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36 commits

Author SHA1 Message Date
Vladislav Belov
c4e7364802
Removes unused BuildColor4ub from ModelRenderer
We don't need to calculate shading on CPU since we always use shaders.

Refs: a9c27b412b
2026-08-06 11:32:02 +02:00
Vladislav Belov
867bdf318b
Fixes missing material reference in ModelRenderer
Missed in 18a16aa135
2026-08-06 10:31:16 +02:00
Vladislav Belov
e64a138f92
Fixes outdated state on disabling GPU skinning 2026-08-04 23:06:12 +02:00
Vladislav Belov
4a7b7e7df1
Removes smart pointers from ModelRenderer
We don't need to use pointers because we know lifetimes of all
renderers. And its list statically defined. A new renderer should follow
DOD and use a separate submission list with a separate inplace renderer.
2026-08-04 23:06:10 +02:00
Vladislav Belov
fa90ddc8b6
Refactors ModelRenderer and makes it closer to DOD
Separates submitted models and moder renderer and makes relations
explicit. Now it's clear that we don't need separate ModelRenderer and
ModelVertexRenderer.
2026-08-04 23:06:09 +02:00
Vladislav Belov
764a420797
Merges ModelRenderer and ShaderModelRenderer
We use only shaders to render models so we don't need a separate class.

BatchModelRenderer was renamed in 6bc33fe8bd.
m_Renderer became unused in 0346ba1b18.
2026-08-04 23:06:07 +02:00
Vladislav Belov
8a2bb10827
Renames ShaderModelRenderer instances 2026-08-04 23:06:06 +02:00
Vladislav Belov
af9d102126
Removes legacy logic of reused ModelRendererPtr
It became unused in 4a69e9117e.
2026-08-04 23:06:04 +02:00
Ralph Sennhauser
822092fcb4
Fix set camera tooltip in Atlas player section
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Refs: fe192fe58f
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-08-04 17:22:21 +02:00
Ralph Sennhauser
6e79dc2f70
Use dynamic events for Cinema Section
Replace static events with dynamic events and name delete path function
more aptly.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-08-04 17:04:22 +02:00
Dunedan
6fdcd68172
Update the actions used by the lint workflow
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2026-08-04 10:09:22 +02:00
Dunedan
e4f4030a5e
Update the actions used by the checkrefs workflow
The workaround for the authentication problems isn't necessary with the
new version of the checkout action anymore.
2026-08-04 10:09:09 +02:00
Ralph Sennhauser
2fb6347125
Delete .already-built file prior to new build
In case the build fails this will allow other Jenkins jobs to restore
the old working state themselves.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-08-03 20:54:04 +02:00
phosit
7aa756f6a4
Remove line numbers from cppcheck supression list
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They have to be changed to ofthen when code gets moved.
2026-08-02 14:03:28 +02:00
phosit
e712601602
PreInitGame and InitGame in the Loader
This makes the frame before the simulation starts less stuttery. Doing
it in the Loader also allows to make the progressbar more acurate.
2026-08-02 14:03:28 +02:00
Dunedan
865ca4cd55
Update the pre-commit hooks
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2026-08-01 16:19:18 +02:00
Dunedan
dcb7cef308
Update Github actions used for pre-commit action 2026-08-01 16:19:03 +02:00
vyordan
71be79791f Use turn_id_t (int32_t) for turn-count across simulation, network and replay
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CSimulation2 used , CSimulation2Impl mixed /, and
CTurnManager used  for the same turn-count concept, forcing a
static_cast<int64_t> at the one place these types already met
(rejoin-test comparison).

Add  (alias for std::int32_t) in SimulationCommand.h and use
it consistently for every turn counter in CSimulation2/Impl,
CTurnManager and its subclasses (CLocalTurnManager,
CReplayTurnManager), CNetServerTurnManager/CNetClientTurnManager, and
the network wire format (m_Turn in CEndCommandBatchMessage,
CSimulationMessage, CSyncCheckMessage, CSyncErrorMessage, and
m_CurrentTurn in CLoadedGameMessage).

Turn *duration* fields (m_TurnLength, m_CommandDelay,
DEFAULT_TURN_LENGTH, COMMAND_DELAY_SP/MP, SetTurnLength,
GetSavedTurnLength return type) are left as u32 — they're milliseconds,
not a counter, and out of scope here.

Remaining turn_id_t vs size_t comparisons use std::cmp_equal or
explicit casts, matching the existing pattern in Simulation2.cpp.

Fixes #8718
2026-07-31 10:34:20 +02:00
Atrik
9ab89b01c2 Add Langbart to art credits
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2026-07-30 20:54:19 +02:00
Atrik
dcce6666ae Add missing garrison flag to some houses
Art work by @Langbart

Fixes #6911
2026-07-30 20:54:19 +02:00
Atrik
202bdb133a Add Atrik to art credits 2026-07-30 20:54:19 +02:00
Atrik
46981d2b90 Add missing garrison flag to German houses 2026-07-30 20:54:19 +02:00
Ralph Sennhauser
49c887b7ca
Don't nest Paths in Common settings
Doesn't make sense to have the Paths StaticBox inside the Common
settings StaticBox so make it a top-level item as well.

While at it dissolve nested constructors to make the creation of the
widgets more readable.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-30 18:43:24 +02:00
Atrik
91a37e32f6 Sort units spatially for freehand selection
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2026-07-30 17:19:39 +02:00
Atrik
139b08fe6d Add tests for SelectionBoxTargeting 2026-07-30 17:19:39 +02:00
Atrik
dc6da217fd Enable using SelectionBox for targeting
Introduce a new  input, a command handler and adapt
UnitAI to handle arrays of targets in a single order
2026-07-30 17:19:39 +02:00
Atrik
e41dd2d3a4 Add Math.clamp utility function 2026-07-30 17:19:39 +02:00
phosit
c7953026dd
Use switchPage in autostart
Autostart used `OpenChildPage` to open the loading page. Because it's
started as child page the program doesn't end when closing it.
2026-07-30 12:36:51 +02:00
Ralph Sennhauser
0340cc9abd
Make NUSpline public members protected
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Add a getter for MaxDistance and make members protected and inline
initialization.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-29 18:44:03 +02:00
Ralph Sennhauser
aeeda05433
Prefix NUSpline member variables
To follow coding convention rename the vector Node to m_Nodes,
MaxDistance to m_MaxDistance and NodeCount to m_NodeCount.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-29 18:44:03 +02:00
Atrik
0da1e0c398 Reveal Gaia wonders to players
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2026-07-29 18:02:37 +02:00
Atrik
dc1e7179a3 Reveal and notify Wonders being constructed
Fixes #8683
2026-07-29 18:02:37 +02:00
Atrik
b6d9d87ba9 Add a test for ExploreCircle 2026-07-29 18:02:37 +02:00
Atrik
839226d542 Support revealing a small area of the map 2026-07-29 18:02:37 +02:00
Vladislav Belov
4125e5b645
Adds sRGB support to GLES 2026-07-29 01:29:11 +02:00
Vladislav Belov
f781181899
Adds sRGB support for proper lighting
Currently we're incorrectly using sRGB colors as raw inputs for lighting
instead of conversion to linear space. For proper PBR we need linear
values.
2026-07-29 01:29:09 +02:00
119 changed files with 2298 additions and 893 deletions

View file

@ -11,7 +11,7 @@ jobs:
lfscheck: lfscheck:
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v7
- name: Fetch the base branch - name: Fetch the base branch
run: git fetch origin ${{ env.BASE_SHA }} run: git fetch origin ${{ env.BASE_SHA }}
@ -24,27 +24,14 @@ jobs:
env: env:
GIT_LFS_SKIP_SMUDGE: "1" GIT_LFS_SKIP_SMUDGE: "1"
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v7
- uses: actions/setup-python@v5 - uses: actions/setup-python@v7
with: with:
python-version: "3.11" python-version: "3.11"
- name: Add remote fork origin for LFS - name: Add remote fork origin for LFS
run: | run: |
PR_REPO="${{ gitea.event.pull_request.head.repo.full_name || gitea.repository }}" PR_REPO="${{ gitea.event.pull_request.head.repo.full_name || gitea.repository }}"
git remote add ${{ gitea.actor }} https://gitea.wildfiregames.com/${PR_REPO}.git git remote add ${{ gitea.actor }} https://gitea.wildfiregames.com/${PR_REPO}.git
- name: Workaround for authentication problem with LFS
# https://gitea.com/gitea/act_runner/issues/164
run: |
git config --local \
http.${{ gitea.server_url }}/${{ gitea.repository }}.git/info/lfs/objects/.extraheader ''
PR_REPO="${{ gitea.event.pull_request.head.repo.full_name || gitea.repository }}"
EXTRAHEADER="$(git config --get --local http.${{ gitea.server_url }}/.extraheader)"
git config --local \
http.${{ gitea.server_url }}/${PR_REPO}.git/info/lfs/objects/batch.extraheader \
'${EXTRAHEADER}'
git config --local \
http.${{ gitea.server_url }}/${PR_REPO}.git/info/lfs/objects/.extraheader ''
- name: Download necessary LFS assets - name: Download necessary LFS assets
shell: sh {0} shell: sh {0}
run: | run: |

View file

@ -12,7 +12,7 @@ jobs:
cppcheck: cppcheck:
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v7
# cache only works for items in workspace, so configure apt to allow for caching. # cache only works for items in workspace, so configure apt to allow for caching.
- name: Setup apt cache locations - name: Setup apt cache locations
@ -26,7 +26,7 @@ jobs:
- name: Cache apt pkg db and and deb files - name: Cache apt pkg db and and deb files
id: apt-cache id: apt-cache
uses: actions/cache@v4 uses: actions/cache@v6
with: with:
path: | path: |
apt-cache apt-cache
@ -49,11 +49,11 @@ jobs:
copyright: copyright:
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v7
with: with:
fetch-depth: 100 fetch-depth: 100
- uses: actions/setup-python@v5 - uses: actions/setup-python@v7
with: with:
python-version: "3.11" python-version: "3.11"
@ -66,10 +66,10 @@ jobs:
jenkinsfiles: jenkinsfiles:
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v7
- name: Set up Node.js - name: Set up Node.js
uses: actions/setup-node@v4 uses: actions/setup-node@v7
with: with:
node-version: '20' node-version: '20'

View file

@ -7,17 +7,17 @@ jobs:
build: build:
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v7
- uses: actions/setup-python@v5 - uses: actions/setup-python@v7
with: with:
python-version: "3.11" python-version: "3.11"
- id: restore-pip-cache - id: restore-pip-cache
uses: actions/cache/restore@v4 uses: actions/cache/restore@v6
with: with:
key: pip-cache-v1-${{ github.workflow }} key: pip-cache-v1-${{ github.workflow }}
path: ~/.cache/pip path: ~/.cache/pip
- uses: pre-commit/action@v3.0.1 - uses: pre-commit/action@v3.0.1
- uses: actions/cache/save@v4 - uses: actions/cache/save@v6
if: steps.restore-pip-cache.outcome == 'success' if: steps.restore-pip-cache.outcome == 'success'
with: with:
key: pip-cache-v1-${{ github.workflow }} key: pip-cache-v1-${{ github.workflow }}

View file

@ -34,7 +34,7 @@ repos:
\.patch$ \.patch$
) )
- repo: https://github.com/astral-sh/ruff-pre-commit - repo: https://github.com/astral-sh/ruff-pre-commit
rev: v0.12.9 rev: v0.16.0
hooks: hooks:
- id: ruff-check - id: ruff-check
args: args:
@ -56,7 +56,7 @@ repos:
files: ^binaries/ files: ^binaries/
exclude: (^binaries/data/mods/(mod|public)/art/.*\.xml|\.dae$) exclude: (^binaries/data/mods/(mod|public)/art/.*\.xml|\.dae$)
- repo: https://github.com/scop/pre-commit-shfmt - repo: https://github.com/scop/pre-commit-shfmt
rev: v3.12.0-2 rev: v3.13.1-1
hooks: hooks:
- id: shfmt - id: shfmt
args: args:
@ -67,7 +67,7 @@ repos:
hooks: hooks:
- id: shellcheck - id: shellcheck
- repo: https://github.com/igorshubovych/markdownlint-cli - repo: https://github.com/igorshubovych/markdownlint-cli
rev: v0.45.0 rev: v0.47.0
hooks: hooks:
- id: markdownlint - id: markdownlint
language_version: 22.14.0 language_version: 22.14.0
@ -77,13 +77,13 @@ repos:
^source/third_party/ ^source/third_party/
) )
- repo: https://github.com/adrienverge/yamllint - repo: https://github.com/adrienverge/yamllint
rev: v1.37.1 rev: v1.38.0
hooks: hooks:
- id: yamllint - id: yamllint
args: args:
- --strict - --strict
- repo: https://github.com/eslint/eslint - repo: https://github.com/eslint/eslint
rev: v9.39.2 rev: v10.8.0
hooks: hooks:
- id: eslint - id: eslint
language_version: 22.14.0 language_version: 22.14.0

View file

@ -78,6 +78,9 @@
<optional> <optional>
<attribute name="define"/> <attribute name="define"/>
</optional> </optional>
<optional>
<attribute name="srgb"/>
</optional>
</element> </element>
</zeroOrMore> </zeroOrMore>
</interleave> </interleave>

View file

@ -51,6 +51,18 @@
</textures> </textures>
</variant> </variant>
</group> </group>
<group>
<variant name="ungarrisoned" frequency="1" />
<variant name="garrisoned">
<props>
<prop
actor="props/special/common/garrison_flag_achaemenids.xml"
attachpoint="garrisoned"
selectable="false"
/>
</props>
</variant>
</group>
<group> <group>
<variant name="alive" frequency="1"/> <variant name="alive" frequency="1"/>
<variant file="structures/destruction_small.xml"/> <variant file="structures/destruction_small.xml"/>

View file

@ -33,6 +33,18 @@
</textures> </textures>
</variant> </variant>
</group> </group>
<group>
<variant frequency="1" name="ungarrisoned" />
<variant name="garrisoned">
<props>
<prop
actor="props/special/common/garrison_flag_celt.xml"
attachpoint="garrisoned"
selectable="false"
/>
</props>
</variant>
</group>
<group> <group>
<variant name="alive" frequency="1"/> <variant name="alive" frequency="1"/>
<variant file="structures/destruction_small.xml"/> <variant file="structures/destruction_small.xml"/>

View file

@ -53,6 +53,18 @@
</textures> </textures>
</variant> </variant>
</group> </group>
<group>
<variant name="ungarrisoned" frequency="1" />
<variant name="garrisoned">
<props>
<prop
actor="props/special/common/garrison_flag_celt.xml"
attachpoint="garrisoned"
selectable="false"
/>
</props>
</variant>
</group>
<group> <group>
<variant name="alive" frequency="1"/> <variant name="alive" frequency="1"/>
<variant file="structures/destruction_small.xml"/> <variant file="structures/destruction_small.xml"/>

View file

@ -134,6 +134,20 @@
</props> </props>
</variant> </variant>
</group> </group>
<group>
<variant frequency="1" name="ungarrisoned" />
<variant name="garrisoned">
<props>
<prop
actor="props/special/common/garrison_flag_germ.xml"
attachpoint="garrisoned"
selectable="false"
/>
</props>
</variant>
</group>
<group> <group>
<variant name="alive" frequency="1"/> <variant name="alive" frequency="1"/>
<variant file="structures/destruction_small.xml"/> <variant file="structures/destruction_small.xml"/>

View file

@ -106,6 +106,18 @@
</props> </props>
</variant> </variant>
</group> </group>
<group>
<variant name="ungarrisoned" frequency="1" />
<variant name="garrisoned">
<props>
<prop
actor="props/special/common/garrison_flag_iber.xml"
attachpoint="garrisoned"
selectable="false"
/>
</props>
</variant>
</group>
<group> <group>
<variant name="alive" frequency="1"/> <variant name="alive" frequency="1"/>
<variant file="structures/destruction_small.xml"/> <variant file="structures/destruction_small.xml"/>

View file

@ -47,6 +47,18 @@
</textures> </textures>
</variant> </variant>
</group> </group>
<group>
<variant name="ungarrisoned" frequency="1" />
<variant name="garrisoned">
<props>
<prop
actor="props/special/common/garrison_flag_rome.xml"
attachpoint="garrisoned"
selectable="false"
/>
</props>
</variant>
</group>
<group> <group>
<variant name="alive" frequency="1"/> <variant name="alive" frequency="1"/>
<variant file="structures/destruction_small.xml"/> <variant file="structures/destruction_small.xml"/>

View file

@ -43,6 +43,18 @@
</textures> </textures>
</variant> </variant>
</group> </group>
<group>
<variant frequency="1" name="ungarrisoned" />
<variant name="garrisoned">
<props>
<prop
actor="props/special/common/garrison_flag_seleucids.xml"
attachpoint="garrisoned"
selectable="false"
/>
</props>
</variant>
</group>
<group> <group>
<variant name="alive" frequency="1"/> <variant name="alive" frequency="1"/>
<variant file="structures/sele/light_damage.xml"/> <variant file="structures/sele/light_damage.xml"/>

View file

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@ -330,3 +330,20 @@ Math.euclidDistance3D = function(x1, y1, z1, x2, y2, z2)
{ {
return Math.sqrt(Math.euclidDistance3DSquared(x1, y1, z1, x2, y2, z2)); return Math.sqrt(Math.euclidDistance3DSquared(x1, y1, z1, x2, y2, z2));
}; };
/**
* Clamps a value between a minimum and maximum range.
*
* @param {number} value - The value to clamp
* @param {number} min - Minimum allowed value
* @param {number} max - Maximum allowed value
* @returns {number} The clamped value (min <= result <= max)
*/
Math.clamp = function(value, min, max)
{
if (value < min)
return min;
if (value > max)
return max;
return value;
};

View file

@ -442,3 +442,17 @@ Vector3D.div = function(v, f)
{ {
return new Vector3D(v.x / f, v.y / f, v.z / f); return new Vector3D(v.x / f, v.y / f, v.z / f);
}; };
/**
* Linear interpolation between this vector and another.
* @param {Vector2D} v - The target vector.
* @param {number} t - Interpolation factor (0 = this, 1 = v).
* @returns {Vector2D} A new vector at the interpolated position.
*/
Vector2D.prototype.lerp = function(v, t)
{
return new Vector2D(
this.x + (v.x - this.x) * t,
this.y + (v.y - this.y) * t
);
};

View file

@ -72,6 +72,7 @@
"List": [ "List": [
{ "nick": "Alexandermb", "name": "Daniel Morgado" }, { "nick": "Alexandermb", "name": "Daniel Morgado" },
{ "nick": "Athos" }, { "nick": "Athos" },
{ "nick": "Atrik" },
{ "nick": "Basshunter", "name": "Sebastián Gómez" }, { "nick": "Basshunter", "name": "Sebastián Gómez" },
{ "nick": "BigTiger", "name": "Nathanael P. Moore" }, { "nick": "BigTiger", "name": "Nathanael P. Moore" },
{ "nick": "Brightgalrs", "name": "Robert D. Schultz" }, { "nick": "Brightgalrs", "name": "Robert D. Schultz" },
@ -80,6 +81,7 @@
{ "nick": "Enrique", "name": "Enrique Keykens Espolio" }, { "nick": "Enrique", "name": "Enrique Keykens Espolio" },
{ "nick": "Gen.Kenobi", "name": "Daniel Schubert" }, { "nick": "Gen.Kenobi", "name": "Daniel Schubert" },
{ "nick": "Historicity", "name": "Shane" }, { "nick": "Historicity", "name": "Shane" },
{ "nick": "Langbart" },
{ "nick": "Leyto", "name": "Valentin Levalet" }, { "nick": "Leyto", "name": "Valentin Levalet" },
{ "nick": "LordGood", "name": "Johnathan B. Good" }, { "nick": "LordGood", "name": "Johnathan B. Good" },
{ "nick": "m7600" }, { "nick": "m7600" },

