mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-22 10:22:52 +01:00
Working Object Instances and LOD
This commit is contained in:
parent
37f4e58a02
commit
1458862c81
@ -57,12 +57,16 @@ void GTAData::load()
|
||||
|
||||
void GTAData::loadIDE(const std::string& name)
|
||||
{
|
||||
std::cout << "IDE File " << name << std::endl;
|
||||
|
||||
LoaderIDE ideLoader;
|
||||
if ( ! ideLoader.load(datpath + name)) {
|
||||
std::cerr << "COULD NOT LOAD IDE FILE '" << name << "' FOR SOME REASON" << std::endl;
|
||||
std::string lowername = name;
|
||||
for(size_t t = 0; t < lowername.size(); ++t)
|
||||
{
|
||||
lowername[t] = tolower(lowername[t]);
|
||||
if(lowername[t] == '\\') {
|
||||
lowername[t] = '/';
|
||||
}
|
||||
}
|
||||
|
||||
ideLocations.insert({lowername, datpath+"/"+lowername});
|
||||
}
|
||||
|
||||
void GTAData::loadCOL(const size_t zone, const std::string& name)
|
||||
|
@ -1,8 +1,9 @@
|
||||
#include <renderwure/engine/GTAEngine.hpp>
|
||||
#include <renderwure/loaders/LoaderIPL.hpp>
|
||||
#include <renderwure/loaders/LoaderIDE.hpp>
|
||||
|
||||
GTAEngine::GTAEngine(const std::string& path)
|
||||
: gameData(path), gameTime(0.f)
|
||||
: itemCount(0), gameData(path), gameTime(0.f)
|
||||
{
|
||||
|
||||
}
|
||||
@ -11,6 +12,13 @@ bool GTAEngine::load()
|
||||
{
|
||||
gameData.load();
|
||||
|
||||
// Loade all of the IDEs.
|
||||
for(std::map<std::string, std::string>::iterator it = gameData.ideLocations.begin();
|
||||
it != gameData.ideLocations.end();
|
||||
++it) {
|
||||
defineItems(it->second);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -24,7 +32,36 @@ void GTAEngine::logError(const std::string& error)
|
||||
log.push({LogEntry::Error, gameTime, error});
|
||||
}
|
||||
|
||||
bool GTAEngine::loadItems(const std::string& name)
|
||||
bool GTAEngine::defineItems(const std::string& name)
|
||||
{
|
||||
auto i = gameData.ideLocations.find(name);
|
||||
std::string path = name;
|
||||
|
||||
if( i != gameData.ideLocations.end()) {
|
||||
path = i->second;
|
||||
}
|
||||
else {
|
||||
std::cout << "IDE not pre-listed" << std::endl;
|
||||
}
|
||||
|
||||
LoaderIDE idel;
|
||||
|
||||
if(idel.load(path)) {
|
||||
for( size_t o = 0; o < idel.OBJSs.size(); ++o) {
|
||||
objectTypes.insert({
|
||||
idel.OBJSs[o].ID,
|
||||
std::shared_ptr<LoaderIDE::OBJS_t>(new LoaderIDE::OBJS_t(idel.OBJSs[o]))
|
||||
});
|
||||
}
|
||||
}
|
||||
else {
|
||||
std::cerr << "Failed to load IDE " << path << std::endl;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GTAEngine::placeItems(const std::string& name)
|
||||
{
|
||||
auto i = gameData.iplLocations.find(name);
|
||||
std::string path = name;
|
||||
@ -42,8 +79,19 @@ bool GTAEngine::loadItems(const std::string& name)
|
||||
|
||||
if(ipll.load(path))
|
||||
{
|
||||
instances.insert(instances.end(), ipll.m_instances.begin(), ipll.m_instances.end());
|
||||
// Find the object.
|
||||
for( size_t i = 0; i < ipll.m_instances.size(); ++i) {
|
||||
LoaderIPLInstance& inst = ipll.m_instances[i];
|
||||
auto oi = objectTypes.find(inst.id);
|
||||
if( oi != objectTypes.end()) {
|
||||
objectInstances.push_back({ inst, oi->second });
|
||||
}
|
||||
else {
|
||||
std::cerr << "No object for instance " << inst.id << " (" << path << ")" << std::endl;
|
||||
}
|
||||
}
|
||||
itemCentroid += ipll.centroid;
|
||||
itemCount += ipll.m_instances.size();
|
||||
return true;
|
||||
}
|
||||
else
|
||||
|
@ -85,17 +85,28 @@ void GTARenderer::renderWorld(GTAEngine* engine)
|
||||
|
||||
auto& textureLoader = engine->gameData.textureLoader;
|
||||
|
||||
for (size_t i = 0; i < engine->instances.size(); ++i) {
|
||||
LoaderIPLInstance &obj = engine->instances[i];
|
||||
for(size_t i = 0; i < engine->objectInstances.size(); ++i) {
|
||||
GTAEngine::GTAInstance& inst = engine->objectInstances[i];
|
||||
LoaderIPLInstance &obj = inst.instance;
|
||||
std::string modelname = obj.model;
|
||||
if (modelname.substr(0, 3) == "LOD")
|
||||
continue;
|
||||
|
||||
std::unique_ptr<Model> &model = engine->gameData.models[modelname];
|
||||
|
||||
glm::quat rot(-obj.rotW, obj.rotX, obj.rotY, obj.rotZ);
|
||||
glm::vec3 pos(obj.posX, obj.posY, obj.posZ);
