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Working Object Instances and LOD

This commit is contained in:
Daniel Evans 2013-07-02 13:49:20 +01:00
parent 37f4e58a02
commit 1458862c81
7 changed files with 111 additions and 22 deletions

View File

@ -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)

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@ -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

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@ -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;

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@ -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

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@ -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;
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

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@ -9,6 +9,8 @@ public:
ViewFrustum frustum;
glm::vec3 worldPos;
ViewCamera()
: frustum({0.1f, 5000.f, 80.f, 1.f})
{

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@ -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++;