View file

@ -507,6 +507,49 @@ var unitFilters = {
} }
}; };
// Choose, inside a list of entities, which ones are targetable foes for boxtargeting.
// We also filter out entities that aren't visible, or low priority like livestocks
function getTargetableEntities(ents)
{
const player = g_ViewedPlayer;
const simState = GetSimState();
const isEnemy = simState.players[player].isEnemy;
// Filter valid target candidates
const candidates = ents.filter(entity =>
{
const entState = GetEntityState(entity);
return entState &&
unitFilters.isUnit(entity) &&
entState.visibility != "hidden";
});
// Enemy players
const enemyPlayers = candidates.filter(entity =>
{
const entState = GetEntityState(entity);
return isEnemy[entState.player] && entState.player !== 0 && !hasClass(entState, "Domestic");
});
if (enemyPlayers.length > 0)
return enemyPlayers;
// Gaia
const gaiaUnits = candidates.filter(entity =>
{
const entState = GetEntityState(entity);
return entState.player === 0;
});
if (gaiaUnits.length > 0)
return gaiaUnits;
// Domestic animals
return candidates.filter(entity =>
{
const entState = GetEntityState(entity);
return hasClass(entState, "Domestic");
});
}
// Choose, inside a list of entities, which ones will be selected. // Choose, inside a list of entities, which ones will be selected.
// We may use several entity filters, until one returns at least one element. // We may use several entity filters, until one returns at least one element.
function getPreferredEntities(ents) function getPreferredEntities(ents)
@ -572,16 +615,19 @@ function handleInputBeforeGui(ev, hoveredObject)
case INPUT_BANDBOXING: case INPUT_BANDBOXING:
{ {
const bandbox = Engine.GetGUIObjectByName("bandbox"); const bandbox = Engine.GetGUIObjectByName("bandbox");
const isAttackMode = Engine.HotkeyIsPressed("session.attack") && !g_IsObserver;
switch (ev.type) switch (ev.type)
{ {
case "mousemotion": case "mousemotion":
{ {
const rect = updateBandbox(bandbox, ev, false); const rect = updateBandbox(bandbox, ev, false);
const ents = Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], g_ViewedPlayer); const player = isAttackMode ? -1 : g_ViewedPlayer;
const preferredEntities = getPreferredEntities(ents);
g_Selection.setHighlightList(preferredEntities);
const ents = Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], player);
const highlightEntities = isAttackMode ? getTargetableEntities(ents) : getPreferredEntities(ents);
g_Selection.setHighlightList(highlightEntities);
return false; return false;
} }
@ -589,6 +635,30 @@ function handleInputBeforeGui(ev, hoveredObject)
if (ev.button == SDL_BUTTON_LEFT) if (ev.button == SDL_BUTTON_LEFT)
{ {
const rect = updateBandbox(bandbox, ev, true); const rect = updateBandbox(bandbox, ev, true);
if (isAttackMode)
{
// Box attack behavior
const ents = Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], -1);
// Filter to only enemy units
const enemyUnits = getTargetableEntities(ents);
// Get currently selected friendly units
const selectedUnits = g_Selection.toList();
if (selectedUnits.length && enemyUnits.length)
{
// Sort entities by position
const sortedCombattants = sortEntitiesForEngagement(selectedUnits, enemyUnits);
// Distribute attack orders
distributeAttackOrders(sortedCombattants.attackers, sortedCombattants.targets);
}
g_Selection.setHighlightList([]);
inputState = INPUT_NORMAL;
return true;
}
const ents = getPreferredEntities(Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], g_ViewedPlayer)); const ents = getPreferredEntities(Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], g_ViewedPlayer));
g_Selection.setHighlightList([]); g_Selection.setHighlightList([]);
@ -1371,6 +1441,7 @@ function positionUnitsFreehandSelectionMouseUp(ev)
for (let i = 1; i < inputLine.length; ++i) for (let i = 1; i < inputLine.length; ++i)
lengthOfLine += inputLine[i].distanceTo(inputLine[i - 1]); lengthOfLine += inputLine[i].distanceTo(inputLine[i - 1]);
// Filter units that can move
const selection = g_Selection.filter(ent => !!GetEntityState(ent).unitAI).sort((a, b) => a - b); const selection = g_Selection.filter(ent => !!GetEntityState(ent).unitAI).sort((a, b) => a - b);
// Checking the line for a minimum length to save performance. // Checking the line for a minimum length to save performance.
@ -1380,39 +1451,43 @@ function positionUnitsFreehandSelectionMouseUp(ev)
return !!action && doAction(action, ev); return !!action && doAction(action, ev);
} }
// Even distribution of the units on the line. // Sort units by their projection onto the line direction (parallel sorting)
let p0 = inputLine[0]; const sortedSelection = sortEntitiesAlongLine(selection, inputLine[0], inputLine[inputLine.length - 1], true);
let entityDistribution = [p0];
const distanceBetweenEnts = lengthOfLine / (selection.length - 1);
let freeDist = -distanceBetweenEnts;
for (let i = 1; i < inputLine.length; ++i) const selectionCount = sortedSelection.length;
const targetPositions = [];
// Distribute units evenly along the polyline
for (let i = 0; i < selectionCount; ++i)
{ {
const p1 = inputLine[i]; const t = i / (selectionCount - 1);
freeDist += inputLine[i - 1].distanceTo(p1); const targetDistance = t * lengthOfLine;
while (freeDist >= 0) let accumulated = 0;
let targetPoint = inputLine[0];
for (let j = 1; j < inputLine.length; ++j)
{ {
p0 = Vector2D.sub(p0, p1).normalize().mult(freeDist).add(p1); const segStart = inputLine[j - 1];
entityDistribution.push(p0); const segEnd = inputLine[j];
freeDist -= distanceBetweenEnts; const segLength = segEnd.distanceTo(segStart);
if (accumulated + segLength >= targetDistance)
{
// Interpolate within this segment
const remaining = targetDistance - accumulated;
const frac = remaining / segLength;
targetPoint = segStart.lerp(segEnd, frac);
break;
}
accumulated += segLength;
} }
targetPositions.push(targetPoint);
} }
// Rounding errors can lead to missing or too many points.
entityDistribution = entityDistribution.slice(0, selection.length);
entityDistribution = entityDistribution.concat(new Array(selection.length - entityDistribution.length).fill(inputLine[inputLine.length - 1]));
if (Vector2D.from3D(GetEntityState(selection[0]).position).distanceTo(entityDistribution[0]) +
Vector2D.from3D(GetEntityState(selection[selection.length - 1]).position).distanceTo(entityDistribution[selection.length - 1]) >
Vector2D.from3D(GetEntityState(selection[0]).position).distanceTo(entityDistribution[selection.length - 1]) +
Vector2D.from3D(GetEntityState(selection[selection.length - 1]).position).distanceTo(entityDistribution[0]))
entityDistribution.reverse();
Engine.PostNetworkCommand({ Engine.PostNetworkCommand({
"type": isAttackMovePressed() ? "attack-walk-custom" : "walk-custom", "type": isAttackMovePressed() ? "attack-walk-custom" : "walk-custom",
"entities": selection, "entities": sortedSelection,
"targetPositions": entityDistribution.map(pos => pos.toFixed(2)), "targetPositions": targetPositions.map(pos => pos.toFixed(2)),
"targetClasses": Engine.HotkeyIsPressed("session.attackmoveUnit") ? { "attack": ["Unit"] } : { "attack": ["Unit", "Structure"] }, "targetClasses": Engine.HotkeyIsPressed("session.attackmoveUnit") ? { "attack": ["Unit"] } : { "attack": ["Unit", "Structure"] },
"queued": Engine.HotkeyIsPressed("session.queue"), "queued": Engine.HotkeyIsPressed("session.queue"),
"pushFront": Engine.HotkeyIsPressed("session.pushorderfront"), "pushFront": Engine.HotkeyIsPressed("session.pushorderfront"),
@ -1420,9 +1495,10 @@ function positionUnitsFreehandSelectionMouseUp(ev)
}); });
// Add target markers with a minimum distance of 5 to each other. // Add target markers with a minimum distance of 5 to each other.
const entitiesBetweenMarker = Math.ceil(5 / distanceBetweenEnts); const stepDistance = lengthOfLine / (selectionCount - 1);
for (let i = 0; i < entityDistribution.length; i += entitiesBetweenMarker) const entitiesBetweenMarker = Math.max(1, Math.ceil(5 / stepDistance));
DrawTargetMarker({ "x": entityDistribution[i].x, "z": entityDistribution[i].y }); for (let i = 0; i < targetPositions.length; i += entitiesBetweenMarker)
DrawTargetMarker({ "x": targetPositions[i].x, "z": targetPositions[i].y });
Engine.GuiInterfaceCall("PlaySound", { Engine.GuiInterfaceCall("PlaySound", {
"name": "order_walk", "name": "order_walk",
@ -1929,3 +2005,108 @@ function clearSelection()
g_Selection.reset(); g_Selection.reset();
preSelectedAction = ACTION_NONE; preSelectedAction = ACTION_NONE;
} }
function distributeAttackOrders(attackers, targets)
{
if (targets.length < 1)
return;
// Play attack sounds from a sample of units in selection
const soundCount = Math.min(3, attackers.length);
for (let i = 0; i < soundCount; i++)
{
const t = soundCount === 1 ? 0 : i / (soundCount - 1);
const attackerIndex = Math.floor(t * (attackers.length - 1));
setTimeout(() =>
{
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_attack",
"entity": attackers[attackerIndex]
});
}, i * 180);
}
Engine.PostNetworkCommand({
"type": "attack-group",
"entities": attackers,
"targets": targets,
"queued": Engine.HotkeyIsPressed("session.queue"),
"allowCapture": false
});
}
/**
* Sorts attackers and targets for left-to-right engagement across the battle line.
*
* Entities are sorted by their perpendicular distance to the line connecting the
* two army centers, creating natural pairings across the battle front.
*
* @param {number[]} attackers - Array of attacking entity IDs.
* @param {number[]} targets - Array of target entity IDs.
* @returns {Object} { attackers: number[], targets: number[] } - Both arrays sorted
* for cross-line engagement (targets automatically reversed).
*/
function sortEntitiesForEngagement(attackers, targets)
{
const getPosition = (id) => GetEntityState(id).position;
const computeAveragePosition = (entities) =>
{
if (entities.length === 0) return new Vector2D(0, 0);
const vectors = entities.map(id => Vector2D.from3D(getPosition(id)));
return Vector2D.average(vectors);
};
// Calculate the axis of engagement - the line between the groups' average positions
const avgAttackers = computeAveragePosition(attackers);
const avgTargets = computeAveragePosition(targets);
// Sort each group by perpendicular distance to the engagement line
const sortedAttackers = sortEntitiesAlongLine(attackers, avgAttackers, avgTargets);
const sortedTargets = sortEntitiesAlongLine(targets, avgAttackers, avgTargets);
// Reverse targets so the leftmost attacker pairs with leftmost target
return {
"attackers": sortedAttackers,
"targets": sortedTargets.reverse()
};
}
/**
* Sorts entity IDs by their projection onto a line's direction or perpendicular axis.
*
* @param {number[]} entities - Array of entity IDs.
* @param {Vector2D} lineStart - Start point of the reference line.
* @param {Vector2D} lineEnd - End point of the reference line.
* @param {boolean} sortByDirection - If true, sort by parallel projection (along line);
* If false, sort by perpendicular distance (default).
* @returns {number[]} Sorted entity IDs.
*/
function sortEntitiesAlongLine(entities, lineStart, lineEnd, sortByDirection = false)
{
const dir = lineEnd.sub(lineStart);
const length = dir.length();
if (length === 0)
return entities.slice();
// Choose basis vector: either parallel or perpendicular to the line
let basis;
if (sortByDirection)
basis = dir.mult(1 / length); // Unit direction vector
else
basis = new Vector2D(-dir.y, dir.x).normalize(); // Perpendicular
const withCoord = entities.map(id =>
{
const pos = GetEntityState(id).position;
const point2D = Vector2D.from3D(pos);
const rel = point2D.sub(lineStart);
const coord = rel.dot(basis); // Project onto basis vector
return { id, coord };
});
// Sort by that coordinate
withCoord.sort((a, b) => a.coord - b.coord);
return withCoord.map(item => item.id);
}

View file

@ -603,4 +603,147 @@ TriggerHelper.SpawnAndTurretAtClasses = function(playerID, classes, templates, c
return results; return results;
}; };
/**
* Makes an entity permanently visible to all players by:
* - Setting alwaysVisible flag
* - Deactivating fogging (no mirages)
* - Exploring the surrounding area
* - Forcing a visibility update
*
* @param {number} ent - Entity ID to make permanently visible
*/
TriggerHelper.MakeEntityPermanentlyVisible = function(ent)
{
const cmpVisibility = Engine.QueryInterface(ent, IID_Visibility);
if (cmpVisibility)
{
cmpVisibility.alwaysVisible = true;
cmpVisibility.SetActivated(true);
}
const cmpFogging = Engine.QueryInterface(ent, IID_Fogging);
if (cmpFogging)
cmpFogging.PermanentlyReveal("all");
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
const cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (cmpRangeManager && cmpPosition && cmpPosition.IsInWorld())
{
const pos = cmpPosition.GetPosition2D();
const numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
const exploreRadius = TriggerHelper.CalculateExplorationRadius(ent);
for (let i = 1; i < numPlayers; ++i)
cmpRangeManager.ExploreCircle(i, pos.x, pos.y, exploreRadius);
cmpRangeManager.RequestVisibilityUpdate(ent);
}
};
/**
* Calculate a reasonable exploration radius from an entity's footprint.
* Calculates the radius as the entity's full extent to reveal the surrounding area.
* This is equivalent to (extent/2) * 2, giving a 2x margin around the entity.
*/
TriggerHelper.CalculateExplorationRadius = function(ent)
{
const cmpFootprint = Engine.QueryInterface(ent, IID_Footprint);
if (!cmpFootprint)
return 50;
const shapeInfo = cmpFootprint.GetShape();
let halfExtent; // The radius of the entity (half its size)
if (shapeInfo && shapeInfo.type === "circle")
halfExtent = shapeInfo.radius || shapeInfo.size0;
else if (shapeInfo && shapeInfo.type === "square")
halfExtent = Math.max(shapeInfo.width || shapeInfo.size0, shapeInfo.depth || shapeInfo.size1) / 2;
else
return 50;
// Use 2x the entity's radius to reveal surrounding area
// This gives a comfortable margin around the entity
const radius = halfExtent * 2;
return radius;
};
/**
* Sends a notification to specific players.
*
* @param {string} message - The message to display (use markForTranslation)
* @param {number[]} players - Array of player IDs to send the notification to
* @param {number} duration - Duration in milliseconds
* @param {Object} parameters - Translation parameters (optional)
*/
TriggerHelper.SendNotification = function(message, players, duration = 30000, parameters = {}, translateParameters = [])
{
const cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
if (!cmpGuiInterface)
return;
// Ensure all parameter values are primitive types
const primitiveParameters = {};
for (const key in parameters)
{
const value = parameters[key];
if (typeof value === "string" || typeof value === "number" || typeof value === "boolean")
primitiveParameters[key] = value;
else
primitiveParameters[key] = String(value);
}
cmpGuiInterface.AddTimeNotification(
{
"message": message,
"players": players,
"parameters": primitiveParameters,
"translateMessage": true,
"translateParameters": translateParameters
},
duration
);
};
/**
* Sends a notification to a specific player and a different notification to all other active players.
*
* @param {number} player - The player ID who gets the 'owner' message
* @param {string} ownerMessage - Message for the specified player (use markForTranslation)
* @param {string} othersMessage - Message for all other active players (use markForTranslation)
* @param {number} duration - Duration in milliseconds
* @param {Object} parameters - Translation parameters shared by both messages (optional)
* @param {Object} ownerParameters - Additional parameters for the owner message (optional)
* @param {Object} othersParameters - Additional parameters for the others message (optional)
*/
TriggerHelper.SendDualNotification = function(player, ownerMessage, othersMessage, duration = 30000, parameters = {}, ownerParameters = {}, othersParameters = {})
{
const numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
const others = [-1]; // Include observers (player id -1)
for (let playerID = 1; playerID < numPlayers; ++playerID)
{
if (playerID == player)
continue;
const cmpPlayer = QueryPlayerIDInterface(playerID);
if (cmpPlayer && cmpPlayer.GetState() == "defeated")
continue;
others.push(playerID);
}
const mergedOwnerParams = Object.assign({}, parameters, ownerParameters);
const mergedOthersParams = Object.assign({}, parameters, othersParameters);
// Auto-detect translatable parameters (those starting with "_" or named "player")
const translateParameters = Object.keys(mergedOthersParams).filter(key => key.startsWith("_") || key == "player");
TriggerHelper.SendNotification(ownerMessage, [player], duration, mergedOwnerParams, translateParameters);
TriggerHelper.SendNotification(othersMessage, others, duration, mergedOthersParams, translateParameters);
};
TriggerHelper.SendWonderNotifications = function(owner, othersMessage, ownerMessage)
{
TriggerHelper.SendDualNotification(owner, ownerMessage, othersMessage, 30000, { "_player_": owner });
};
Engine.RegisterGlobal("TriggerHelper", TriggerHelper); Engine.RegisterGlobal("TriggerHelper", TriggerHelper);

View file

@ -1,16 +1,42 @@
Trigger.prototype.WonderVictoryEntityRenamed = function(data) Trigger.prototype.WonderVictoryEntityRenamed = function(data)
{ {
if (this.wonderVictoryMessages[data.entity] && Engine.QueryInterface(data.newentity, IID_Wonder)) if (!Engine.QueryInterface(data.newentity, IID_Wonder))
{ return;
// When an entity is renamed, we first create a new entity,
// which in case it is a wonder will receive a timer.
// However on a rename we want to use the timer from the old entity,
// so we need to remove the timer of the new entity.
this.WonderVictoryDeleteTimer(data.newentity);
// Check if wonder victory is enabled
const cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
if (!cmpEndGameManager)
return;
const victoryConditions = cmpEndGameManager.GetVictoryConditions();
if (!victoryConditions || !victoryConditions.includes("wonder"))
return;
// Handle timer transfer (only if old entity had the timer)
if (this.wonderVictoryMessages[data.entity])
{
this.WonderVictoryDeleteTimer(data.newentity);
this.wonderVictoryMessages[data.newentity] = this.wonderVictoryMessages[data.entity]; this.wonderVictoryMessages[data.newentity] = this.wonderVictoryMessages[data.entity];
delete this.wonderVictoryMessages[data.entity]; delete this.wonderVictoryMessages[data.entity];
} }
// Make the completed wonder permanently visible
TriggerHelper.MakeEntityPermanentlyVisible(data.newentity);
// Send "wonder completed" notifications (only for non-Gaia wonders)
const cmpOwnership = Engine.QueryInterface(data.newentity, IID_Ownership);
if (cmpOwnership)
{
const owner = cmpOwnership.GetOwner();
if (owner > 0)
{
TriggerHelper.SendWonderNotifications(
owner,
markForTranslation("%(_player_)s has built a Wonder!"),
markForTranslation("You have built a Wonder!")
);
}
}
}; };
Trigger.prototype.WonderVictoryOwnershipChanged = function(data) Trigger.prototype.WonderVictoryOwnershipChanged = function(data)
@ -18,6 +44,15 @@ Trigger.prototype.WonderVictoryOwnershipChanged = function(data)
if (!Engine.QueryInterface(data.entity, IID_Wonder)) if (!Engine.QueryInterface(data.entity, IID_Wonder))
return; return;
// Check if wonder victory is enabled
const cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
if (!cmpEndGameManager)
return;
const victoryConditions = cmpEndGameManager.GetVictoryConditions();
if (!victoryConditions || !victoryConditions.includes("wonder"))
return;
this.WonderVictoryDeleteTimer(data.entity); this.WonderVictoryDeleteTimer(data.entity);
if (data.to > 0) if (data.to > 0)
@ -146,11 +181,69 @@ Trigger.prototype.WonderVictorySetWinner = function(playerID)
n)); n));
}; };
Trigger.prototype.WonderStartNotification = function(data)
{
// Check if wonder victory is enabled in game settings
const cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
if (!cmpEndGameManager)
return;
// Don't show the wonder foundation if it's not a wonder victory game
const victoryConditions = cmpEndGameManager.GetVictoryConditions();
if (!victoryConditions || !victoryConditions.includes("wonder"))
return;
const cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
if (!cmpTemplateManager)
return;
const template = cmpTemplateManager.GetTemplate(data.template);
if (!template || !("Wonder" in template))
return;
const owner = TriggerHelper.GetOwner(data.foundation);
if (owner <= 0)
return;
TriggerHelper.MakeEntityPermanentlyVisible(data.foundation);
TriggerHelper.SendWonderNotifications(
owner,
markForTranslation("%(_player_)s has started building a Wonder."),
markForTranslation("You have started building a Wonder.")
);
};
Trigger.prototype.RevealGaiaWonders = function()
{
Engine.ProfileStart("RevealGaiaWonders");
const cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
if (!cmpEndGameManager)
return;
const victoryConditions = cmpEndGameManager.GetVictoryConditions();
if (!victoryConditions || !victoryConditions.includes("wonder"))
return;
// Find and reveal all Gaia wonders
const gaiaWonders = Engine.GetEntitiesWithInterface(IID_Wonder).filter(
ent => TriggerHelper.GetOwner(ent) === 0
);
for (const ent of gaiaWonders)
TriggerHelper.MakeEntityPermanentlyVisible(ent);
Engine.ProfileStop();
};
{ {
const cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); const cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
cmpTrigger.RegisterTrigger("OnEntityRenamed", "WonderVictoryEntityRenamed", { "enabled": true }); cmpTrigger.RegisterTrigger("OnEntityRenamed", "WonderVictoryEntityRenamed", { "enabled": true });
cmpTrigger.RegisterTrigger("OnOwnershipChanged", "WonderVictoryOwnershipChanged", { "enabled": true }); cmpTrigger.RegisterTrigger("OnOwnershipChanged", "WonderVictoryOwnershipChanged", { "enabled": true });
cmpTrigger.RegisterTrigger("OnDiplomacyChanged", "WonderVictoryDiplomacyChanged", { "enabled": true }); cmpTrigger.RegisterTrigger("OnDiplomacyChanged", "WonderVictoryDiplomacyChanged", { "enabled": true });
cmpTrigger.RegisterTrigger("OnPlayerWon", "WonderVictoryPlayerWon", { "enabled": true }); cmpTrigger.RegisterTrigger("OnPlayerWon", "WonderVictoryPlayerWon", { "enabled": true });
cmpTrigger.RegisterTrigger("OnConstructionStarted", "WonderStartNotification", { "enabled": true });
cmpTrigger.DoAfterDelay(0, "RevealGaiaWonders", {});
cmpTrigger.wonderVictoryMessages = {}; cmpTrigger.wonderVictoryMessages = {};
} }

View file

@ -29,6 +29,7 @@ Fogging.prototype.Init = function()
this.mirages = []; this.mirages = [];
this.miraged = []; this.miraged = [];
this.seen = []; this.seen = [];
this.revealed = [];
const numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers(); const numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
for (let player = 0; player < numPlayers; ++player) for (let player = 0; player < numPlayers; ++player)
@ -36,6 +37,7 @@ Fogging.prototype.Init = function()
this.mirages.push(INVALID_ENTITY); this.mirages.push(INVALID_ENTITY);
this.miraged.push(false); this.miraged.push(false);
this.seen.push(false); this.seen.push(false);
this.revealed.push(false);
} }
}; };
@ -169,6 +171,45 @@ Fogging.prototype.WasSeen = function(player)
return this.seen[player]; return this.seen[player];
}; };
/**
* Permanently reveal this entity to one or all players.
* Destroys existing mirages and optionally deactivates fogging entirely.
* @param {number|string} player - Player ID to reveal to, or "all" for all players.
*/
Fogging.prototype.PermanentlyReveal = function(player = "all")
{
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
// Validate single player case
if (player !== "all" && (player < 0 || player >= this.mirages.length))
return;
// Determine which players to reveal
const startPlayer = (player === "all") ? 0 : player;
const endPlayer = (player === "all") ? this.mirages.length : player + 1;
// Reveal each player in the range
for (let i = startPlayer; i < endPlayer; ++i)
{
if (this.mirages[i] != INVALID_ENTITY)
{
Engine.DestroyEntity(this.mirages[i]);
this.mirages[i] = INVALID_ENTITY;
this.miraged[i] = false;
}
this.revealed[i] = true;
this.seen[i] = true;
}
// Deactivate fogging if revealing to all players
if (player === "all")
this.activated = false;
// Request visibility update
if (cmpRangeManager)
cmpRangeManager.RequestVisibilityUpdate(this.entity);
};
Fogging.prototype.OnOwnershipChanged = function(msg) Fogging.prototype.OnOwnershipChanged = function(msg)
{ {
// Always activate fogging for non-Gaia entities. // Always activate fogging for non-Gaia entities.
@ -209,7 +250,8 @@ Fogging.prototype.OnVisibilityChanged = function(msg)
this.seen[msg.player] = true; this.seen[msg.player] = true;
} }
if (msg.newVisibility == VIS_FOGGED && this.activated) // Only create a mirage if the player hasnt been permanently revealed
if (msg.newVisibility == VIS_FOGGED && this.activated && !this.revealed[msg.player])
this.LoadMirage(msg.player); this.LoadMirage(msg.player);
}; };

