
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class CTexture;
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// TODO
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typedef struct {
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@ -235,6 +236,9 @@ public:
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static CMatrix4f GetPerspectiveProjectionMatrix();
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static CMatrix4f CalculatePerspectiveMatrix(float fovy, float aspect, float znear, float zfar);
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static float GetDepthNear() { return mDepthNear; }
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static float GetDepthFar() { return mDepthFar; }
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static bool IsBeginSceneClearFb();
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static void SetIsBeginSceneClearFb(bool);
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static void BeginScene();
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@ -243,6 +247,7 @@ public:
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static void SetTevOp(ERglTevStage stage, const CTevCombiners::CTevPass& pass);
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static void StreamBegin(ERglPrimitive primitive);
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static void StreamColor(uint color);
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static void StreamColor(float, float, float, float);
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static void StreamColor(const CColor& color);
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static void StreamTexcoord(float u, float v);
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static void StreamVertex(float, float, float);
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@ -284,6 +289,9 @@ public:
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static void sub_80309564(uint* stretch, uint* xOffset, uint* yOffset);
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static void sub_803094b0(uint stretch, uint xOffset, uint yOffset);
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// Render
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static void Render2D(const CTexture& tex, int x, int y, int w, int h, const CColor& col);
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static CTevCombiners::CTevPass& kEnvPassthru;
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static CTevCombiners::CTevPass kEnvModulateConstColor;
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static CTevCombiners::CTevPass kEnvConstColor;
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@ -7,6 +7,21 @@
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class CInputStream;
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enum ETexelFormat {
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kTF_Invalid = -1,
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kTF_I4 = 0,
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kTF_I8 = 1,
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kTF_IA4 = 2,
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kTF_IA8 = 3,
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kTF_C4 = 4,
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kTF_C8 = 5,
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kTF_C14X2 = 6,
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kTF_RGB565 = 7,
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kTF_RGB5A3 = 8,
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kTF_RGBA8 = 9,
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kTF_CMPR = 10,
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};
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class CTexture {
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public:
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enum EClampMode {
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kBK_Zero,
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};
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CTexture(ETexelFormat fmt, short w, short h, int mips);
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CTexture(CInputStream& stream, EAutoMipmap mip, EBlackKey bk);
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~CTexture();
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// Used in certain destructors
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void sub_8030e10c();
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void Load(GXTexMapID texMapId, EClampMode clampMode) const;
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void UnLock();
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void* GetBitMapData(int);
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static void InvalidateTexmap(GXTexMapID id);
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uint GetTexelFormat() const { return mTexelFormat; }
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short GetWidth() const { return mWidth; }
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short GetHeight() const { return mHeight; }
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void SetFlag1(bool b) { mFlag1 = b; }
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private:
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uint mTexelFormat; // TODO: Enum
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short mWidth;
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short mHeight;
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uchar pad[0x60];
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uchar mNumMips;
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uchar mBitsPerPixel;
