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mirror of https://github.com/rwengine/openrw.git synced 2024-09-18 16:32:32 +02:00

Use Atomic instead of ModelFrame in ObjectRenderer

This commit is contained in:
Daniel Evans 2017-01-04 21:24:35 +00:00
parent 34c70b0be2
commit d798509f93
7 changed files with 124 additions and 122 deletions

View File

@ -133,8 +133,9 @@ public:
}
/// @todo change with librw
void setAtomic(Clump* model, int n, ModelFrame* atomic) {
void setAtomic(Clump* model, int n, AtomicPtr atomic) {
model_ = model;
/// @todo disassociated the Atomic from Clump
atomics_[n] = atomic;
}
@ -143,8 +144,8 @@ public:
return model_;
}
ModelFrame* getAtomic(int n) const {
return atomics_[n];
Atomic* getAtomic(int n) const {
return atomics_[n].get();
}
void setLodDistance(int n, float d) {
@ -205,7 +206,7 @@ public:
private:
Clump* model_ = nullptr;
ModelFrame* atomics_[3] = {};
std::array<AtomicPtr, 3> atomics_;
float loddistances_[3] = {};
uint8_t numatomics_ = 0;
uint8_t alpha_ = 0; /// @todo ask aap why

View File

@ -390,9 +390,9 @@ void GameData::loadModelFile(const std::string& name) {
}
// Associate the frames with models.
for (auto& frame : m->frames) {
for (const auto& atomic : m->getAtomics()) {
/// @todo this is useful elsewhere, please move elsewhere
std::string name = frame->getName();
std::string name = atomic->getFrame()->getName();
int lod = 0;
getNameAndLod(name, lod);
for (auto& model : modelinfo) {
@ -402,7 +402,9 @@ void GameData::loadModelFile(const std::string& name) {
}
if (boost::iequals(info->name, name)) {
auto simple = static_cast<SimpleModelInfo*>(info);
simple->setAtomic(m, lod, frame);
simple->setAtomic(m, lod, atomic);
auto identity = std::make_shared<ModelFrame>();
atomic->setFrame(identity);
}
}
}
@ -458,11 +460,13 @@ void GameData::loadModel(ModelID model) {
if (isSimple) {
auto simple = static_cast<SimpleModelInfo*>(info);
// Associate atomics
for (auto& frame : m->frames) {
auto name = frame->getName();
for (auto& atomic : m->getAtomics()) {
auto name = atomic->getFrame()->getName();
int lod = 0;
getNameAndLod(name, lod);
simple->setAtomic(m, lod, frame);
simple->setAtomic(m, lod, atomic);
auto identity = std::make_shared<ModelFrame>();
atomic->setFrame(identity);
}
} else {
// Associate clumps

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@ -318,8 +318,7 @@ void GameRenderer::renderWorld(GameWorld* world, const ViewCamera& camera,
m, glm::vec3(i.radius +
0.15f * glm::sin(_renderWorld->getGameTime() * 5.f)));
objectRenderer.renderFrame(sphereModel, sphereModel->frames[0], m,
nullptr, 1.f, renderList);
objectRenderer.renderClump(sphereModel, m, nullptr, renderList);
}
// Render arrows above anything that isn't radar only (or hidden)
@ -346,8 +345,7 @@ void GameRenderer::renderWorld(GameWorld* world, const ViewCamera& camera,
glm::vec3(0.f, 0.f, 2.5f + glm::sin(a) * 0.5f));
model = glm::rotate(model, a, glm::vec3(0.f, 0.f, 1.f));
model = glm::scale(model, glm::vec3(1.5f, 1.5f, 1.5f));
objectRenderer.renderFrame(arrowModel, arrowModel->frames[0], model,
nullptr, 1.f, renderList);
objectRenderer.renderClump(arrowModel, model, nullptr, renderList);
}
RW_PROFILE_END();