View file

@ -424,10 +424,42 @@ UnitAI.prototype.UnitFsmSpec = {
"Order.Attack": function(msg) "Order.Attack": function(msg)
{ {
const type = this.GetBestAttackAgainst(msg.data.target, msg.data.allowCapture); // Check if this is a group attack
if (!type) const isGroupAttack = !!msg.data.targetArray;
return this.FinishOrder();
// For group attacks with invalid initial target, find one from the array
if (isGroupAttack && (!msg.data.target || msg.data.target === INVALID_ENTITY))
{
if (!this.FindAndSetNextTarget(msg.data))
{
this.FinishOrder();
return ACCEPT_ORDER;
}
}
// Get the attack type for the current target
const type = this.GetBestAttackAgainst(msg.data.target, msg.data.allowCapture);
if (!type)
{
// Current target can't be attacked
if (isGroupAttack)
{
if (this.FindAndSetNextTarget(msg.data))
{
msg.data.attackType = this.GetBestAttackAgainst(msg.data.target, msg.data.allowCapture);
if (msg.data.attackType)
{
this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
return ACCEPT_ORDER;
}
}
}
this.FinishOrder();
return ACCEPT_ORDER;
}
// Set attackType before range check
msg.data.attackType = type; msg.data.attackType = type;
this.RememberTargetPosition(); this.RememberTargetPosition();
@ -1366,6 +1398,12 @@ UnitAI.prototype.UnitFsmSpec = {
// Wait for individual members to finish // Wait for individual members to finish
"enter": function(msg) "enter": function(msg)
{ {
if (this.order.data.targetArray)
{
// For group attacks, we're done once we distributed targets
this.FinishOrder();
return true;
}
const target = this.order.data.target; const target = this.order.data.target;
if (!this.CheckFormationTargetAttackRange(target)) if (!this.CheckFormationTargetAttackRange(target))
{ {
@ -1602,6 +1640,26 @@ UnitAI.prototype.UnitFsmSpec = {
"INDIVIDUAL": { "INDIVIDUAL": {
"Attacked": function(msg) "Attacked": function(msg)
{ {
// First, check if we have a group attack order and the attacker is in our target array
if (this.order?.type === "Attack" &&
this.order.data?.targetArray?.includes(msg.data.attacker))
{
// Switch to attack the entity that's attacking us
this.order.data.target = msg.data.attacker;
this.order.data.attackType = this.GetBestAttackAgainst(msg.data.attacker, this.order.data.allowCapture);
// Update the current target index
const currentIndex = this.order.data.targetArray.indexOf(msg.data.attacker);
if (currentIndex !== -1)
this.order.data.currentTargetIndex = currentIndex;
// Make sure we're in the right state to handle this
const currentState = this.GetCurrentState();
if (currentState === "INDIVIDUAL.IDLE" || currentState === "INDIVIDUAL.WALKING")
this.SetNextState("INDIVIDUAL.COMBAT.APPROACHING");
return;
}
if (this.GetStance().targetAttackersAlways || !this.order || !this.order.data || !this.order.data.force) if (this.GetStance().targetAttackersAlways || !this.order || !this.order.data || !this.order.data.force)
this.RespondToTargetedEntities([msg.data.attacker]); this.RespondToTargetedEntities([msg.data.attacker]);
}, },
@ -2150,6 +2208,35 @@ UnitAI.prototype.UnitFsmSpec = {
"Attacked": function(msg) "Attacked": function(msg)
{ {
// Check if we're doing a group attack and the attacker is in our target array
if (!this.order.data.targetArray ||
!this.order.data.targetArray.includes(msg.data.attacker) ||
msg.data.attacker === this.order.data.target)
return;
// Switch to attack the entity that's attacking us
this.order.data.target = msg.data.attacker;
this.order.data.attackType = this.GetBestAttackAgainst(msg.data.attacker, this.order.data.allowCapture);
// Update the current target index
const currentIndex = this.order.data.targetArray.indexOf(msg.data.attacker);
if (currentIndex !== -1)
this.order.data.currentTargetIndex = currentIndex;
// Re-evaluate our approach to the new target
if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
if (this.CanUnpack())
{
this.PushOrderFront("Unpack", { "force": true });
return;
}
this.SetNextState("ATTACKING");
}
// Continue approaching the new target
else if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
this.FinishOrder();
// If we're already in combat mode, ignore anyone else who's attacking us // If we're already in combat mode, ignore anyone else who's attacking us
// unless it's a melee attack since they may be blocking our way to the target // unless it's a melee attack since they may be blocking our way to the target
if (msg.data.type == "Melee" && (this.GetStance().targetAttackersAlways || !this.order.data.force)) if (msg.data.type == "Melee" && (this.GetStance().targetAttackersAlways || !this.order.data.force))
@ -2209,7 +2296,23 @@ UnitAI.prototype.UnitFsmSpec = {
"MovementUpdate": function(msg) "MovementUpdate": function(msg)
{ {
if (msg.likelyFailure) if (!msg.likelyFailure)
{
if (!this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
return;
if (this.CanUnpack())
{
this.PushOrderFront("Unpack", { "force": true });
return;
}
this.SetNextState("ATTACKING");
return;
}
// For group attacks, try next target instead of moving to last position
if (!this.order.data.targetArray || this.order.data.currentTargetIndex === undefined)
{ {
// This also handles hunting. // This also handles hunting.
if (this.orderQueue.length > 1) if (this.orderQueue.length > 1)
@ -2217,11 +2320,13 @@ UnitAI.prototype.UnitFsmSpec = {
this.FinishOrder(); this.FinishOrder();
return; return;
} }
else if (!this.order.data.force || !this.order.data.lastPos)
if (!this.order.data.force || !this.order.data.lastPos)
{ {
this.SetNextState("COMBAT.FINDINGNEWTARGET"); this.SetNextState("COMBAT.FINDINGNEWTARGET");
return; return;
} }
// If the order was forced, try moving to the target position, // If the order was forced, try moving to the target position,
// under the assumption that this is desirable if the target // under the assumption that this is desirable if the target
// was somewhat far away - we'll likely end up closer to where // was somewhat far away - we'll likely end up closer to where
@ -2234,21 +2339,30 @@ UnitAI.prototype.UnitFsmSpec = {
return; return;
} }
if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType)) // Handle group attack case
// Remove current unreachable target from array
const currentIndex = this.order.data.currentTargetIndex;
if (currentIndex < this.order.data.targetArray.length)
this.order.data.targetArray.splice(currentIndex, 1);
// Try to find next valid target
if (this.order.data.targetArray.length === 0 || !this.FindAndSetNextTarget(this.order.data))
{ {
if (this.CanUnpack()) this.FinishOrder();
{ return;
this.PushOrderFront("Unpack", { "force": true });
return;
}
this.SetNextState("ATTACKING");
} }
else if (msg.likelySuccess)
// Try moving again, this.order.data.attackType = this.GetBestAttackAgainst(this.order.data.target, this.order.data.allowCapture);
// attack range uses a height-related formula and our actual max range might have changed.
if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType)) // Try approaching the new target
this.FinishOrder(); if (this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
}, return;
// If we can't approach the new target either, remove it and continue
this.order.data.targetArray.splice(this.order.data.currentTargetIndex, 1);
if (this.order.data.targetArray.length === 0)
this.FinishOrder();
}
}, },
"ATTACKING": { "ATTACKING": {
@ -2322,6 +2436,18 @@ UnitAI.prototype.UnitFsmSpec = {
"OutOfRange": function() "OutOfRange": function()
{ {
// Check if the target is garrisoned or in a turret (turreted entities cannot be attacked by melee units)
const cmpTargetUnitAI = Engine.QueryInterface(this.order.data.target, IID_UnitAI);
const isTargetGarrisoned = cmpTargetUnitAI && cmpTargetUnitAI.isGarrisoned;
const isTargetInTurret = cmpTargetUnitAI && cmpTargetUnitAI.IsTurret();
// If target is garrisoned or in a turret (and we're not ranged), treat as invalid
if (isTargetGarrisoned || (isTargetInTurret && this.order.data.attackType !== "Ranged"))
{
this.ProcessMessage("TargetInvalidated");
return;
}
if (this.ShouldChaseTargetedEntity(this.order.data.target, this.order.data.force)) if (this.ShouldChaseTargetedEntity(this.order.data.target, this.order.data.force))
{ {
if (this.CanPack()) if (this.CanPack())
@ -2332,11 +2458,53 @@ UnitAI.prototype.UnitFsmSpec = {
this.SetNextState("CHASING"); this.SetNextState("CHASING");
return; return;
} }
// For group attacks, try next target instead of finding new ones
if (this.order.data.targetArray && this.order.data.currentTargetIndex !== undefined)
{
const currentIndex = this.order.data.currentTargetIndex;
// Remove current target since it's out of range and we can't chase
this.order.data.targetArray.splice(currentIndex, 1);
// Try to find next valid target in sequence
if (this.order.data.targetArray.length > 0 && this.FindAndSetNextTarget(this.order.data))
{
this.order.data.attackType = this.GetBestAttackAgainst(this.order.data.target, this.order.data.allowCapture);
this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
return;
}
}
this.SetNextState("FINDINGNEWTARGET"); this.SetNextState("FINDINGNEWTARGET");
}, },
"TargetInvalidated": function() "TargetInvalidated": function()
{ {
// For group attacks, remove current target and move to next in array
if (this.order.data.targetArray && this.order.data.currentTargetIndex !== undefined)
{
// Remove the current target from the array
const currentIndex = this.order.data.currentTargetIndex;
if (currentIndex < this.order.data.targetArray.length)
{
this.order.data.targetArray.splice(currentIndex, 1);
// If we have more targets, continue with the next one
if (this.order.data.targetArray.length > 0)
{
// Try to find next valid target in sequence
if (this.FindAndSetNextTarget(this.order.data))
{
this.order.data.attackType = this.GetBestAttackAgainst(this.order.data.target, this.order.data.allowCapture);
this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
return;
}
}
}
}
// No more targets or not a group attack - use original behavior
this.SetNextState("FINDINGNEWTARGET"); this.SetNextState("FINDINGNEWTARGET");
}, },
@ -2360,7 +2528,26 @@ UnitAI.prototype.UnitFsmSpec = {
"enter": function() "enter": function()
{ {
// Check if we are attacking a formation. // First, check if we have pending targets in a group attack
if (this.order.data.targetArray && this.order.data.currentTargetIndex !== undefined)
{
// Try to find next valid target from the array
if (this.FindAndSetNextTarget(this.order.data))
{
this.order.data.attackType = this.GetBestAttackAgainst(this.order.data.target, this.order.data.allowCapture);
this.SetNextState("COMBAT.ATTACKING");
return true;
}
// No valid targets in array - clean up and continue with normal behavior
this.order.data.targetArray = [];
this.order.data.currentTargetIndex = undefined;
}
if (!this.order.data.target)
return false;
// Try to find the formation the target was a part of.
let cmpFormation = Engine.QueryInterface(this.order.data.target, IID_Formation); let cmpFormation = Engine.QueryInterface(this.order.data.target, IID_Formation);
if (cmpFormation) if (cmpFormation)
this.order.data.formationTarget = this.order.data.target; this.order.data.formationTarget = this.order.data.target;
@ -2468,6 +2655,12 @@ UnitAI.prototype.UnitFsmSpec = {
{ {
if (msg.likelyFailure) if (msg.likelyFailure)
{ {
// If this is a group attack with pending targets, try the next one
if (this.order.data.targetArray && this.order.data.targetArray.length > 0)
{
this.SetNextState("COMBAT.FINDINGNEWTARGET");
return;
}
// This also handles hunting. // This also handles hunting.
if (this.orderQueue.length > 1) if (this.orderQueue.length > 1)
{ {
@ -3887,6 +4080,9 @@ UnitAI.prototype.OnOwnershipChanged = function(msg)
UnitAI.prototype.OnDestroy = function() UnitAI.prototype.OnDestroy = function()
{ {
// Clean up all group attack states before destruction
this.CleanupAllGroupAttackStates();
// Switch to an empty state to let states execute their leave handlers. // Switch to an empty state to let states execute their leave handlers.
this.UnitFsm.SwitchToNextState(this, ""); this.UnitFsm.SwitchToNextState(this, "");
@ -4093,6 +4289,9 @@ UnitAI.prototype.FsmStateNameChanged = function(state)
*/ */
UnitAI.prototype.FinishOrder = function() UnitAI.prototype.FinishOrder = function()
{ {
// Clean up any group attack state before removing order
this.CleanupGroupAttackState(this.order);
if (!this.orderQueue.length) if (!this.orderQueue.length)
{ {
const stack = new Error().stack.trimRight().replace(/^/mg, ' '); // indent each line const stack = new Error().stack.trimRight().replace(/^/mg, ' '); // indent each line
@ -4318,15 +4517,24 @@ UnitAI.prototype.ReplaceOrder = function(type, data)
const idx = this.orderQueue.findIndex(o => o.type == "LeaveFormation"); const idx = this.orderQueue.findIndex(o => o.type == "LeaveFormation");
if (idx === -1) if (idx === -1)
{ {
// Clean up all queued orders before clearing them
this.CleanupAllGroupAttackStates();
this.orderQueue = []; this.orderQueue = [];
this.order = undefined; this.order = undefined;
} }
else else
{
// Clean up orders being discarded
for (let i = 0; i < idx; ++i)
this.CleanupGroupAttackState(this.orderQueue[i]);
this.orderQueue.splice(0, idx); this.orderQueue.splice(0, idx);
}
this.PushOrderFront(type, data); this.PushOrderFront(type, data);
} }
else else
{ {
// Clean up all queued orders before clearing them
this.CleanupAllGroupAttackStates();
this.orderQueue = []; this.orderQueue = [];
this.PushOrder(type, data); this.PushOrder(type, data);
} }
@ -4405,6 +4613,7 @@ UnitAI.prototype.BackToWork = function()
if (this.IsTurret(cmpTurretable) && !cmpTurretable.LeaveTurret()) if (this.IsTurret(cmpTurretable) && !cmpTurretable.LeaveTurret())
return false; return false;
this.CleanupAllGroupAttackStates();
this.orderQueue = []; this.orderQueue = [];
this.AddOrders(this.workOrders); this.AddOrders(this.workOrders);
@ -5060,6 +5269,9 @@ UnitAI.prototype.CheckTargetRange = function(target, iid, type)
*/ */
UnitAI.prototype.CheckTargetAttackRange = function(target, type) UnitAI.prototype.CheckTargetAttackRange = function(target, type)
{ {
if (!target || target === INVALID_ENTITY || !type)
return false;
// for formation members, the formation will take care of the range check // for formation members, the formation will take care of the range check
if (this.IsFormationMember()) if (this.IsFormationMember())
{ {
@ -5793,6 +6005,75 @@ UnitAI.prototype.Attack = function(target, allowCapture = this.DEFAULT_CAPTURE,
this.AddOrder("Attack", order, queued, pushFront); this.AddOrder("Attack", order, queued, pushFront);
}; };
/**
* Adds a group attack order to the queue.
* Used when some unit(s) are ordered to attack multiple targets.
* Each unit receives the full target list (from Commands) but starts at a different position
* based on the startingIndex in the attacking group.
*
* @param {Array} targets - Array of target entity IDs to attack (pre-sorted by distance)
* @param {number} startingIndex - This unit's position in the attacking group (0-based)
* @param {number} unitCount - Total number of units in the attacking group
* @param {boolean} allowCapture - Whether capturing is allowed
* @param {boolean} queued - If true, add to end of queue instead of replacing current order
* @param {boolean} pushFront - If true, add to front of queue (interrupt current order)
*/
UnitAI.prototype.AttackGroup = function(targets, startingIndex, unitCount, allowCapture = this.DEFAULT_CAPTURE, queued = false, pushFront = false)
{
if (!targets?.length)
return;
// Check if adding these targets would exceed the limit
const currentTotal = this.CountTotalTargetsInQueue();
const newTargetCount = targets.length;
if (currentTotal + newTargetCount > this.MAX_TOTAL_TARGETS)
{
// Trim the targets to fit within the limit
const allowedNewTargets = Math.max(0, this.MAX_TOTAL_TARGETS - currentTotal);
if (allowedNewTargets === 0)
return;
// Trim the target array
targets = targets.slice(0, allowedNewTargets);
// If trimming results in no targets, just return
if (targets.length === 0)
return;
}
// If this unit is in a formation, move the formation controller out of the world
// This prevents the controller from staying at the coordinates where the units received the order
// That can potentially be far apart from where the fighting will occur.
// Result: The formation will reform into a more logical position once members are done (idle).
this.MoveFormationControllerOutOfWorld();
const stride = targets.length / unitCount;
const startIdx = Math.min(Math.round((startingIndex + 0.5) * stride), targets.length - 1);
const order = {
"force": true,
"allowCapture": allowCapture,
"targetArray": targets.slice(),
"target": INVALID_ENTITY,
"currentTargetIndex": startIdx,
"originalFirstTarget": targets[0],
};
this.RememberTargetPosition(order);
this.AddOrder("Attack", order, queued, pushFront);
};
UnitAI.prototype.MoveFormationControllerOutOfWorld = function()
{
if (!this.IsFormationMember() || !this.formationController)
return;
const cmpControllerPosition = Engine.QueryInterface(this.formationController, IID_Position);
if (cmpControllerPosition?.IsInWorld())
cmpControllerPosition.MoveOutOfWorld();
};
/** /**
* Adds garrison order to the queue, forced by the player. * Adds garrison order to the queue, forced by the player.
*/ */
@ -6726,6 +7007,72 @@ UnitAI.prototype.AttackEntitiesByPreference = function(ents)
return this.RespondToTargetedEntities(entsWithoutPref); return this.RespondToTargetedEntities(entsWithoutPref);
}; };
UnitAI.prototype.FindAndSetNextTarget = function(data)
{
if (!this.EnsureValidTargetIndex(data))
return false;
const startIdx = data.currentTargetIndex;
const currentTarget = data.targetArray[startIdx];
// First check the starting target
if (this.CanAttack(currentTarget) && this.CheckTargetVisible(currentTarget))
return this.SetNextTarget(data, startIdx);
// Search forward using find
const forwardFound = data.targetArray
.slice(startIdx + 1)
.findIndex((target, i) =>
this.CanAttack(target) && this.CheckTargetVisible(target)
);
if (forwardFound !== -1)
return this.SetNextTarget(data, startIdx + 1 + forwardFound);
// Search backward using find
const backwardFound = data.targetArray
.slice(0, startIdx)
.reverse()
.findIndex((target, i) =>
this.CanAttack(target) && this.CheckTargetVisible(target)
);
if (backwardFound !== -1)
{
// Convert reverse index back to original index
const originalIndex = startIdx - 1 - backwardFound;
return this.SetNextTarget(data, originalIndex);
}
return false;
};
UnitAI.prototype.SetNextTarget = function(data, index)
{
const target = data.targetArray[index];
data.target = target;
data.attackType = this.GetBestAttackAgainst(target, data.allowCapture);
data.currentTargetIndex = index;
return true;
};
UnitAI.prototype.EnsureValidTargetIndex = function(data)
{
if (!data.targetArray || data.currentTargetIndex === undefined)
return false;
// If array is empty, clear the index
if (data.targetArray.length === 0)
{
data.currentTargetIndex = undefined;
return false;
}
data.currentTargetIndex = Math.clamp(data.currentTargetIndex, 0, data.targetArray.length - 1);
return true;
};
/** /**
* Call UnitAI.funcname(args) on all formation members. * Call UnitAI.funcname(args) on all formation members.
* @param resetFinishedEntities - If true, call ResetFinishedEntities first. * @param resetFinishedEntities - If true, call ResetFinishedEntities first.
@ -6837,6 +7184,50 @@ UnitAI.prototype.ResetObstructionMitigationFlag = function()
delete this.obstructionMitigationAttempted; delete this.obstructionMitigationAttempted;
}; };
/**
* Counts the total number of target entities across all queued orders.
* This includes targetArray from group attacks and single targets.
* Each target reference is counted separately, even if the same entity
* appears in multiple orders or in both targetArray and target.
* @returns {number} - Total number of target entity references in the order queue
*/
UnitAI.prototype.CountTotalTargetsInQueue = function()
{
let total = 0;
for (const order of this.orderQueue)
{
if (order.data)
{
// Count group attack targets
if (order.data.targetArray && Array.isArray(order.data.targetArray))
total += order.data.targetArray.length;
// Add single target for consistency
if (order.data.target && order.data.target !== INVALID_ENTITY)
total++;
}
}
return total;
};
UnitAI.prototype.CleanupGroupAttackState = function(order)
{
if (order?.data?.targetArray)
{
delete order.data.targetArray;
delete order.data.currentTargetIndex;
}
};
UnitAI.prototype.CleanupAllGroupAttackStates = function()
{
for (const order of this.orderQueue)
this.CleanupGroupAttackState(order);
};
// Maximum number of target entities allowed across all queued orders
UnitAI.prototype.MAX_TOTAL_TARGETS = 1000;
UnitAI.prototype.UnitFsm = new FSM(UnitAI.prototype.UnitFsmSpec); UnitAI.prototype.UnitFsm = new FSM(UnitAI.prototype.UnitFsmSpec);
Engine.RegisterComponentType(IID_UnitAI, "UnitAI", UnitAI); Engine.RegisterComponentType(IID_UnitAI, "UnitAI", UnitAI);