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uchar mFlag1 : 1;
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uchar pad[0x57];
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};
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// CHECK_SIZEOF(CTexture, )
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#endif // _CTEXTURE
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@ -20,6 +20,7 @@ public:
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float z;
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float d;
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};
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CFrustumPlanes(const CTransform4f&, float, float, float, bool, float);
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bool BoxInFrustumPlanes(const CAABox& box) const;
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bool BoxInFrustumPlanes(const rstl::optional_object< CAABox >& box) const;
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@ -0,0 +1,17 @@
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#ifndef _CPVSVISSET
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#define _CPVSVISSET
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#include "rstl/auto_ptr.hpp"
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class CPVSVisSet {
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public:
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static CPVSVisSet Reset(int);
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private:
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int x0_state;
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uint x4_numBits;
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uint x8_numLights;
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rstl::auto_ptr< u8 > x10_ptr;
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};
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#endif // _CPVSVISSET
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~CCubeRenderer() override;
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// TODO types
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void AddStaticGeometry() override;
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void EnablePVS() override;
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void EnablePVS(const CPVSVisSet& set, int areaIdx) override;
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void DisablePVS() override;
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void RemoveStaticGeometry() override;
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void DrawUnsortedGeometry() override;
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void DrawSortedGeometry() override;
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void DrawStaticGeometry() override;
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void DrawAreaGeometry() override;
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void DrawUnsortedGeometry(int areaIdx, int mask, int targetMask) override;
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void DrawSortedGeometry(int areaIdx, int mask, int targetMask) override;
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void DrawStaticGeometry(int areaIdx, int mask, int targetMask) override;
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void DrawAreaGeometry(int areaIdx, int mask, int targetMask) override;
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void PostRenderFogs() override;
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void SetModelMatrix(const CTransform4f& xf) override;
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void AddParticleGen(const CParticleGen& gen) override;
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void SetPerspective2() override;
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rstl::pair< CVector2f, CVector2f > SetViewportOrtho(bool centered, float znear,
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float zfar) override;
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void SetClippingPlanes() override;
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void SetViewport() override;
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void SetClippingPlanes(const CFrustumPlanes&) override;
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void SetViewport(int left, int right, int width, int height) override;
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void SetDepthReadWrite(bool read, bool update) override;
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void SetBlendMode_AdditiveAlpha() override;
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void SetBlendMode_AlphaBlended() override;
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void SetGXRegister1Color() override;
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void SetWorldLightFadeLevel() override;
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void Something() override;
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void PrepareDynamicLights() override;
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void PrepareDynamicLights(const rstl::vector<CLight>& lights) override;
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void AllocatePhazonSuitMaskTexture();
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@ -3,6 +3,7 @@
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#include "types.h"
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#include "rstl/pair.hpp"
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#include "rstl/vector.hpp"
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#include "Kyoto/TToken.hpp"
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class CVector2f;
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class CVector3f;
