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