View file

@ -138,6 +138,7 @@ function TestFormationExiting(mode)
"ResetActiveQuery": function(id) { if (mode == 0) return []; return [enemy]; }, "ResetActiveQuery": function(id) { if (mode == 0) return []; return [enemy]; },
"DisableActiveQuery": function(id) { }, "DisableActiveQuery": function(id) { },
"GetEntityFlagMask": function(identifier) { }, "GetEntityFlagMask": function(identifier) { },
"GetLosVisibility": (ent, player) => "visible"
}); });
AddMock(SYSTEM_ENTITY, IID_TemplateManager, { AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
@ -319,8 +320,11 @@ function TestMoveIntoFormationWhileAttacking()
"ResetActiveQuery": function(id) { return [enemy]; }, "ResetActiveQuery": function(id) { return [enemy]; },
"DisableActiveQuery": function(id) { }, "DisableActiveQuery": function(id) { },
"GetEntityFlagMask": function(identifier) { }, "GetEntityFlagMask": function(identifier) { },
"GetLosVisibility": (target, player) => "visible",
"GetLosVisibilityPosition": (x, z, player) => "visible"
}); });
AddMock(SYSTEM_ENTITY, IID_TemplateManager, { AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
"GetCurrentTemplateName": function(ent) { return "special/formations/line_closed"; }, "GetCurrentTemplateName": function(ent) { return "special/formations/line_closed"; },
}); });
@ -406,6 +410,10 @@ function TestMoveIntoFormationWhileAttacking()
"GetHitpoints": function() { return 40; }, "GetHitpoints": function() { return 40; },
}); });
AddMock(enemy, IID_Ownership, {
"GetOwner": () => 2 // Different player ID (enemy)
});
const controllerFormation = ConstructComponent(controller, "Formation", { const controllerFormation = ConstructComponent(controller, "Formation", {
"FormationShape": "square", "FormationShape": "square",
"ShiftRows": "false", "ShiftRows": "false",
@ -421,6 +429,10 @@ function TestMoveIntoFormationWhileAttacking()
"DefaultStance": "aggressive" "DefaultStance": "aggressive"
}); });
AddMock(controller, IID_Ownership, {
"GetOwner": () => 1
});
AddMock(controller, IID_Position, { AddMock(controller, IID_Position, {
"GetTurretParent": () => INVALID_ENTITY, "GetTurretParent": () => INVALID_ENTITY,
"JumpTo": function(x, z) { this.x = x; this.z = z; }, "JumpTo": function(x, z) { this.x = x; this.z = z; },
@ -458,7 +470,7 @@ function TestMoveIntoFormationWhileAttacking()
controllerFormation.SetMembers(units); controllerFormation.SetMembers(units);
controllerAI.Attack(enemy, []); controllerAI.Attack(enemy);
for (const ent of unitAIs) for (const ent of unitAIs)
TS_ASSERT_EQUALS(unitAI.fsmStateName, "INDIVIDUAL.COMBAT.ATTACKING"); TS_ASSERT_EQUALS(unitAI.fsmStateName, "INDIVIDUAL.COMBAT.ATTACKING");
@ -889,4 +901,362 @@ function TestAttemptObstructionMitigation()
})(); })();
} }
TestAttemptObstructionMitigation(); TestAttemptObstructionMitigation();
function TestFindAndSetNextTargetBehavior()
{
ResetState();
const attacker = 10;
const targets = [20, 21, 22, 23, 24]; // Multiple targets for comprehensive testing
// Basic mocks needed for unitAI creation
AddMock(SYSTEM_ENTITY, IID_Timer, {
"SetInterval": () => {},
"SetTimeout": () => {}
});
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
"CreateActiveQuery": () => 1,
"EnableActiveQuery": () => {},
"ResetActiveQuery": () => [],
"DisableActiveQuery": () => {},
"GetEntityFlagMask": () => 0
});
AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
"IsInTargetRange": () => false
});
// Create the unitAI component
const unitAI = ConstructComponent(attacker, "UnitAI", {
"FormationController": "false",
"DefaultStance": "aggressive"
});
AddMock(attacker, IID_Attack, {
"GetBestAttackAgainst": () => "Melee"
});
unitAI.OnCreate();
// Mock the visibility and attackability checks
unitAI.CanAttack = (target) =>
{
// Target 21 is always unattackable (e.g., garrisoned, dead, etc.)
return target !== 21;
};
unitAI.CheckTargetVisible = (target) =>
{
// Target 22 is always not visible
return target !== 22;
};
// First target is valid
(function()
{
const data = {
"targetArray": [20, 21, 22, 23, 24],
"currentTargetIndex": 0, // Currently targeting 20
"target": 20,
"allowCapture": false
};
const found = unitAI.FindAndSetNextTarget(data);
TS_ASSERT(found);
TS_ASSERT_EQUALS(data.target, 20);
TS_ASSERT_EQUALS(data.currentTargetIndex, 0);
})();
// End of array behavior
(function()
{
const data = {
"targetArray": [18, 19, 20, 21, 22],
"currentTargetIndex": 2, // Currently targeting 22
"allowCapture": false
};
// 21 and 22 are invalid, should go backward and find 20
const found = unitAI.FindAndSetNextTarget(data);
TS_ASSERT(found);
TS_ASSERT_EQUALS(data.target, 20); // Should be assigned targetArray[initialTarget - 1]
})();
// No valid targets found
(function()
{
const data = {
"targetArray": [21, 22], // Both are invalid (21 unattackable, 22 not visible)
"currentTargetIndex": 0,
"target": 21,
"allowCapture": false
};
const found = unitAI.FindAndSetNextTarget(data);
TS_ASSERT(!found);
TS_ASSERT_EQUALS(data.target, 21); // Should remain unchanged
TS_ASSERT_EQUALS(data.currentTargetIndex, 0);
})();
// Empty target array
(function()
{
const data = {
"targetArray": [],
"currentTargetIndex": 0,
"target": 20,
"allowCapture": false
};
const found = unitAI.FindAndSetNextTarget(data);
TS_ASSERT(!found);
TS_ASSERT_EQUALS(data.target, 20); // Should remain unchanged
TS_ASSERT_EQUALS(data.currentTargetIndex, void 0); // Should nullify currentTargetIndex
})();
// Current target is last in array
(function()
{
const data = {
"targetArray": [20, 21, 22, 23, 24],
"currentTargetIndex": 4, // Currently targeting 24 (last element)
"allowCapture": false
};
const found = unitAI.FindAndSetNextTarget(data);
TS_ASSERT(found);
TS_ASSERT_EQUALS(data.target, 24); // Should remain unchanged
TS_ASSERT_EQUALS(data.currentTargetIndex, 4);
})();
// Single invalid target
(function()
{
const data = {
"targetArray": [21], // Only one target, which is invalid
"currentTargetIndex": 0,
"allowCapture": false
};
const found = unitAI.FindAndSetNextTarget(data);
TS_ASSERT(!found);
})();
// Verify if we don't do more calls then necessary
(function()
{
const searchOrder = [];
unitAI.CanAttack = (target) =>
{
searchOrder.push(target);
return target == 20;
};
unitAI.CheckTargetVisible = (target) => true; // All visible
const data = {
"targetArray": [20, 21, 22, 23],
"currentTargetIndex": 1, // Currently targeting 21
"allowCapture": false
};
const found = unitAI.FindAndSetNextTarget(data);
TS_ASSERT(found);
TS_ASSERT_EQUALS(searchOrder.length, 4); // Should find at 20 (4 calls)
})();
}
TestFindAndSetNextTargetBehavior();
function TestAttackGroupBehavior()
{
ResetState();
const attacker1 = 100;
const attacker2 = 101;
const targets = [200, 201, 202, 203, 204];
// Basic mocks needed for unitAI creation
AddMock(SYSTEM_ENTITY, IID_Timer, {
"SetInterval": () => {},
"SetTimeout": () => {}
});
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
"CreateActiveQuery": () => 1,
"EnableActiveQuery": () => {},
"ResetActiveQuery": () => [],
"DisableActiveQuery": () => {},
"GetEntityFlagMask": () => 0
});
AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
"IsInTargetRange": () => false
});
// Create two unitAI components
const unitAI1 = ConstructComponent(attacker1, "UnitAI", {
"FormationController": "false",
"DefaultStance": "aggressive"
});
const unitAI2 = ConstructComponent(attacker2, "UnitAI", {
"FormationController": "false",
"DefaultStance": "aggressive"
});
AddMock(attacker1, IID_Attack, {
"GetBestAttackAgainst": () => "Melee"
});
AddMock(attacker2, IID_Attack, {
"GetBestAttackAgainst": () => "Melee"
});
unitAI1.OnCreate();
unitAI2.OnCreate();
// Basic AttackGroup distribution
(function()
{
let orderAdded1 = null;
let orderAdded2 = null;
// Mock AddOrder to capture what orders are created
unitAI1.AddOrder = (type, data, queued, pushFront) =>
{
orderAdded1 = { type, data, queued, pushFront };
};
unitAI2.AddOrder = (type, data, queued, pushFront) =>
{
orderAdded2 = { type, data, queued, pushFront };
};
// Call AttackGroup for both units
unitAI1.AttackGroup(targets, 0, 2, false, false, false);
unitAI2.AttackGroup(targets, 1, 2, false, false, false);
// Verify unit1's order
TS_ASSERT(orderAdded1);
TS_ASSERT_EQUALS(orderAdded1.type, "Attack");
TS_ASSERT_EQUALS(orderAdded1.data.targetArray.length, 5);
TS_ASSERT_EQUALS(orderAdded1.data.target, INVALID_ENTITY);
// Unit 0 should start at position 1 ==> Math.round((0 + 0.5) * 2.5) = Math.round(1.25) = 1
TS_ASSERT_EQUALS(orderAdded1.data.currentTargetIndex, 1);
// Verify unit2's order
TS_ASSERT(orderAdded2);
TS_ASSERT_EQUALS(orderAdded2.type, "Attack");
TS_ASSERT_EQUALS(orderAdded2.data.targetArray.length, 5);
TS_ASSERT_EQUALS(orderAdded2.data.target, INVALID_ENTITY);
// Unit 1 should start at position 4 ==> Math.round((1 + 0.5) * 2.5) = Math.round(3.75) = 4
TS_ASSERT_EQUALS(orderAdded2.data.currentTargetIndex, 4);
})();
// More units than targets
(function()
{
let orderAdded1 = null;
let orderAdded2 = null;
let orderAdded3 = null;
const unitAI3 = ConstructComponent(102, "UnitAI", {
"FormationController": "false",
"DefaultStance": "aggressive"
});
AddMock(102, IID_Attack, { "GetBestAttackAgainst": () => "Melee" });
unitAI3.OnCreate();
unitAI1.AddOrder = (type, data, queued, pushFront) =>
{
orderAdded1 = { type, data, queued, pushFront };
};
unitAI2.AddOrder = (type, data, queued, pushFront) =>
{
orderAdded2 = { type, data, queued, pushFront };
};
unitAI3.AddOrder = (type, data, queued, pushFront) =>
{
orderAdded3 = { type, data, queued, pushFront };
};
const smallTargets = [300, 301];
unitAI1.AttackGroup(smallTargets, 0, 3, true, true, false);
unitAI2.AttackGroup(smallTargets, 1, 3, true, true, false);
unitAI3.AttackGroup(smallTargets, 2, 3, true, true, false);
// Verify distribution when more units than targets
TS_ASSERT(orderAdded1);
TS_ASSERT_EQUALS(orderAdded1.data.currentTargetIndex, 0); // 0 * 2 / 3 = 0
TS_ASSERT_EQUALS(orderAdded1.data.allowCapture, true);
TS_ASSERT_EQUALS(orderAdded1.queued, true);
TS_ASSERT(orderAdded2);
TS_ASSERT_EQUALS(orderAdded2.data.currentTargetIndex, 1); // 1 * 2 / 3 = 0.66, round = 1
TS_ASSERT(orderAdded2.data.currentTargetIndex < smallTargets.length);
TS_ASSERT(orderAdded3);
TS_ASSERT_EQUALS(orderAdded3.data.currentTargetIndex, 1); // 2 * 2 / 3 = 1.33, round = 1
TS_ASSERT(orderAdded3.data.currentTargetIndex < smallTargets.length);
})();
// Edge case - single target
(function()
{
let orderAdded = null;
unitAI1.AddOrder = (type, data, queued, pushFront) =>
{
orderAdded = { type, data, queued, pushFront };
};
const singleTarget = [400];
unitAI1.AttackGroup(singleTarget, 0, 1, false, false, true);
TS_ASSERT(orderAdded);
TS_ASSERT_EQUALS(orderAdded.data.targetArray.length, 1);
TS_ASSERT_EQUALS(orderAdded.data.currentTargetIndex, 0);
TS_ASSERT_EQUALS(orderAdded.pushFront, true);
})();
// Empty targets array should do nothing
(function()
{
let callCount = 0;
unitAI1.AddOrder = () => { callCount++; };
unitAI1.AttackGroup([], 0, 1);
TS_ASSERT_EQUALS(callCount, 0);
unitAI1.AttackGroup(null, 0, 1);
TS_ASSERT_EQUALS(callCount, 0);
unitAI1.AttackGroup(undefined, 0, 1);
TS_ASSERT_EQUALS(callCount, 0);
})();
// Verify RememberTargetPosition is called
(function()
{
let rememberedOrder = null;
unitAI1.RememberTargetPosition = (order) =>
{
rememberedOrder = order;
};
unitAI1.AddOrder = () => {};
const testTargets = [500, 501];
unitAI1.AttackGroup(testTargets, 0, 1);
TS_ASSERT(rememberedOrder);
TS_ASSERT_EQUALS(rememberedOrder.targetArray.length, 2);
})();
}
TestAttackGroupBehavior();

View file

@ -179,6 +179,28 @@ var g_Commands = {
}); });
}, },
"attack-group": function(player, cmd, data)
{
const unitAIs = data.entities.flatMap(ent =>
{
const cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
const cmpAttack = Engine.QueryInterface(ent, IID_Attack);
// Check if unit can move and has attack capability
const canAttack = cmpAttack && cmpAttack.GetAttackTypes().length > 0;
return (cmpUnitAI && cmpUnitAI.AbleToMove() && canAttack) ? [cmpUnitAI] : [];
});
if (!unitAIs.length || !cmd.targets?.length)
return;
// Pass the entire target array and unit count to each UnitAI
unitAIs.forEach((cmpUnitAI, index) =>
{
cmpUnitAI.AttackGroup(cmd.targets, index, unitAIs.length, cmd.allowCapture, cmd.queued, cmd.pushFront);
});
},
"patrol": function(player, cmd, data) "patrol": function(player, cmd, data)
{ {
const ents = data.entities.length; const ents = data.entities.length;

View file

@ -33,6 +33,8 @@ echo "Building cpp-httplib..."
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
echo "Skipping - already built (use --force-rebuild to override)" echo "Skipping - already built (use --force-rebuild to override)"
exit exit
else
rm -f .already-built
fi fi
# fetch # fetch

View file

@ -33,6 +33,8 @@ done
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
echo "Skipping - already built (use --force-rebuild to override)" echo "Skipping - already built (use --force-rebuild to override)"
exit exit
else
rm -f .already-built
fi fi
# fetch # fetch

View file

@ -49,6 +49,8 @@ done
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
echo "Skipping - already built (use --force-rebuild to override)" echo "Skipping - already built (use --force-rebuild to override)"
exit exit
else
rm -f .already-built
fi fi
# fetch # fetch

View file

@ -49,6 +49,8 @@ done
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
echo "Skipping - already built (use --force-rebuild to override)" echo "Skipping - already built (use --force-rebuild to override)"
exit exit
else
rm -f .already-built
fi fi
# fetch # fetch

View file

@ -36,6 +36,8 @@ done
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
echo "Skipping - already built (use --force-rebuild to override)" echo "Skipping - already built (use --force-rebuild to override)"
exit exit
else
rm -f .already-built
fi fi
# fetch # fetch

View file

@ -56,6 +56,8 @@ echo "Building SpiderMonkey..."
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
echo "Skipping - already built (use --force-rebuild to override)" echo "Skipping - already built (use --force-rebuild to override)"
exit exit
else
rm -f .already-built
fi fi
OS="${OS:=$(uname -s)}" OS="${OS:=$(uname -s)}"

View file

@ -33,6 +33,8 @@ done
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
echo "Skipping - already built (use --force-rebuild to override)" echo "Skipping - already built (use --force-rebuild to override)"
exit exit
else
rm -f .already-built
fi fi
# fetch # fetch

View file

@ -33,6 +33,7 @@ ignore = [
"ANN", "ANN",
"C90", "C90",
"COM812", "COM812",
"CPY001",
"D10", "D10",
"EM", "EM",
"FIX002", "FIX002",

View file

@ -92,12 +92,12 @@ void CCinemaManager::DrawSpline(Renderer::Backend::IDeviceCommandContext& device
if (spline.GetAllNodes().size() == 2) if (spline.GetAllNodes().size() == 2)
smoothness = 2; smoothness = 2;
const float start = spline.MaxDistance.ToFloat() / smoothness; const float start = spline.GetMaxDistance().ToFloat() / smoothness;
std::vector<CVector3D> line; std::vector<CVector3D> line;
for (int i = 0; i <= smoothness; ++i) for (int i = 0; i <= smoothness; ++i)
{ {
const float time = start * i / spline.MaxDistance.ToFloat(); const float time = start * i / spline.GetMaxDistance().ToFloat();
line.emplace_back(spline.GetPosition(time)); line.emplace_back(spline.GetPosition(time));
} }
@ -108,7 +108,7 @@ void CCinemaManager::DrawSpline(Renderer::Backend::IDeviceCommandContext& device
{ {
for (int i = 0; i <= smoothness; ++i) for (int i = 0; i <= smoothness; ++i)
{ {
const float time = start * i / spline.MaxDistance.ToFloat(); const float time = start * i / spline.GetMaxDistance().ToFloat();
const CVector3D tmp = spline.GetPosition(time); const CVector3D tmp = spline.GetPosition(time);
const float groundY = g_Game->GetWorld()->GetTerrain().GetExactGroundLevel(tmp.X, tmp.Z); const float groundY = g_Game->GetWorld()->GetTerrain().GetExactGroundLevel(tmp.X, tmp.Z);
g_Renderer.GetDebugRenderer().DrawLine(deviceCommandContext, tmp, CVector3D(tmp.X, groundY, tmp.Z), splineColor, 0.1f, false); g_Renderer.GetDebugRenderer().DrawLine(deviceCommandContext, tmp, CVector3D(tmp.X, groundY, tmp.Z), splineColor, 0.1f, false);

View file

@ -53,25 +53,6 @@ public:
void SetElevation(float f); void SetElevation(float f);
void SetRotation(float f); void SetRotation(float f);
/**
* Calculate brightness of a point of a unit with the given normal vector,
* for rendering with CPU lighting.
* The resulting color contains both ambient and diffuse light.
* To cope with sun overbrightness, the color is scaled by 0.5.
*
* @param normal normal vector (must have length 1)
*/
RGBColor EvaluateUnitScaled(const CVector3D& normal) const
{
float dot = -normal.Dot(m_SunDir);
RGBColor color = m_AmbientColor;
if (dot > 0)
color += m_SunColor * dot;
return color * 0.5f;
}
// Comparison operators // Comparison operators
bool operator==(const CLightEnv& o) const bool operator==(const CLightEnv& o) const
{ {

View file

@ -62,8 +62,7 @@ void CMaterial::AddRenderQuery(const char* key)
m_RenderQueries.Add(key); m_RenderQueries.Add(key);
} }
void CMaterial::AddRequiredSampler(const CStr& samplerName) void CMaterial::AddRequiredSampler(RequiredSampler sampler)
{ {
CStrIntern string(samplerName); m_RequiredSamplers.emplace_back(std::move(sampler));
m_RequiredSamplers.push_back(string);
} }

View file

@ -53,6 +53,12 @@ public:
CTexturePtr Sampler; CTexturePtr Sampler;
}; };
struct RequiredSampler
{
CStrIntern name;
bool sRGB;
};
typedef std::vector<TextureSampler> SamplersVector; typedef std::vector<TextureSampler> SamplersVector;
CMaterial(); CMaterial();
@ -82,8 +88,8 @@ public:
void AddRenderQuery(const char* key); void AddRenderQuery(const char* key);
const CShaderRenderQueries& GetRenderQueries() const { return m_RenderQueries; } const CShaderRenderQueries& GetRenderQueries() const { return m_RenderQueries; }
void AddRequiredSampler(const CStr& samplerName); void AddRequiredSampler(RequiredSampler sampler);
const std::vector<CStrIntern>& GetRequiredSampler() const { return m_RequiredSamplers; } const std::vector<RequiredSampler>& GetRequiredSamplers() const { return m_RequiredSamplers; }
private: private:
@ -92,7 +98,7 @@ private:
CTexturePtr m_DiffuseTexture; CTexturePtr m_DiffuseTexture;
SamplersVector m_Samplers; SamplersVector m_Samplers;
std::vector<CStrIntern> m_RequiredSamplers; std::vector<RequiredSampler> m_RequiredSamplers;
std::array<CStrIntern, static_cast<size_t>(Pass::COUNT)> m_ShaderEffects; std::array<CStrIntern, static_cast<size_t>(Pass::COUNT)> m_ShaderEffects;
CShaderDefines m_ShaderDefines; CShaderDefines m_ShaderDefines;

View file

@ -103,6 +103,7 @@ CMaterial CMaterialManager::LoadMaterial(const VfsPath& pathname)
AT(material); AT(material);
AT(name); AT(name);
AT(pass); AT(pass);
AT(srgb);
AT(value); AT(value);
#undef AT #undef AT
#undef EL #undef EL
@ -161,7 +162,8 @@ CMaterial CMaterialManager::LoadMaterial(const VfsPath& pathname)
} }
else if (token == el_required_texture) else if (token == el_required_texture)
{ {
material.AddRequiredSampler(attrs.GetNamedItem(at_name)); const bool sRGB{attrs.GetNamedItem(at_srgb) == "true"};
material.AddRequiredSampler({CStrIntern{attrs.GetNamedItem(at_name)}, sRGB});
if (!attrs.GetNamedItem(at_define).empty()) if (!attrs.GetNamedItem(at_define).empty())
material.AddShaderDefine(CStrIntern(attrs.GetNamedItem(at_define)), str_1); material.AddShaderDefine(CStrIntern(attrs.GetNamedItem(at_define)), str_1);
} }

View file

@ -51,6 +51,22 @@
#include <sstream> #include <sstream>
#include <utility> #include <utility>
namespace
{
bool ShouldInterpretTextureAsSRGB(const CObjectBase::Samp& sampler, const CMaterial& material)
{
const auto requiredSamplers{material.GetRequiredSamplers()};
auto it{std::find_if(requiredSamplers.begin(), requiredSamplers.end(),
[&](const CMaterial::RequiredSampler& requiredSampler)
{
return requiredSampler.name == sampler.m_SamplerName;
})};
return it != requiredSamplers.end() && it->sRGB;
}
}
CObjectEntry::CObjectEntry(const std::shared_ptr<CObjectBase>& base, const CSimulation2& simulation) : CObjectEntry::CObjectEntry(const std::shared_ptr<CObjectBase>& base, const CSimulation2& simulation) :
m_Base(base), m_Color(1.0f, 1.0f, 1.0f, 1.0f), m_Simulation(simulation) m_Base(base), m_Color(1.0f, 1.0f, 1.0f, 1.0f), m_Simulation(simulation)
{ {
@ -155,6 +171,7 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
{ {
CTextureProperties textureProps(samp.m_SamplerFile); CTextureProperties textureProps(samp.m_SamplerFile);
textureProps.SetAddressMode(Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE); textureProps.SetAddressMode(Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
textureProps.SetSRGB(ShouldInterpretTextureAsSRGB(samp, material));
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
// if we've loaded this model we're probably going to render it soon, so prefetch its texture. // if we've loaded this model we're probably going to render it soon, so prefetch its texture.
// All textures are prefetched even in the fixed pipeline, including the normal maps etc. // All textures are prefetched even in the fixed pipeline, including the normal maps etc.
@ -167,11 +184,14 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
CModel* model = newModel.get(); CModel* model = newModel.get();
m_Model = std::move(newModel); m_Model = std::move(newModel);
for (const CStrIntern& requSampName : model->GetMaterial().GetRequiredSampler()) for (const auto& requiredSampler : model->GetMaterial().GetRequiredSamplers())
{ {
if (std::find_if(m_Samplers.begin(), m_Samplers.end(), if (std::find_if(m_Samplers.begin(), m_Samplers.end(),
[&](const CObjectBase::Samp& sampler) { return sampler.m_SamplerName == requSampName; }) == m_Samplers.end()) [&](const CObjectBase::Samp& sampler) { return sampler.m_SamplerName == requiredSampler.name; }) == m_Samplers.end())
LOGERROR("Actor %s: required texture sampler %s not found (material %s)", m_Base->GetIdentifier(), requSampName.string().c_str(), m_Base->m_Material.string8().c_str()); {
LOGERROR("Actor %s: required texture sampler %s not found (material %s)",
m_Base->GetIdentifier(), requiredSampler.name.string().c_str(), m_Base->m_Material.string8().c_str());
}
} }
// calculate initial object space bounds, based on vertex positions // calculate initial object space bounds, based on vertex positions

