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https://github.com/HarbourMasters/Shipwright.git
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f19f303651
* initial nametag system * add debug name tags in actor viewer
314 lines
11 KiB
C++
314 lines
11 KiB
C++
#include "nametag.h"
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#include <libultraship/bridge.h>
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#include <vector>
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#include <algorithm>
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#include "soh/frame_interpolation.h"
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#include "soh/Enhancements/custom-message/CustomMessageInterfaceAddon.h"
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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extern "C" {
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#include "z64.h"
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#include "macros.h"
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#include "functions.h"
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#include "variables.h"
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#include "textures/message_static/message_static.h"
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extern PlayState* gPlayState;
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}
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typedef struct {
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Actor* actor;
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std::string text; // Original text
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std::string processedText; // Text filtered for supported font textures
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const char* tag; // Tag identifier
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Color_RGBA8 textColor; // Text color override. Global color is used if alpha is 0
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int16_t height; // Textbox height
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int16_t width; // Textbox width
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int16_t yOffset; // Addition Y offset
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Mtx* mtx; // Allocated Mtx for rendering
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Vtx* vtx; // Allocated Vtx for rendering
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} NameTag;
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static std::vector<NameTag> nameTags;
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static std::vector<Gfx> nameTagDl;
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void FreeNameTag(NameTag* nameTag) {
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if (nameTag->vtx != nullptr) {
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free(nameTag->vtx);
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nameTag->vtx = nullptr;
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}
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if (nameTag->mtx != nullptr) {
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free(nameTag->mtx);
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nameTag->mtx = nullptr;
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}
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}
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void DrawNameTag(PlayState* play, const NameTag* nameTag) {
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if (nameTag->actor == nullptr || nameTag->actor->draw == nullptr || !nameTag->actor->isDrawn ||
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nameTag->vtx == nullptr || nameTag->mtx == nullptr) {
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return;
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}
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// Name tag is too far away to meaningfully read, don't bother rendering it
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if (nameTag->actor->xyzDistToPlayerSq > 200000.0f) {
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return;
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}
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// Fade out name tags that are far away
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float alpha = 1.0f;
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if (nameTag->actor->xyzDistToPlayerSq > 160000.0f) {
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alpha = (200000.0f - nameTag->actor->xyzDistToPlayerSq) / 40000.0f;
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}
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float scale = 75.0f / 100.f;
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size_t numChar = nameTag->processedText.length();
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// No text to render
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if (numChar == 0) {
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return;
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}
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Color_RGBA8 textboxColor = { 0, 0, 0, 80};
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Color_RGBA8 textColor = { 255, 255, 255, 255 };
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if (CVarGetInteger("gCosmetics.Hud_NameTagActorBackground.Changed", 0)) {
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textboxColor = CVarGetColor("gCosmetics.Hud_NameTagActorBackground.Value", textboxColor);
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}
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if (CVarGetInteger("gCosmetics.Hud_NameTagActorText.Changed", 0)) {
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textColor = CVarGetColor("gCosmetics.Hud_NameTagActorText.Value", textColor);
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}
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FrameInterpolation_RecordOpenChild(nameTag->actor, 10);
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// Prefer the highest between world position and focus position if targetable
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float posY = nameTag->actor->world.pos.y;
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if (nameTag->actor->flags & ACTOR_FLAG_TARGETABLE) {
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posY = std::max(posY, nameTag->actor->focus.pos.y);
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}
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posY += nameTag->yOffset + 16;
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// Set position, billboard effect, scale (with mirror mode), then center nametag
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Matrix_Translate(nameTag->actor->world.pos.x, posY, nameTag->actor->world.pos.z, MTXMODE_NEW);
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Matrix_ReplaceRotation(&play->billboardMtxF);
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Matrix_Scale(scale * (CVarGetInteger("gMirroredWorld", 0) ? -1 : 1), -scale, 1.0f, MTXMODE_APPLY);