View File

@ -1,5 +1,5 @@
#include <data/CutsceneData.hpp>
#include <data/Clump.hpp>
#include <data/CutsceneData.hpp>
#include <data/Skeleton.hpp>
#include <engine/GameData.hpp>
#include <engine/GameState.hpp>
@ -33,12 +33,10 @@ RenderKey createKey(bool transparent, float normalizedDepth,
uint8_t(0xFF & (textures.size() > 0 ? textures[0] : 0)) << 0;
}
void ObjectRenderer::renderGeometry(Clump* model, size_t g,
const glm::mat4& modelMatrix, float opacity,
void ObjectRenderer::renderGeometry(Geometry* geom,
const glm::mat4& modelMatrix,
GameObject* object, RenderList& outList) {
for (size_t sg = 0; sg < model->geometries[g]->subgeom.size(); ++sg) {
SubGeometry& subgeom = model->geometries[g]->subgeom[sg];
for (SubGeometry& subgeom : geom->subgeom) {
bool isTransparent = false;
Renderer::DrawParameters dp;
@ -55,9 +53,8 @@ void ObjectRenderer::renderGeometry(Clump* model, size_t g,
!(modelinfo->flags & SimpleModelInfo::NO_ZBUFFER_WRITE);
}
if (model->geometries[g]->materials.size() > subgeom.material) {
Geometry::Material& mat =
model->geometries[g]->materials[subgeom.material];
if (geom->materials.size() > subgeom.material) {
Geometry::Material& mat = geom->materials[subgeom.material];
if (mat.textures.size() > 0) {
auto tex = mat.textures[0].texture;
@ -69,8 +66,7 @@ void ObjectRenderer::renderGeometry(Clump* model, size_t g,
}
}
if ((model->geometries[g]->flags &
RW::BSGeometry::ModuleMaterialColor) ==
if ((geom->flags & RW::BSGeometry::ModuleMaterialColor) ==
RW::BSGeometry::ModuleMaterialColor) {
dp.colour = mat.colour;
@ -86,7 +82,7 @@ void ObjectRenderer::renderGeometry(Clump* model, size_t g,
}
}
dp.visibility = opacity;
dp.visibility = 1.f;
if (dp.colour.a < 255) {
isTransparent = true;
@ -104,44 +100,40 @@ void ObjectRenderer::renderGeometry(Clump* model, size_t g,
(m_camera.frustum.far - m_camera.frustum.near);
outList.emplace_back(
createKey(isTransparent, depth * depth, dp.textures), modelMatrix,
&model->geometries[g]->dbuff, dp);
&geom->dbuff, dp);
}
}
bool ObjectRenderer::renderFrame(Clump* m, ModelFrame* f,
const glm::mat4& matrix, GameObject* object,
float opacity, RenderList& outList) {
auto localmatrix = matrix;
bool vis = true;
if (object && object->skeleton) {
// Skeleton is loaded with the correct matrix via Animator.
localmatrix *= object->skeleton->getMatrix(f);
void ObjectRenderer::renderAtomic(Atomic* atomic,
const glm::mat4& worldtransform,
GameObject* object, RenderList& render) {
RW_CHECK(atomic->getGeometry(), "Can't render an atomic without geometry");
RW_CHECK(atomic->getFrame(), "Can't render an atomic without a frame");
vis = object->skeleton->getData(f->getIndex()).enabled;
} else {
localmatrix *= f->getTransform();
const auto& geometry = atomic->getGeometry();
const auto& frame = atomic->getFrame();
RW::BSGeometryBounds& bounds = geometry->geometryBounds;
glm::vec3 boundpos = bounds.center + glm::vec3(worldtransform[3]);
if (!m_camera.frustum.intersects(boundpos, bounds.radius)) {
culled++;
return;
}
if (vis) {
for (size_t g : f->getGeometries()) {
if (!object || !object->animator) {
RW::BSGeometryBounds& bounds = m->geometries[g]->geometryBounds;
renderGeometry(geometry.get(), worldtransform, object, render);
}
glm::vec3 boundpos = bounds.center + glm::vec3(localmatrix[3]);
if (!m_camera.frustum.intersects(boundpos, bounds.radius)) {
culled++;
continue;
}
}
renderGeometry(m, g, localmatrix, opacity, object, outList);
void ObjectRenderer::renderClump(Clump* model, const glm::mat4& worldtransform,
GameObject* object, RenderList& render) {
for (const auto& atomic : model->getAtomics()) {
const auto flags = atomic->getFlags();