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games. /* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D. * This file is part of 0 A.D.
* *
* 0 A.D. is free software: you can redistribute it and/or modify * 0 A.D. is free software: you can redistribute it and/or modify
@ -60,7 +60,7 @@ namespace
{ {
Renderer::Backend::Format ChooseFormatAndTransformTextureDataIfNeeded( Renderer::Backend::Format ChooseFormatAndTransformTextureDataIfNeeded(
Renderer::Backend::IDevice* device, Tex& textureData, const bool hasS3TC) Renderer::Backend::IDevice* device, Tex& textureData, const bool hasS3TC, const bool sRGB)
{ {
const bool alpha = (textureData.m_Flags & TEX_ALPHA) != 0; const bool alpha = (textureData.m_Flags & TEX_ALPHA) != 0;
const bool grey = (textureData.m_Flags & TEX_GREY) != 0; const bool grey = (textureData.m_Flags & TEX_GREY) != 0;
@ -81,13 +81,13 @@ Renderer::Backend::Format ChooseFormatAndTransformTextureDataIfNeeded(
switch (dxt) switch (dxt)
{ {
case DXT1A: case DXT1A:
return Renderer::Backend::Format::BC1_RGBA_UNORM; return sRGB ? Renderer::Backend::Format::BC1_RGBA_SRGB : Renderer::Backend::Format::BC1_RGBA_UNORM;
case 1: case 1:
return Renderer::Backend::Format::BC1_RGB_UNORM; return sRGB ? Renderer::Backend::Format::BC1_RGB_SRGB : Renderer::Backend::Format::BC1_RGB_UNORM;
case 3: case 3:
return Renderer::Backend::Format::BC2_UNORM; return sRGB ? Renderer::Backend::Format::BC2_SRGB : Renderer::Backend::Format::BC2_UNORM;
case 5: case 5:
return Renderer::Backend::Format::BC3_UNORM; return sRGB ? Renderer::Backend::Format::BC3_SRGB : Renderer::Backend::Format::BC3_UNORM;
default: default:
LOGERROR("Unknown DXT compression."); LOGERROR("Unknown DXT compression.");
return Renderer::Backend::Format::UNDEFINED; return Renderer::Backend::Format::UNDEFINED;
@ -101,9 +101,12 @@ Renderer::Backend::Format ChooseFormatAndTransformTextureDataIfNeeded(
{ {
case 8: case 8:
ENSURE(grey); ENSURE(grey);
ENSURE(!sRGB);
return Renderer::Backend::Format::L8_UNORM; return Renderer::Backend::Format::L8_UNORM;
case 24: case 24:
ENSURE(grey);
ENSURE(!alpha); ENSURE(!alpha);
ENSURE(!sRGB);
if (device->IsTextureFormatSupported(Renderer::Backend::Format::R8G8B8_UNORM)) if (device->IsTextureFormatSupported(Renderer::Backend::Format::R8G8B8_UNORM))
return Renderer::Backend::Format::R8G8B8_UNORM; return Renderer::Backend::Format::R8G8B8_UNORM;
else else
@ -114,7 +117,7 @@ Renderer::Backend::Format ChooseFormatAndTransformTextureDataIfNeeded(
} }
case 32: case 32:
ENSURE(alpha); ENSURE(alpha);
return Renderer::Backend::Format::R8G8B8A8_UNORM; return sRGB ? Renderer::Backend::Format::R8G8B8A8_SRGB : Renderer::Backend::Format::R8G8B8A8_UNORM;
default: default:
LOGERROR("Unsupported BPP: %zu", textureData.m_Bpp); LOGERROR("Unsupported BPP: %zu", textureData.m_Bpp);
} }
@ -336,6 +339,7 @@ struct TPhash
hash_combine(seed, textureProperties.m_AnisotropicFilterEnabled); hash_combine(seed, textureProperties.m_AnisotropicFilterEnabled);
hash_combine(seed, textureProperties.m_FormatOverride); hash_combine(seed, textureProperties.m_FormatOverride);
hash_combine(seed, textureProperties.m_IgnoreQuality); hash_combine(seed, textureProperties.m_IgnoreQuality);
hash_combine(seed, textureProperties.m_SRGB);
return seed; return seed;
} }
@ -358,7 +362,8 @@ struct TPequal_to
lhs.m_AddressModeV == rhs.m_AddressModeV && lhs.m_AddressModeV == rhs.m_AddressModeV &&
lhs.m_AnisotropicFilterEnabled == rhs.m_AnisotropicFilterEnabled && lhs.m_AnisotropicFilterEnabled == rhs.m_AnisotropicFilterEnabled &&
lhs.m_FormatOverride == rhs.m_FormatOverride && lhs.m_FormatOverride == rhs.m_FormatOverride &&
lhs.m_IgnoreQuality == rhs.m_IgnoreQuality; lhs.m_IgnoreQuality == rhs.m_IgnoreQuality &&
lhs.m_SRGB == rhs.m_SRGB;
} }
bool operator()(const CTexturePtr& lhs, const CTexturePtr& rhs) const bool operator()(const CTexturePtr& lhs, const CTexturePtr& rhs) const
@ -526,7 +531,8 @@ public:
} }
else else
{ {
format = ChooseFormatAndTransformTextureDataIfNeeded(m_Device, textureData, m_HasS3TC); format = ChooseFormatAndTransformTextureDataIfNeeded(
m_Device, textureData, m_HasS3TC, texture->m_Properties.m_SRGB);
} }
if (format == Renderer::Backend::Format::UNDEFINED) if (format == Renderer::Backend::Format::UNDEFINED)

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games. /* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D. * This file is part of 0 A.D.
* *
* 0 A.D. is free software: you can redistribute it and/or modify * 0 A.D. is free software: you can redistribute it and/or modify
@ -245,6 +245,8 @@ public:
void SetIgnoreQuality(bool ignore) { m_IgnoreQuality = ignore; } void SetIgnoreQuality(bool ignore) { m_IgnoreQuality = ignore; }
void SetSRGB(const bool sRGB) { m_SRGB = sRGB; }
private: private:
// Must update TPhash, TPequal_to when changing these fields // Must update TPhash, TPequal_to when changing these fields
VfsPath m_Path; VfsPath m_Path;
@ -257,6 +259,7 @@ private:
Renderer::Backend::Format m_FormatOverride = Renderer::Backend::Format m_FormatOverride =
Renderer::Backend::Format::UNDEFINED; Renderer::Backend::Format::UNDEFINED;
bool m_IgnoreQuality = false; bool m_IgnoreQuality = false;
bool m_SRGB{false};
}; };
/** /**

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games. /* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D. * This file is part of 0 A.D.
* *
* 0 A.D. is free software: you can redistribute it and/or modify * 0 A.D. is free software: you can redistribute it and/or modify
@ -52,114 +52,111 @@ CVector3D GetPositionOnCubic(const CVector3D& startPos, const CVector3D& startVe
/*********************************** R N S **************************************************/ /*********************************** R N S **************************************************/
RNSpline::RNSpline() RNSpline::RNSpline() = default;
: NodeCount(0)
{
}
RNSpline::~RNSpline() = default; RNSpline::~RNSpline() = default;
// adds node and updates segment length // adds node and updates segment length
void RNSpline::AddNode(const CFixedVector3D& pos) void RNSpline::AddNode(const CFixedVector3D& pos)
{ {
if (NodeCount >= MAX_SPLINE_NODES) if (m_NodeCount >= MAX_SPLINE_NODES)
return; return;
if (NodeCount == 0) if (m_NodeCount == 0)
MaxDistance = fixed::Zero(); m_MaxDistance = fixed::Zero();
else else
{ {
Node[NodeCount-1].Distance = (Node[NodeCount-1].Position - pos).Length(); m_Nodes[m_NodeCount-1].Distance = (m_Nodes[m_NodeCount-1].Position - pos).Length();
MaxDistance += Node[NodeCount-1].Distance; m_MaxDistance += m_Nodes[m_NodeCount-1].Distance;
} }
SplineData temp; SplineData temp;
temp.Position = pos; temp.Position = pos;
Node.push_back(temp); m_Nodes.push_back(temp);
++NodeCount; ++m_NodeCount;
} }
// called after all nodes added. This function calculates the node velocities // called after all nodes added. This function calculates the node velocities
void RNSpline::BuildSpline() void RNSpline::BuildSpline()
{ {
if (NodeCount == 2) if (m_NodeCount == 2)
{ {
Node[0].Velocity = GetStartVelocity(0); m_Nodes[0].Velocity = GetStartVelocity(0);
Node[NodeCount-1].Velocity = GetEndVelocity(NodeCount-1); m_Nodes[m_NodeCount-1].Velocity = GetEndVelocity(m_NodeCount-1);
return; return;
} }
else if (NodeCount < 2) else if (m_NodeCount < 2)
return; return;
for (int i = 1; i < NodeCount-1; ++i) for (int i = 1; i < m_NodeCount-1; ++i)
{ {
CVector3D Next = Node[i+1].Position - Node[i].Position; CVector3D Next = m_Nodes[i+1].Position - m_Nodes[i].Position;
CVector3D Previous = Node[i-1].Position - Node[i].Position; CVector3D Previous = m_Nodes[i-1].Position - m_Nodes[i].Position;
Next.Normalize(); Next.Normalize();
Previous.Normalize(); Previous.Normalize();
// split the angle (figure 4) // split the angle (figure 4)
Node[i].Velocity = Next - Previous; m_Nodes[i].Velocity = Next - Previous;
Node[i].Velocity.Normalize(); m_Nodes[i].Velocity.Normalize();
} }
// calculate start and end velocities // calculate start and end velocities
Node[0].Velocity = GetStartVelocity(0); m_Nodes[0].Velocity = GetStartVelocity(0);
Node[NodeCount-1].Velocity = GetEndVelocity(NodeCount-1); m_Nodes[m_NodeCount-1].Velocity = GetEndVelocity(m_NodeCount-1);
} }
// spline access function. time is 0 -> 1 // spline access function. time is 0 -> 1
CVector3D RNSpline::GetPosition(float time) const CVector3D RNSpline::GetPosition(float time) const
{ {
if (NodeCount < 2) if (m_NodeCount < 2)
return CVector3D(0.0f, 0.0f, 0.0f); return CVector3D(0.0f, 0.0f, 0.0f);
if (time < 0.0f) if (time < 0.0f)
time = 0.0f; time = 0.0f;
if (time > 1.0f) if (time > 1.0f)
time = 1.0f; time = 1.0f;
float Distance = time * MaxDistance.ToFloat(); float Distance = time * m_MaxDistance.ToFloat();
float CurrentDistance = 0.f; float CurrentDistance = 0.f;
int i = 0; int i = 0;
// Find which node we're on // Find which node we're on
while (CurrentDistance + Node[i].Distance.ToFloat() < Distance && i < NodeCount - 2) while (CurrentDistance + m_Nodes[i].Distance.ToFloat() < Distance && i < m_NodeCount - 2)
{ {
CurrentDistance += Node[i].Distance.ToFloat(); CurrentDistance += m_Nodes[i].Distance.ToFloat();
++i; ++i;
} }
ENSURE(i < NodeCount - 1); ENSURE(i < m_NodeCount - 1);
float t = Distance - CurrentDistance; float t = Distance - CurrentDistance;
// TODO: reimplement CVector3D comparator (float comparing is bad without EPS) // TODO: reimplement CVector3D comparator (float comparing is bad without EPS)
if (Node[i].Position == Node[i+1].Position || Node[i].Distance.ToFloat() < 1e-7) // distance too small or zero if (m_Nodes[i].Position == m_Nodes[i+1].Position || m_Nodes[i].Distance.ToFloat() < 1e-7) // distance too small or zero
{ {
return Node[i+1].Position; return m_Nodes[i+1].Position;
} }
t /= Node[i].Distance.ToFloat(); // scale t in range 0 - 1 t /= m_Nodes[i].Distance.ToFloat(); // scale t in range 0 - 1
CVector3D startVel = Node[i].Velocity * Node[i].Distance.ToFloat(); CVector3D startVel = m_Nodes[i].Velocity * m_Nodes[i].Distance.ToFloat();
CVector3D endVel = Node[i+1].Velocity * Node[i].Distance.ToFloat(); CVector3D endVel = m_Nodes[i+1].Velocity * m_Nodes[i].Distance.ToFloat();
return GetPositionOnCubic(Node[i].Position, startVel, return GetPositionOnCubic(m_Nodes[i].Position, startVel,
Node[i+1].Position, endVel, t); m_Nodes[i+1].Position, endVel, t);
} }
const std::vector<SplineData>& RNSpline::GetAllNodes() const const std::vector<SplineData>& RNSpline::GetAllNodes() const
{ {
return Node; return m_Nodes;
} }
// internal. Based on Equation 14 // internal. Based on Equation 14
CVector3D RNSpline::GetStartVelocity(int index) CVector3D RNSpline::GetStartVelocity(int index)
{ {
if (index >= NodeCount - 1 || index < 0) if (index >= m_NodeCount - 1 || index < 0)
return CVector3D(0.0f, 0.0f, 0.0f); return CVector3D(0.0f, 0.0f, 0.0f);
CVector3D temp = CVector3D(Node[index+1].Position - Node[index].Position) * 3.0f * (1.0f / Node[index].Distance.ToFloat()); CVector3D temp = CVector3D(m_Nodes[index+1].Position - m_Nodes[index].Position) * 3.0f * (1.0f / m_Nodes[index].Distance.ToFloat());
return (temp - Node[index+1].Velocity)*0.5f; return (temp - m_Nodes[index+1].Velocity)*0.5f;
} }
// internal. Based on Equation 15 // internal. Based on Equation 15
CVector3D RNSpline::GetEndVelocity(int index) CVector3D RNSpline::GetEndVelocity(int index)
{ {
if (index >= NodeCount || index < 1) if (index >= m_NodeCount || index < 1)
return CVector3D(0.0f, 0.0f, 0.0f); return CVector3D(0.0f, 0.0f, 0.0f);
CVector3D temp = CVector3D(Node[index].Position - Node[index-1].Position) * 3.0f * (1.0f / Node[index-1].Distance.ToFloat()); CVector3D temp = CVector3D(m_Nodes[index].Position - m_Nodes[index-1].Position) * 3.0f * (1.0f / m_Nodes[index-1].Distance.ToFloat());
return (temp - Node[index-1].Velocity) * 0.5f; return (temp - m_Nodes[index-1].Velocity) * 0.5f;
} }
/*********************************** S N S **************************************************/ /*********************************** S N S **************************************************/
@ -176,21 +173,21 @@ void SNSpline::BuildSpline()
// smoothing filter. // smoothing filter.
void SNSpline::Smooth() void SNSpline::Smooth()
{ {
if (NodeCount < 3) if (m_NodeCount < 3)
return; return;
CVector3D newVel; CVector3D newVel;
CVector3D oldVel = GetStartVelocity(0); CVector3D oldVel = GetStartVelocity(0);
for (int i = 1; i < NodeCount-1; ++i) for (int i = 1; i < m_NodeCount-1; ++i)
{ {
// Equation 12 // Equation 12
newVel = GetEndVelocity(i) * Node[i].Distance.ToFloat() + GetStartVelocity(i) * Node[i-1].Distance.ToFloat(); newVel = GetEndVelocity(i) * m_Nodes[i].Distance.ToFloat() + GetStartVelocity(i) * m_Nodes[i-1].Distance.ToFloat();
newVel = newVel * (1 / (Node[i-1].Distance + Node[i].Distance).ToFloat()); newVel = newVel * (1 / (m_Nodes[i-1].Distance + m_Nodes[i].Distance).ToFloat());
Node[i-1].Velocity = oldVel; m_Nodes[i-1].Velocity = oldVel;
oldVel = newVel; oldVel = newVel;
} }
Node[NodeCount-1].Velocity = GetEndVelocity(NodeCount-1); m_Nodes[m_NodeCount-1].Velocity = GetEndVelocity(m_NodeCount-1);
Node[NodeCount-2].Velocity = oldVel; m_Nodes[m_NodeCount-2].Velocity = oldVel;
} }
/*********************************** T N S **************************************************/ /*********************************** T N S **************************************************/
@ -201,15 +198,15 @@ TNSpline::~TNSpline() = default;
// ie time period is time from last node to this node // ie time period is time from last node to this node
void TNSpline::AddNode(const CFixedVector3D& pos, const CFixedVector3D& rotation, fixed timePeriod) void TNSpline::AddNode(const CFixedVector3D& pos, const CFixedVector3D& rotation, fixed timePeriod)
{ {
if (NodeCount >= MAX_SPLINE_NODES) if (m_NodeCount >= MAX_SPLINE_NODES)
return; return;
if (NodeCount == 0) if (m_NodeCount == 0)
MaxDistance = fixed::Zero(); m_MaxDistance = fixed::Zero();
else else
{ {
Node[NodeCount-1].Distance = timePeriod; m_Nodes[m_NodeCount-1].Distance = timePeriod;
MaxDistance += Node[NodeCount-1].Distance; m_MaxDistance += m_Nodes[m_NodeCount-1].Distance;
} }
SplineData temp; SplineData temp;
@ -219,56 +216,56 @@ void TNSpline::AddNode(const CFixedVector3D& pos, const CFixedVector3D& rotation
temp.Distance = fixed::Zero(); temp.Distance = fixed::Zero();
temp.Velocity = CVector3D(0.0f, 0.0f, 0.0f); temp.Velocity = CVector3D(0.0f, 0.0f, 0.0f);
temp.Rotation = rotation; temp.Rotation = rotation;
Node.push_back(temp); m_Nodes.push_back(temp);
++NodeCount; ++m_NodeCount;
} }
//Inserts node before position //Inserts node before position
void TNSpline::InsertNode(const int index, const CFixedVector3D& pos, const CFixedVector3D& /*rotation*/, void TNSpline::InsertNode(const int index, const CFixedVector3D& pos, const CFixedVector3D& /*rotation*/,
fixed timePeriod) fixed timePeriod)
{ {
if (NodeCount >= MAX_SPLINE_NODES || index < 0 || index > NodeCount) if (m_NodeCount >= MAX_SPLINE_NODES || index < 0 || index > m_NodeCount)
return; return;
if (NodeCount == 0) if (m_NodeCount == 0)
MaxDistance = fixed::Zero(); m_MaxDistance = fixed::Zero();
else else
MaxDistance += timePeriod; m_MaxDistance += timePeriod;
SplineData temp; SplineData temp;
temp.Position = pos; temp.Position = pos;
temp.Distance = timePeriod; temp.Distance = timePeriod;
Node.insert(Node.begin() + index, temp); m_Nodes.insert(m_Nodes.begin() + index, temp);
if (index > 0) if (index > 0)
std::swap(Node[index].Distance, Node[index - 1].Distance); std::swap(m_Nodes[index].Distance, m_Nodes[index - 1].Distance);
++NodeCount; ++m_NodeCount;
} }
//Removes node at index //Removes node at index
void TNSpline::RemoveNode(const int index) void TNSpline::RemoveNode(const int index)
{ {
if (NodeCount == 0 || index > NodeCount - 1) if (m_NodeCount == 0 || index > m_NodeCount - 1)
return; return;
MaxDistance -= Node[index].Distance; m_MaxDistance -= m_Nodes[index].Distance;
Node.erase(Node.begin() + index); m_Nodes.erase(m_Nodes.begin() + index);
--NodeCount; --m_NodeCount;
} }
void TNSpline::UpdateNodeTime(const int index, fixed time) void TNSpline::UpdateNodeTime(const int index, fixed time)
{ {
if (NodeCount == 0 || index > NodeCount - 1) if (m_NodeCount == 0 || index > m_NodeCount - 1)
return; return;
Node[index].Distance = time; m_Nodes[index].Distance = time;
} }
void TNSpline::UpdateNodePos(const int index, const CFixedVector3D& pos) void TNSpline::UpdateNodePos(const int index, const CFixedVector3D& pos)
{ {
if (NodeCount == 0 || index > NodeCount - 1) if (m_NodeCount == 0 || index > m_NodeCount - 1)
return; return;
Node[index].Position = pos; m_Nodes[index].Position = pos;
} }
void TNSpline::BuildSpline() void TNSpline::BuildSpline()
@ -289,15 +286,15 @@ void TNSpline::Smooth()
void TNSpline::Constrain() void TNSpline::Constrain()
{ {
if (NodeCount < 3) if (m_NodeCount < 3)
return; return;
for (int i = 1; i < NodeCount-1; ++i) for (int i = 1; i < m_NodeCount-1; ++i)
{ {
// Equation 13 // Equation 13
float r0 = (Node[i].Position - Node[i - 1].Position).Length().ToFloat() / Node[i-1].Distance.ToFloat(); float r0 = (m_Nodes[i].Position - m_Nodes[i - 1].Position).Length().ToFloat() / m_Nodes[i-1].Distance.ToFloat();
float r1 = (Node[i+1].Position - Node[i].Position).Length().ToFloat() / Node[i].Distance.ToFloat(); float r1 = (m_Nodes[i+1].Position - m_Nodes[i].Position).Length().ToFloat() / m_Nodes[i].Distance.ToFloat();
Node[i].Velocity *= 4.0f*r0*r1 / ((r0 + r1)*(r0 + r1)); m_Nodes[i].Velocity *= 4.0f*r0*r1 / ((r0 + r1)*(r0 + r1));
} }
} }

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games. /* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D. * This file is part of 0 A.D.
* *
* 0 A.D. is free software: you can redistribute it and/or modify * 0 A.D. is free software: you can redistribute it and/or modify
@ -63,12 +63,12 @@ public:
CVector3D GetRotation(float time) const; CVector3D GetRotation(float time) const;
const std::vector<SplineData>& GetAllNodes() const; const std::vector<SplineData>& GetAllNodes() const;
fixed MaxDistance; fixed GetMaxDistance() const { return m_MaxDistance; }
int NodeCount;
protected: protected:
fixed m_MaxDistance;
std::vector<SplineData> Node; int m_NodeCount{0};
std::vector<SplineData> m_Nodes;
CVector3D GetStartVelocity(int index); CVector3D GetStartVelocity(int index);
CVector3D GetEndVelocity(int index); CVector3D GetEndVelocity(int index);
}; };

View file

@ -63,7 +63,7 @@ void CNetClientTurnManager::PostCommand(JS::HandleValue data)
// TODO: we should do this when the server stops sending our commands back to us // TODO: we should do this when the server stops sending our commands back to us
} }
void CNetClientTurnManager::NotifyFinishedOwnCommands(u32 turn) void CNetClientTurnManager::NotifyFinishedOwnCommands(turn_id_t turn)
{ {
NETCLIENTTURN_LOG("NotifyFinishedOwnCommands(%d)\n", turn); NETCLIENTTURN_LOG("NotifyFinishedOwnCommands(%d)\n", turn);
@ -79,7 +79,7 @@ void CNetClientTurnManager::NotifyFinishedOwnCommands(u32 turn)
m_NetClient.SendMessage(&msg); m_NetClient.SendMessage(&msg);
} }
void CNetClientTurnManager::NotifyFinishedUpdate(u32 turn, const UpdateCallback&) void CNetClientTurnManager::NotifyFinishedUpdate(turn_id_t turn, const UpdateCallback&)
{ {
bool quick = !TurnNeedsFullHash(turn); bool quick = !TurnNeedsFullHash(turn);
std::string hash; std::string hash;
@ -110,10 +110,10 @@ void CNetClientTurnManager::OnDestroyConnection()
void CNetClientTurnManager::OnSimulationMessage(CSimulationMessage* msg) void CNetClientTurnManager::OnSimulationMessage(CSimulationMessage* msg)
{ {
// Command received from the server - store it for later execution // Command received from the server - store it for later execution
AddCommand(msg->m_Client, msg->m_Player, msg->m_Data, msg->m_Turn); AddCommand(msg->m_Client, msg->m_Player, msg->m_Data, static_cast<turn_id_t>(msg->m_Turn));
} }
void CNetClientTurnManager::OnSyncError(u32 turn, const CStr& expectedHash, const std::vector<CSyncErrorMessage::S_m_PlayerNames>& playerNames) void CNetClientTurnManager::OnSyncError(turn_id_t turn, const CStr& expectedHash, const std::vector<CSyncErrorMessage::S_m_PlayerNames>& playerNames)
{ {
CStr expectedHashHex(Hexify(expectedHash)); CStr expectedHashHex(Hexify(expectedHash));
NETCLIENTTURN_LOG("OnSyncError(%d, %hs)\n", turn, expectedHashHex.c_str()); NETCLIENTTURN_LOG("OnSyncError(%d, %hs)\n", turn, expectedHashHex.c_str());

View file

@ -49,12 +49,12 @@ public:
*/ */
void OnDestroyConnection(); void OnDestroyConnection();
void OnSyncError(u32 turn, const CStr& expectedHash, const std::vector<CSyncErrorMessage::S_m_PlayerNames>& playerNames); void OnSyncError(turn_id_t turn, const CStr& expectedHash, const std::vector<CSyncErrorMessage::S_m_PlayerNames>& playerNames);
private: private:
void NotifyFinishedOwnCommands(u32 turn) override; void NotifyFinishedOwnCommands(turn_id_t turn) override;
void NotifyFinishedUpdate(u32 turn, const UpdateCallback& sendEventToAll) override; void NotifyFinishedUpdate(turn_id_t turn, const UpdateCallback& sendEventToAll) override;
CNetClient& m_NetClient; CNetClient& m_NetClient;
}; };

View file

@ -139,7 +139,7 @@ public:
u32 m_Client; u32 m_Client;
i32 m_Player; i32 m_Player;
u32 m_Turn; i32 m_Turn;
JS::PersistentRooted<JS::Value> m_Data; JS::PersistentRooted<JS::Value> m_Data;
private: private:
const Script::Interface& m_ScriptInterface; const Script::Interface& m_ScriptInterface;

View file

@ -150,7 +150,7 @@ u8* CSimulationMessage::Serialize(u8* pBuffer) const
CBufferBinarySerializer serializer(m_ScriptInterface, pos); CBufferBinarySerializer serializer(m_ScriptInterface, pos);
serializer.NumberU32_Unbounded("client", m_Client); serializer.NumberU32_Unbounded("client", m_Client);
serializer.NumberI32_Unbounded("player", m_Player); serializer.NumberI32_Unbounded("player", m_Player);
serializer.NumberU32_Unbounded("turn", m_Turn); serializer.NumberI32_Unbounded("turn", m_Turn);
serializer.ScriptVal("command", const_cast<JS::PersistentRootedValue*>(&m_Data)); serializer.ScriptVal("command", const_cast<JS::PersistentRootedValue*>(&m_Data));
return serializer.GetBuffer(); return serializer.GetBuffer();
@ -165,7 +165,7 @@ const u8* CSimulationMessage::Deserialize(const u8* pStart, const u8* pEnd)
CStdDeserializer deserializer(m_ScriptInterface, stream); CStdDeserializer deserializer(m_ScriptInterface, stream);
deserializer.NumberU32_Unbounded("client", m_Client); deserializer.NumberU32_Unbounded("client", m_Client);
deserializer.NumberI32_Unbounded("player", m_Player); deserializer.NumberI32_Unbounded("player", m_Player);
deserializer.NumberU32_Unbounded("turn", m_Turn); deserializer.NumberI32_Unbounded("turn", m_Turn);
deserializer.ScriptVal("command", &m_Data); deserializer.ScriptVal("command", &m_Data);
return pEnd; return pEnd;
} }
@ -177,7 +177,7 @@ size_t CSimulationMessage::GetSerializedLength() const
CLengthBinarySerializer serializer(m_ScriptInterface); CLengthBinarySerializer serializer(m_ScriptInterface);
serializer.NumberU32_Unbounded("client", m_Client); serializer.NumberU32_Unbounded("client", m_Client);
serializer.NumberI32_Unbounded("player", m_Player); serializer.NumberI32_Unbounded("player", m_Player);
serializer.NumberU32_Unbounded("turn", m_Turn); serializer.NumberI32_Unbounded("turn", m_Turn);
// TODO: The cast can probably be removed if and when ScriptVal can take a JS::HandleValue instead of // TODO: The cast can probably be removed if and when ScriptVal can take a JS::HandleValue instead of
// a JS::MutableHandleValue (relies on JSAPI change). Also search for other casts like this one in that case. // a JS::MutableHandleValue (relies on JSAPI change). Also search for other casts like this one in that case.

