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mirror of https://github.com/rwengine/openrw.git synced 2024-11-21 09:52:43 +01:00

Initial documentation pass

Add a nice doxygen file.
This commit is contained in:
Daniel Evans 2014-07-09 05:04:48 +01:00
parent 67fbc5afa3
commit e5cc47132f
16 changed files with 175 additions and 46 deletions

1
.gitignore vendored
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@ -1,4 +1,5 @@
build/
documentation/
*.kdev4
*~
*.swp

8
Doxyfile Normal file
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@ -0,0 +1,8 @@
PROJECT_NAME=OpenRW
OUTPUT_DIRECTORY=documentation/
INPUT=.
RECURSIVE=YES
EXCLUDE=tests
GENERATE_LATEX=NO
GENERATE_HTML=YES
HTML_OUTPUT=

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@ -32,6 +32,10 @@ File viewer for game data, open the folder containing "gta3.exe" and it will loa
Currently only supports viewing instance data, pending some rewriting.
## Documentation
Run Doxygen on the included Doxyfile to generate documentation.
## Things to do
* Make it work on Windows (shouldn't be too difficult for anyone with CMake and C++ experience)

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@ -31,6 +31,9 @@ public:
}
};
/**
* @brief Interface for background work
*/
class WorkJob
{
WorkContext* _context;
@ -55,6 +58,12 @@ public:
// TODO: refactor everything to remove this.
class GameWorld;
/**
* @brief A worker queue that runs work in the background.
*
* Work is added with queueJob, once it completes the job is added
* to the _completeQueue to be finalised on the "main" thread.
*/
class WorkContext
{
std::queue<WorkJob*> _workQueue;

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@ -84,6 +84,11 @@ public:
// TODO: Refactor this with an ugly macro to reduce code dup.
class WeaponItem;
/**
* @brief Activities for CharacterController behaviour
*
* @todo Move into ControllerActivities.hpp or equivelant
*/
namespace Activities {
struct GoTo : public CharacterController::Activity {
DECL_ACTIVITY( GoTo )

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@ -57,7 +57,7 @@ struct CharacterData
};
/**
* Data shared by vehicles types.
* @brief Stores vehicle data loaded from item definition files.
*/
struct VehicleData
{

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@ -41,14 +41,16 @@ struct WeaponData
};
/**
* @brief The WeaponScan struct
* Represents a scene query against a ray
* or shape used to determine what to damage.
* @brief simple object for performing weapon checks against the world
*
* @todo RADIUS hitscans
*/
struct WeaponScan
{
enum ScanType {
/** Instant-hit ray weapons */
HITSCAN,
/** Area of effect attack */
RADIUS,
};

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@ -13,7 +13,8 @@ class Model;
class ModelFrame;
/**
* @brief The Animator class handles updating frame matricies for animations.
* @brief calculates animation frame matrices, as well as procedural frame
* animation.
*/
class Animator
{
@ -27,6 +28,9 @@ class Animator
*/
Model* model;
/**
* @brief Stores data required to animate a model frame
*/
struct FrameInstanceData {
bool visible;
AnimationBone* bone;

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@ -20,8 +20,9 @@ class GameWorld;
class TextureAtlas;
/**
* @brief The TextureInfo struct
* Contains metadata about where a texture can be found.
* @brief Stores simple data about Textures such as transparency flags.
*
* @todo Covert usage to TextureHandles or something for streaming.
*/
struct TextureInfo
{
@ -38,7 +39,12 @@ struct TextureInfo
};
/**
* Handles loading and management of the Game's DAT
* @brief Loads and stores all "static" data such as loaded models, handling
* information, weather etc.
*
* @todo Move parsing of one-off data files from this class.
* @todo Improve how Loaders and written and used
* @todo Considering implementation of streaming data and object handles.
*/
class GameData
{

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@ -15,7 +15,10 @@ class Animator;
class GameWorld;
/**
* Stores data used by call types of object instances.
* @brief Base data and interface for all world "objects" like vehicles, peds.
*
* Contains handle to the world, and other useful properties like water level
* tracking used to make tunnels work.
*/
struct GameObject
{
@ -35,7 +38,9 @@ struct GameObject
bool _inWater;
// Used to determine in water status
/**
* @brief stores the height of water at the last tick
*/
float _lastHeight;
GameObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot, ModelHandle* model)
@ -45,6 +50,9 @@ struct GameObject
virtual ~GameObject() {}
/**
* @brief Enumeration of possible object types.
*/
enum Type
{
Instance,
@ -54,6 +62,10 @@ struct GameObject
Unknown
};
/**
* @brief determines what type of object this is.
* @return one of Type
*/
virtual Type type() { return Unknown; }
virtual void setPosition(const glm::vec3& pos);
@ -98,7 +110,7 @@ struct GameObject
float impulse;
};
virtual bool takeDamage(const DamageInfo& damage) { return false; }
virtual bool takeDamage(const DamageInfo& /*damage*/) { return false; }
virtual bool isAnimationFixed() const { return true; }