|
||||
glm::vec3 scale(obj.scaleX, obj.scaleY, obj.scaleZ);
|
||||
|
||||
float mindist = glm::length(pos - camera.worldPos);
|
||||
for (size_t g = 0; g < model->geometries.size(); g++)
|
||||
{
|
||||
RW::BSGeometryBounds& bounds = model->geometries[g].geometryBounds;
|
||||
mindist = std::min(mindist, glm::length((pos+bounds.center) - camera.worldPos) - bounds.radius);
|
||||
}
|
||||
if( mindist > inst.object->drawDistance[0] || (inst.object->modelName.substr(0, 3) == "LOD" && mindist > inst.object->drawDistance[0])) {
|
||||
culled++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if(!model)
|
||||
{
|
||||
std::cout << "model " << modelname << " not there (" << engine->gameData.models.size() << " models loaded)" << std::endl;
|
||||
|
@ -5,6 +5,7 @@
|
||||
#include <renderwure/loaders/LoaderIMG.hpp>
|
||||
#include <renderwure/loaders/TextureLoader.hpp>
|
||||
#include <renderwure/loaders/LoaderDFF.hpp>
|
||||
#include <renderwure/loaders/LoaderIDE.hpp>
|
||||
|
||||
#include <string>
|
||||
#include <map>
|
||||
@ -76,6 +77,7 @@ public:
|
||||
* Maps the paths in GTA3.dat to the real paths
|
||||
*/
|
||||
std::map<std::string, std::string> iplLocations;
|
||||
std::map<std::string, std::string> ideLocations;
|
||||
|
||||
/**
|
||||
* Maps file names to their locations
|
||||
@ -96,7 +98,7 @@ public:
|
||||
* Loaded models
|
||||
*/
|
||||
std::map<std::string, std::unique_ptr<Model>> models;
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
@ -51,16 +51,31 @@ public:
|
||||
*/
|
||||
void logError(const std::string& error);
|
||||
|
||||
/**
|
||||
* @struct GTAObject
|
||||
* Stores references to the Object data and the instance
|
||||
*/
|
||||
struct GTAInstance {
|
||||
LoaderIPLInstance instance;
|
||||
std::shared_ptr<LoaderIDE::OBJS_t> object;
|
||||
};
|
||||
|
||||
/**
|
||||
* Loads an IDE into the game
|
||||
*/
|
||||
bool defineItems(const std::string& name);
|
||||
|
||||
/**
|
||||
* Loads an IPL into the game.
|
||||
* @param name The name of the IPL as it appears in the games' gta.dat
|
||||
*/
|
||||
bool loadItems(const std::string& name);
|
||||
bool placeItems(const std::string& name);
|
||||
|
||||
/**
|
||||
* Roughly the middle of everything
|
||||
*/
|
||||
glm::vec3 itemCentroid;
|
||||
glm::vec3 itemCentroid;
|
||||
size_t itemCount;
|
||||
|
||||
/**
|
||||
* Game Clock
|
||||
@ -78,9 +93,15 @@ public:
|
||||
GTARenderer renderer;
|
||||
|
||||
/**
|
||||
* Until we have a real "object" class, just store a list of loaed instances.
|
||||
* Object Definitions
|
||||
*/
|
||||
std::vector<LoaderIPLInstance> instances;
|
||||
std::map<uint16_t, std::shared_ptr<LoaderIDE::OBJS_t>> objectTypes;
|
||||
|
||||
/**
|
||||
* Game Objects!
|
||||
*/
|
||||
std::vector<GTAInstance> objectInstances;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
@ -9,6 +9,8 @@ public:
|
||||
|
||||
ViewFrustum frustum;
|
||||
|
||||
glm::vec3 worldPos;
|
||||
|
||||
ViewCamera()
|
||||
: frustum({0.1f, 5000.f, 80.f, 1.f})
|
||||
{
|
||||
|
@ -55,12 +55,12 @@ void init(std::string gtapath)
|
||||
gta->load();
|
||||
|
||||
// Test out a known IPL.
|
||||
gta->loadItems(gtapath + "/data/maps/industsw/industSW.ipl");
|
||||
gta->loadItems(gtapath + "/data/maps/industnw/industNW.ipl");
|
||||
gta->loadItems(gtapath + "/data/maps/industse/industSE.ipl");
|
||||
gta->loadItems(gtapath + "/data/maps/industne/industNE.ipl");
|
||||
gta->placeItems(gtapath + "/data/maps/industsw/industSW.ipl");
|
||||
gta->placeItems(gtapath + "/data/maps/industnw/industNW.ipl");
|
||||
gta->placeItems(gtapath + "/data/maps/industse/industSE.ipl");
|
||||
gta->placeItems(gtapath + "/data/maps/industne/industNE.ipl");
|
||||
|
||||
plyPos = gta->itemCentroid / (float) gta->instances.size();
|
||||
plyPos = gta->itemCentroid / (float) gta->itemCount;
|
||||
}
|
||||
|
||||
void update(float dt)
|
||||
@ -106,6 +106,7 @@ void update(float dt)
|
||||
|
||||
view = glm::translate(view, -plyPos);
|
||||
|
||||
gta->renderer.camera.worldPos = plyPos;
|
||||
gta->renderer.camera.frustum.view = view;
|
||||
|
||||
i++;
|
||||
|
Loading…
Reference in New Issue
Block a user