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#ifndef __KAMEK_G3DHAX_H
#define __KAMEK_G3DHAX_H

// nw4r::g3d wrapper

namespace nw4r {
	namespace g3d {

		class ResName {
			public:
				const char *name;

				ResName(const char *p = NULL) {
					name = p;
				}
		};

		class ResMdl {
			public:
				void * /*ResMdlData*/ data;

				ResMdl(void *p = NULL) {
					data = p;
				}

				void * /*ResMat*/ GetResMat(const char *str) const;
		};

		class ResFile {
			public:
				void * /*ResFileData*/ data;

				ResFile(void *p = NULL) {
					data = p;
				}

				void Init();
				bool CheckRevision() const;

				ResMdl GetResMdl(const char *str) const;
				void * /*ResPltt*/ GetResPltt(const ResName n) const;
				void * /*ResTex*/ GetResTex(const char *str) const;
				void * /*ResTex*/ GetResTex(const ResName n) const;
				void * /*ResTex*/ GetResTex(u32 idx) const;
				void * /*ResAnmChr*/ GetResAnmChr(const char *str) const;
				void * /*ResAnmVis*/ GetResAnmVis(const char *str) const;
				void * /*ResAnmClr*/ GetResAnmClr(const char *str) const;
				void * /*ResAnmTexPat*/ GetResAnmTexPat(const char *str) const;
				void * /*ResAnmTexSrt*/ GetResAnmTexSrt(const char *str) const;
				void * /*ResAnmScn*/ GetResAnmScn(const char *str) const;

				bool Bind(ResFile rhs);
		};

		void *__ScnMdlSimple__Construct(
				void * /*MEMAllocator*/ pHeap,
				u32 *pSize,
				void * /*ResMdl*/ mdl,
				int nView = 1);


		void *__ScnMdl__Construct(
				void * /*MEMAllocator*/ pHeap,
				u32 *pSize,
				void * /*ResMdl*/ mdl,
				u32 bufferOption,
				int nView = 1);


		void *__AnmObjChrRes__Construct(
				void * /*MEMAllocator*/ pHeap,
				u32 *pSize,
				void * /*ResAnmChr*/ resAnm,
				void * /*ResMdl*/ resMdl,
				bool bHasCache);


		void *__AnmObjVisRes__Construct(
				void * /*MEMAllocator*/ pHeap,
				u32 *pSize,
				void * /*ResAnmVis*/ resAnm,
				void * /*ResMdl*/ resMdl);


		void *__AnmObjTexPatRes__Construct(
				void * /*MEMAllocator*/ pHeap,
				u32 *pSize,
				void * /*ResAnmTexPat*/ resAnm,
				void * /*ResMdl*/ resMdl,
				bool bHasCache);


		void *__AnmObjTexSrtRes__Construct(
				void * /*MEMAllocator*/ pHeap,
				u32 *pSize,
				void * /*ResAnmTexSrt*/ resAnm,
				void * /*ResMdl*/ resMdl,
				bool bHasCache);


		void *__AnmObjMatClrRes__Construct(
				void * /*MEMAllocator*/ pHeap,
				u32 *pSize,
				void * /*ResAnmMatClr*/ resAnm,
				void * /*ResMdl*/ resMdl,
				bool bHasCache);


		void *__AnmObjShpRes__Construct(
				void * /*MEMAllocator*/ pHeap,
				u32 *pSize,
				void * /*ResAnmShp*/ resAnm,
				void * /*ResMdl*/ resMdl,
				bool bHasCache);



		bool InsertIntoScene(void *scnObj); // 80164F90

		extern void *g3dMemAllocator; // 8042A6A8

		inline void *ConstructScnMdlSimple(void *mdl, int nView = 1) {
			return __ScnMdlSimple__Construct(g3dMemAllocator, 0, mdl, nView);
		}

		inline void *ConstructScnMdl(void *mdl, u32 bufferOption, int nView = 1) {
			return __ScnMdl__Construct(g3dMemAllocator, 0, mdl, bufferOption, nView);
		}



	}
}


class mHeapAllocator_c { // Actually that weird subclass. INCOMPLETE!!
	public:
		char data1[0x10];

		mHeapAllocator_c();
		virtual ~mHeapAllocator_c();
		virtual void *alloc(u32 size);
		virtual void free(void *block);

		bool link(s32 size, void *heap, const char *name, int align);
		u32 unlink();

		char data2[8];
};

namespace m3d {

	// random, just dumped it here because I dunno where else
	void DisableIndirectTexturing();
	void InitTexObjWithResTex(GXTexObj *obj, /* ResTex */ void *resTex, GXTexWrapMode wrapS, GXTexWrapMode wrapT, GXTexFilter minFilt, GXTexFilter magFilt); 

	// I need to do scnLeaf_c some time...

	class proc_c {
		public:
			proc_c();
			virtual ~proc_c();

			void setup(void *allocator = 0, u32 *size = 0);
			virtual int returnUnknown();
			virtual void free();
			virtual bool scheduleForDrawing();
			virtual void drawOpa();
			virtual void drawXlu();

			void setScnObjOption(ulong, ulong);
			bool getScnObjOption(ulong, ulong*);

			void setScale(float x, float y, float z);
			void setScale(Vec vec);

			void setDrawMatrix(Mtx *mtx);
			void getLocalMatrix(Mtx *mtx);
			void getViewMatrix(Mtx *mtx);

			void calcWorld(bool);
			void calcView(bool);

			void setDrawPriorities(int opa, int xlu);

			void *scnObj;
	};

	class mdl_c {
		public:
			mdl_c();
			virtual ~mdl_c();

			virtual void _vf0C();
			virtual void _vf10();
			virtual bool scheduleForDrawing();
			virtual void bindAnim(void *anim, float boo);
			virtual void _vf1C();

			bool setup(nw4r::g3d::ResMdl model, void *allocator, u32 bufferOption, int nView, u32 *size);
			void oneSetupType();
			void sub_80064BF0();

			void setDrawMatrix(const Mtx matrix);
			void setScale(float x, float y, float z);
			void setScale(Vec *scale);
			void calcWorld(bool unk);

			char data[0x3C];
	};
};



void SetupTextures_Player(m3d::mdl_c *model, int sceneID); // 800B3E50
void SetupTextures_Map(m3d::mdl_c *model, int sceneID); // 800B3F50
void SetupTextures_Boss(m3d::mdl_c *model, int sceneID); // 800B4050
void SetupTextures_Enemy(m3d::mdl_c *model, int sceneID); // 800B4170
void SetupTextures_MapObj(m3d::mdl_c *model, int sceneID); // 800B42B0
void SetupTextures_Item(m3d::mdl_c *model, int sceneID); // 800B43D0

#endif