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@ -28,8 +28,7 @@ class WeaponScan;
#include <random>
/**
* @class GameWorld
* Represents a single instance of the game world, and all of the data required.
* @brief Handles all data relating to object instances and other "worldly" state.
*/
class GameWorld
{
@ -151,24 +150,26 @@ public:
std::map<uint16_t, std::shared_ptr<ObjectData>> objectTypes;
/**
* Paths associated with each object definition.
*/
* Paths associated with each object definition.
*/
std::map<uint16_t, std::vector<std::shared_ptr<PathData>>> objectNodes;
/**
* Vehicle definitions
* Vehicle type definitions
* @todo move this non-instance data to GameData
*/
std::map<uint16_t, std::shared_ptr<VehicleData>> vehicleTypes;
/**
* Ped definitions
*/
* Ped definitions
* @todo move this non-instance data to GameData
*/
std::map<uint16_t, std::shared_ptr<CharacterData>> pedestrianTypes;
/**
* @brief objects All active GameObjects in the world.
* @TODO add some mechanism to allow objects to be "locked" preventing deletion.
* @TODO add deletion queue to allow objects to self delete.
* @todo add some mechanism to allow objects to be "locked" preventing deletion.
* @todo add deletion queue to allow objects to self delete.
*/
std::set<GameObject*> objects;
@ -201,6 +202,12 @@ public:
* Used to implement uprooting and other physics oddities.
*/
static bool ContactProcessedCallback(btManifoldPoint& mp, void* body0, void* body1);
/**
* @brief PhysicsTickCallback updates object each physics tick.
* @param physWorld
* @param timeStep
*/
static void PhysicsTickCallback(btDynamicsWorld* physWorld, btScalar timeStep);
/**

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@ -37,6 +37,11 @@ struct AnimationBone
AnimationKeyframe getKeyframe(float time);
};
/**
* @brief Animation data object, stores bones.
*
* @todo break out into Animation.hpp
*/
struct Animation
{
std::string name;

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@ -9,7 +9,7 @@
class VehicleData;
/**
* Vehicle handling data
* @brief Stores data loaded from handling.cfg
*/
struct VehicleHandlingInfo
{
@ -84,7 +84,7 @@ struct SeatInfo {
};
/**
* Vehicle Handling and runtime data.
* @brief Vehicle Handling and runtime-derrived information about wheel and seat positions.
*/
struct VehicleInfo {
/** Handling data */