if ((flags & Atomic::ATOMIC_RENDER) == 0) {
continue;
}
}
for (ModelFrame* c : f->getChildren()) {
renderFrame(m, c, localmatrix, object, opacity, outList);
renderAtomic(atomic.get(), worldtransform, object, render);
}
return true;
}
void ObjectRenderer::renderInstance(InstanceObject* instance,
@ -175,13 +167,12 @@ void ObjectRenderer::renderInstance(InstanceObject* instance,
instance->getModel()->getBoundingRadius();
mindist *= 1.f / kDrawDistanceFactor;
Clump* model = nullptr;
ModelFrame* frame = nullptr;
Atomic* atomic = nullptr;
// These are used to gracefully fade out things that are just out of view
// These are used to gracefully fade out things that are just out of
// view
// distance.
Clump* fadingModel = nullptr;
ModelFrame* fadingFrame = nullptr;
Atomic* fadingAtomic = nullptr;
auto fadingMatrix = matrixModel;
float opacity = 0.f;
constexpr float fadeRange = 50.f;
@ -203,32 +194,27 @@ void ObjectRenderer::renderInstance(InstanceObject* instance,
matrixModel =
instance->LODinstance->getTimeAdjustedTransform(
m_renderAlpha);
atomic = lodmodelinfo->getAtomic(0);
// If the object is only just out of range, keep
// rendering it and screen-door the LOD.
if (overlap < fadeRange) {
model = instance->LODinstance->getModel();
fadingModel = instance->getModel();
fadingAtomic = modelinfo->getAtomic(0);
opacity = 1.f - (overlap / fadeRange);
} else {
model = instance->LODinstance->getModel();
}
}
}
// We don't have a LOD object, so fade out gracefully.
else if (overlap < fadeRange) {
fadingModel = instance->getModel();
fadingAtomic = modelinfo->getAtomic(0);
opacity = 1.f - (overlap / fadeRange);
}
}
// Otherwise, if we aren't marked as a LOD model, we can render
else if (!modelinfo->LOD) {
model = instance->getModel();
atomic = modelinfo->getAtomic(0);
}
} else {
auto root = instance->getModel()->frames[0];
auto objectModel = instance->getModel();
fadingFrame = nullptr;
fadingModel = nullptr;
auto root = instance->getModel()->getFrame();
matrixModel *= root->getTransform();
@ -236,30 +222,20 @@ void ObjectRenderer::renderInstance(InstanceObject* instance,
auto ind = (modelinfo->getNumAtomics() - 1) - i;
float lodDistance = modelinfo->getLodDistance(i);
if (mindist > lodDistance) {
fadingFrame = root->getChildren()[ind];
fadingModel = objectModel;
fadingAtomic = modelinfo->getAtomic(ind);
opacity = 1.f - ((mindist - lodDistance) / fadeRange);
} else {
model = objectModel;
frame = root->getChildren()[ind];
fadingAtomic = modelinfo->getAtomic(ind);
}
}
}
if (model) {
frame = frame ? frame : model->frames[0];
renderFrame(model, frame,
matrixModel * glm::inverse(frame->getTransform()), instance,
1.f, outList);
if (atomic) {
renderAtomic(atomic, matrixModel, instance, outList);
}
if (fadingModel) {
if (opacity >= 0.01f) {
fadingFrame = fadingFrame ? fadingFrame : fadingModel->frames[0];
renderFrame(
fadingModel, fadingFrame,
fadingMatrix * glm::inverse(fadingFrame->getTransform()),
instance, opacity, outList);
}
if (fadingAtomic && opacity >= 0.01f) {
// @todo pass opacity
renderAtomic(fadingAtomic, fadingMatrix, instance, outList);
}
}
@ -286,10 +262,7 @@ void ObjectRenderer::renderCharacter(CharacterObject* pedestrian,
if (!pedestrian->getModel()) return;
auto root = pedestrian->getModel()->frames[0];
renderFrame(pedestrian->getModel(), root->getChildren()[0], matrixModel,
pedestrian, 1.f, outList);
renderClump(pedestrian->getModel(), matrixModel, nullptr, outList);
auto item = pedestrian->getActiveItem();
const auto& weapon = pedestrian->engine->data->weaponData[item];
@ -312,9 +285,8 @@ void ObjectRenderer::renderCharacter(CharacterObject* pedestrian,
// Assume items are all simple