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class CModel;
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class CFrustumPlanes;
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class CSkinnedModel;
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class CColor;
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class CLight;
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class CPVSVisSet;
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class IRenderer {
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public:
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// TODO vtable
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virtual void AddStaticGeometry();
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virtual void EnablePVS();
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virtual void EnablePVS(const CPVSVisSet& set, int areaIdx);
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virtual void DisablePVS();
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virtual void RemoveStaticGeometry();
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virtual void DrawUnsortedGeometry();
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virtual void DrawSortedGeometry();
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virtual void DrawStaticGeometry();
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virtual void DrawAreaGeometry();
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virtual void DrawUnsortedGeometry(int areaIdx, int mask, int targetMask);
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virtual void DrawSortedGeometry(int areaIdx, int mask, int targetMask);
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virtual void DrawStaticGeometry(int areaIdx, int mask, int targetMask);
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virtual void DrawAreaGeometry(int areaIdx, int mask, int targetMask);
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virtual void PostRenderFogs();
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virtual void SetModelMatrix(const CTransform4f& xf);
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virtual void AddParticleGen(const CParticleGen& gen);
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virtual void SetPerspective2();
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virtual rstl::pair< CVector2f, CVector2f > SetViewportOrtho(bool centered, float znear,
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float zfar);
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virtual void SetClippingPlanes();
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virtual void SetViewport();
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virtual void SetClippingPlanes(const CFrustumPlanes&);
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virtual void SetViewport(int left, int right, int width, int height);
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virtual void SetDepthReadWrite(bool read, bool update);
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virtual void SetBlendMode_AdditiveAlpha();
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virtual void SetBlendMode_AlphaBlended();
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virtual void SetGXRegister1Color();
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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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virtual void PrepareDynamicLights(const rstl::vector<CLight>& lights);
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};
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namespace Renderer {
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@ -47,6 +47,7 @@ class CToken;
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class IDvdRequest;
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class CScriptAreaAttributes;
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class CWorldLight;
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class CPVSAreaSet;
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class CGameArea : public IGameArea {
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public:
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enum EOcclusionState { kOS_Occluded, kOS_Visible };
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struct CPostConstructed {
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uchar x0_pad[0x10c4];
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uchar x0_pad[0xa0];
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CPVSAreaSet* xa0_pvs;
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uchar xa4_pad[0x1020];
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rstl::single_ptr< CAreaFog > x10c4_areaFog;
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rstl::optional_object< void* > x10c8_sclyBuf; // was rstl::optional_object<void*>
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rstl::optional_object< void* > x10c8_sclyBuf;
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u32 x10d0_sclySize;
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const u8* x10d4_firstMatPtr;
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const CScriptAreaAttributes* x10d8_areaAttributes;
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EOcclusionState GetOcclusionState() const { return x12c_postConstructed->x10dc_occlusionState; }
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const rstl::vector<CWorldLight>& GetLightsA() const;
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const rstl::vector<CWorldLight>& GetLightsB() const;
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const CPVSAreaSet* GetAreaVisSet() const { return x12c_postConstructed->xa0_pvs; }
