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#include "worldmap.h"
dWMMap_c *dWMMap_c::instance = 0;
dWMMap_c *dWMMap_c::build() {
OSReport("Creating WM_Map\n");
void *buffer = AllocFromGameHeap1(sizeof(dWMMap_c));
dWMMap_c *c = new(buffer) dWMMap_c;
OSReport("Created WM_Map @ %p\n", c);
instance = c;
return c;
}
int dWMMap_c::onCreate() {
// Get the resource
void *scnRes = dScNewerWorldMap_c::instance->resMng['SCN0'];
if (scnRes == 0) {
OSReport("Oops, couldn't get SCN0, try again later\n");
return false;
}
data = (WMSceneDataHeader*)scnRes;
// load up all the nodes, and fix up all the name offsets while we're at it
nodes = new WMSceneNode[data->nodeCount];
// link the mHeapAllocator so it can be used for models
allocator.link(-1, GameHeaps[0], 0, 0x20);
for (int i = 0; i < data->nodeCount; i++) {
WMSceneNode *node = &nodes[i];
WMSceneDataNode *nodeData = &data->nodes[i];
nodeData->modelName = (const char*)((u32)data + (u32)nodeData->modelName);
node->loadFrom(nodeData, &allocator);
}
allocator.unlink();
return true;
}
int dWMMap_c::onDelete() {
delete[] nodes;
return true;
}
int dWMMap_c::onExecute() {
return true;
}
int dWMMap_c::onDraw() {
for (int i = 0; i < data->nodeCount; i++) {
nodes[i].draw();
}
return true;
}
/* SCENE NODES */
void WMSceneNode::loadFrom(WMSceneDataNode *data, mHeapAllocator_c *allocator) {
MapReport("Loading node: %c%c%c%c [%c%c%c%c:%s]\n",
data->nodeKey>>24,data->nodeKey>>16,data->nodeKey>>8,data->nodeKey,
data->brresKey>>24,data->brresKey>>16,data->brresKey>>8,data->brresKey,
data->modelName);
baseData = data;
void *brres = dScNewerWorldMap_c::instance->resMng[data->brresKey];
nw4r::g3d::ResFile resfile(brres);
void *mdl = resfile.GetResMdl(data->modelName);
MapReport("Obtained ResMdl: %p\n", mdl);
MapReport(model.setup(&mdl, allocator, 0, 1, 0) ? "Success\n" : "Fail\n");
// todo: more types
if (data->lmType == 0)
SetupTextures_Map(&model, 1);
else if (data->lmType == 1)
SetupTextures_MapObj(&model, 1);
model.setDrawMatrix(data->matrix);
}
void WMSceneNode::draw() {
model.scheduleForDrawing();
}
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