Files
dusklight/libs/JSystem/include/JSystem/J3DGraphAnimator/J3DModelData.h
T
Pieter-Jan Briers b289dece80 26 02 27 pjb dev 2 (#41)
* fix kankyo UB

* Fix TEV Stage DL writing

BE issue

* BE Fixes in materials/shapes

* Move to Aurora GD impl

* JUTDataFileHeader

* j3d: load vertex and texture not through GD

* Endian swap vertex data (mostly)

* Just exit(0) when closing the game

Fix crashes :godo:

* fix fopAcM_ct_placement and remove memcpy

* J3D: track vertex arrays correctly, swap work

* fix visibility, turn off overridden new/delete when we call into aurora

* event: cut name be

* Default window improvements

Double size, allow OS to decide position

* survive TParse::parseHeader_next

* color swap fix

* swap endian/fixes oob function pointer

* Remove GXGetViewportv stub

Aurora has it now

* Set array pointers via GD again

Relies on https://github.com/encounter/aurora/pull/35

* Let Aurora decide graphics backend

* disable procbar drawing

* Fix TColor endianness conversion issues

Fixes the wrong color for the flashing logo

* cam param swap

* simplify vtx loading, mat/amb color fix

* endian swap stb/fvb data

* aurora stat changes

* fix storage buffer crash

dont unnecessarily reassign vertex buffers in a way that forces aurora to recache things

* set bgobj spec fix

* add camera debug, endian swap more stb data, d_a_bg_obj::spec_data_c swapped

* JKRExpHeap: fix bad allocator slowdown

* solid tex

* texture caching

* log level

* fix window aspect ratio, disable bloom, endian swap camera type data

camera is now actually playing opening cutscene!!!!

* add GXDestroyTexObj to a couple stack init'd GXTexObjs, remove some diag printfs

* endian swap joint weight envelope data

* move to dusk config

* verbose arg errors

* better stub logging (for now)

* less logging, more BE

* more stubbing, move logging stuff around

* move all logging to aurora logging

* fix STUB_LOG, __FUNCTION__ isn't a string literal, wasn't building as it
was.

* update aurora

* fix heap alignment mismatch and always head align for now

* prevent them from fucking up my shit

* forward jut warning to DuskLog

* remove report logging

* maybe and i must emphasize maybe fix JMessage parsing

* this was a dumb idea

* preserve negative alignment for JKRHeap

* use normal free on macos and linux

* ^

* fix JMAHermiteInterpolation c impl

* endian swap J2DScreen mColor (oops)

* swap more J3D anim data, remove weird pointer addr check in J3DMaterial getMaterialAnm

* typo fix

* Fix aligned_alloc() size issues on POSIX

aligned_alloc() requires its input size to be a multiple of alignment. This wasn't being upheld so there were allocation failures in init code that made the game fail to start outside Windows.

Also just cleaned up some of this code a bit and removed fallback cases that *shouldn't* get hit.

* _Exit instead of exit()

Seriously I don't want destructors to run. Let the OS reclaim that shit.

* Reapply "Isolate JKRHeap operator overloads" (#39)

This reverts commit 3623b27f37.

* Fix some oopsies

* Fix hardcoded pointer size in JUTCacheFont::allocArray

* More operator overload fixes

Add void template specialization for jkrDelete

Add new[] placement overload. Apparently.

* Fix delete macros on nullptr

TIL C++ allows that.