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private:
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uchar x110_pad[0x1c];
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@ -9,6 +9,8 @@
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#include "rstl/single_ptr.hpp"
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class CTexture;
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class CStateManager;
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class CAABox;
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class CWorldShadow {
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rstl::single_ptr< CTexture > x0_texture;
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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 EnableModelProjectedShadow(const CTransform4f& pos, uint lightIdx, float f1) const;
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void DisableModelProjectedShadow() const;
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void BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid, uint lightIdx,
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const CAABox& aabb, bool motionBlur, bool lighten);
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void ResetBlur();
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@ -0,0 +1,11 @@
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#ifndef _CPVSAREASET
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#define _CPVSAREASET
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class CPVSVisSet;
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class CPVSAreaSet {
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public:
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CPVSVisSet GetLightSet(int) const;
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};
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#endif // _CPVSAREASET
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@ -24,6 +24,8 @@ public:
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CLight GetAsCGraphicsLight() const;
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const CVector3f& GetPosition() const { return x10_position; }
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public:
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EWorldLightType x0_type;
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CVector3f x4_color;
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@ -0,0 +1,185 @@
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#include "MetroidPrime/CWorldShadow.hpp"
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#include "MetroidPrime/CGameArea.hpp"
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#include "MetroidPrime/CStateManager.hpp"
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#include "MetroidPrime/CWorld.hpp"
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#include "WorldFormat/CPVSAreaSet.hpp"
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#include "WorldFormat/CWorldLight.hpp"
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#include "Kyoto/Alloc/CMemory.hpp"
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#include "Kyoto/Graphics/CCubeModel.hpp"
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#include "Kyoto/Graphics/CTexture.hpp"
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#include "Kyoto/Math/CMath.hpp"
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#include "Kyoto/PVS/CPVSVisSet.hpp"
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#include "MetaRender/CCubeRenderer.hpp"
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static int kUnknownValue = 1;
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CWorldShadow::CWorldShadow(uint w, uint h, bool rgba8)
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: x0_texture(NEW CTexture(rgba8 ? kTF_RGBA8 : kTF_RGB565, w, h, 1))
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, x4_view(CTransform4f::Identity())
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, x34_model(CTransform4f::Identity())
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, x64_objHalfExtent(1.f)
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, x68_objPos(0.0f, 1.f, 0.0f)
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, x74_lightPos(CVector3f::Zero())
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, x80_aid(kInvalidAreaId)
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, x84_lightIdx(-1)
|
||||
, x88_blurReset(true)
|
||||
|
||||
{}
|
||||
|
||||
CWorldShadow::~CWorldShadow() {
|
||||
if (x0_texture.get())
|
||||
x0_texture->sub_8030e10c();
|
||||
}
|
||||
|
||||
void CWorldShadow::BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid, uint lightIdx,
|
||||
const CAABox& aabb, bool motionBlur, bool lighten) {
|
||||
if (x80_aid != aid || x84_lightIdx != lightIdx) {
|
||||
x88_blurReset = true;
|
||||
x80_aid = aid;
|
||||
x84_lightIdx = lightIdx;
|
||||
}
|
||||
|
||||
if (aid != kInvalidAreaId) {
|
||||
const CGameArea& area = mgr.GetWorld()->GetAreaAlways(aid);
|
||||
if (area.IsLoaded()) {
|
||||
const CWorldLight& light = area.GetLightsA()[lightIdx];
|
||||
CVector3f centerPoint = aabb.GetCenterPoint();
|
||||
const CPVSAreaSet* pvs = area.GetAreaVisSet();
|
||||
if (pvs && kUnknownValue == 1) {
|
||||
CPVSVisSet lightSet = pvs->GetLightSet(lightIdx);
|
||||
gpRender->EnablePVS(lightSet, aid.Value());
|
||||
} else {
|
||||
gpRender->EnablePVS(CPVSVisSet::Reset(2), aid.Value());
|
||||
}
|
||||
CVector3f lightToPoint = centerPoint - light.GetPosition();
|
||||
x64_objHalfExtent = (aabb.GetMaxPoint() - centerPoint).Magnitude();
|
||||
float distance = lightToPoint.Magnitude();
|
||||
float fov = CMath::Rad2Deg(atan2f(x64_objHalfExtent, distance)) * 2.f;
|
||||