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Matrix_Translate(-(float)nameTag->width / 2, -nameTag->height, 0, MTXMODE_APPLY);
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Matrix_ToMtx(nameTag->mtx, (char*)__FILE__, __LINE__);
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nameTagDl.push_back(gsSPMatrix(nameTag->mtx, G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW));
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// textbox
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nameTagDl.push_back(gsSPVertex(nameTag->vtx, 4, 0));
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nameTagDl.push_back(gsDPSetPrimColor(0, 0, textboxColor.r, textboxColor.g, textboxColor.b, textboxColor.a * alpha));
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// Multi-instruction macro, need to insert all to the dl buffer
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Gfx textboxTexture[] = { gsDPLoadTextureBlock_4b(gDefaultMessageBackgroundTex, G_IM_FMT_I, 128, 64, 0, G_TX_MIRROR,
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G_TX_NOMIRROR, 7, 0, G_TX_NOLOD, G_TX_NOLOD) };
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nameTagDl.insert(nameTagDl.end(), std::begin(textboxTexture), std::end(textboxTexture));
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nameTagDl.push_back(gsSP1Quadrangle(0, 2, 3, 1, 0));
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// text
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if (nameTag->textColor.a == 0) {
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nameTagDl.push_back(gsDPSetPrimColor(0, 0, textColor.r, textColor.g, textColor.b, textColor.a * alpha));
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} else {
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nameTagDl.push_back(gsDPSetPrimColor(0, 0, nameTag->textColor.r, nameTag->textColor.g, nameTag->textColor.b,
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nameTag->textColor.a * alpha));
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}
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for (size_t i = 0, vtxGroup = 0; i < numChar; i++) {
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uint16_t texIndex = nameTag->processedText[i] - 32;
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// A maximum of 64 Vtx can be loaded at once by gSPVertex, or basically 16 characters
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// handle loading groups of 16 chars at a time until there are no more left to load
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if (i % 16 == 0) {
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size_t numVtxToLoad = std::min<size_t>(numChar - i, 16) * 4;
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nameTagDl.push_back(gsSPVertex(&(nameTag->vtx)[4 + (vtxGroup * 16 * 4)], numVtxToLoad, 0));
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vtxGroup++;
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}
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if (texIndex != 0 && nameTag->processedText[i] != '\n') {
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uintptr_t texture = (uintptr_t)Font_FetchCharTexture(texIndex);
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int16_t vertexStart = 4 * (i % 16);
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// Multi-instruction macro, need to insert all to the dl buffer
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Gfx charTexture[] = { gsDPLoadTextureBlock_4b(
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texture, G_IM_FMT_I, FONT_CHAR_TEX_WIDTH, FONT_CHAR_TEX_HEIGHT, 0, G_TX_NOMIRROR | G_TX_CLAMP,
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G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD) };
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nameTagDl.insert(nameTagDl.end(), std::begin(charTexture), std::end(charTexture));
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nameTagDl.push_back(gsSP1Quadrangle(vertexStart, vertexStart + 2, vertexStart + 3, vertexStart + 1, 0));
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}
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}
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nameTagDl.push_back(gsSPPopMatrix(G_MTX_MODELVIEW));
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FrameInterpolation_RecordCloseChild();
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}
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// Draw all the name tags by leveraging a system heap buffer for majority of the graphics commands
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void DrawNameTags() {
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if (gPlayState == nullptr || nameTags.size() == 0) {
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return;
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}
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nameTagDl.clear();
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OPEN_DISPS(gPlayState->state.gfxCtx);
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// Setup before rendering name tags
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Gfx_SetupDL_38Xlu(gPlayState->state.gfxCtx);
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nameTagDl.push_back(gsDPSetAlphaDither(G_AD_DISABLE));
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nameTagDl.push_back(gsSPClearGeometryMode(G_SHADE));
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nameTagDl.push_back(
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gsDPSetCombineLERP(0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0));
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// Add all the name tags
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for (const auto& nameTag : nameTags) {
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DrawNameTag(gPlayState, &nameTag);
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}
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// End the display list buffer
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nameTagDl.push_back(gsSPEndDisplayList());
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gSPDisplayList(POLY_XLU_DISP++, nameTagDl.data());
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CLOSE_DISPS(gPlayState->state.gfxCtx);
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}
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void UpdateNameTags() {
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// Leveraging ZBuffer above allows the name tags to be obscured by OPA surfaces based on depth.
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// However, XLU surfaces do not calculate depth with regards to other XLU surfaces.
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// With multiple name tags, a tag can only obscure other tags based on draw order.
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// Here we sort the tags so that actors further away from the camera are ordered first.