auto simple =
m_world->data->findModelInfo<SimpleModelInfo>(weapon->modelID);
auto geometry = simple->getAtomic(0)->getGeometries().at(0);
renderGeometry(simple->getModel(), geometry, matrixModel * localMatrix, 1.f,
nullptr, outList);
auto itematomic = simple->getAtomic(0);
renderAtomic(itematomic, matrixModel * localMatrix, nullptr, outList);
}
void ObjectRenderer::renderVehicle(VehicleObject* vehicle,
@ -327,8 +299,7 @@ void ObjectRenderer::renderVehicle(VehicleObject* vehicle,
glm::mat4 matrixModel = vehicle->getTimeAdjustedTransform(m_renderAlpha);
renderFrame(vehicle->getModel(), vehicle->getModel()->frames[0],
matrixModel, vehicle, 1.f, outList);
renderClump(vehicle->getModel(), matrixModel, vehicle, outList);
auto modelinfo = vehicle->getVehicle();
@ -338,7 +309,8 @@ void ObjectRenderer::renderVehicle(VehicleObject* vehicle,
if (!woi || !woi->isLoaded()) {
return;
}
auto wheelgeom = woi->getAtomic(0)->getGeometries().at(0);
auto wheelatomic = woi->getAtomic(0);
for (size_t w = 0; w < vehicle->info->wheels.size(); ++w) {
auto& wi = vehicle->physVehicle->getWheelInfo(w);
// Construct our own matrix so we can use the local transform
@ -371,8 +343,7 @@ void ObjectRenderer::renderVehicle(VehicleObject* vehicle,
wheelM = glm::scale(wheelM, glm::vec3(-1.f, 1.f, 1.f));
}
renderGeometry(woi->getModel(), wheelgeom, wheelM, 1.f, nullptr,
outList);
renderAtomic(wheelatomic, wheelM, nullptr, outList);
}
}
@ -385,16 +356,9 @@ void ObjectRenderer::renderPickup(PickupObject* pickup, RenderList& outList) {
auto odata = pickup->getModelInfo<SimpleModelInfo>();
auto model = odata->getModel();
auto itemModel = odata->getAtomic(0);
auto geom = 0;
if (!itemModel->getGeometries().empty()) {
geom = itemModel->getGeometries()[0];
} else if (!itemModel->getChildren().empty()) {
geom = itemModel->getChildren()[0]->getGeometries()[0];
}
auto atomic = odata->getAtomic(0);
renderGeometry(model, geom, modelMatrix, 1.f, pickup, outList);
renderAtomic(atomic, modelMatrix, nullptr, outList);
}
void ObjectRenderer::renderCutsceneObject(CutsceneObject* cutscene,
@ -413,7 +377,8 @@ void ObjectRenderer::renderCutsceneObject(CutsceneObject* cutscene,
matrixModel = glm::translate(matrixModel, cutsceneOffset);
// matrixModel =
// cutscene->getParentActor()->getTimeAdjustedTransform(_renderAlpha);
// matrixModel = glm::translate(matrixModel, glm::vec3(0.f, 0.f, 1.f));
// matrixModel = glm::translate(matrixModel, glm::vec3(0.f, 0.f,
// 1.f));
glm::mat4 localMatrix;
auto boneframe = cutscene->getParentFrame();
while (boneframe) {
@ -432,11 +397,9 @@ void ObjectRenderer::renderCutsceneObject(CutsceneObject* cutscene,
glm::mat4 align;
/// @todo figure out where this 90 degree offset is coming from.
align = glm::rotate(align, glm::half_pi<float>(), {0.f, 1.f, 0.f});
renderFrame(model, model->frames[0], matrixModel * align, cutscene, 1.f,
outList);
renderClump(model, matrixModel * align, nullptr, outList);
} else {
renderFrame(model, model->frames[0], matrixModel, cutscene, 1.f,
outList);
renderClump(model, matrixModel, nullptr, outList);
}
}
@ -447,11 +410,8 @@ void ObjectRenderer::renderProjectile(ProjectileObject* projectile,
auto odata = m_world->data->findModelInfo<SimpleModelInfo>(
projectile->getProjectileInfo().weapon->modelID);
auto model = odata->getModel();
auto modelframe = odata->getAtomic(0);
auto geom = modelframe->getGeometries().at(0);
renderGeometry(model, geom, modelMatrix, 1.f, projectile, outList);
auto atomic = odata->getAtomic(0);
renderAtomic(atomic, modelMatrix, nullptr, outList);
}
void ObjectRenderer::buildRenderList(GameObject* object, RenderList& outList) {