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@ -22,15 +22,17 @@ class Animator;
class InventoryItem;
/**
* Renderer
*
* Handles low level rendering of Models, as well as high level rendering of
* objects in the world.
* @brief Implements high level drawing logic and low level draw commands
*
* Rendering of object types is handled by drawWorld, calling the respective
* render function for each object.
*/
class GameRenderer
{
GameWorld* engine;
/** Pointer to the world instance */
GameWorld* engine;
/** Data required to queue transparent objects for delayed rendering */
struct RQueueEntry {
Model* model;
size_t g;
@ -39,44 +41,75 @@ class GameRenderer
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(Model* m, ModelFrame* f, const glm::mat4& matrix, GameObject* object, bool queueTransparent = true);
// Internal method for processing sub-geometry
/**
* @brief renders a model's subgeometry
* @param model
* @param g
* @param sg
* @param matrix
* @param object
* @param queueTransparent
* @return @see renderFrame(
*/
bool renderSubgeometry(Model* model, size_t g, size_t sg, const glm::mat4& matrix, GameObject* object, bool queueTransparent = true);
/// Queue of sub-geometry to post-render
/// With a faster occulusion culling stage
/// This could be replaced with a 2nd draw pass.
/** Transparent objects are queued into this list */
std::vector<RQueueEntry> transparentDrawQueue;
float _renderAlpha;
public:
/**
* @brief Stores particle effect instance data
*/
struct FXParticle {
/** Initial world position */
glm::vec3 position;
/** Direction of particle */
glm::vec3 direction;
/** Velocity of particle */
float velocity;
/** Particle orientation modes */
enum Orientation {
Free,
Camera,
UpCamera
Free, /** faces direction using up */
Camera, /** Faces towards the camera @todo implement */
UpCamera /** Face closes point in camera's look direction */
};
Orientation orientation;
/** Game time at particle instantiation */
float starttime;
float lifetime;
/// @TODO convert use of TextureInfo to a pointer so it can be used here
/** Texture name */
GLuint texture;
/** Size of particle */
glm::vec2 size;
/** Up direction (only used in Free mode) */
glm::vec3 up;
/** Internal cache value */
glm::vec3 _currentPosition;
/** Constructs a particle */
FXParticle(const glm::vec3& p, const glm::vec3& d, float v,
Orientation o, float st, float lt, GLuint texture,
const glm::vec2& size, const glm::vec3& up = {0.f, 0.f, 1.f})
@ -86,6 +119,8 @@ public:
};
private:
/** Particles in flight */
std::vector<FXParticle> _particles;
public:
@ -94,11 +129,12 @@ public:
ViewCamera camera;
/// The numer of things rendered by the last renderWorld
/** Number of issued draw calls */
size_t rendered;
/** Number of culling events */
size_t culled;
/* TODO clean up all these variables */
/** @todo Clean up all these shader program and location variables */
GLuint worldProgram;
GLint uniTexture;
GLuint ubiScene, ubiObject;
@ -109,21 +145,44 @@ public:
GLint skyUniView, skyUniProj, skyUniTop, skyUniBottom;
GLuint particleProgram;
/// Internal VAO to avoid clobbering global state.
/** Internal non-descript VAOs */
GLuint vao, debugVAO;
GLuint skydomeVBO, skydomeIBO, debugVBO;
GLuint debugTex;
/**
* Renders the current World.
* Draws the world:
*
* - draws all objects (instances, vehicles etc.)
* - draws particles
* - draws water surfaces
* - draws the skybox
*/
void renderWorld(float alpha);
// Object rendering methods.
/**
* @brief draws a CharacterObject and any item they are holding.
* @param pedestrian the character to render
*/
void renderPedestrian(CharacterObject* pedestrian);
/**
* @brief draws a VehicleObject and it's wheels.
* @param vehicle vehicle to render
*/
void renderVehicle(VehicleObject* vehicle);
/**
* @brief draw part of the world.
*/
void renderInstance(InstanceObject* instance);
/**
* @brief draws a pickup with it's model
* @param pickup
* @todo corona rendering, with tint.
*/
void renderPickup(PickupObject* pickup);
void renderWheel(Model*, const glm::mat4& matrix, const std::string& name);
@ -132,22 +191,26 @@ public:
void renderGeometry(Model*, size_t geom, const glm::mat4& modelMatrix, GameObject* = nullptr);
/**
* @brief renders all visible particles and removes expired
*/
void renderParticles();
/**
* Renders a model (who'd have thought)
*/
void renderModel(Model*, const glm::mat4& modelMatrix, GameObject* = nullptr, Animator* animator = nullptr);
/**
* Debug method renders all AI paths
*/
/** method for rendering AI debug information */
void renderPaths();
/** Adds a particle to the rendering */
void addParticle(const FXParticle& particle);
static GLuint currentUBO;
/**
* Uploads data from T into the specified UBO
*/
template<class T> void uploadUBO(GLuint buffer, const T& data)
{
if( currentUBO != buffer ) {

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@ -2,6 +2,9 @@
#ifndef _GAMESHADERS_HPP_
#define _GAMESHADERS_HPP_
/**
* @brief collection of shaders to make managing them a little easier.
*/
namespace GameShaders {
struct WaterHQ {
@ -19,8 +22,8 @@ struct WorldObject {
static const char* FragmentShader;
};
/** @brief Particle effect shaders, uses WorldObject::VertexShader */
struct Particle {
/* Shares vertex with WorldObject */
static const char* FragmentShader;
};

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@ -47,7 +47,7 @@ DrawBuffer waterLQDraw;
GeometryBuffer waterHQBuffer;
DrawBuffer waterHQDraw;
/// @TODO collapse all of these into "VertPNC" etc.
/// @todo collapse all of these into "VertPNC" etc.
struct ParticleVert {
static const AttributeList vertex_attributes() {
return {