SuperMarioOdysseyOnline/include/al/model/ModelCtrl.h

107 lines
No EOL
4.1 KiB
C++

#pragma once
#include "agl/DisplayList.h"
#include "al/resource/Resource.h"
#include "math/seadMatrix.h"
#include "nn/g3d/ResModel.h"
namespace al {
struct ShaderHolder;
struct ModelShaderHolder;
struct ModelOcclusionCullingDirector;
struct ShadowDirector;
struct PrepassTriangleCulling;
struct ModelLodCtrl;
struct DitherAnimator;
struct ModelMaterialCategory;
struct GpuMemAllocator;
}
namespace nn { namespace g3d {
struct Sphere;
}}
namespace al {
class ModelCtrl {
public:
ModelCtrl();
~ModelCtrl();
void initialize(nn::g3d::ResModel*, int, int, sead::Heap*, al::ShaderHolder*);
void tryBindShader();
void tryUpdateModelAdditionalInfoUbo(int);
void updateWorldMatrix(sead::Matrix34f const&, sead::Vector3f const&);
void updateGpuBuffer(int);
void calcBounding();
void getLodLevel() const;
void getLodLevelDepthShadow() const;
void calcBoundingLod(int);
void updateQueryBox();
void updateModelDrawBuffer(int);
void updateGpuBufferAll();
void isShapeVisible(int) const;
void setCubeMapIndexAllShape(int);
void recreateDisplayList();
void setMaterialProgrammable(int, bool);
void isMaterialProgrammable(int);
void setSkeletonUpdateInfo(bool, sead::Matrix34f const&, sead::Vector3f const&);
void setDirtyTexture();
void onZPrePass();
void offZPrePass();
void getEnvTexInfo(int) const;
void requestModelAdditionalInfoUbo();
void setLodCtrl(al::ModelLodCtrl*);
void getLodLevelMax() const;
void getLodLevelMaterial() const;
void getLodLevelNoClamp() const;
void setLodLevelForce(int);
void updateLodCtrl();
void setDitherAnimator(al::DitherAnimator*);
void updateDitherAnimator();
void checkChangeDisplayList();
void addToDrawerCulling();
void removeFromDrawerCulling();
void updateSubMesh();
void setModelMaterialCategory(al::ModelMaterialCategory const*);
void setModelAlphaMask(float);
void setModelUvOffset(sead::Vector2f const&);
void setModelProjMtx0(sead::Matrix44<float> const&);
void setModelProjMtx1(sead::Matrix44<float> const&);
void setModelProjMtx2(sead::Matrix44<float> const&);
void setModelProgProjMtx0(sead::Matrix44<float> const&);
void setModelProgProjMtx1(sead::Matrix44<float> const&);
void setModelProgProjMtx2(sead::Matrix44<float> const&);
void setModelProgProjMtx3(sead::Matrix44<float> const&);
void setModelProgConstant0(float);
void setModelProgConstant1(float);
void setModelProgConstant2(float);
void setModelProgConstant3(float);
void setModelProgConstant4(float);
void setModelProgConstant5(float);
void setModelProgConstant6(float);
void setModelProgConstant7(float);
void setNormalAxisXScale(float);
void calcCameraToBoundingSphereDistance() const;
void isUseLocalShadowMap() const;
void validateOcclusionQuery();
void invalidateOcclusionQuery();
void isValidOcclusionQuery() const;
void createUniqShader();
void isCreateUniqShader(int);
void getUniqModelShader(int);
void getUniqModelShaderAssgin(int);
void pushDisplayListModel(agl::DisplayList*);
void pushDisplayListShape(agl::DisplayList*, int);
void getModelShapeCtrl(int) const;
void initResource(al::Resource*, al::Resource*);
void initModel(al::GpuMemAllocator*, al::ModelShaderHolder*, al::ModelOcclusionCullingDirector*, al::ShadowDirector*, al::PrepassTriangleCulling*, int, int);
void tryCreateCulledIndexBuffer();
void show();
void hide();
void calc(sead::Matrix34f const&, sead::Vector3f const&);
void calcView();
void calcModelObjBoundingWithOffset(nn::g3d::Sphere*) const;
void setCameraInfo(sead::Matrix34f const*, sead::Matrix34f const*, sead::Matrix44<float> const*, sead::Matrix44<float> const*);
void getShapeObj(int) const;
};
}