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mirror of https://github.com/rwengine/openrw.git synced 2024-11-22 02:12:45 +01:00

Use new Clump structures in rwviewer + remove old renderer

This commit is contained in:
Daniel Evans 2017-01-08 20:43:18 +00:00
parent d798509f93
commit 0a0be3c52a
5 changed files with 36 additions and 170 deletions

View File

@ -473,57 +473,6 @@ void GameRenderer::renderPostProcess() {
renderer->drawArrays(glm::mat4(), &ssRectDraw, wdp);
}
void GameRenderer::renderGeometry(Clump* model, size_t g,
const glm::mat4& modelMatrix, float opacity,
GameObject* object) {
for (size_t sg = 0; sg < model->geometries[g]->subgeom.size(); ++sg) {
SubGeometry& subgeom = model->geometries[g]->subgeom[sg];
Renderer::DrawParameters dp;
dp.colour = {255, 255, 255, 255};
dp.count = subgeom.numIndices;
dp.start = subgeom.start;
dp.textures = {0};
if (model->geometries[g]->materials.size() > subgeom.material) {
Geometry::Material& mat =
model->geometries[g]->materials[subgeom.material];
if (mat.textures.size() > 0) {
auto tex = mat.textures[0].texture;
if (tex) {
dp.textures = {tex->getName()};
}
}
if ((model->geometries[g]->flags &
RW::BSGeometry::ModuleMaterialColor) ==
RW::BSGeometry::ModuleMaterialColor) {
dp.colour = mat.colour;
if (object && object->type() == GameObject::Vehicle) {
auto vehicle = static_cast<VehicleObject*>(object);
if (dp.colour.r == 60 && dp.colour.g == 255 &&
dp.colour.b == 0) {
dp.colour = glm::u8vec4(vehicle->colourPrimary, 255);
} else if (dp.colour.r == 255 && dp.colour.g == 0 &&
dp.colour.b == 175) {
dp.colour = glm::u8vec4(vehicle->colourSecondary, 255);
}
}
}
dp.colour.a *= opacity;
dp.diffuse = mat.diffuseIntensity;
dp.ambient = mat.ambientIntensity;
}
renderer->draw(modelMatrix, &model->geometries[g]->dbuff, dp);
}
}
void GameRenderer::renderEffects(GameWorld* world) {
renderer->useProgram(particleProg);
@ -654,49 +603,6 @@ void GameRenderer::drawColour(const glm::vec4& colour, glm::vec4 extents) {
renderer->invalidate();
}
bool GameRenderer::renderFrame(Clump* m, ModelFrame* f, const glm::mat4& matrix,
GameObject* object, float opacity,
bool queueTransparent) {
auto localmatrix = matrix;
bool vis = true;
if (object && object->skeleton) {
// Skeleton is loaded with the correct matrix via Animator.
localmatrix *= object->skeleton->getMatrix(f);
vis = object->skeleton->getData(f->getIndex()).enabled;
} else {
localmatrix *= f->getTransform();
}
if (vis) {
for (size_t g : f->getGeometries()) {
if (!object || !object->animator) {
RW::BSGeometryBounds& bounds = m->geometries[g]->geometryBounds;
glm::vec3 boundpos = bounds.center + glm::vec3(localmatrix[3]);
if (!_camera.frustum.intersects(boundpos, bounds.radius)) {
culled++;
continue;
}
}
renderGeometry(m, g, localmatrix, opacity, object);
}
}
for (ModelFrame* c : f->getChildren()) {
renderFrame(m, c, localmatrix, object, queueTransparent);
}
return true;
}
void GameRenderer::renderModel(Clump* model, const glm::mat4& modelMatrix,
GameObject* object) {
renderFrame(model, model->frames[model->rootFrameIdx], modelMatrix, object,
1.f);
}
void GameRenderer::renderPaths() {
/*glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, debugTex);

View File

@ -51,30 +51,6 @@ class GameRenderer {
/** The low-level drawing interface to use */
Renderer* renderer;
/** Stores data for deferring transparent objects */
struct RQueueEntry {
Clump* model;
size_t g;
size_t sg;
glm::mat4 matrix;
Renderer::DrawParameters dp;
GameObject* object;
};
/**
* @brief renders a model's frame.
* @param m
* @param f
* @param matrix
* @param object
* @param queueTransparent abort the draw if the frame contains transparent
* materials
* @return True if the frame was drawn, false if it should be queued
*/
bool renderFrame(Clump* m, ModelFrame* f, const glm::mat4& matrix,
GameObject* object, float opacity,
bool queueTransparent = true);
// Temporary variables used during rendering
float _renderAlpha;
GameWorld* _renderWorld;
@ -155,15 +131,6 @@ public:
void drawTexture(TextureData* texture, glm::vec4 extents);
void drawColour(const glm::vec4& colour, glm::vec4 extents);
/**
* Renders a model (who'd have thought)
*/
void renderModel(Clump*, const glm::mat4& modelMatrix,
GameObject* = nullptr);
void renderGeometry(Clump*, size_t geom, const glm::mat4& modelMatrix,
float opacity, GameObject* = nullptr);
/** method for rendering AI debug information */
void renderPaths();