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games. /* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D. * This file is part of 0 A.D.
* *
* 0 A.D. is free software: you can redistribute it and/or modify * 0 A.D. is free software: you can redistribute it and/or modify
@ -27,7 +27,7 @@
#define PS_PROTOCOL_MAGIC 0x5073013f // 'P', 's', 0x01, '?' #define PS_PROTOCOL_MAGIC 0x5073013f // 'P', 's', 0x01, '?'
#define PS_PROTOCOL_MAGIC_RESPONSE 0x50630121 // 'P', 'c', 0x01, '!' #define PS_PROTOCOL_MAGIC_RESPONSE 0x50630121 // 'P', 'c', 0x01, '!'
#define PS_PROTOCOL_VERSION 0x01010019 // Arbitrary protocol #define PS_PROTOCOL_VERSION 0x0101001A // Arbitrary protocol
#define PS_DEFAULT_PORT 0x5073 // 'P', 's' #define PS_DEFAULT_PORT 0x5073 // 'P', 's'
// Set when lobby authentication is required. Used in the SrvHandshakeResponseMessage. // Set when lobby authentication is required. Used in the SrvHandshakeResponseMessage.
@ -231,7 +231,7 @@ START_NMT_CLASS_(ClientPaused, NMT_CLIENT_PAUSED)
END_NMT_CLASS() END_NMT_CLASS()
START_NMT_CLASS_(LoadedGame, NMT_LOADED_GAME) START_NMT_CLASS_(LoadedGame, NMT_LOADED_GAME)
NMT_FIELD_INT(m_CurrentTurn, u32, 4) NMT_FIELD_INT(m_CurrentTurn, i32, 4)
END_NMT_CLASS() END_NMT_CLASS()
START_NMT_CLASS_(GameStart, NMT_GAME_START) START_NMT_CLASS_(GameStart, NMT_GAME_START)
@ -243,17 +243,17 @@ START_NMT_CLASS_(GameSavedStart, NMT_SAVED_GAME_START)
END_NMT_CLASS() END_NMT_CLASS()
START_NMT_CLASS_(EndCommandBatch, NMT_END_COMMAND_BATCH) START_NMT_CLASS_(EndCommandBatch, NMT_END_COMMAND_BATCH)
NMT_FIELD_INT(m_Turn, u32, 4) NMT_FIELD_INT(m_Turn, i32, 4)
NMT_FIELD_INT(m_TurnLength, u32, 2) NMT_FIELD_INT(m_TurnLength, u32, 2)
END_NMT_CLASS() END_NMT_CLASS()
START_NMT_CLASS_(SyncCheck, NMT_SYNC_CHECK) START_NMT_CLASS_(SyncCheck, NMT_SYNC_CHECK)
NMT_FIELD_INT(m_Turn, u32, 4) NMT_FIELD_INT(m_Turn, i32, 4)
NMT_FIELD(CStr, m_Hash) NMT_FIELD(CStr, m_Hash)
END_NMT_CLASS() END_NMT_CLASS()
START_NMT_CLASS_(SyncError, NMT_SYNC_ERROR) START_NMT_CLASS_(SyncError, NMT_SYNC_ERROR)
NMT_FIELD_INT(m_Turn, u32, 4) NMT_FIELD_INT(m_Turn, i32, 4)
NMT_FIELD(CStr, m_HashExpected) NMT_FIELD(CStr, m_HashExpected)
NMT_START_ARRAY(m_PlayerNames) NMT_START_ARRAY(m_PlayerNames)
NMT_FIELD(CStrW, m_Name) NMT_FIELD(CStrW, m_Name)

View file

@ -49,6 +49,7 @@
#include "scriptinterface/Context.h" #include "scriptinterface/Context.h"
#include "scriptinterface/Interface.h" #include "scriptinterface/Interface.h"
#include "scriptinterface/Request.h" #include "scriptinterface/Request.h"
#include "simulation2/helpers/SimulationCommand.h"
#include "simulation2/system/TurnManager.h" #include "simulation2/system/TurnManager.h"
#include <algorithm> #include <algorithm>
@ -1172,9 +1173,9 @@ bool CNetServerWorker::OnSimulationCommand(CNetServerSession* session, CFsmEvent
server.Multicast(message, { NSS_INGAME }); server.Multicast(message, { NSS_INGAME });
// Save all the received commands // Save all the received commands
if (server.m_SavedCommands.size() < message->m_Turn + 1) if (server.m_SavedCommands.size() < static_cast<size_t>(message->m_Turn) + 1)
server.m_SavedCommands.resize(message->m_Turn + 1); server.m_SavedCommands.resize(static_cast<size_t>(message->m_Turn) + 1);
server.m_SavedCommands[message->m_Turn].push_back(*message); server.m_SavedCommands[static_cast<size_t>(message->m_Turn)].push_back(*message);
// TODO: we shouldn't send the message back to the client that first sent it // TODO: we shouldn't send the message back to the client that first sent it
return true; return true;
@ -1396,14 +1397,14 @@ bool CNetServerWorker::OnJoinSyncingLoadedGame(CNetServerSession* session, CFsmE
CLoadedGameMessage* message = (CLoadedGameMessage*)event->GetParamRef(); CLoadedGameMessage* message = (CLoadedGameMessage*)event->GetParamRef();
u32 turn = message->m_CurrentTurn; turn_id_t turn = message->m_CurrentTurn;
u32 readyTurn = server.m_ServerTurnManager->GetReadyTurn(); turn_id_t readyTurn = server.m_ServerTurnManager->GetReadyTurn();
// Send them all commands received since their saved state, // Send them all commands received since their saved state,
// and turn-ended messages for any turns that have already been processed // and turn-ended messages for any turns that have already been processed
for (size_t i = turn + 1; i < std::max(readyTurn+1, (u32)server.m_SavedCommands.size()); ++i) for (turn_id_t i = turn + 1; i < std::max(readyTurn + 1, static_cast<turn_id_t>(server.m_SavedCommands.size())); ++i)
{ {
if (i < server.m_SavedCommands.size()) if (static_cast<size_t>(i) < server.m_SavedCommands.size())
for (size_t j = 0; j < server.m_SavedCommands[i].size(); ++j) for (size_t j = 0; j < server.m_SavedCommands[i].size(); ++j)
session->SendMessage(&server.m_SavedCommands[i][j]); session->SendMessage(&server.m_SavedCommands[i][j]);

View file

@ -27,6 +27,7 @@
#include "network/NetServerSession.h" #include "network/NetServerSession.h"
#include "ps/CLogger.h" #include "ps/CLogger.h"
#include "ps/ConfigDB.h" #include "ps/ConfigDB.h"
#include "simulation2/helpers/SimulationCommand.h"
#include "simulation2/system/TurnManager.h" #include "simulation2/system/TurnManager.h"
#include <limits> #include <limits>
@ -50,7 +51,7 @@ CNetServerTurnManager::CNetServerTurnManager(CNetServerWorker& server)
m_SavedTurnLengths.push_back(m_TurnLength); m_SavedTurnLengths.push_back(m_TurnLength);
} }
void CNetServerTurnManager::NotifyFinishedClientCommands(CNetServerSession& session, u32 turn) void CNetServerTurnManager::NotifyFinishedClientCommands(CNetServerSession& session, turn_id_t turn)
{ {
int client = session.GetHostID(); int client = session.GetHostID();
@ -105,11 +106,11 @@ void CNetServerTurnManager::CheckClientsReady()
msg.m_Turn = m_ReadyTurn; msg.m_Turn = m_ReadyTurn;
m_NetServer.Multicast(&msg, { NSS_INGAME }); m_NetServer.Multicast(&msg, { NSS_INGAME });
ENSURE(m_SavedTurnLengths.size() == m_ReadyTurn); ENSURE(std::cmp_equal(m_SavedTurnLengths.size(), m_ReadyTurn));
m_SavedTurnLengths.push_back(m_TurnLength); m_SavedTurnLengths.push_back(m_TurnLength);
} }
void CNetServerTurnManager::NotifyFinishedClientUpdate(CNetServerSession& session, u32 turn, const CStr& hash) void CNetServerTurnManager::NotifyFinishedClientUpdate(CNetServerSession& session, turn_id_t turn, const CStr& hash)
{ {
int client = session.GetHostID(); int client = session.GetHostID();
@ -138,13 +139,13 @@ void CNetServerTurnManager::NotifyFinishedClientUpdate(CNetServerSession& sessio
m_ClientStateHashes[turn][client] = hash; m_ClientStateHashes[turn][client] = hash;
// Find the newest turn which we know all clients have simulated // Find the newest turn which we know all clients have simulated
u32 newest = std::numeric_limits<u32>::max(); turn_id_t newest = std::numeric_limits<turn_id_t>::max();
for (const std::pair<const int, Client>& clientData : m_ClientsData) for (const std::pair<const int, Client>& clientData : m_ClientsData)
if (clientData.second.simulatedTurn < newest) if (clientData.second.simulatedTurn < newest)
newest = clientData.second.simulatedTurn; newest = clientData.second.simulatedTurn;
// For every set of state hashes that all clients have simulated, check for OOS // For every set of state hashes that all clients have simulated, check for OOS
for (const std::pair<const u32, std::map<int, std::string>>& clientStateHash : m_ClientStateHashes) for (const std::pair<const turn_id_t, std::map<int, std::string>>& clientStateHash : m_ClientStateHashes)
{ {
if (clientStateHash.first > newest) if (clientStateHash.first > newest)
break; break;
@ -187,7 +188,7 @@ void CNetServerTurnManager::NotifyFinishedClientUpdate(CNetServerSession& sessio
m_ClientStateHashes.erase(m_ClientStateHashes.begin(), m_ClientStateHashes.lower_bound(newest+1)); m_ClientStateHashes.erase(m_ClientStateHashes.begin(), m_ClientStateHashes.lower_bound(newest+1));
} }
void CNetServerTurnManager::InitialiseClient(int client, u32 turn, bool observer) void CNetServerTurnManager::InitialiseClient(int client, turn_id_t turn, bool observer)
{ {
NETSERVERTURN_LOG("InitialiseClient(client=%d, turn=%d)\n", client, turn); NETSERVERTURN_LOG("InitialiseClient(client=%d, turn=%d)\n", client, turn);
@ -206,7 +207,7 @@ void CNetServerTurnManager::UninitialiseClient(int client)
bool checkOOS = m_ClientsData[client].isOOS; bool checkOOS = m_ClientsData[client].isOOS;
m_ClientsData.erase(client); m_ClientsData.erase(client);
for (std::pair<const u32, std::map<int, std::string>>& clientStateHash : m_ClientStateHashes) for (std::pair<const turn_id_t, std::map<int, std::string>>& clientStateHash : m_ClientStateHashes)
clientStateHash.second.erase(client); clientStateHash.second.erase(client);
// Check whether we're ready for the next turn now that we're not // Check whether we're ready for the next turn now that we're not
@ -228,8 +229,8 @@ void CNetServerTurnManager::SetTurnLength(u32 msecs)
m_TurnLength = msecs; m_TurnLength = msecs;
} }
u32 CNetServerTurnManager::GetSavedTurnLength(u32 turn) u32 CNetServerTurnManager::GetSavedTurnLength(turn_id_t turn)
{ {
ENSURE(turn <= m_ReadyTurn); ENSURE(turn <= m_ReadyTurn);
return m_SavedTurnLengths.at(turn); return m_SavedTurnLengths.at(static_cast<size_t>(turn));
} }

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games. /* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D. * This file is part of 0 A.D.
* *
* 0 A.D. is free software: you can redistribute it and/or modify * 0 A.D. is free software: you can redistribute it and/or modify
@ -21,6 +21,7 @@
#include "lib/code_annotation.h" #include "lib/code_annotation.h"
#include "lib/types.h" #include "lib/types.h"
#include "ps/CStr.h" #include "ps/CStr.h"
#include "simulation2/helpers/SimulationCommand.h"
#include <map> #include <map>
#include <string> #include <string>
@ -44,15 +45,15 @@ class CNetServerTurnManager
public: public:
CNetServerTurnManager(CNetServerWorker& server); CNetServerTurnManager(CNetServerWorker& server);
void NotifyFinishedClientCommands(CNetServerSession& session, u32 turn); void NotifyFinishedClientCommands(CNetServerSession& session, turn_id_t turn);
void NotifyFinishedClientUpdate(CNetServerSession& session, u32 turn, const CStr& hash); void NotifyFinishedClientUpdate(CNetServerSession& session, turn_id_t turn, const CStr& hash);
/** /**
* Inform the turn manager of a new client * Inform the turn manager of a new client
* @param observer - whether this client is an observer. * @param observer - whether this client is an observer.
*/ */
void InitialiseClient(int client, u32 turn, bool observer); void InitialiseClient(int client, turn_id_t turn, bool observer);
/** /**
* Inform the turn manager that a previously-initialised client has left the game. * Inform the turn manager that a previously-initialised client has left the game.
@ -65,13 +66,13 @@ public:
* Returns the latest turn for which all clients are ready; * Returns the latest turn for which all clients are ready;
* they will have already been told to execute this turn. * they will have already been told to execute this turn.
*/ */
u32 GetReadyTurn() { return m_ReadyTurn; } turn_id_t GetReadyTurn() { return m_ReadyTurn; }
/** /**
* Returns the turn length that was used for the given turn. * Returns the turn length that was used for the given turn.
* Requires turn <= GetReadyTurn(). * Requires turn <= GetReadyTurn().
*/ */
u32 GetSavedTurnLength(u32 turn); u32 GetSavedTurnLength(turn_id_t turn);
private: private:
void CheckClientsReady(); void CheckClientsReady();
@ -80,9 +81,9 @@ private:
{ {
CStrW playerName; CStrW playerName;
// Latest turn for which all commands have been received. // Latest turn for which all commands have been received.
u32 readyTurn; turn_id_t readyTurn;
// Last known simulated turn. // Last known simulated turn.
u32 simulatedTurn; turn_id_t simulatedTurn;
bool isObserver; bool isObserver;
bool isOOS = false; bool isOOS = false;
}; };
@ -93,10 +94,10 @@ private:
bool m_HasSyncError = false; bool m_HasSyncError = false;
// Map of turn -> {Client ID -> state hash}; old indexes <= min(m_ClientsSimulated) are deleted // Map of turn -> {Client ID -> state hash}; old indexes <= min(m_ClientsSimulated) are deleted
std::map<u32, std::map<int, std::string>> m_ClientStateHashes; std::map<turn_id_t, std::map<int, std::string>> m_ClientStateHashes;
/// The latest turn for which we have received all commands from all clients /// The latest turn for which we have received all commands from all clients
u32 m_ReadyTurn; turn_id_t m_ReadyTurn;
// Current turn length // Current turn length
u32 m_TurnLength; u32 m_TurnLength;

View file

@ -90,7 +90,6 @@ CGame::CGame(bool replayLog, const SimulationDebugOptions debugOptions):
m_SimRate(1.0f), m_SimRate(1.0f),
m_PlayerID(-1), m_PlayerID(-1),
m_ViewedPlayerID(-1), m_ViewedPlayerID(-1),
m_IsSavedGame(false),
m_IsVisualReplay(false), m_IsVisualReplay(false),
m_ReplayStream(NULL) m_ReplayStream(NULL)
{ {
@ -224,7 +223,7 @@ void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& saved
const Script::Interface& scriptInterface = m_Simulation2->GetScriptInterface(); const Script::Interface& scriptInterface = m_Simulation2->GetScriptInterface();
Script::Request rq(scriptInterface); Script::Request rq(scriptInterface);
m_IsSavedGame = !savedState.empty(); const bool isSavedGame{!savedState.empty()};
m_Simulation2->SetInitAttributes(attribs); m_Simulation2->SetInitAttributes(attribs);
@ -285,7 +284,7 @@ void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& saved
co_return g_Renderer.GetSceneRenderer().GetWaterManager().LoadWaterTextures(); co_return g_Renderer.GetSceneRenderer().GetWaterManager().LoadWaterTextures();
}, L"LoadWaterTextures", 80); }, L"LoadWaterTextures", 80);
if (m_IsSavedGame) if (isSavedGame)
PS::Loader::Register(std::bind_front( PS::Loader::Register(std::bind_front(
[](CGame* game, const std::string& state) -> PS::Loader::Task [](CGame* game, const std::string& state) -> PS::Loader::Task
{ {
@ -298,13 +297,32 @@ void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& saved
co_return game->LoadVisualReplayData(); co_return game->LoadVisualReplayData();
}, this), L"Loading visual replay data", 1000); }, this), L"Loading visual replay data", 1000);
// Call the script function InitGame only for new games, not saved games
if (!isSavedGame)
{
// Perform some simulation initializations (replace skirmish entities, explore territories, etc.)
// that needs to be done before setting up the AI and shouldn't be done in Atlas
if (!g_AtlasGameLoop->running)
{
PS::Loader::Register(std::bind_front([](CGame* game) -> PS::Loader::Task
{
game->m_Simulation2->PreInitGame();
co_return 0;
}, this), L"PreInitGame", 5000);
}
PS::Loader::Register(std::bind_front([](CGame* game) -> PS::Loader::Task
{
game->m_Simulation2->InitGame();
co_return 0;
}, this), L"InitGame", 4000);
}
PS::Loader::EndRegistering(); PS::Loader::EndRegistering();
} }
int CGame::LoadInitialState(const std::string& savedState) int CGame::LoadInitialState(const std::string& savedState)
{ {
ENSURE(m_IsSavedGame);
std::stringstream stream(savedState); std::stringstream stream(savedState);
bool ok = m_Simulation2->DeserializeState(stream); bool ok = m_Simulation2->DeserializeState(stream);
@ -324,17 +342,6 @@ int CGame::LoadInitialState(const std::string& savedState)
**/ **/
PSRETURN CGame::ReallyStartGame() PSRETURN CGame::ReallyStartGame()
{ {
// Call the script function InitGame only for new games, not saved games
if (!m_IsSavedGame)
{
// Perform some simulation initializations (replace skirmish entities, explore territories, etc.)
// that needs to be done before setting up the AI and shouldn't be done in Atlas
if (!g_AtlasGameLoop->running)
m_Simulation2->PreInitGame();
m_Simulation2->InitGame();
}
// We need to do an initial Interpolate call to set up all the models etc, // We need to do an initial Interpolate call to set up all the models etc,
// because Update might never interpolate (e.g. if the game starts paused) // because Update might never interpolate (e.g. if the game starts paused)
// and we could end up rendering before having set up any models (so they'd // and we could end up rendering before having set up any models (so they'd

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games. /* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D. * This file is part of 0 A.D.
* *
* 0 A.D. is free software: you can redistribute it and/or modify * 0 A.D. is free software: you can redistribute it and/or modify
@ -226,7 +226,6 @@ private:
std::vector<CColor> m_PlayerColors; std::vector<CColor> m_PlayerColors;
int LoadInitialState(const std::string& savedState); int LoadInitialState(const std::string& savedState);
bool m_IsSavedGame; // true if loading a saved game; false for a new game
bool m_CheatsEnabled; bool m_CheatsEnabled;

View file

@ -826,7 +826,7 @@ bool Autostart(const CmdLineArgs& args)
Script::GetPropertyInt(rq, pageData, 1, &pageArgs); Script::GetPropertyInt(rq, pageData, 1, &pageArgs);
Script::StructuredClone clonedpageArgs{Script::WriteStructuredClone(rq, pageArgs)}; Script::StructuredClone clonedpageArgs{Script::WriteStructuredClone(rq, pageArgs)};
g_GUI->OpenChildPage(pageName, std::move(clonedpageArgs)); g_GUI->SwitchPage(pageName, &scriptInterface, pageArgs);
return true; return true;
} }

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games. /* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D. * This file is part of 0 A.D.
* *
* 0 A.D. is free software: you can redistribute it and/or modify * 0 A.D. is free software: you can redistribute it and/or modify
@ -33,7 +33,7 @@ namespace Renderer::Backend { class IDeviceCommandContext; }
* This computes and binds per-vertex data; the modifier is responsible * This computes and binds per-vertex data; the modifier is responsible
* for setting any shader uniforms etc. * for setting any shader uniforms etc.
*/ */
class CPUSkinnedModelVertexRenderer : public ModelVertexRenderer class CPUSkinnedModelVertexRenderer final : public ModelVertexRenderer
{ {
public: public:
CPUSkinnedModelVertexRenderer(); CPUSkinnedModelVertexRenderer();

