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mirror of https://github.com/rwengine/openrw.git synced 2024-11-21 18:02:43 +01:00

Refactor VisualFX and fix memory leaks

This commit is contained in:
Filip Gawin 2018-08-08 01:24:39 +02:00
parent f95427c136
commit e8fe8b614a
11 changed files with 157 additions and 175 deletions

View File

@ -497,15 +497,30 @@ void GameWorld::destroyQueuedObjects() {
}
}
VisualFX* GameWorld::createEffect(VisualFX::EffectType type) {
auto effect = new VisualFX(type);
effects.push_back(effect);
return effect;
LightFX& GameWorld::createLightEffect() {
auto effect = std::make_unique<LightFX>();
auto& ref = *effect;
effects.push_back(std::move(effect));
return ref;
}
void GameWorld::destroyEffect(VisualFX* effect) {
ParticleFX& GameWorld::createParticleEffect() {
auto effect = std::make_unique<ParticleFX>();
auto& ref = *effect;
effects.push_back(std::move(effect));
return ref;
}
TrailFX& GameWorld::createTrailEffect() {
auto effect = std::make_unique<TrailFX>();
auto& ref = *effect;
effects.push_back(std::move(effect));
return ref;
}
void GameWorld::destroyEffect(VisualFX& effect) {
for (auto it = effects.begin(); it != effects.end();) {
if (*it == effect) {
if (it->get() == &effect) {
it = effects.erase(it);
} else {
it++;
@ -833,6 +848,20 @@ bool GameWorld::isPaused() const {
return paused;
}
void GameWorld::updateEffects() {
for (int i = 0; i < static_cast<int>(effects.size()); ++i) {
auto& effect = effects[i];
if (effect->getType() == Particle) {
auto particle = static_cast<ParticleFX*>(effect.get());
if (particle->lifetime < 0.f) continue;
if (getGameTime() >= particle->starttime + particle->lifetime) {
destroyEffect(*particle);
--i;
}
}
}
}
VehicleObject* GameWorld::tryToSpawnVehicle(VehicleGenerator& gen) {
constexpr float kMinClearRadius = 10.f;

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@ -179,14 +179,24 @@ public:
void doWeaponScan(const WeaponScan& scan);
/**
* Allocates a new VisualFX of the given type
* Allocates a new Light Effect
*/
VisualFX* createEffect(VisualFX::EffectType type);
LightFX& createLightEffect();
/**
* Allocates a new Particle Effect
*/
ParticleFX& createParticleEffect();
/**
* Allocates a new Trail Effect
*/
TrailFX& createTrailEffect();
/**
* Immediately destoys the given effect
*/
void destroyEffect(VisualFX* effect);
void destroyEffect(VisualFX& effect);
/**
* Returns the current hour
@ -296,7 +306,7 @@ public:
* Visual Effects
* @todo Consider using lighter handing mechanism
*/
std::vector<VisualFX*> effects;
std::vector<std::unique_ptr<VisualFX>> effects;
/**
* Randomness Engine
@ -364,6 +374,11 @@ public:
void setPaused(bool pause);
bool isPaused() const;
/**
* Clean up old VisualFX
*/
void updateEffects();
/**
* Attempt to spawn a vehicle at a vehicle generator
*/

