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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() {
SpammyReport("dWMMap_c::onCreate() called\n");
// 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;
SpammyReport("Loaded resource: %d nodes\n", data->nodeCount);
// load up all the nodes, and fix up all the name offsets while we're at it
SpammyReport("Allocating node array\n");
nodes = new WMSceneNode[data->nodeCount];
// link the mHeapAllocator so it can be used for models
SpammyReport("Linking allocator\n");
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);
}
SpammyReport("Unlinking allocator\n");
allocator.unlink();
SpammyReport("dWMMap_c::onCreate() completed\n");
return true;
}
int dWMMap_c::onDelete() {
delete[] nodes;
return true;
}
int dWMMap_c::onExecute() {
return true;
}
int dWMMap_c::onDraw() {
SpammyReport("dWMMap_c::onDraw() called\n");
for (int i = 0; i < data->nodeCount; i++) {
SpammyReport("Drawing node %d\n", i);
nodes[i].draw();
}
SpammyReport("dWMMap_c::onDraw() completed\n");
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);
resMdl = resfile.GetResMdl(data->modelName);
MapReport("Obtained ResMdl: %p\n", resMdl);
MapReport(model.setup(resMdl, allocator, 0, 1, 0) ? "Success\n" : "Fail\n");
// todo: more types
SpammyReport("Setting up lightmaps\n");
if (data->lmType == 0)
SetupTextures_Map(&model, 1);
else if (data->lmType == 1)
SetupTextures_MapObj(&model, 1);
SpammyReport("Lightmaps done\n");
model.setDrawMatrix(data->matrix);
SpammyReport("Node is ready\n");
}
void WMSceneNode::updateAlpha(const char *materialName, u8 alpha) {
// get the material
// too lazy to use dynamic buffers for the ResMatTevColor stuff...
//OSReport("trying to update %s to %d\n", materialName, alpha);
u8 *mat = (u8*)resMdl.GetResMat(materialName);
//OSReport("got mat: %p\n", mat);
s32 *matDLOffsetPtr = (s32*)(mat + 0x3C);
s32 matDLOffset = *matDLOffsetPtr;
u8 *matTevColorDL = mat + matDLOffset + 0x20;
u8 *setTevKonst4Cmd = matTevColorDL + 0x5E;
//OSReport("got DL offset: %d. DL is at %p. cmd is at %p.\n", matDLOffset, matTevColorDL, setTevKonst4Cmd);
setTevKonst4Cmd[2] = (setTevKonst4Cmd[2] & 0xF0) | (alpha >> 4);
setTevKonst4Cmd[3] = (setTevKonst4Cmd[3] & 0x0F) | (alpha & 0xF0);
}
void WMSceneNode::draw() {
model.scheduleForDrawing();
}
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