gsys: Add ModelUnit virtual functions

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Léo Lam 2022-04-07 01:37:43 +02:00
parent 55f8bde652
commit c7a0797fe4
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GPG Key ID: 0DF30F9081000741
4 changed files with 182 additions and 0 deletions

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@ -9,6 +9,7 @@ add_library(gsys OBJECT
include/gsys/gsysModelNW.h
include/gsys/gsysModelSceneConfig.h
include/gsys/gsysModelUnit.h
include/gsys/gsysModelUnitDrawArray.h
include/gsys/gsysOfxLensFlareRig.h
include/gsys/gsysORUtil.h
include/gsys/gsysParticleConfig.h

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@ -2,6 +2,10 @@
#include <gsys/gsysModelUnit.h>
namespace agl {
class DrawContext;
}
namespace gsys {
// XXX: bad name. This doesn't reflect the fact that ModelNW is a ModelUnit, not a Model.
@ -10,6 +14,16 @@ class ModelNW : public ModelUnit,
public nn::g3d::ICalculateWorldCallback,
public sead::hostio::Node {
SEAD_RTTI_OVERRIDE(ModelNW, ModelUnit)
virtual void drawDetail(agl::DrawContext* context) const;
virtual void createRenderUnitNW(int, sead::Heap* heap);
protected:
virtual void calcBounding_(); // NOLINT(bugprone-virtual-near-miss)
virtual void calcGPUSkinning_();
void Exec(nn::g3d::ICalculateWorldCallback::CallbackArg& arg,
nn::g3d::WorldMtxManip& world_mtx_manip) override;
};
} // namespace gsys

