re3-wiiu/src/render/PlayerSkin.cpp

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#include "common.h"
#include "patcher.h"
#include "main.h"
#include "PlayerSkin.h"
#include "TxdStore.h"
#include "rtbmp.h"
#include "ClumpModelInfo.h"
#include "VisibilityPlugins.h"
#include "World.h"
#include "PlayerInfo.h"
#include "CdStream.h"
#include "FileMgr.h"
#include "Directory.h"
#include "RwHelper.h"
#include "Timer.h"
#include "Lights.h"
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RpClump *gpPlayerClump;
float gOldFov;
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int CPlayerSkin::m_txdSlot;
void
FindPlayerDff(uint32 &offset, uint32 &size)
{
int file;
CDirectory::DirectoryInfo info;
file = CFileMgr::OpenFile("models\\gta3.dir", "rb");
do {
if (!CFileMgr::Read(file, (char*)&info, sizeof(CDirectory::DirectoryInfo)))
return;
} while (strcasecmp("player.dff", info.name) != 0);
offset = info.offset;
size = info.size;
}
void
LoadPlayerDff(void)
{
RwStream *stream;
RwMemory mem;
uint32 offset, size;
uint8 *buffer;
bool streamWasAdded = false;
if (CdStreamGetNumImages() == 0) {
CdStreamAddImage("models\\gta3.img");
streamWasAdded = true;
}
FindPlayerDff(offset, size);
buffer = (uint8*)RwMallocAlign(size << 11, 2048);
CdStreamRead(0, buffer, offset, size);
CdStreamSync(0);
mem.start = buffer;
mem.length = size << 11;
stream = RwStreamOpen(rwSTREAMMEMORY, rwSTREAMREAD, &mem);
if (RwStreamFindChunk(stream, rwID_CLUMP, nil, nil))
gpPlayerClump = RpClumpStreamRead(stream);
RwStreamClose(stream, &mem);
RwFreeAlign(buffer);
if (streamWasAdded)
CdStreamRemoveImages();
}
void
CPlayerSkin::Initialise(void)
{
m_txdSlot = CTxdStore::AddTxdSlot("skin");
CTxdStore::Create(m_txdSlot);
CTxdStore::AddRef(m_txdSlot);
}
void
CPlayerSkin::Shutdown(void)
{
CTxdStore::RemoveTxdSlot(m_txdSlot);
}
RwTexture *
CPlayerSkin::GetSkinTexture(const char *texName)
{
RwTexture *tex;
RwRaster *raster;
int32 width, height, depth, format;
CTxdStore::PushCurrentTxd();
CTxdStore::SetCurrentTxd(m_txdSlot);
tex = RwTextureRead(texName, NULL);
CTxdStore::PopCurrentTxd();
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if (tex != nil) return tex;
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if (strcmp(DEFAULT_SKIN_NAME, texName) == 0)
sprintf(gString, "models\\generic\\player.bmp");
else
sprintf(gString, "skins\\%s.bmp", texName);
if (RwImage *image = RtBMPImageRead(gString)) {
RwImageFindRasterFormat(image, rwRASTERTYPETEXTURE, &width, &height, &depth, &format);
raster = RwRasterCreate(width, height, depth, format);
RwRasterSetFromImage(raster, image);
tex = RwTextureCreate(raster);
RwTextureSetName(tex, texName);
#ifdef FIX_BUGS
RwTextureSetFilterMode(tex, rwFILTERLINEAR); // filtering bugfix from VC
#endif
RwTexDictionaryAddTexture(CTxdStore::GetSlot(m_txdSlot)->texDict, tex);
RwImageDestroy(image);
}
return tex;
}
void
CPlayerSkin::BeginFrontendSkinEdit(void)
{
LoadPlayerDff();
RpClumpForAllAtomics(gpPlayerClump, CClumpModelInfo::SetAtomicRendererCB, CVisibilityPlugins::RenderPlayerCB);
CWorld::Players[0].LoadPlayerSkin();
gOldFov = CDraw::GetFOV();
CDraw::SetFOV(30.0f);
}
void
CPlayerSkin::EndFrontendSkinEdit(void)
{
RpClumpDestroy(gpPlayerClump);
gpPlayerClump = NULL;
CDraw::SetFOV(gOldFov);
}
void
CPlayerSkin::RenderFrontendSkinEdit(void)
{
static float rotation = 0.0f;
RwRGBAReal AmbientColor = { 0.65f, 0.65f, 0.65f, 1.0f };
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const RwV3d pos = { 1.35f, 0.35f, 7.725f };
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const RwV3d axis1 = { 1.0f, 0.0f, 0.0f };
const RwV3d axis2 = { 0.0f, 0.0f, 1.0f };
static uint32 LastFlash = 0;
RwFrame *frame = RpClumpGetFrame(gpPlayerClump);
if (CTimer::GetTimeInMillisecondsPauseMode() - LastFlash > 7) {
rotation += 2.0f;
if (rotation > 360.0f)
rotation -= 360.0f;
LastFlash = CTimer::GetTimeInMillisecondsPauseMode();
}
RwFrameTransform(frame, RwFrameGetMatrix(RwCameraGetFrame(Scene.camera)), rwCOMBINEREPLACE);
RwFrameTranslate(frame, &pos, rwCOMBINEPRECONCAT);
RwFrameRotate(frame, &axis1, -90.0f, rwCOMBINEPRECONCAT);
RwFrameRotate(frame, &axis2, rotation, rwCOMBINEPRECONCAT);
RwFrameUpdateObjects(frame);
SetAmbientColours(&AmbientColor);
RpClumpRender(gpPlayerClump);
}
STARTPATCHES
InjectHook(0x59B9B0, &CPlayerSkin::Initialise, PATCH_JUMP);
InjectHook(0x59B9E0, &CPlayerSkin::Shutdown, PATCH_JUMP);
InjectHook(0x59B9F0, &CPlayerSkin::GetSkinTexture, PATCH_JUMP);
InjectHook(0x59BC70, &CPlayerSkin::BeginFrontendSkinEdit, PATCH_JUMP);
InjectHook(0x59BCB0, &CPlayerSkin::EndFrontendSkinEdit, PATCH_JUMP);
InjectHook(0x59BCE0, &CPlayerSkin::RenderFrontendSkinEdit, PATCH_JUMP);
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ENDPATCHES