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https://github.com/rwengine/openrw.git
synced 2024-11-07 03:12:36 +01:00
Added some test code for rendering vehicles
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parent
e02e889745
commit
39475deae7
@ -164,11 +164,11 @@ void GTAData::loadIMG(const std::string& name)
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}
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else
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{
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// Load TXDs immediatley
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auto filetype = filename.substr(filename.size() - 3);
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for(size_t t = 0; t < filetype.size(); ++t)
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// Enter the asset twice..
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fileLocations.insert({ filename, { true, archivePath }});
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for(size_t t = 0; t < filename.size(); ++t)
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{
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filetype[t] = tolower(filetype[t]);
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filename[t] = tolower(filename[t]);
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}
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fileLocations.insert({ filename, { true, archivePath }});
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}
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@ -61,6 +61,14 @@ bool GTAEngine::defineItems(const std::string& name)
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std::shared_ptr<LoaderIDE::OBJS_t>(new LoaderIDE::OBJS_t(idel.OBJSs[o]))
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});
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}
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for( size_t v = 0; v < idel.CARSs.size(); ++v) {
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std::cout << "Vehicle ID " << idel.CARSs[v].ID << ": " << idel.CARSs[v].gameName << std::endl;
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vehicleTypes.insert({
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idel.CARSs[v].ID,
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std::shared_ptr<LoaderIDE::CARS_t>(new LoaderIDE::CARS_t(idel.CARSs[v]))
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});
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}
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}
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else {
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std::cerr << "Failed to load IDE " << path << std::endl;
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@ -136,3 +144,20 @@ bool GTAEngine::loadZone(const std::string& path)
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return false;
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}
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void GTAEngine::createVehicle(const uint16_t id, const glm::vec3& pos)
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{
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auto vti = vehicleTypes.find(id);
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if(vti != vehicleTypes.end()) {
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std::cout << "Creating Vehicle ID " << id << " (" << vti->second->gameName << ")" << std::endl;
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if(! vti->second->modelName.empty()) {
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gameData.loadDFF(vti->second->modelName + ".dff");
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}
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if(! vti->second->textureName.empty()) {
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gameData.loadTXD(vti->second->textureName + ".txd");
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}
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vehicleInstances.push_back({ pos, vti->second });
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}
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}
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@ -153,4 +153,56 @@ void GTARenderer::renderWorld(GTAEngine* engine)
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}
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}
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}
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for(size_t v = 0; v < engine->vehicleInstances.size(); ++v) {
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GTAEngine::GTAVehicle& inst = engine->vehicleInstances[v];
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std::string modelname = inst.vehicle->modelName;
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std::unique_ptr<Model> &model = engine->gameData.models[modelname];
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if(!model)
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{
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std::cout << "model " << modelname << " not there (" << engine->gameData.models.size() << " models loaded)" << std::endl;
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}
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for (size_t g = 0; g < model->geometries.size(); g++)
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{
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RW::BSGeometryBounds& bounds = model->geometries[g].geometryBounds;
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if(! camera.frustum.intersects(bounds.center + inst.position, bounds.radius)) {
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culled++;
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continue;
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}
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else {
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rendered++;
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}
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// This is a hack I have no idea why negating the quaternion fixes the issue but it does.
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glm::mat4 matrixModel;
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matrixModel = glm::translate(matrixModel, inst.position);
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//matrixModel = glm::scale(matrixModel, scale);
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////matrixModel = matrixModel * glm::mat4_cast(rot);
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glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(matrixModel));
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glBindBuffer(GL_ARRAY_BUFFER, model->geometries[g].VBO);
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glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 0, (void*)(model->geometries[g].vertices.size() * sizeof(float) * 3));
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glEnableVertexAttribArray(posAttrib);
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glEnableVertexAttribArray(texAttrib);
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for(size_t sg = 0; sg < model->geometries[g].subgeom.size(); ++sg)
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{
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if (model->geometries[g].materials.size() > model->geometries[g].subgeom[sg].material) {
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// std::cout << model->geometries[g].textures.size() << std::endl;
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// std::cout << "Looking for " << model->geometries[g].textures[0].name << std::endl;
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if(model->geometries[g].materials[model->geometries[g].subgeom[sg].material].textures.size() > 0) {
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textureLoader.bindTexture(model->geometries[g].materials[model->geometries[g].subgeom[sg].material].textures[0].name);
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}
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, model->geometries[g].subgeom[sg].EBO);
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glDrawElements(GL_TRIANGLES, model->geometries[g].subgeom[sg].indices.size(), GL_UNSIGNED_INT, NULL);
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}
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}
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}
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}
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@ -53,7 +53,7 @@ char* LoaderIMG::loadToMemory(const std::string& assetname)
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bool found = false;
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for(size_t i = 0; i < m_assets.size(); ++i)
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{
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if(strcmp(m_assets[i].name, assetname.c_str()) == 0)
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if(strcasecmp(m_assets[i].name, assetname.c_str()) == 0)
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{
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assetInfo = m_assets[i];
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found = true;
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@ -60,6 +60,16 @@ public:
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std::shared_ptr<LoaderIDE::OBJS_t> object;
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};
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/**
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* @class GTAVehicle
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* Stores references to the vehicle data and the instance
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* @todo some kind of VehicleInstance data so we can save that.
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*/
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struct GTAVehicle {
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glm::vec3 position;
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std::shared_ptr<LoaderIDE::CARS_t> vehicle;
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};
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/**
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* Loads an IDE into the game
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*/
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@ -76,6 +86,11 @@ public:
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*/
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bool loadZone(const std::string& path);
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/**
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* Creates a vehicle
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*/
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void createVehicle(const uint16_t id, const glm::vec3& pos);
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/**
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* Roughly the middle of everything
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*/
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@ -107,11 +122,21 @@ public:
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*/
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std::map<uint16_t, std::shared_ptr<LoaderIDE::OBJS_t>> objectTypes;
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/**
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* Vehicle definitions
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*/
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std::map<uint16_t, std::shared_ptr<LoaderIDE::CARS_t>> vehicleTypes;
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/**
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* Game Objects!
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*/
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std::vector<GTAInstance> objectInstances;
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/**
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* Game Vehicles!
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*/
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std::vector<GTAVehicle> vehicleInstances;
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};
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#endif
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@ -72,6 +72,16 @@ void init(std::string gtapath)
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gta->placeItems(gtapath + "/data/maps/industne/industNE.ipl");*/
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plyPos = gta->itemCentroid / (float) gta->itemCount;
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glm::vec3 spawnPos = plyPos + glm::vec3(0, 0, 100);
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size_t k = 1;
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// Spawn every vehicle, cause why not.
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for(std::map<uint16_t, std::shared_ptr<LoaderIDE::CARS_t>>::iterator it = gta->vehicleTypes.begin();
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it != gta->vehicleTypes.end(); ++it) {
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gta->createVehicle(it->first, spawnPos);
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spawnPos += glm::vec3(5, 0, 0);
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if((k++ % 4) == 0) { spawnPos += glm::vec3(-20, 10, 0); }
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}
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}
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void update(float dt)
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