* fix delete[]

* fix new(std::nothrow) overload

* fix avoid ub

* swap remaining anim data needed for title logo

* get rid of op 7

* move aurora_end_frame to correct spot

* juttexture destroy tex

* j2d animation be

* shutdown crash

* link warp material fix

* mDoExt_3DlineMat1_c fix

* hacky keyboard controls

* endian swap J2DResReference, add kb_pad to files.cmake

* fix some missing endian swaps in J2D, remove addr alignment check

* Remove heap unsetting in aurora calls

Never worked properly and not the right solution even if it did

* Don't print in DC stubs

They're fine to never implement

* Fix alignment stuff again

* Compile GF from dolphin lib

Doesn't seem to break anything and shuts up some stub warnings

* j3dtexture tlut obj fix

* addTexMtxIndexInDL fix

* don't recreate null tex data every frame

* the actual fix i wanted to push

* its kinda fakematch city over here

* insert hte efb copy

* limited window size / viewport support

* IsDelete FIX

---------

Co-authored-by: madeline <qwertytrogi@gmail.com>
Co-authored-by: Jasper St. Pierre <jstpierre@mecheye.net>
Co-authored-by: Jeffrey Crowell <jeff@crowell.biz>
Co-authored-by: TakaRikka <takarikka@outlook.com>
Co-authored-by: CraftyBoss <talibabdulmaalik@gmail.com>
Co-authored-by: Lurs <2795933+Lurs@users.noreply.github.com>
2026-03-08 15:27:15 -07:00