View File

@ -6,13 +6,13 @@
#include <data/Skeleton.hpp>
#include <engine/Animator.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <objects/GameObject.hpp>
#include <render/GameRenderer.hpp>
#include <render/OpenGLRenderer.hpp>
#include <objects/CharacterObject.hpp>
#include <objects/GameObject.hpp>
#include <objects/InstanceObject.hpp>
#include <objects/VehicleObject.hpp>
#include <render/GameRenderer.hpp>
#include <render/ObjectRenderer.hpp>
#include <render/OpenGLRenderer.hpp>
ViewerWidget::ViewerWidget(QGLFormat g, QWidget* parent,
const QGLWidget* shareWidget, Qt::WindowFlags f)
@ -113,10 +113,15 @@ void ViewerWidget::paintGL() {
cos(viewAngles.x) * cos(viewAngles.y), sin(viewAngles.y));
if (model) {
model->getFrame()->updateHierarchyTransform();
// Ensure camera is still accurate
vc.position = eye * viewDistance;
glm::mat4 proj = vc.frustum.projection();
glm::mat4 view =
glm::lookAt(eye * viewDistance, glm::vec3(0.f, 0.f, 0.f),
glm::vec3(0.f, 0.f, 1.f));
glm::mat4 view = glm::lookAt(vc.position, glm::vec3(0.f, 0.f, 0.f),
glm::vec3(0.f, 0.f, 1.f));
vc.rotation = -glm::quat_cast(view);
vc.frustum.update(proj * view);
r.getRenderer()->setSceneParameters(
{proj, view, glm::vec4(0.15f), glm::vec4(0.7f), glm::vec4(1.f),
@ -126,9 +131,12 @@ void ViewerWidget::paintGL() {
r.setupRender();
r.renderModel(model, m, dummyObject);
ObjectRenderer renderer(world(), vc, 1.f, 0);
RenderList renders;
renderer.renderClump(model, glm::mat4(), nullptr, renders);
r.getRenderer()->drawBatched(renders);
drawFrameWidget(model->frames[model->rootFrameIdx]);
drawFrameWidget(model->getFrame().get());
r.renderPostProcess();
} else if (world()->allObjects.size() > 0) {
vc.frustum.fov = glm::radians(90.f);
@ -143,26 +151,24 @@ void ViewerWidget::paintGL() {
void ViewerWidget::drawFrameWidget(ModelFrame* f, const glm::mat4& m) {
auto thisM = m * f->getTransform();
if (f->getGeometries().size() == 0) {
Renderer::DrawParameters dp;
dp.count = _frameWidgetGeom->getCount();
dp.start = 0;
dp.ambient = 1.f;
dp.diffuse = 1.f;
if (f == selectedFrame) {
dp.colour = {255, 255, 0, 255};
// Sorry!
glLineWidth(10.f);
} else {
dp.colour = {255, 255, 255, 255};
glLineWidth(1.f);
}
dp.textures = {whiteTex};
renderer->getRenderer()->drawArrays(thisM, _frameWidgetDraw, dp);
Renderer::DrawParameters dp;
dp.count = _frameWidgetGeom->getCount();
dp.start = 0;
dp.ambient = 1.f;
dp.diffuse = 1.f;
if (f == selectedFrame) {
dp.colour = {255, 255, 0, 255};
// Sorry!
glLineWidth(10.f);
} else {
dp.colour = {255, 255, 255, 255};
glLineWidth(1.f);
}
dp.textures = {whiteTex};
renderer->getRenderer()->drawArrays(thisM, _frameWidgetDraw, dp);
for (auto c : f->getChildren()) {
drawFrameWidget(c, thisM);
drawFrameWidget(c.get(), thisM);
}
}

View File

@ -27,10 +27,10 @@ int DFFFramesTreeModel::rowCount(const QModelIndex& parent) const {
QModelIndex DFFFramesTreeModel::index(int row, int column,
const QModelIndex& parent) const {
if (parent.row() == -1 && parent.column() == -1) {
return createIndex(row, column, model->frames[model->rootFrameIdx]);
return createIndex(row, column, model->getFrame().get());
}
ModelFrame* f = static_cast<ModelFrame*>(parent.internalPointer());
ModelFrame* p = f->getChildren()[row];
ModelFrame* p = f->getChildren()[row].get();
return createIndex(row, column, p);
}
@ -40,7 +40,7 @@ QModelIndex DFFFramesTreeModel::parent(const QModelIndex& child) const {
auto cp = c->getParent();
if (cp->getParent()) {
for (size_t i = 0; i < cp->getParent()->getChildren().size(); ++i) {
if (cp->getParent()->getChildren()[i] == c->getParent()) {
if (cp->getParent()->getChildren()[i].get() == c->getParent()) {
return createIndex(i, 0, c->getParent());
}
}

View File

@ -6,23 +6,10 @@ void ModelFramesWidget::updateInfoBox(Clump* model, ModelFrame* f) {
if (f == nullptr) {
_frameLabel->setText("");
} else {
auto labText = QString("Name: %1\nTranslation: %2\nTextures:%3")
auto labText = QString("Name: %1\nTranslation: %2")
.arg(QString::fromStdString(f->getName()))
.arg(QString::fromStdString(
glm::to_string(f->getDefaultTranslation())));
QString geomString;
for (size_t gi : f->getGeometries()) {
auto& g = model->geometries[gi];
// for(Model::SubGeometry& sg : g->subgeom)
for (Geometry::Material& m : g->materials) {
for (Geometry::Texture& t : m.textures) {
geomString += QString("\n %1 (%2)")
.arg(t.name.c_str())
.arg(t.alphaName.c_str());
}
}
}
labText = labText.arg(geomString);
_frameLabel->setText(labText);
}
}