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games. /* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D. * This file is part of 0 A.D.
* *
* 0 A.D. is free software: you can redistribute it and/or modify * 0 A.D. is free software: you can redistribute it and/or modify
@ -34,7 +34,7 @@ namespace Renderer::Backend { class IShaderProgram; }
* This computes and binds per-vertex data; the modifier is responsible * This computes and binds per-vertex data; the modifier is responsible
* for setting any shader uniforms etc. * for setting any shader uniforms etc.
*/ */
class GPUSkinnedModelModelRenderer : public ModelVertexRenderer class GPUSkinnedModelModelRenderer final : public ModelVertexRenderer
{ {
public: public:
GPUSkinnedModelModelRenderer(); GPUSkinnedModelModelRenderer();

View file

@ -34,7 +34,7 @@ struct InstancingModelRendererInternals;
* This computes and binds per-vertex data; the modifier is responsible * This computes and binds per-vertex data; the modifier is responsible
* for setting any shader uniforms etc (including the instancing transform). * for setting any shader uniforms etc (including the instancing transform).
*/ */
class InstancingModelRenderer : public ModelVertexRenderer class InstancingModelRenderer final : public ModelVertexRenderer
{ {
public: public:
InstancingModelRenderer(); InstancingModelRenderer();

View file

@ -102,15 +102,11 @@ CMaterial::Pass GetMaterialPassFromCullGroup(const int cullGroup, const ERenderM
} }
void ModelRenderer::Init() // static
{
}
// Helper function to copy object-space position and normal vectors into arrays.
void ModelRenderer::CopyPositionAndNormals( void ModelRenderer::CopyPositionAndNormals(
const CModelDefPtr& mdef, const CModelDefPtr& mdef,
const VertexArrayIterator<CVector3D>& Position, const VertexArrayIterator<CVector3D>& Position,
const VertexArrayIterator<CVector3D>& Normal) const VertexArrayIterator<CVector3D>& Normal)
{ {
size_t numVertices = mdef->GetNumVertices(); size_t numVertices = mdef->GetNumVertices();
SModelVertex* vertices = mdef->GetVertices(); SModelVertex* vertices = mdef->GetVertices();
@ -122,11 +118,11 @@ void ModelRenderer::CopyPositionAndNormals(
} }
} }
// Helper function to transform position and normal vectors into world-space. // static
void ModelRenderer::BuildPositionAndNormals( void ModelRenderer::BuildPositionAndNormals(
CModel* model, CModel* model,
const VertexArrayIterator<CVector3D>& Position, const VertexArrayIterator<CVector3D>& Position,
const VertexArrayIterator<CVector3D>& Normal) const VertexArrayIterator<CVector3D>& Normal)
{ {
CModelDefPtr mdef = model->GetModelDef(); CModelDefPtr mdef = model->GetModelDef();
size_t numVertices = mdef->GetNumVertices(); size_t numVertices = mdef->GetNumVertices();
@ -160,43 +156,16 @@ void ModelRenderer::BuildPositionAndNormals(
} }
} }
// static
// Helper function for lighting
void ModelRenderer::BuildColor4ub(
CModel* model,
const VertexArrayIterator<CVector3D>& Normal,
const VertexArrayIterator<SColor4ub>& Color)
{
PROFILE("lighting vertices");
CModelDefPtr mdef = model->GetModelDef();
size_t numVertices = mdef->GetNumVertices();
const CLightEnv& lightEnv = g_Renderer.GetSceneRenderer().GetLightEnv();
CColor shadingColor = model->GetShadingColor();
for (size_t j = 0; j < numVertices; ++j)
{
RGBColor tempcolor = lightEnv.EvaluateUnitScaled(Normal[j]);
tempcolor.X *= shadingColor.r;
tempcolor.Y *= shadingColor.g;
tempcolor.Z *= shadingColor.b;
Color[j] = ConvertRGBColorTo4ub(tempcolor);
}
}
void ModelRenderer::GenTangents(const CModelDefPtr& mdef, std::vector<float>& newVertices, bool gpuSkinning) void ModelRenderer::GenTangents(const CModelDefPtr& mdef, std::vector<float>& newVertices, bool gpuSkinning)
{ {
MikkTSpace ms(mdef, newVertices, gpuSkinning); MikkTSpace ms(mdef, newVertices, gpuSkinning);
ms.Generate(); ms.Generate();
} }
// static
// Copy UV coordinates
void ModelRenderer::BuildUV( void ModelRenderer::BuildUV(
const CModelDefPtr& mdef, const CModelDefPtr& mdef, const VertexArrayIterator<float[2]>& UV, int UVset)
const VertexArrayIterator<float[2]>& UV,
int UVset)
{ {
const size_t numVertices = mdef->GetNumVertices(); const size_t numVertices = mdef->GetNumVertices();
const size_t numberOfUVPerVertex = mdef->GetNumUVsPerVertex(); const size_t numberOfUVPerVertex = mdef->GetNumUVsPerVertex();
@ -209,11 +178,9 @@ void ModelRenderer::BuildUV(
} }
} }
// static
// Build default indices array.
void ModelRenderer::BuildIndices( void ModelRenderer::BuildIndices(
const CModelDefPtr& mdef, const CModelDefPtr& mdef, const VertexArrayIterator<u16>& Indices)
const VertexArrayIterator<u16>& Indices)
{ {
size_t idxidx = 0; size_t idxidx = 0;
SModelFace* faces = mdef->GetFaces(); SModelFace* faces = mdef->GetFaces();
@ -227,105 +194,6 @@ void ModelRenderer::BuildIndices(
} }
} }
///////////////////////////////////////////////////////////////////////////////////////////////
// ShaderModelRenderer implementation
/**
* Internal data of the ShaderModelRenderer.
*
* Separated into the source file to increase implementation hiding (and to
* avoid some causes of recompiles).
*/
struct ShaderModelRenderer::ShaderModelRendererInternals
{
ShaderModelRendererInternals(ShaderModelRenderer* r) : m_Renderer(r) { }
/// Back-link to "our" renderer
ShaderModelRenderer* m_Renderer;
/// ModelVertexRenderer used for vertex transformations
ModelVertexRendererPtr vertexRenderer;
/// List of submitted models for rendering in this frame
std::vector<CModel*> submissions[CSceneRenderer::CULL_MAX];
};
// Construction/Destruction
ShaderModelRenderer::ShaderModelRenderer(ModelVertexRendererPtr vertexrenderer)
{
m = new ShaderModelRendererInternals(this);
m->vertexRenderer = vertexrenderer;
}
ShaderModelRenderer::~ShaderModelRenderer()
{
delete m;
}
// Submit one model.
void ShaderModelRenderer::Submit(int cullGroup, CModel* model)
{
CModelRData* rdata = (CModelRData*)model->GetRenderData();
// Ensure model data is valid
const void* key = m->vertexRenderer.get();
if (!rdata || rdata->GetKey() != key)
{
model->InvalidatePosition();
rdata = m->vertexRenderer->CreateModelData(key, model);
model->SetRenderData(rdata);
model->SetDirty(~0u);
}
m->submissions[cullGroup].push_back(model);
}
// Call update for all submitted models and enter the rendering phase
void ShaderModelRenderer::PrepareModels(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
for (int cullGroup = 0; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
{
for (CModel* model : m->submissions[cullGroup])
{
model->ValidatePosition();
CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
ENSURE(rdata->GetKey() == m->vertexRenderer.get());
}
m->vertexRenderer->UpdateModelsData(deviceCommandContext, m->submissions[cullGroup]);
for (CModel* model : m->submissions[cullGroup])
{
CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
rdata->m_UpdateFlags = 0;
}
}
}
void ShaderModelRenderer::UploadModels(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
for (int cullGroup = 0; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
{
m->vertexRenderer->UploadModelsData(deviceCommandContext, m->submissions[cullGroup]);
}
}
// Clear the submissions list
void ShaderModelRenderer::EndFrame()
{
for (int cullGroup = 0; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
m->submissions[cullGroup].clear();
}
// Helper structs for ShaderModelRenderer::Render(): // Helper structs for ShaderModelRenderer::Render():
struct SMRSortByDistItem struct SMRSortByDistItem
@ -413,12 +281,12 @@ struct SMRCompareTechBucket
} }
}; };
void ShaderModelRenderer::Render( void ModelRenderer::Render(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const RenderModifierPtr& modifier, const CShaderDefines& context, ModelVertexRenderer& modelVertexRenderer, RenderModifier& modifier, const CShaderDefines& context,
int cullGroup, int flags, const ERenderMode renderMode) int cullGroup, int flags, const ERenderMode renderMode, std::span<CModel*> submissions)
{ {
if (m->submissions[cullGroup].empty()) if (submissions.empty())
return; return;
CMatrix3D worldToCam; CMatrix3D worldToCam;
@ -429,7 +297,7 @@ void ShaderModelRenderer::Render(
/* /*
* Rendering approach: * Rendering approach:
* *
* m->submissions contains the list of CModels to render. * submissions contains the list of CModels to render.
* *
* The data we need to render a model is: * The data we need to render a model is:
* - CShaderTechnique * - CShaderTechnique
@ -497,10 +365,9 @@ void ShaderModelRenderer::Render(
{ {
PROFILE3("bucketing by material"); PROFILE3("bucketing by material");
for (size_t i = 0; i < m->submissions[cullGroup].size(); ++i) for (CModel* model : submissions)
{ {
CModel* model = m->submissions[cullGroup][i]; const CMaterial& material{model->GetMaterial()};
const CMaterial material{model->GetMaterial()};
const CShaderDefines& defines{material.GetShaderDefines()}; const CShaderDefines& defines{material.GetShaderDefines()};
const CStrIntern shaderEffect{material.GetShaderEffect(materialPass)}; const CStrIntern shaderEffect{material.GetShaderEffect(materialPass)};
SMRMaterialBucketKey key(shaderEffect, defines); SMRMaterialBucketKey key(shaderEffect, defines);
@ -683,7 +550,7 @@ void ShaderModelRenderer::Render(
Renderer::Backend::IShaderProgram* shader = currentTech->GetShader(pass); Renderer::Backend::IShaderProgram* shader = currentTech->GetShader(pass);
modifier->BeginPass(deviceCommandContext, shader); modifier.BeginPass(deviceCommandContext, shader);
// TODO: Use a more generic approach to handle bound queries. // TODO: Use a more generic approach to handle bound queries.
bool boundTime = false; bool boundTime = false;
@ -753,7 +620,7 @@ void ShaderModelRenderer::Render(
if (newModeldef != currentModeldef) if (newModeldef != currentModeldef)
{ {
currentModeldef = newModeldef; currentModeldef = newModeldef;
m->vertexRenderer->PrepareModelDef(deviceCommandContext, *currentModeldef); modelVertexRenderer.PrepareModelDef(deviceCommandContext, *currentModeldef);
} }
// Bind all uniforms when any change // Bind all uniforms when any change
@ -813,12 +680,12 @@ void ShaderModelRenderer::Render(
} }
} }
modifier->PrepareModel(deviceCommandContext, model); modifier.PrepareModel(deviceCommandContext, model);
CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData()); CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
ENSURE(rdata->GetKey() == m->vertexRenderer.get()); ENSURE(rdata->GetKey() == &modelVertexRenderer);
m->vertexRenderer->RenderModel(deviceCommandContext, shader, model, rdata); modelVertexRenderer.RenderModel(deviceCommandContext, shader, model, rdata);
} }
} }

View file

@ -30,6 +30,7 @@
#include "lib/types.h" #include "lib/types.h"
#include <memory> #include <memory>
#include <span>
#include <vector> #include <vector>
class CModel; class CModel;
@ -39,17 +40,8 @@ namespace Renderer::Backend { class IDeviceCommandContext; }
struct SColor4ub; struct SColor4ub;
template <typename T> class VertexArrayIterator; template <typename T> class VertexArrayIterator;
class RenderModifier;
typedef std::shared_ptr<RenderModifier> RenderModifierPtr;
class LitRenderModifier;
typedef std::shared_ptr<LitRenderModifier> LitRenderModifierPtr;
class ModelVertexRenderer; class ModelVertexRenderer;
typedef std::shared_ptr<ModelVertexRenderer> ModelVertexRendererPtr; class RenderModifier;
class ModelRenderer;
typedef std::shared_ptr<ModelRenderer> ModelRendererPtr;
/** /**
* Class CModelRData: Render data that is maintained per CModel. * Class CModelRData: Render data that is maintained per CModel.
@ -83,25 +75,12 @@ private:
/** /**
* Class ModelRenderer: Abstract base class for all model renders. * ModelRenderer renders a per-frame list of models. It loads the appropriate
* shaders for rendering each model, and that batches by shader technique (and
* by mesh and texture).
* *
* A ModelRenderer manages a per-frame list of models. * ModelRenderer delegates vertex transformation/setup to a
* * ModelVertexRenderer. It delegates fragment stage setup to a RenderModifier.
* It is supposed to be derived in order to create new ways in which
* the per-frame list of models can be managed (for batching, for
* transparent rendering, etc.) or potentially for rarely used special
* effects.
*
* A typical ModelRenderer will delegate vertex transformation/setup
* to a ModelVertexRenderer.
* It will delegate fragment stage setup to a RenderModifier.
*
* For most purposes, you should use a BatchModelRenderer with
* specialized ModelVertexRenderer and RenderModifier implementations.
*
* It is suggested that a derived class implement the provided generic
* Render function, however in some cases it may be necessary to supply
* a Render function with a different prototype.
* *
* ModelRenderer also contains a number of static helper functions * ModelRenderer also contains a number of static helper functions
* for building vertex arrays. * for building vertex arrays.
@ -109,61 +88,10 @@ private:
class ModelRenderer class ModelRenderer
{ {
public: public:
ModelRenderer() { }
virtual ~ModelRenderer() { }
/**
* Initialise global settings.
* Should be called before using the class.
*/
static void Init();
/**
* Submit: Submit a model for rendering this frame.
*
* preconditions : The model must not have been submitted to any
* ModelRenderer in this frame. Submit may only be called
* after EndFrame and before PrepareModels.
*
* @param model The model that will be added to the list of models
* submitted this frame.
*/
virtual void Submit(int cullGroup, CModel* model) = 0;
/**
* PrepareModels: Calculate renderer data for all previously
* submitted models.
*
* Must be called before any rendering calls and after all models
* for this frame have been submitted.
*/
virtual void PrepareModels(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext) = 0;
/**
* Upload renderer data for all previously submitted models to backend.
*
* Must be called before any rendering calls and after all models
* for this frame have been prepared.
*/
virtual void UploadModels(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext) = 0;
/**
* EndFrame: Remove all models from the list of submitted
* models.
*/
virtual void EndFrame() = 0;
/** /**
* Render: Render submitted models, using the given RenderModifier to setup * Render: Render submitted models, using the given RenderModifier to setup
* the fragment stage. * the fragment stage.
* *
* @note It is suggested that derived model renderers implement and use
* this Render functions. However, a highly specialized model renderer
* may need to "disable" this function and provide its own Render function
* with a different prototype.
*
* preconditions : PrepareModels must be called after all models have been * preconditions : PrepareModels must be called after all models have been
* submitted and before calling Render. * submitted and before calling Render.
* *
@ -172,10 +100,10 @@ public:
* If flags is non-zero, only models that contain flags in their * If flags is non-zero, only models that contain flags in their
* CModel::GetFlags() are rendered. * CModel::GetFlags() are rendered.
*/ */
virtual void Render( void Render(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const RenderModifierPtr& modifier, const CShaderDefines& context, ModelVertexRenderer& modelVertexRenderer, RenderModifier& modifier, const CShaderDefines& context,
int cullGroup, int flags, const ERenderMode renderMode) = 0; int cullGroup, int flags, const ERenderMode renderMode, std::span<CModel*> submissions);
/** /**
* CopyPositionAndNormals: Copy unanimated object-space vertices and * CopyPositionAndNormals: Copy unanimated object-space vertices and
@ -190,9 +118,9 @@ public:
* The array behind the iterator must be as large as the Position array. * The array behind the iterator must be as large as the Position array.
*/ */
static void CopyPositionAndNormals( static void CopyPositionAndNormals(
const CModelDefPtr& mdef, const CModelDefPtr& mdef,
const VertexArrayIterator<CVector3D>& Position, const VertexArrayIterator<CVector3D>& Position,
const VertexArrayIterator<CVector3D>& Normal); const VertexArrayIterator<CVector3D>& Normal);
/** /**
* BuildPositionAndNormals: Build animated vertices and normals, * BuildPositionAndNormals: Build animated vertices and normals,
@ -209,25 +137,9 @@ public:
* the Position array. * the Position array.
*/ */
static void BuildPositionAndNormals( static void BuildPositionAndNormals(
CModel* model, CModel* model,
const VertexArrayIterator<CVector3D>& Position, const VertexArrayIterator<CVector3D>& Position,
const VertexArrayIterator<CVector3D>& Normal); const VertexArrayIterator<CVector3D>& Normal);
/**
* BuildColor4ub: Build lighting colors for the given model,
* based on previously calculated world space normals.
*
* @param model The model that is to be lit.
* @param Normal Array of the model's normal vectors, animated and
* transformed into world space.
* @param Color Points to the array that will receive the lit vertex color.
* The array behind the iterator must large enough to hold
* model->GetModelDef()->GetNumVertices() vertices.
*/
static void BuildColor4ub(
CModel* model,
const VertexArrayIterator<CVector3D>& Normal,
const VertexArrayIterator<SColor4ub>& Color);
/** /**
* BuildUV: Copy UV coordinates into the given vertex array. * BuildUV: Copy UV coordinates into the given vertex array.
@ -238,9 +150,9 @@ public:
* mdef->GetNumVertices() vertices. * mdef->GetNumVertices() vertices.
*/ */
static void BuildUV( static void BuildUV(
const CModelDefPtr& mdef, const CModelDefPtr& mdef,
const VertexArrayIterator<float[2]>& UV, const VertexArrayIterator<float[2]>& UV,
int UVset); int UVset);
/** /**
* BuildIndices: Create the indices array for the given CModelDef. * BuildIndices: Create the indices array for the given CModelDef.
@ -250,8 +162,7 @@ public:
* mdef->GetNumFaces()*3 elements. * mdef->GetNumFaces()*3 elements.
*/ */
static void BuildIndices( static void BuildIndices(
const CModelDefPtr& mdef, const CModelDefPtr& mdef, const VertexArrayIterator<u16>& Indices);
const VertexArrayIterator<u16>& Indices);
/** /**
* GenTangents: Generate tangents for the given CModelDef. * GenTangents: Generate tangents for the given CModelDef.
@ -263,33 +174,4 @@ public:
static void GenTangents(const CModelDefPtr& mdef, std::vector<float>& newVertices, bool gpuSkinning); static void GenTangents(const CModelDefPtr& mdef, std::vector<float>& newVertices, bool gpuSkinning);
}; };
/**
* Implementation of ModelRenderer that loads the appropriate shaders for
* rendering each model, and that batches by shader technique (and by mesh and texture).
*/
class ShaderModelRenderer : public ModelRenderer
{
friend struct ShaderModelRendererInternals;
public:
ShaderModelRenderer(ModelVertexRendererPtr vertexrender);
~ShaderModelRenderer() override;
// Batching implementations
void Submit(int cullGroup, CModel* model) override;
void PrepareModels(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext) override;
void UploadModels(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext) override;
void EndFrame() override;
void Render(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const RenderModifierPtr& modifier, const CShaderDefines& context,
int cullGroup, int flags, const ERenderMode renderMode) override;
private:
struct ShaderModelRendererInternals;
ShaderModelRendererInternals* m;
};
#endif // INCLUDED_MODELRENDERER #endif // INCLUDED_MODELRENDERER

View file

@ -62,7 +62,6 @@
#include "ps/VideoMode.h" #include "ps/VideoMode.h"
#include "ps/World.h" #include "ps/World.h"
#include "renderer/DebugRenderer.h" #include "renderer/DebugRenderer.h"
#include "renderer/ModelRenderer.h"
#include "renderer/PostprocManager.h" #include "renderer/PostprocManager.h"
#include "renderer/RenderingOptions.h" #include "renderer/RenderingOptions.h"
#include "renderer/SceneRenderer.h" #include "renderer/SceneRenderer.h"
@ -456,7 +455,6 @@ CRenderer::CRenderer(Renderer::Backend::IDevice* device)
ModelDefActivateFastImpl(); ModelDefActivateFastImpl();
ColorActivateFastImpl(); ColorActivateFastImpl();
ModelRenderer::Init();
} }
CRenderer::~CRenderer() CRenderer::~CRenderer()

View file

@ -212,17 +212,17 @@ void CRenderingOptions::ReadConfigAndSetupHooks()
m_ConfigHooks->Setup("silhouettes", m_Silhouettes); m_ConfigHooks->Setup("silhouettes", m_Silhouettes);
m_ConfigHooks->Setup("gpuskinning", [this]() { m_ConfigHooks->Setup("gpuskinning", [this]() {
const Renderer::Backend::IDevice::Capabilities& capabilities{ if (g_ConfigDB.Get("gpuskinning", false))
g_VideoMode.GetBackendDevice()->GetCapabilities()};
if (!g_ConfigDB.Get("gpuskinning", false))
return;
if (capabilities.computeShaders && capabilities.storage)
m_GPUSkinning = true;
else
{ {
m_GPUSkinning = false; const Renderer::Backend::IDevice::Capabilities& capabilities{
LOGMESSAGE("GPU skinning isn't supported on the current hardware."); g_VideoMode.GetBackendDevice()->GetCapabilities()};
if (capabilities.computeShaders && capabilities.storage)
m_GPUSkinning = true;
else
{
m_GPUSkinning = false;
LOGMESSAGE("GPU skinning isn't supported on the current hardware.");
}
} }
if (CRenderer::IsInitialised()) if (CRenderer::IsInitialised())