View File

@ -92,6 +92,7 @@ PickupObject::BehaviourFlags PickupObject::defaultBehaviourFlags(
PickupObject::PickupObject(GameWorld* world, const glm::vec3& position,
BaseModelInfo* modelinfo, PickupType type)
: GameObject(world, position, glm::quat{1.0f, 0.0f, 0.0f, 0.0f}, modelinfo)
, m_corona(world->createParticleEffect())
, m_type(type) {
btTransform tf;
tf.setIdentity();
@ -134,19 +135,18 @@ PickupObject::PickupObject(GameWorld* world, const glm::vec3& position,
else if (modelinfo->name == "health" || modelinfo->name == "bonus")
m_colourId = 13;
m_corona = world->createEffect(VisualFX::Particle);
m_corona->particle.position = getPosition();
m_corona->particle.direction = glm::vec3(0.f, 0.f, 1.f);
m_corona->particle.orientation = VisualFX::ParticleData::Camera;
m_corona.position = getPosition();
m_corona.direction = glm::vec3(0.f, 0.f, 1.f);
m_corona.orientation = ParticleFX::Camera;
// @todo float package should float on the water
if (m_type == FloatingPackage) {
// verify offset and texture?
m_corona->particle.position += glm::vec3(0.f, 0.f, 0.7f);
m_corona->particle.texture =
m_corona.position += glm::vec3(0.f, 0.f, 0.7f);
m_corona.texture =
engine->data->findSlotTexture("particle", "coronastar");
} else {
m_corona->particle.texture =
m_corona.texture =
engine->data->findSlotTexture("particle", "coronaringa");
}
@ -162,7 +162,6 @@ PickupObject::~PickupObject() {
if (m_ghost) {
setEnabled(false);
engine->destroyEffect(m_corona);
delete m_corona;
delete m_ghost;
delete m_shape;
}
@ -197,7 +196,7 @@ void PickupObject::tick(float dt) {
float red = (*colour >> 16) & 0xFF;
float green = (*colour >> 8) & 0xFF;
float blue = *colour & 0xFF;
m_corona->particle.colour =
m_corona.colour =
glm::vec4(red / 255.f, green / 255.f, blue / 255.f, 1.f) * colourValue;
if (m_enabled) {
@ -258,10 +257,10 @@ void PickupObject::setEnabled(bool enabled) {
if (!m_enabled && enabled) {
engine->dynamicsWorld->addCollisionObject(
m_ghost, btBroadphaseProxy::SensorTrigger);
m_corona->particle.size = glm::vec2(1.5f, 1.5f);
m_corona.size = glm::vec2(1.5f, 1.5f);
} else if (m_enabled && !enabled) {
engine->dynamicsWorld->removeCollisionObject(m_ghost);
m_corona->particle.size = glm::vec2(0.f, 0.f);
m_corona.size = glm::vec2(0.f, 0.f);
}
m_enabled = enabled;

View File

@ -6,8 +6,10 @@
#include <rw/debug.hpp>
#include <render/VisualFX.hpp>
#include <objects/GameObject.hpp>
class btPairCachingGhostObject;
class btSphereShape;
@ -119,7 +121,7 @@ private:
bool m_enabled = false;
float m_enableTimer = 0.f;
bool m_collected = false;
VisualFX* m_corona = nullptr;
ParticleFX& m_corona;
short m_colourId = 0;
bool respawn = false;
float respawnTime{};

View File

@ -7,7 +7,6 @@
#include "data/WeaponData.hpp"
#include "engine/GameData.hpp"
#include "engine/GameWorld.hpp"
#include "render/VisualFX.hpp"
void ProjectileObject::checkPhysicsContact() {
btManifoldArray manifoldArray;
@ -77,17 +76,17 @@ void ProjectileObject::explode() {
0.f});
}
auto tex = engine->data->findSlotTexture("particle", "explo02");
auto& explosion = engine->createParticleEffect();
auto explosion = engine->createEffect(VisualFX::Particle);
explosion->particle.size = glm::vec2(exp_size);
explosion->particle.texture = tex;
explosion->particle.starttime = engine->getGameTime();
explosion->particle.lifetime = 0.5f;
explosion->particle.orientation = VisualFX::ParticleData::Camera;
explosion->particle.colour = glm::vec4(1.0f);
explosion->particle.position = getPosition();
explosion->particle.direction = glm::vec3(0.f, 0.f, 1.f);
auto tex = engine->data->findSlotTexture("particle", "explo02");
explosion.texture = tex;
explosion.size = glm::vec2(exp_size);
explosion.starttime = engine->getGameTime();
explosion.lifetime = 0.5f;
explosion.orientation = ParticleFX::Camera;
explosion.colour = glm::vec4(1.0f);
explosion.position = getPosition();
explosion.direction = glm::vec3(0.f, 0.f, 1.f);
_exploded = true;
engine->destroyObjectQueued(this);