if (!(fov < 0.00001f)) {
|
||||
lightToPoint.Normalize();
|
||||
x4_view =
|
||||
CTransform4f::LookAt(light.GetPosition(), centerPoint, CVector3f(0.0f, 0.0f, -1.0f));
|
||||
x68_objPos = centerPoint;
|
||||
x74_lightPos = light.GetPosition();
|
||||
CGraphics::SetViewPointMatrix(x4_view);
|
||||
CFrustumPlanes frumtum(
|
||||
x4_view,
|
||||
fov * 0.01745329238474369,
|
||||
1.0f,
|
||||
0.1f,
|
||||
true,
|
||||
distance + x64_objHalfExtent
|
||||
);
|
||||
gpRender->SetClippingPlanes(frumtum);
|
||||
gpRender->SetPerspective1(fov, x0_texture->GetWidth(), x0_texture->GetHeight(), 0.1f,
|
||||
1000.f);
|
||||
float backupDepthNear = CGraphics::GetDepthNear();
|
||||
float backupDepthFar = CGraphics::GetDepthFar();
|
||||
CGraphics::SetDepthRange(0.f, 1.0f);
|
||||
int backupVpHeight = CGraphics::GetViewport().mHeight;
|
||||
int backupVpWidth = CGraphics::GetViewport().mWidth;
|
||||
int backupVpTop = CGraphics::GetViewport().mTop;
|
||||
int backupVpLeft = CGraphics::GetViewport().mLeft;
|
||||
gpRender->SetViewport(0, 0, x0_texture->GetWidth(), x0_texture->GetHeight());
|
||||
|
||||
float extent = 1.4142f * x64_objHalfExtent;
|
||||
x34_model =
|
||||
CTransform4f::LookAt(centerPoint - CVector3f(0.f, 0.f, 0.1f), light.GetPosition());
|
||||
gpRender->SetModelMatrix(x34_model);
|
||||
|
||||
gpRender->PrimColor(CColor::White());
|
||||
CGraphics::SetAlphaCompare(kAF_Always, 0, kAO_And, kAF_Always, 0);
|
||||
CGraphics::SetDepthWriteMode(true, kE_LEqual, true);
|
||||
CGraphics::SetBlendMode(kBM_Blend, kBF_SrcAlpha, kBF_InvSrcAlpha, kLO_Clear);
|
||||
CGraphics::SetTevOp(kTS_Stage0, CGraphics::kEnvPassthru);
|
||||
CGraphics::SetTevOp(kTS_Stage1, CGraphics::kEnvPassthru);
|
||||
|
||||
gpRender->BeginTriangleStrip(4);
|
||||
gpRender->PrimVertex(CVector3f(-extent, 0.f, extent));
|
||||
gpRender->PrimVertex(CVector3f(extent, 0.f, extent));
|
||||
gpRender->PrimVertex(CVector3f(-extent, 0.f, -extent));
|
||||
gpRender->PrimVertex(CVector3f(extent, 0.f, -extent));
|
||||
gpRender->EndPrimitive();
|
||||
|
||||
gpRender->SetModelMatrix(CTransform4f::Identity());
|
||||
CCubeModel::SetRenderModelBlack(true);
|
||||
CCubeModel::SetDrawingOccluders(true);
|
||||
gpRender->PrepareDynamicLights(rstl::vector< CLight >());
|
||||
gpRender->DrawUnsortedGeometry(aid.value, 0, 0);
|
||||
CCubeModel::SetRenderModelBlack(false);
|
||||
CCubeModel::SetDrawingOccluders(false);
|
||||
|
||||
if (lighten) {
|
||||
gpRender->SetModelMatrix(x34_model);
|
||||
CGraphics::SetAlphaCompare(kAF_Always, 0, kAO_And, kAF_Always, 0);
|
||||
CGraphics::SetDepthWriteMode(false, kE_LEqual, false);
|
||||
CGraphics::SetBlendMode(kBM_Blend, kBF_SrcAlpha, kBF_InvSrcAlpha, kLO_Clear);
|
||||
CGraphics::SetTevOp(kTS_Stage0, CGraphics::kEnvPassthru);
|
||||
CGraphics::SetTevOp(kTS_Stage1, CGraphics::kEnvPassthru);
|
||||
CGraphics::StreamBegin(kP_TriangleStrip);
|
||||
CGraphics::StreamColor(1.f, 1.f, 1.f, 0.25f);
|
||||
CGraphics::StreamVertex(CVector3f(-extent, 0.f, extent));
|
||||
CGraphics::StreamVertex(CVector3f(extent, 0.f, extent));
|
||||
CGraphics::StreamVertex(CVector3f(-extent, 0.f, -extent));
|
||||
CGraphics::StreamVertex(CVector3f(extent, 0.f, -extent));
|
||||
CGraphics::StreamEnd();
|
||||
CGraphics::SetDepthWriteMode(true, kE_LEqual, true);
|
||||
}
|
||||
|
||||
if (motionBlur && x88_blurReset != true) {
|
||||
CGraphics::SetDepthWriteMode(false, kE_LEqual, false);
|
||||
CGraphics::SetBlendMode(kBM_Blend, kBF_SrcAlpha,
|
||||
kBF_InvSrcAlpha, kLO_Clear);
|
||||
CGraphics::SetAlphaCompare(kAF_Always, 0, kAO_And,
|
||||
kAF_Always, 0);
|
||||
CGraphics::SetTevOp(kTS_Stage0, CGraphics::kEnvModulate);
|
||||
CGraphics::SetTevOp(kTS_Stage1, CGraphics::kEnvPassthru);
|
||||
CGraphics::Render2D(*x0_texture, 0, x0_texture->GetWidth() * 2,
|
||||
x0_texture->GetHeight() * 2, x0_texture->GetWidth() * -2,
|
||||
CColor(1.f, 1.f, 1.f, 0.85f));
|
||||
CGraphics::SetDepthWriteMode(true, kE_LEqual, true);
|
||||
}
|
||||
|
||||
x88_blurReset = false;
|
||||
|
||||
GXSetTexCopySrc(0, 448 - x0_texture->GetHeight() * 2, x0_texture->GetWidth() * 2, x0_texture->GetHeight() * 2);
|
||||
GXTexFmt fmt = GX_TF_RGBA8;
|
||||
if (x0_texture->GetTexelFormat() == 0x7) {
|
||||
fmt = GX_TF_RGB565;
|
||||
}
|
||||
GXSetTexCopyDst(x0_texture->GetWidth(), x0_texture->GetHeight(), fmt, true);
|
||||
static int unkInt = 0;
|
||||
x0_texture->SetFlag1(true);
|
||||
void * dest = x0_texture->GetBitMapData(0);
|
||||
GXCopyTex(dest, true);
|
||||
x0_texture->UnLock();
|
||||
|
||||
gpRender->SetViewport(backupVpLeft, backupVpTop, backupVpWidth, backupVpHeight);
|
||||
CGraphics::SetDepthRange(backupDepthNear, backupDepthFar);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CWorldShadow::EnableModelProjectedShadow(const CTransform4f& pos, uint lightIdx,
|
||||
float f1) const {
|
||||
|
||||
static float M_SQRT2 = CMath::SqrtD(2.0); // TODO: should be an inlined function
|
||||
CTransform4f texTransform = CTransform4f::LookAt(CVector3f::Zero(), x74_lightPos - x68_objPos,
|
||||
CVector3f(0.0f, 0.0f, 1.0f));
|
||||
CTransform4f posXf = pos;
|
||||
posXf.SetTranslation(CVector3f::Zero());
|
||||
texTransform = posXf.GetInverse() * texTransform;
|
||||
texTransform = texTransform * CTransform4f::Scale(float(M_SQRT2) * x64_objHalfExtent * f1);
|
||||
texTransform = texTransform.GetInverse();
|
||||
texTransform = CTransform4f::Translate(0.5f, 0.f, 0.5f) * texTransform;
|
||||
|
||||
uchar lightMask = 1 << lightIdx;
|
||||
CCubeModel::EnableShadowMaps(x0_texture.get(), texTransform, lightMask, lightMask);
|
||||
}
|
||||
|
||||
void CWorldShadow::DisableModelProjectedShadow() const { CCubeModel::DisableShadowMaps(); }
|
||||
|
||||
void CWorldShadow::ResetBlur() { x88_blurReset = true; }
|
Loading…
Reference in New Issue