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std::sort(nameTags.begin(), nameTags.end(), [](NameTag a, NameTag b) {
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if (a.actor == nullptr || b.actor == nullptr) {
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return true;
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}
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f32 aDistToCamera = Actor_WorldDistXZToPoint(a.actor, &gPlayState->mainCamera.eye);
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f32 bDistToCamera = Actor_WorldDistXZToPoint(b.actor, &gPlayState->mainCamera.eye);
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return aDistToCamera > bDistToCamera;
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});
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}
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extern "C" void NameTag_RegisterForActorWithOptions(Actor* actor, const char* text, NameTagOptions options) {
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std::string processedText = std::string(Interface_ReplaceSpecialCharacters((char*)text));
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// Strip out unsupported characters
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processedText.erase(std::remove_if(processedText.begin(), processedText.end(), [](const char& c) {
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// 172 is max supported texture for the in-game font system,
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// and filter anything less than a space but not the newline or nul characters
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return c > 172 || (c < ' ' && c != '\n' && c != '\0');
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}), processedText.end());
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int16_t numChar = processedText.length();
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int16_t numLines = 1;
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int16_t offsetX = 0;
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int16_t maxOffsetX = 0;
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// 4 vertex per character plus one extra group of 4 for the textbox
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Vtx* vertices = (Vtx*)calloc(sizeof(Vtx[4]), numChar + 1);
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// Set all the char vtx first to get the total size for the textbox
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for (size_t i = 0; i < numChar; i++) {
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if (processedText[i] == '\n') {
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offsetX = 0;
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numLines++;
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}
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int16_t charIndex = processedText[i] - 32;
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int16_t charWidth = 0;
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// Don't add width for newline chars
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if (charIndex >= 0) {
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charWidth = (int16_t)(Message_GetCharacterWidth(charIndex) * (100.0f / R_TEXT_CHAR_SCALE));
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}
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Interface_CreateQuadVertexGroup(&(vertices)[(i + 1) * 4], offsetX, (numLines - 1) * 16, charWidth, 16, 0);
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offsetX += charWidth;
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if (offsetX > maxOffsetX) {
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maxOffsetX = offsetX;
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}
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}
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// Vtx for textbox, add +/- 4 in all directions
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int16_t height = (numLines * 16) + 8;
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int16_t width = maxOffsetX + 8;
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Interface_CreateQuadVertexGroup(vertices, -4, -4, width, height, 0);
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// Update the texture coordinates to consume the full textbox texture size (including mirror region)
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vertices[1].v.tc[0] = 256 << 5;
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vertices[2].v.tc[1] = 64 << 5;
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vertices[3].v.tc[0] = 256 << 5;
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vertices[3].v.tc[1] = 64 << 5;
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NameTag nameTag;
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nameTag.actor = actor;
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nameTag.text = std::string(text);
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nameTag.processedText = processedText;
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nameTag.tag = options.tag;
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nameTag.textColor = options.textColor;
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nameTag.height = height;
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nameTag.width = width;
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nameTag.yOffset = options.yOffset;
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nameTag.mtx = new Mtx();
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nameTag.vtx = vertices;
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nameTags.push_back(nameTag);
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}
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extern "C" void NameTag_RegisterForActor(Actor* actor, const char* text) {
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NameTag_RegisterForActorWithOptions(actor, text, {});
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}
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extern "C" void NameTag_RemoveAllForActor(Actor* actor) {
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for (auto it = nameTags.begin(); it != nameTags.end();) {
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if (it->actor == actor) {
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FreeNameTag(&(*it));
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it = nameTags.erase(it);
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} else {
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it++;
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}
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}
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}
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extern "C" void NameTag_RemoveAllByTag(const char* tag) {
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for (auto it = nameTags.begin(); it != nameTags.end();) {
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if (it->tag != nullptr && strcmp(it->tag, tag) == 0) {
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FreeNameTag(&(*it));
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it = nameTags.erase(it);
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} else {
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it++;
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}
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}
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}
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void RemoveAllNameTags() {
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for (auto& nameTag : nameTags) {
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FreeNameTag(&nameTag);
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}
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nameTags.clear();
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}
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static bool sRegisteredHooks = false;
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void NameTag_RegisterHooks() {
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if (sRegisteredHooks) {
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return;
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}
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sRegisteredHooks = true;
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// Reorder tags every frame to mimic depth rendering
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameFrameUpdate>([]() { UpdateNameTags(); });
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// Render name tags at the end of player draw to avoid overflowing the display buffers
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnPlayDrawEnd>([]() { DrawNameTags(); });
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// Remove all name tags on play state destroy as all actors are removed anyways
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnPlayDestroy>([]() { RemoveAllNameTags(); });
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}
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