View File

@ -4,6 +4,8 @@
#include <glm/glm.hpp>
#include <objects/GameObject.hpp>
#include "render/VisualFX.hpp"
class GameWorld;
class btPairCachingGhostObject;

View File

@ -475,26 +475,25 @@ void GameRenderer::renderEffects(GameWorld* world) {
auto& effects = world->effects;
std::sort(effects.begin(), effects.end(),
[&](const VisualFX* a, const VisualFX* b) {
return glm::distance(a->getPosition(), cpos) >
glm::distance(b->getPosition(), cpos);
[&](const auto& a, const auto& b) {
return glm::distance(a->position, cpos) >
glm::distance(b->position, cpos);
});
for (VisualFX* fx : effects) {
for (auto& fx : effects) {
// Other effects not implemented yet
if (fx->getType() != VisualFX::Particle) continue;
if (fx->getType() != Particle) continue;
auto particle = static_cast<ParticleFX*>(fx.get());
auto& particle = fx->particle;
auto& p = particle.position;
auto& p = particle->position;
// Figure the direction to the camera center.
auto amp = cpos - p;
glm::vec3 ptc = particle.up;
glm::vec3 ptc = particle->up;
if (particle.orientation == VisualFX::ParticleData::UpCamera) {
if (particle->orientation == ParticleFX::UpCamera) {
ptc = glm::normalize(amp - (glm::dot(amp, cfwd)) * cfwd);
} else if (particle.orientation == VisualFX::ParticleData::Camera) {
} else if (particle->orientation == ParticleFX::Camera) {
ptc = amp;
}
@ -508,12 +507,12 @@ void GameRenderer::renderEffects(GameWorld* world) {
glm::vec3(0.0f,0.0f,1.0f));
transformMat = glm::scale(glm::translate(transformMat,p),
glm::vec3(particle.size,1.0f)) * glm::inverse(lookMat);
glm::vec3(particle->size,1.0f)) * glm::inverse(lookMat);
Renderer::DrawParameters dp;
dp.textures = {particle.texture->getName()};
dp.textures = {particle->texture->getName()};
dp.ambient = 1.f;
dp.colour = glm::u8vec4(particle.colour * 255.f);
dp.colour = glm::u8vec4(particle->colour * 255.f);
dp.start = 0;
dp.count = 4;
dp.blendMode = BlendMode::BLEND_ADDITIVE;

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@ -1,47 +1 @@
#include "render/VisualFX.hpp"
#include <new>
VisualFX::LightData::~LightData() = default;
VisualFX::ParticleData::~ParticleData() = default;
VisualFX::TrailData::~TrailData() = default;
VisualFX::VisualFX(VisualFX::EffectType type) : type(type) {
switch (type) {
case VisualFX::Light:
new (&light) LightData;
break;
case VisualFX::Particle:
new (&particle) ParticleData;
break;
case VisualFX::Trail:
new (&trail) TrailData;
break;
}
}
VisualFX::~VisualFX() {
switch (type) {
case VisualFX::Light:
light.~LightData();
break;
case VisualFX::Particle:
particle.~ParticleData();
break;
case VisualFX::Trail:
trail.~TrailData();
break;
}
}
const glm::vec3& VisualFX::getPosition() const {
static glm::vec3 errorRef{};
switch (type) {
case VisualFX::Particle:
return particle.position;
default:
return errorRef;
}
}