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@ -37,11 +37,25 @@ public:
size_t culled;
void buildRenderList(GameObject* object, RenderList& outList);
bool renderFrame(Clump* m, ModelFrame* f, const glm::mat4& matrix,
GameObject* object, float opacity, RenderList& outList);
void renderGeometry(Geometry* geom, const glm::mat4& modelMatrix,
GameObject* object, RenderList& outList);
void renderGeometry(Clump* model, size_t g, const glm::mat4& modelMatrix,
float opacity, GameObject* object, RenderList& outList);
/**
* @brief renderAtomic renders an atomic with the given worldtransform
* @param model
* @param atomic
* @param worldtransform
* @param object
*/
void renderAtomic(Atomic* atomic, const glm::mat4& worldtransform, GameObject* object, RenderList& render);
/**
* @brief renderClump Renders all visible atomics in the clump
* @param model
* @param worldtransform
* @param render
*/
void renderClump(Clump* model, const glm::mat4& worldtransform, GameObject* object, RenderList& render);
private:
GameWorld* m_world;

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@ -187,10 +187,15 @@ struct Geometry {
class Atomic {
ModelFramePtr frame_;
GeometryPtr geometry_;
uint32_t flags_;
public:
enum {
// If this is set, the atomic will be rendered
ATOMIC_RENDER = 0x04
};
void setFrame(ModelFramePtr& frame) {
void setFrame(ModelFramePtr frame) {
frame_ = frame;
}
@ -205,6 +210,23 @@ public:
const GeometryPtr& getGeometry() const {
return geometry_;
}
void setFlags(uint32_t flags) {
flags_ = flags;
}
uint32_t getFlags() const {
return flags_;
}
void setFlag(uint32_t flag, bool set) {
if (set) {
flags_ |= flag;
}
else {
flags_ &= ~flag;
}
}
};
/**

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@ -418,6 +418,8 @@ AtomicPtr LoaderDFF::readAtomic(FrameList &framelist,
auto frame = *(std::uint32_t *)data;
data += sizeof(std::uint32_t);
auto geometry = *(std::uint32_t *)data;
data += sizeof(std::uint32_t);
auto flags = *(std::uint32_t *) data;
// Verify the atomic's particulars
RW_CHECK(frame < framelist.size(), "atomic frame " << frame
@ -432,6 +434,7 @@ AtomicPtr LoaderDFF::readAtomic(FrameList &framelist,
if (frame < framelist.size()) {
atomic->setFrame(framelist[frame]);
}
atomic->setFlags(flags);
return atomic;
}