123 lines
5.4 KiB
C++

#ifndef J3DMODELDATA_H
#define J3DMODELDATA_H
#include "JSystem/J3DGraphAnimator/J3DJointTree.h"
#include "JSystem/J3DGraphAnimator/J3DMaterialAttach.h"
#include "JSystem/J3DGraphAnimator/J3DShapeTable.h"
#include "JSystem/J3DGraphBase/J3DVertex.h"
class JUTNameTab;
/**
* @ingroup jsystem-j3d
*
*/
class J3DModelData {
public:
void clear();
J3DModelData();
s32 newSharedDisplayList(u32);
void indexToPtr();
void makeSharedDL();
void simpleCalcMaterial(u16, Mtx);
void syncJ3DSysPointers() const;
void syncJ3DSysFlags() const;
virtual ~J3DModelData() {}
void simpleCalcMaterial(Mtx mtx) { simpleCalcMaterial(0, mtx); }
J3DMaterialTable& getMaterialTable() { return mMaterialTable; }
JUTNameTab* getMaterialName() const { return mMaterialTable.getMaterialName(); }
J3DVertexData& getVertexData() { return mVertexData; }
u16 getShapeNum() const { return mShapeTable.getShapeNum(); }
u16 getMaterialNum() const { return mMaterialTable.getMaterialNum(); }
u16 getJointNum() const { return mJointTree.getJointNum(); }
u16 getDrawMtxNum() const { return mJointTree.getDrawMtxNum(); }
J3DMaterial* getMaterialNodePointer(u16 idx) const {
return mMaterialTable.getMaterialNodePointer(idx);
}
u32 getVtxNum() const { return mVertexData.getVtxNum(); }
u32 getNrmNum() const { return mVertexData.getNrmNum(); }
#if TARGET_PC
u32 getColNum() const { return mVertexData.getColNum(); }
#endif
u8 getDrawMtxFlag(u16 idx) const { return mJointTree.getDrawMtxFlag(idx); }
u16 getDrawMtxIndex(u16 idx) const { return mJointTree.getDrawMtxIndex(idx); }
J3DDrawMtxData* getDrawMtxData() { return mJointTree.getDrawMtxData(); }
J3DShapeTable* getShapeTable() { return &mShapeTable; }
J3DShape* getShapeNodePointer(u16 idx) const { return mShapeTable.getShapeNodePointer(idx); }
J3DJoint* getJointNodePointer(u16 idx) const { return mJointTree.getJointNodePointer(idx); }
J3DJointTree& getJointTree() { return mJointTree; }
const J3DModelHierarchy* getHierarchy() const { return mJointTree.getHierarchy(); }
void setHierarchy(J3DModelHierarchy* hierarchy) { mJointTree.setHierarchy(hierarchy); }
void setBasicMtxCalc(J3DMtxCalc* calc) { mJointTree.setBasicMtxCalc(calc); }
JUTNameTab* getJointName() const { return mJointTree.getJointName(); }
BE(Mtx)& getInvJointMtx(int idx) { return mJointTree.getInvJointMtx(idx); }
J3DTexture* getTexture() const { return mMaterialTable.getTexture(); }
JUTNameTab* getTextureName() const { return mMaterialTable.getTextureName(); }
u16 getWEvlpMtxNum() const { return mJointTree.getWEvlpMtxNum(); }
BE(u16)* getWEvlpMixMtxIndex() const { return mJointTree.getWEvlpMixMtxIndex(); }
BE(f32)* getWEvlpMixWeight() const { return mJointTree.getWEvlpMixWeight(); }
u8 getWEvlpMixMtxNum(u16 idx) const { return mJointTree.getWEvlpMixMtxNum(idx); }
u16* getWEvlpImportantMtxIndex() const { return mJointTree.getWEvlpImportantMtxIndex(); }
u32 getModelDataType() const { return mJointTree.getModelDataType(); }
void setModelDataType(u32 type) { mJointTree.setModelDataType(type); }
void* getVtxPosArray() const { return mVertexData.getVtxPosArray(); }
void* getVtxNrmArray() const { return mVertexData.getVtxNrmArray(); }
GXColor* getVtxColorArray(u8 idx) const { return mVertexData.getVtxColorArray(idx); }
bool checkFlag(u32 flag) const { return (mFlags & flag) ? true : false; }
u32 getFlag() const { return mFlags; }
void const* getRawData() const { return mpRawData; }
bool checkBumpFlag() const { return mbHasBumpArray == 1; }
void setBumpFlag(u32 flag) { mbHasBumpArray = flag; }
bool checkBBoardFlag() const { return mbHasBillboard == 1; }
bool isLocked() { return mMaterialTable.isLocked(); }
void entryTexMtxAnimator(J3DAnmTextureSRTKey* anm) { mMaterialTable.entryTexMtxAnimator(anm); }
int entryTevRegAnimator(J3DAnmTevRegKey* anm) { return mMaterialTable.entryTevRegAnimator(anm); }
void entryTexNoAnimator(J3DAnmTexPattern* anm) { mMaterialTable.entryTexNoAnimator(anm); }
int removeTexNoAnimator(J3DAnmTexPattern* anm) {
return mMaterialTable.removeTexNoAnimator(anm);
}
int removeTexMtxAnimator(J3DAnmTextureSRTKey* anm) {
return mMaterialTable.removeTexMtxAnimator(anm);
}
int removeTevRegAnimator(J3DAnmTevRegKey* anm) {
return mMaterialTable.removeTevRegAnimator(anm);
}
int removeMatColorAnimator(J3DAnmColor* anm) {
return mMaterialTable.removeMatColorAnimator(anm);
}
void syncJ3DSys() const {
syncJ3DSysFlags();
syncJ3DSysPointers();
}
void makeHierarchy(J3DJoint* joint, J3DModelHierarchy const** hierarchy) {
mJointTree.makeHierarchy(joint, hierarchy, &mMaterialTable, &mShapeTable);
mShapeTable.initShapeNodes(getDrawMtxData(), &getVertexData());
}
void show() {
mShapeTable.show();
}
void hide() {
mShapeTable.hide();
}
const void* getBinary() {
return mpRawData;
}
private:
friend class J3DModelLoader;
/* 0x04 */ void const* mpRawData;
/* 0x08 */ u32 mFlags;
/* 0x0C */ u16 mbHasBumpArray;
/* 0x0E */ u16 mbHasBillboard;
/* 0x10 */ J3DJointTree mJointTree;
/* 0x58 */ J3DMaterialTable mMaterialTable;
/* 0x78 */ J3DShapeTable mShapeTable;
/* 0x88 */ J3DVertexData mVertexData;
}; // Size: 0xE4
#endif /* J3DMODELDATA_H */