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@ -5,82 +5,76 @@
#include <gl/TextureData.hpp>
enum EffectType { Light, Particle, Trail };
/**
* Represents a scene effect: lighting, particles etc.
*/
class VisualFX {
public:
enum EffectType { Light, Particle, Trail };
struct VisualFX {
VisualFX() = default;
virtual ~VisualFX() = default;
struct LightData {
~LightData();
};
struct ParticleData {
/** Initial world position */
glm::vec3 position{};
virtual EffectType getType() const = 0;
/** Direction of particle */
glm::vec3 direction{};
/** Initial world position */
glm::vec3 position{};
};
/** Particle orientation modes */
enum Orientation {
Free, /** faces direction using up */
Camera, /** Faces towards the camera @todo implement */
UpCamera /** Face closes point in camera's look direction */
};
Orientation orientation;
struct LightFX final : public VisualFX {
LightFX() = default;
~LightFX() = default;
/** Game time at particle instantiation */
float starttime;
/** Number of seconds particle should exist for, negative values =
* forever */
float lifetime;
/** Texture name */
TextureData::Handle texture;
/** Size of particle */
glm::vec2 size;
/** Up direction (only used in Free mode) */
glm::vec3 up;
/** Render tint colour */
glm::vec4 colour;
/** Constructs a particle */
ParticleData()
: orientation(Free)
, starttime(0.f)
, lifetime(-1.f)
, size(1.f, 1.f)
, up(0.f, 0.f, 1.f)
, colour(1.f, 1.f, 1.f, 1.f) {
}
~ParticleData();
};
struct TrailData {
~TrailData();
};
/// @todo stop abusing unions
union {
LightData light;
ParticleData particle;
TrailData trail;
};
VisualFX(EffectType type);
~VisualFX();
EffectType getType() const {
return type;
EffectType getType() const override {
return Light;
}
};
const glm::vec3& getPosition() const;
struct ParticleFX final : public VisualFX {
/** Direction of particle */
glm::vec3 direction{};
private:
EffectType type;
/** Particle orientation modes */
enum Orientation {
Free, /** faces direction using up */
Camera, /** Faces towards the camera @todo implement */
UpCamera /** Face closes point in camera's look direction */
};
Orientation orientation{Free};
/** Game time at particle instantiation */
float starttime{0.f};
/** Number of seconds particle should exist for, negative values =
* forever */
float lifetime{-1.f};
/** Texture name */
TextureData::Handle texture;
/** Size of particle */
glm::vec2 size{1.f, 1.f};
/** Up direction (only used in Free mode) */
glm::vec3 up{0.f, 0.f, 1.f};
/** Render tint colour */
glm::vec4 colour{1.f, 1.f, 1.f, 1.f};
/** Constructs a particle */
ParticleFX() = default;
~ParticleFX() = default;
EffectType getType() const override {
return Particle;
}
};
struct TrailFX final : public VisualFX {
TrailFX() = default;
~TrailFX() = default;
EffectType getType() const override {
return Trail;
}
};
#endif

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@ -525,18 +525,7 @@ void RWGame::tick(float dt) {
}
}
// Clean up old VisualFX
for (int i = 0; i < static_cast<int>(world->effects.size()); ++i) {
VisualFX* effect = world->effects[i];
if (effect->getType() == VisualFX::Particle) {
auto& part = effect->particle;
if (part.lifetime < 0.f) continue;
if (world->getGameTime() >= part.starttime + part.lifetime) {
world->destroyEffect(effect);
--i;
}
}
}
world->updateEffects();
for (auto& object : world->allObjects) {
object->_updateLastTransform();
@ -767,9 +756,9 @@ void RWGame::renderDebugPaths(float time) {
btVector3 position1(pos1.x, pos1.y, pos1.z);
btVector3 position2(pos2.x, pos2.y, pos2.z);
debug.drawLine(position1, position2, color);
}
}
}
debug.flush(&renderer);

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@ -4,9 +4,9 @@
BOOST_AUTO_TEST_SUITE(VisualFXTests)
BOOST_AUTO_TEST_CASE(test_light_data) {
VisualFX fx(VisualFX::Light);
auto fx = std::make_unique<LightFX>();
BOOST_CHECK_EQUAL(fx.getType(), VisualFX::Light);
BOOST_CHECK_EQUAL(fx->getType(), Light);
}
BOOST_AUTO_TEST_SUITE_END()