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@ -1,17 +1,166 @@
#pragma once
#include <basis/seadTypes.h>
#include <gfx/seadColor.h>
#include <hostio/seadHostIONode.h>
#include <math/seadBoundBox.h>
#include <math/seadMatrix.h>
#include <math/seadVector.h>
#include <nn/g3d/World.h>
#include <prim/seadRuntimeTypeInfo.h>
#include <prim/seadSafeString.h>
#include "gsys/gsysModelUnitDrawArray.h"
namespace agl {
class UniformBlock;
}
namespace gsys {
namespace ModelEnum {
enum class ShaderAssignType;
enum class RenderOption;
enum class RenderViewOption;
} // namespace ModelEnum
class ModelRenderUnit;
class ModelScene;
class ModelViewData;
// TODO
class ModelUnit {
SEAD_RTTI_BASE(ModelUnit)
public:
// TODO: is this an enum/enum class or a class?
enum class BoolType;
ModelUnit();
virtual ~ModelUnit();
// FIXME
virtual void createDrawArray(const ModelUnitDrawArray::CreateArg& arg, sead::Heap* heap);
virtual sead::SafeString getName() const;
virtual int getBoneNum() const;
virtual int searchBoneIndex(const sead::SafeString& bone_name) const;
virtual sead::SafeString getBoneName(int bone_idx) const;
virtual void setBoneLocalMatrix(const sead::Matrix34f& matrix, const sead::Vector3f& pos,
int bone_idx);
virtual void setBoneLocalRTMatrix(const sead::Matrix34f& matrix, int bone_idx);
virtual void setBoneLocalScale(const sead::Vector3f& scale, int bone_idx);
virtual void getBoneLocalMatrix(sead::Matrix34f* matrix, sead::Vector3f* pos,
int bone_idx) const;
virtual void setBoneWorldMatrix(const sead::Matrix34f& matrix, int bone_idx);
virtual void getBoneWorldMatrix(sead::Matrix34f* matrix, int bone_idx) const;
virtual sead::Matrix34f* getBoneWorldMatrixPtr(int bone_idx) const;
virtual void safeGetBoneWorldMatrix(sead::Matrix34f* matrix, int bone_idx) const;
virtual void setBoneVisible(int bone_idx, bool visible);
virtual bool isBoneVisible(int bone_idx) const;
virtual int getBoneParentIndex(int bone_idx) const;
virtual void copyBoneLocalMatrixTo(gsys::ModelUnit* target) const;
virtual void copyBoneWorldMatrixTo(gsys::ModelUnit* target) const;
virtual void clearBoneLocalMatrix();
virtual int getMaterialNum() const = 0;
virtual int searchMaterialIndex(const sead::SafeString& material_name) const;
virtual sead::SafeString getMaterialName(int material_idx) const;
virtual int searchMaterialParamIndex(int material_idx,
const sead::SafeString& param_name) const;
virtual sead::SafeString getMaterialParamName(int material_idx, int param_idx) const;
virtual bool getMaterialParamBool(int material_idx, int param_idx) const;
virtual void setMaterialParamBool(int material_idx, int param_idx, bool value);
virtual int getMaterialParamInt(int material_idx, int param_idx) const;
virtual void setMaterialParamInt(int material_idx, int param_idx, int value);
virtual u32 getMaterialParamU32(int material_idx, int param_idx) const;
virtual void setMaterialParamU32(int material_idx, int param_idx, u32 value);
virtual float getMaterialParamF32(int material_idx, int param_idx) const;
virtual void setMaterialParamF32(int material_idx, int param_idx, float value);
virtual const sead::Vector2f& getMaterialParamVector2f(int material_idx, int param_idx) const;
virtual void setMaterialParamVector2f(int material_idx, int param_idx,
const sead::Vector2f& value);
virtual const sead::Vector3f& getMaterialParamVector3f(int material_idx, int param_idx) const;
virtual void setMaterialParamVector3f(int material_idx, int param_idx,
const sead::Vector3f& value);
virtual const sead::Vector4f& getMaterialParamVector4f(int material_idx, int param_idx) const;
virtual void setMaterialParamVector4f(int material_idx, int param_idx,
const sead::Vector4f& value);
virtual const sead::Color4f& getMaterialParamColor4f(int material_idx, int param_idx) const;
virtual void setMaterialParamColor4f(int material_idx, int param_idx,
const sead::Color4f& value);
virtual const sead::Color4f& getMaterialParamColor3f(int material_idx, int param_idx) const;
virtual void setMaterialParamColor3f(int material_idx, int param_idx,
const sead::Color4f& value);
virtual void getMaterialParamTexSRT(int material_idx, int param_idx, sead::Vector2f* scale,
float* rotate, sead::Vector2f* translate) const;
virtual void setMaterialParamTexSRT(int material_idx, int param_idx,
const sead::Vector2f& scale, float rotate,
const sead::Vector2f& translate);
virtual sead::Matrix34f* getMaterialParamEffectMatrixPtr(int material_idx, int param_idx) const;
virtual void setMaterialParamEffectMatrixPtr(int material_idx, int param_idx,
sead::Matrix34f* matrix);
virtual float getMaterialParamXluAlpha(int material_idx, int param_idx) const;
virtual void setMaterialParamXluAlpha(int material_idx, int param_idx, float xlu_alpha);
virtual void clearMaterialParameter(int material_idx);
virtual void clearTexture(int unk);
virtual void setMaterialVisible(int material_idx, bool visible);
virtual bool isMaterialVisible(int material_idx) const;
virtual void setMaterialShaderAssignVariation(int material_idx,
ModelEnum::ShaderAssignType assign_type, int);
virtual int getShapeNum() const = 0;
// TODO: reference or pointer?
virtual ModelRenderUnit* getModelRenderUnit(int idx) = 0;
virtual const ModelRenderUnit* getModelRenderUnit(int idx) const = 0;
virtual void* createSubMeshRangeBuffer(sead::Heap* heap) const;
virtual void setSubMeshRangeBuffer(int, void*);
virtual void setSubMeshRangeBufferVisible(int, int, const bool*);
virtual int countPolygonNum() const;
virtual int getViewNum() const;
virtual void calcBoundAABB(sead::BoundBox3f* aabb, bool) const;
virtual bool isDefaultRenderOptionEnabled(int, ModelEnum::RenderOption) const;
virtual bool isDefaultRenderViewOptionEnabled(int, ModelEnum::RenderViewOption, int) const;
virtual void setUserUniformBlock(int, agl::UniformBlock* block);
virtual void enableReverseCulling(int, bool enable);
virtual bool isReverseCullingEnabled(int) const;
virtual void setLodLevelNum(int lod_level_num);
virtual void check(BoolType) const;
virtual void calcBounding();
virtual void bind(const ModelScene* scene);
virtual void bindResource();
virtual void syncResource();
virtual void unbindResource();
virtual void calcWorld(const sead::Matrix34f&, const sead::Vector3f&);
virtual void postCalcWorld(const ModelScene* scene, u32, u32,
const ModelViewData* model_view_data, int);
virtual void calcBeforeDraw(ModelScene* scene, const gsys::ModelViewData* model_view_data, int);
virtual void forceCalcDrawSetup();
virtual void setUpMaterialImpl(int, sead::Heap* heap);
};
} // namespace gsys

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@ -0,0 +1,18 @@
#pragma once
#include <hostio/seadHostIONode.h>
namespace gsys {
// TODO
class ModelUnitDrawArray : public sead::hostio::Node {
public:
struct CreateArg {
CreateArg();
};
ModelUnitDrawArray();
virtual ~ModelUnitDrawArray();
};
} // namespace gsys