CheatMenuSA/CheatMenu/external/moon/vehicle_renderer.cpp

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2020-12-02 16:19:16 -05:00
// This source is taken from MoonAdditions https://github.com/THE-FYP/MoonAdditions
// MIT License
// Copyright (c) 2012 DK22Pac
// Copyright (c) 2017 FYP
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "plugin.h"
#include "vehicle_renderer.h"
auto& VehicleRenderer::getVehicleData(CVehicle* veh)
{
if (!_vehicleData)
_vehicleData = std::make_unique<VehicleDataExtended<VehicleData>>();
return _vehicleData->get(veh);
}
auto& VehicleRenderer::getVehicleMaterialProperties(CVehicle* veh)
{
return getVehicleData(veh)._materialProperties;
}
void VehicleRenderer::setMaterialColor(CVehicle* veh, RpMaterial* material, RpGeometry* geometry, RwRGBA color, bool filter_mat)
{
auto& matProps = getVehicleMaterialProperties(veh)[material];
if ( !filter_mat
|| (material->color.red == 0x3C && material->color.green == 0xFF && material->color.blue == 0x00)
|| (material->color.red == 0xFF && material->color.green == 0x00 && material->color.blue == 0xAF))
{
matProps._recolor = true;
matProps._color = color;
matProps._geometry = geometry;
}
}
void VehicleRenderer::setMaterialTexture(CVehicle* veh, RpMaterial* material, std::shared_ptr<RwTexture> texture, bool filter_mat)
{
auto& matProps = getVehicleMaterialProperties(veh)[material];
if (!filter_mat
|| (material->color.red == 0x3C && material->color.green == 0xFF && material->color.blue == 0x00)
|| (material->color.red == 0xFF && material->color.green == 0x00 && material->color.blue == 0xAF))
{
matProps._retexture = true;
matProps._texture = texture;
}
}
void VehicleRenderer::resetMaterialColor(CVehicle* veh, RpMaterial* material)
{
if (isInitialized() && _vehicleData->exists(veh))
{
auto& matProps = getVehicleMaterialProperties(veh)[material];
matProps._recolor = false;
matProps._color = {0, 0, 0, 0};
}
}
void VehicleRenderer::resetMaterialTexture(CVehicle* veh, RpMaterial* material)
{
if (isInitialized() && _vehicleData->exists(veh))
{
auto& matProps = getVehicleMaterialProperties(veh)[material];
matProps._retexture = false;
matProps._texture.reset();
}
}
void VehicleRenderer::processRender(CVehicle* veh)
{
if (isInitialized() && _vehicleData->exists(veh))
{
// reset custom color if color id changed
if (veh->m_nPrimaryColor != getVehicleData(veh).primary_color
|| veh->m_nSecondaryColor != getVehicleData(veh).secondary_color)
{
for (auto& it : _vehicleData->get(veh)._materialProperties)
resetMaterialColor(veh, it.first);
getVehicleData(veh).primary_color = veh->m_nPrimaryColor;
getVehicleData(veh).secondary_color = veh->m_nSecondaryColor;
}
for (auto& it : _vehicleData->get(veh)._materialProperties)
{
if (it.second._recolor)
{
it.second._originalColor = it.first->color;
it.first->color = it.second._color;
it.second._originalGeometryFlags = it.second._geometry->flags;
it.second._geometry->flags |= rpGEOMETRYMODULATEMATERIALCOLOR;
}
if (it.second._retexture)
{
auto tex = it.second._texture.lock();
if (tex)
{
it.second._originalTexture = it.first->texture;
it.first->texture = tex.get();
}
else
{
it.second._retexture = false;
}
}
}
}
}
void VehicleRenderer::postRender(CVehicle* veh)
{
if (isInitialized() && _vehicleData->exists(veh))
{
for (auto& it : _vehicleData->get(veh)._materialProperties)
{
if (it.second._recolor)
{
it.first->color = it.second._originalColor;
it.second._geometry->flags = it.second._originalGeometryFlags;
}
if (it.second._retexture)
{
it.first->texture = it.second._originalTexture;
}
}
}
}