mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2026-01-08 04:29:31 -06:00
SWA API: - Added CVector - Added CVector4 - Combined CVectorX into one header Reddog: - Added toggle for visualizing the loaded GI Atlas Mipmap level - Added toggles for rendering Havok collision - Added toggles for Light Field
76 lines
3.0 KiB
C++
76 lines
3.0 KiB
C++
#include "view_window.h"
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#include <gpu/video.h>
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#include <kernel/memory.h>
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#include <ui/reddog/reddog_controls.h>
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#include <ui/reddog/debug_draw.h>
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#include <ui/game_window.h>
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#include <user/config.h>
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static ViewWindow g_window{ "View" };
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void ViewWindow::Draw()
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{
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if (Begin())
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{
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Reddog::Checkbox("Render FPS", &Config::ShowFPS.Value);
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Reddog::Checkbox("Render Debug Lines", &Reddog::DebugDraw::ms_IsDrawLine);
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Reddog::Checkbox("Render Debug Text", &Reddog::DebugDraw::ms_IsDrawText);
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Reddog::Checkbox("Render HUD (F8)", (bool*)g_memory.Translate(0x8328BB26));
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Reddog::Separator();
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//// デバッグ描画
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//Reddog::Checkbox((const char*)u8"Render Debug Draw", (bool*)g_memory.Translate(0x8328BB23));
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//// デバッグ位置描画
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//Reddog::Checkbox((const char*)u8"Render Debug Position Draw", (bool*)g_memory.Translate(0x8328BB24));
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//// デバッグ文字描画
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//Reddog::Checkbox((const char*)u8"Render Debug Draw Text", (bool*)g_memory.Translate(0x8328BB25));
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//Reddog::Separator();
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//// 全 HUD 描画
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//Reddog::Checkbox((const char*)g_memory.Translate(0x82031850), (bool*)g_memory.Translate(0x8328BB26));
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// ゲームメインHUD 描画
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Reddog::Checkbox((const char*)u8"Render Main Game HUD", (bool*)g_memory.Translate(0x8328BB27));
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// ポーズメニュー 描画
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Reddog::Checkbox((const char*)u8"Render Pause HUD", (bool*)g_memory.Translate(0x8328BB28));
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Reddog::Separator();
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// 値をデバッグ表示
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Reddog::Checkbox((const char*)u8"Light Field Debug", (bool*)g_memory.Translate(0x83367BCD));
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// サンプリング点をデバッグ表示
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Reddog::Checkbox((const char*)u8"Draw Light Field Sampling Point", (bool*)g_memory.Translate(0x83367BCE));
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// データを無視する
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Reddog::Checkbox((const char*)u8"Ignore Light Field Data", (bool*)g_memory.Translate(0x83367BCF));
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Reddog::Separator();
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// ミップレベルを視覚化 赤=0, 緑=1, 青=2, 黄=未ロード
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Reddog::Checkbox((const char*)u8"Visualize Loaded GI Mip Level", (bool*)g_memory.Translate(0x833678C1));
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Reddog::Separator();
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// IsCollisionRender
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Reddog::Checkbox((const char*)u8"Render Stage Collision", (bool*)g_memory.Translate(0x833678A6));
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// IsTriggerRender
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Reddog::Checkbox((const char*)u8"Render Event Collision", (bool*)g_memory.Translate(0x83367904));
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// IsObjectCollisionRender
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Reddog::Checkbox((const char*)u8"Render Rigid Body Collision", (bool*)g_memory.Translate(0x83367905));
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Reddog::Separator();
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if (Reddog::Button("Reset Window Dimensions (F2)"))
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{
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Config::Fullscreen = GameWindow::SetFullscreen(false);
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GameWindow::ResetDimensions();
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}
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if (Reddog::Button("Recentre Window (F3)"))
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{
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if (!GameWindow::IsFullscreen())
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GameWindow::SetDimensions(GameWindow::s_width, GameWindow::s_height);
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}
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}
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End();
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}
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