View file

@ -68,6 +68,7 @@
#include <algorithm> #include <algorithm>
#include <cmath> #include <cmath>
#include <optional>
struct SScreenRect struct SScreenRect
{ {
@ -115,78 +116,192 @@ public:
SilhouetteRenderer silhouetteRenderer; SilhouetteRenderer silhouetteRenderer;
/// Various model renderers // Various model renderers
struct Models struct Models
{ {
// NOTE: The current renderer design (with ModelRenderer, ModelVertexRenderer,
// RenderModifier, etc) is mostly a relic of an older design that implemented
// the different materials and rendering modes through extensive subclassing
// and hooking objects together in various combinations.
// The new design uses the CShaderManager API to abstract away the details
// of rendering, and uses a data-driven approach to materials, so there are
// now a small number of generic subclasses instead of many specialised subclasses,
// but most of the old infrastructure hasn't been refactored out yet and leads to
// some unwanted complexity.
// Submitted models are split on two axes: // Submitted models are split on two axes:
// - Normal vs Transp[arent] - alpha-blended models are stored in a separate // - Opaque vs Transparent - alpha-blended models are stored in a separate
// list so we can draw them above/below the alpha-blended water plane correctly // list so we can draw them above/below the alpha-blended water plane correctly
// - Skinned vs Unskinned - with hardware lighting we don't need to // - Skinned vs Unskinned - we don't need to duplicate mesh data per
// duplicate mesh data per model instance (except for skinned models), // model instance (except for skinned models), so non-skinned models
// so non-skinned models get different ModelVertexRenderers // get different ModelVertexRenderers
ModelRendererPtr NormalSkinned; struct Submissions
ModelRendererPtr NormalUnskinned; // == NormalSkinned if unskinned shader instancing not supported {
ModelRendererPtr TranspSkinned; std::vector<CModel*> submissions[CSceneRenderer::CULL_MAX];
ModelRendererPtr TranspUnskinned; // == TranspSkinned if unskinned shader instancing not supported };
ModelVertexRendererPtr VertexRendererShader; // Unskinned submissions should be prepared and rendered with
ModelVertexRendererPtr VertexInstancingShader; // VertexInstancingShader. Skinned - with Vertex*SkinningShader
ModelVertexRendererPtr VertexGPUSkinningShader; // depending on whether GPU skinning is enabled.
Submissions OpaqueSkinned;
Submissions OpaqueUnskinned;
Submissions TransparentSkinned;
Submissions TransparentUnskinned;
LitRenderModifierPtr ModShader; ModelRenderer modelRenderer;
InstancingModelRenderer VertexInstancingShader;
CPUSkinnedModelVertexRenderer VertexCPUSkinningShader;
// We can't create GPU skinning renderer for renderer devices without
// its support.
std::optional<GPUSkinnedModelModelRenderer> VertexGPUSkinningShader;
ShaderRenderModifier ModShader;
bool GPUSkinningEnabled{false};
} Model; } Model;
CShaderDefines globalContext; CShaderDefines globalContext;
/**
* Upload renderer data for all previously submitted models to backend.
*
* Must be called before any rendering calls and after all models
* for this frame have been prepared.
*/
void UploadModels(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
PROFILE3("upload models");
ModelVertexRenderer& modelVertexSkinningRenderer{
Model.GPUSkinningEnabled
? static_cast<ModelVertexRenderer&>(*Model.VertexGPUSkinningShader)
: static_cast<ModelVertexRenderer&>(Model.VertexCPUSkinningShader)};
for (int cullGroup{0}; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
{
modelVertexSkinningRenderer.UploadModelsData(deviceCommandContext, Model.OpaqueSkinned.submissions[cullGroup]);
modelVertexSkinningRenderer.UploadModelsData(deviceCommandContext, Model.TransparentSkinned.submissions[cullGroup]);
}
for (int cullGroup{0}; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
{
Model.VertexInstancingShader.UploadModelsData(deviceCommandContext, Model.OpaqueUnskinned.submissions[cullGroup]);
Model.VertexInstancingShader.UploadModelsData(deviceCommandContext, Model.TransparentUnskinned.submissions[cullGroup]);
}
}
/**
* PrepareModels: Calculate renderer data for all previously
* submitted models.
*
* Must be called before any rendering calls and after all models
* for this frame have been submitted.
*/
void PrepareModels(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
PROFILE3("prepare models");
ModelVertexRenderer& modelVertexSkinningRenderer{
Model.GPUSkinningEnabled
? static_cast<ModelVertexRenderer&>(*Model.VertexGPUSkinningShader)
: static_cast<ModelVertexRenderer&>(Model.VertexCPUSkinningShader)};
for (int cullGroup{0}; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
{
PrepareModels(deviceCommandContext, modelVertexSkinningRenderer, Model.OpaqueSkinned.submissions[cullGroup]);
PrepareModels(deviceCommandContext, modelVertexSkinningRenderer, Model.TransparentSkinned.submissions[cullGroup]);
}
for (int cullGroup{0}; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
{
PrepareModels(deviceCommandContext, Model.VertexInstancingShader, Model.OpaqueUnskinned.submissions[cullGroup]);
PrepareModels(deviceCommandContext, Model.VertexInstancingShader, Model.TransparentUnskinned.submissions[cullGroup]);
}
}
void PrepareModels(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext, ModelVertexRenderer& modelVertexRenderer, std::span<CModel*> submissions)
{
for (CModel* model : submissions)
{
model->ValidatePosition();
CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
ENSURE(rdata->GetKey() == &modelVertexRenderer);
}
modelVertexRenderer.UpdateModelsData(deviceCommandContext, submissions);
for (CModel* model : submissions)
{
CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
rdata->m_UpdateFlags = 0;
}
}
/**
* Submit: Submit a model for rendering this frame.
*
* preconditions : The model must not have been submitted to any
* ModelRenderer in this frame. Submit may only be called
* after EndFrame and before PrepareModels.
*
* @param model The model that will be added to the list of models
* submitted this frame.
*/
void Submit(const int cullGroup, ModelVertexRenderer& modelVertexRenderer, Models::Submissions& submissions, CModel* model)
{
CModelRData* rdata{static_cast<CModelRData*>(model->GetRenderData())};
// Ensure model data is valid.
// TODO: using a pointer as a key is unsafe.
const void* key{&modelVertexRenderer};
if (!rdata || rdata->GetKey() != key)
{
model->InvalidatePosition();
rdata = modelVertexRenderer.CreateModelData(key, model);
model->SetRenderData(rdata);
model->SetDirty(~0u);
}
submissions.submissions[cullGroup].push_back(model);
}
/** /**
* Renders all non-alpha-blended models with the given context. * Renders all non-alpha-blended models with the given context.
*/ */
void CallModelRenderers( void CallOpaqueModelRenderers(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, int cullGroup, int flags, const ERenderMode renderMode) const CShaderDefines& context, int cullGroup, int flags, const ERenderMode renderMode)
{ {
CShaderDefines contextSkinned = context; ModelVertexRenderer& modelVertexSkinningRenderer{
if (g_RenderingOptions.GetGPUSkinning()) Model.GPUSkinningEnabled
contextSkinned.Add(str_USE_INSTANCING, str_1); ? static_cast<ModelVertexRenderer&>(*Model.VertexGPUSkinningShader)
Model.NormalSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags, renderMode); : static_cast<ModelVertexRenderer&>(Model.VertexCPUSkinningShader)};
if (Model.NormalUnskinned != Model.NormalSkinned) CShaderDefines contextSkinned = context;
{ if (Model.GPUSkinningEnabled)
CShaderDefines contextUnskinned = context; contextSkinned.Add(str_USE_INSTANCING, str_1);
contextUnskinned.Add(str_USE_INSTANCING, str_1); Model.modelRenderer.Render(deviceCommandContext, modelVertexSkinningRenderer, Model.ModShader, contextSkinned, cullGroup, flags, renderMode, Model.OpaqueSkinned.submissions[cullGroup]);
Model.NormalUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
} CShaderDefines contextUnskinned = context;
contextUnskinned.Add(str_USE_INSTANCING, str_1);
Model.modelRenderer.Render(deviceCommandContext, Model.VertexInstancingShader, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode, Model.OpaqueUnskinned.submissions[cullGroup]);
} }
/** /**
* Renders all alpha-blended models with the given context. * Renders all alpha-blended models with the given context.
*/ */
void CallTranspModelRenderers( void CallTransparentModelRenderers(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, int cullGroup, int flags, const ERenderMode renderMode) const CShaderDefines& context, int cullGroup, int flags, const ERenderMode renderMode)
{ {
CShaderDefines contextSkinned = context; ModelVertexRenderer& modelVertexSkinningRenderer{
if (g_RenderingOptions.GetGPUSkinning()) Model.GPUSkinningEnabled
contextSkinned.Add(str_USE_INSTANCING, str_1); ? static_cast<ModelVertexRenderer&>(*Model.VertexGPUSkinningShader)
Model.TranspSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags, renderMode); : static_cast<ModelVertexRenderer&>(Model.VertexCPUSkinningShader)};
if (Model.TranspUnskinned != Model.TranspSkinned) CShaderDefines contextSkinned = context;
{ if (Model.GPUSkinningEnabled)
CShaderDefines contextUnskinned = context; contextSkinned.Add(str_USE_INSTANCING, str_1);
contextUnskinned.Add(str_USE_INSTANCING, str_1); Model.modelRenderer.Render(deviceCommandContext, modelVertexSkinningRenderer, Model.ModShader, contextSkinned, cullGroup, flags, renderMode, Model.TransparentSkinned.submissions[cullGroup]);
Model.TranspUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
} CShaderDefines contextUnskinned = context;
contextUnskinned.Add(str_USE_INSTANCING, str_1);
Model.modelRenderer.Render(deviceCommandContext, Model.VertexInstancingShader, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode, Model.TransparentUnskinned.submissions[cullGroup]);
} }
}; };
@ -239,26 +354,12 @@ void CSceneRenderer::ReloadShaders([[maybe_unused]] Renderer::Backend::IDevice*
m->globalContext.Add(str_RENDER_DEBUG_MODE, m->globalContext.Add(str_RENDER_DEBUG_MODE,
RenderDebugModeEnum::ToString(g_RenderingOptions.GetRenderDebugMode())); RenderDebugModeEnum::ToString(g_RenderingOptions.GetRenderDebugMode()));
m->Model.ModShader = LitRenderModifierPtr(new ShaderRenderModifier()); m->Model.GPUSkinningEnabled = g_RenderingOptions.GetGPUSkinning();
if (m->Model.GPUSkinningEnabled)
m->Model.VertexRendererShader = ModelVertexRendererPtr(new CPUSkinnedModelVertexRenderer());
m->Model.VertexInstancingShader = ModelVertexRendererPtr(new InstancingModelRenderer());
if (g_RenderingOptions.GetGPUSkinning())
{ {
m->Model.VertexGPUSkinningShader = ModelVertexRendererPtr(new GPUSkinnedModelModelRenderer()); if (!m->Model.VertexGPUSkinningShader.has_value())
m->Model.NormalSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexGPUSkinningShader)); m->Model.VertexGPUSkinningShader.emplace();
m->Model.TranspSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexGPUSkinningShader));
} }
else
{
m->Model.VertexGPUSkinningShader.reset();
m->Model.NormalSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexRendererShader));
m->Model.TranspSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexRendererShader));
}
m->Model.NormalUnskinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexInstancingShader));
m->Model.TranspUnskinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexInstancingShader));
} }
void CSceneRenderer::Initialize() void CSceneRenderer::Initialize()
@ -282,8 +383,8 @@ void CSceneRenderer::Resize(int /*width*/, int /*height*/)
void CSceneRenderer::BeginFrame() void CSceneRenderer::BeginFrame()
{ {
// choose model renderers for this frame // choose model renderers for this frame
m->Model.ModShader->SetShadowMap(&m->shadow); m->Model.ModShader.SetShadowMap(&m->shadow);
m->Model.ModShader->SetLightEnv(m_LightEnv); m->Model.ModShader.SetLightEnv(m_LightEnv);
} }
void CSceneRenderer::SetSimulation(CSimulation2* simulation) void CSceneRenderer::SetSimulation(CSimulation2* simulation)
@ -315,12 +416,12 @@ void CSceneRenderer::RenderShadowMap(
{ {
PROFILE("render models"); PROFILE("render models");
m->CallModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID); m->CallOpaqueModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID);
} }
{ {
PROFILE("render transparent models"); PROFILE("render transparent models");
m->CallTranspModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID); m->CallTransparentModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID);
} }
} }
@ -363,10 +464,10 @@ void CSceneRenderer::RenderModels(
const ERenderMode modelRenderMode{ const ERenderMode modelRenderMode{
m_ModelRenderMode == WIREFRAME ? WIREFRAME : SOLID}; m_ModelRenderMode == WIREFRAME ? WIREFRAME : SOLID};
m->CallModelRenderers(deviceCommandContext, context, cullGroup, flags, modelRenderMode); m->CallOpaqueModelRenderers(deviceCommandContext, context, cullGroup, flags, modelRenderMode);
if (m_ModelRenderMode == EDGED_FACES) if (m_ModelRenderMode == EDGED_FACES)
m->CallModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES); m->CallOpaqueModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
} }
void CSceneRenderer::RenderTransparentModels( void CSceneRenderer::RenderTransparentModels(
@ -388,13 +489,13 @@ void CSceneRenderer::RenderTransparentModels(
m_ModelRenderMode == WIREFRAME ? WIREFRAME : SOLID}; m_ModelRenderMode == WIREFRAME ? WIREFRAME : SOLID};
if (transparentMode == TRANSPARENT || transparentMode == TRANSPARENT_OPAQUE) if (transparentMode == TRANSPARENT || transparentMode == TRANSPARENT_OPAQUE)
m->CallTranspModelRenderers(deviceCommandContext, contextOpaque, cullGroup, flags, modelRenderMode); m->CallTransparentModelRenderers(deviceCommandContext, contextOpaque, cullGroup, flags, modelRenderMode);
if (transparentMode == TRANSPARENT || transparentMode == TRANSPARENT_BLEND) if (transparentMode == TRANSPARENT || transparentMode == TRANSPARENT_BLEND)
m->CallTranspModelRenderers(deviceCommandContext, contextBlend, cullGroup, flags, modelRenderMode); m->CallTransparentModelRenderers(deviceCommandContext, contextBlend, cullGroup, flags, modelRenderMode);
if (m_ModelRenderMode == EDGED_FACES) if (m_ModelRenderMode == EDGED_FACES)
m->CallTranspModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES); m->CallTransparentModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
} }
// SetObliqueFrustumClipping: change the near plane to the given clip plane (in world space) // SetObliqueFrustumClipping: change the near plane to the given clip plane (in world space)
@ -709,24 +810,24 @@ void CSceneRenderer::RenderSilhouettes(
{ {
PROFILE("render model occluders"); PROFILE("render model occluders");
m->CallModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID); m->CallOpaqueModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID);
} }
{ {
PROFILE("render transparent occluders"); PROFILE("render transparent occluders");
m->CallTranspModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID); m->CallTransparentModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID);
} }
// Since we can't sort, we'll use the stencil buffer to ensure we only draw // Since we can't sort, we'll use the stencil buffer to ensure we only draw
// a pixel once (using the color of whatever model happens to be drawn first). // a pixel once (using the color of whatever model happens to be drawn first).
{ {
PROFILE("render model casters"); PROFILE("render model casters");
m->CallModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID); m->CallOpaqueModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID);
} }
{ {
PROFILE("render transparent casters"); PROFILE("render transparent casters");
m->CallTranspModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID); m->CallTransparentModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID);
} }
} }
@ -770,15 +871,7 @@ void CSceneRenderer::PrepareSubmissions(
CShaderDefines context = m->globalContext; CShaderDefines context = m->globalContext;
// Prepare model renderers // Prepare model renderers
{ m->PrepareModels(deviceCommandContext);
PROFILE3("prepare models");
m->Model.NormalSkinned->PrepareModels(deviceCommandContext);
m->Model.TranspSkinned->PrepareModels(deviceCommandContext);
if (m->Model.NormalUnskinned != m->Model.NormalSkinned)
m->Model.NormalUnskinned->PrepareModels(deviceCommandContext);
if (m->Model.TranspUnskinned != m->Model.TranspSkinned)
m->Model.TranspUnskinned->PrepareModels(deviceCommandContext);
}
m->terrainRenderer.PrepareForRendering(); m->terrainRenderer.PrepareForRendering();
@ -786,15 +879,7 @@ void CSceneRenderer::PrepareSubmissions(
m->particleRenderer.PrepareForRendering(context); m->particleRenderer.PrepareForRendering(context);
{ m->UploadModels(deviceCommandContext);
PROFILE3("upload models");
m->Model.NormalSkinned->UploadModels(deviceCommandContext);
m->Model.TranspSkinned->UploadModels(deviceCommandContext);
if (m->Model.NormalUnskinned != m->Model.NormalSkinned)
m->Model.NormalUnskinned->UploadModels(deviceCommandContext);
if (m->Model.TranspUnskinned != m->Model.TranspSkinned)
m->Model.TranspUnskinned->UploadModels(deviceCommandContext);
}
m->overlayRenderer.Upload(deviceCommandContext); m->overlayRenderer.Upload(deviceCommandContext);
@ -908,13 +993,13 @@ void CSceneRenderer::EndFrame()
m->particleRenderer.EndFrame(); m->particleRenderer.EndFrame();
m->silhouetteRenderer.EndFrame(); m->silhouetteRenderer.EndFrame();
// Finish model renderers for (int cullGroup{0}; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
m->Model.NormalSkinned->EndFrame(); {
m->Model.TranspSkinned->EndFrame(); m->Model.OpaqueSkinned.submissions[cullGroup].clear();
if (m->Model.NormalUnskinned != m->Model.NormalSkinned) m->Model.TransparentSkinned.submissions[cullGroup].clear();
m->Model.NormalUnskinned->EndFrame(); m->Model.OpaqueUnskinned.submissions[cullGroup].clear();
if (m->Model.TranspUnskinned != m->Model.TranspSkinned) m->Model.TransparentUnskinned.submissions[cullGroup].clear();
m->Model.TranspUnskinned->EndFrame(); }
} }
void CSceneRenderer::DisplayFrustum(Renderer::Backend::IDeviceCommandContext& deviceCommandContext) void CSceneRenderer::DisplayFrustum(Renderer::Backend::IDeviceCommandContext& deviceCommandContext)
@ -1029,21 +1114,25 @@ void CSceneRenderer::SubmitNonRecursive(CModel* model)
m->shadow.AddShadowCasterBound(cascade, model->GetWorldBounds()); m->shadow.AddShadowCasterBound(cascade, model->GetWorldBounds());
} }
bool requiresSkinning = (model->GetModelDef()->GetNumBones() != 0); const bool requiresSkinning{model->GetModelDef()->GetNumBones() != 0};
ModelVertexRenderer& modelVertexSkinningRenderer{
m->Model.GPUSkinningEnabled
? static_cast<ModelVertexRenderer&>(*m->Model.VertexGPUSkinningShader)
: static_cast<ModelVertexRenderer&>(m->Model.VertexCPUSkinningShader)};
if (model->GetMaterial().UsesAlphaBlending()) if (model->GetMaterial().UsesAlphaBlending())
{ {
if (requiresSkinning) if (requiresSkinning)
m->Model.TranspSkinned->Submit(m_CurrentCullGroup, model); m->Submit(m_CurrentCullGroup, modelVertexSkinningRenderer, m->Model.TransparentSkinned, model);
else else
m->Model.TranspUnskinned->Submit(m_CurrentCullGroup, model); m->Submit(m_CurrentCullGroup, m->Model.VertexInstancingShader, m->Model.TransparentUnskinned, model);
} }
else else
{ {
if (requiresSkinning) if (requiresSkinning)
m->Model.NormalSkinned->Submit(m_CurrentCullGroup, model); m->Submit(m_CurrentCullGroup, modelVertexSkinningRenderer, m->Model.OpaqueSkinned, model);
else else
m->Model.NormalUnskinned->Submit(m_CurrentCullGroup, model); m->Submit(m_CurrentCullGroup, m->Model.VertexInstancingShader, m->Model.OpaqueUnskinned, model);
} }
} }

View file

@ -32,8 +32,10 @@ enum class Format
R8G8_UINT, R8G8_UINT,
R8G8B8_UNORM, R8G8B8_UNORM,
R8G8B8A8_UNORM, R8G8B8A8_UNORM,
R8G8B8A8_SRGB,
R8G8B8A8_UINT, R8G8B8A8_UINT,
B8G8R8A8_UNORM, B8G8R8A8_UNORM,
B8G8R8A8_SRGB,
// TODO: we need to drop legacy A8 and L8 formats as soon as we have proper // TODO: we need to drop legacy A8 and L8 formats as soon as we have proper
// channel swizzling. // channel swizzling.
@ -65,9 +67,13 @@ enum class Format
D32_SFLOAT_S8_UINT, D32_SFLOAT_S8_UINT,
BC1_RGB_UNORM, BC1_RGB_UNORM,
BC1_RGB_SRGB,
BC1_RGBA_UNORM, BC1_RGBA_UNORM,
BC1_RGBA_SRGB,
BC2_UNORM, BC2_UNORM,
BC3_UNORM BC2_SRGB,
BC3_UNORM,
BC3_SRGB,
}; };
inline bool IsDepthFormat(const Format format) inline bool IsDepthFormat(const Format format)

View file

@ -352,11 +352,11 @@ std::unique_ptr<IDevice> CDevice::Create(SDL_Window* window)
#if CONFIG2_GLES #if CONFIG2_GLES
// Some GLES implementations have GL_EXT_texture_compression_dxt1 // Some GLES implementations have GL_EXT_texture_compression_dxt1
// but that only supports DXT1 so we can't use it. // but that only supports DXT1 so we can't use it.
capabilities.S3TC = GLAD_GL_EXT_texture_compression_s3tc; capabilities.S3TC = GLAD_GL_EXT_texture_compression_s3tc && GLAD_GL_EXT_texture_compression_s3tc_srgb;
#else #else
// Note: we don't bother checking for GL_S3_s3tc - it is incompatible // Note: we don't bother checking for GL_S3_s3tc - it is incompatible
// and irrelevant (was never widespread). // and irrelevant (was never widespread).
capabilities.S3TC = GLAD_GL_EXT_texture_compression_s3tc; capabilities.S3TC = GLAD_GL_EXT_texture_compression_s3tc && GLAD_GL_EXT_texture_sRGB;
#endif #endif
#if CONFIG2_GLES #if CONFIG2_GLES
capabilities.multisampling = false; capabilities.multisampling = false;
@ -738,6 +738,7 @@ bool CDevice::IsTextureFormatSupported(const Format format) const
case Format::R8G8B8_UNORM: case Format::R8G8B8_UNORM:
case Format::R8G8B8A8_UNORM: case Format::R8G8B8A8_UNORM:
case Format::R8G8B8A8_SRGB:
case Format::A8_UNORM: case Format::A8_UNORM:
case Format::L8_UNORM: case Format::L8_UNORM:
supported = true; supported = true;
@ -763,9 +764,13 @@ bool CDevice::IsTextureFormatSupported(const Format format) const
break; break;
case Format::BC1_RGB_UNORM: case Format::BC1_RGB_UNORM:
case Format::BC1_RGB_SRGB:
case Format::BC1_RGBA_UNORM: case Format::BC1_RGBA_UNORM:
case Format::BC1_RGBA_SRGB:
case Format::BC2_UNORM: case Format::BC2_UNORM:
case Format::BC2_SRGB:
case Format::BC3_UNORM: case Format::BC3_UNORM:
case Format::BC3_SRGB:
supported = m_Capabilities.S3TC; supported = m_Capabilities.S3TC;
break; break;

View file

@ -348,7 +348,8 @@ void CDeviceCommandContext::UploadTextureRegion(
GLenum pixelFormat = GL_RGBA; GLenum pixelFormat = GL_RGBA;
switch (dataFormat) switch (dataFormat)
{ {
case Format::R8G8B8A8_UNORM: case Format::R8G8B8A8_UNORM: [[fallthrough]];
case Format::R8G8B8A8_SRGB:
break; break;
case Format::R8G8B8_UNORM: case Format::R8G8B8_UNORM:
pixelFormat = GL_RGB; pixelFormat = GL_RGB;
@ -381,9 +382,13 @@ void CDeviceCommandContext::UploadTextureRegion(
} }
else if ( else if (
texture->GetFormat() == Format::BC1_RGB_UNORM || texture->GetFormat() == Format::BC1_RGB_UNORM ||
texture->GetFormat() == Format::BC1_RGB_SRGB ||
texture->GetFormat() == Format::BC1_RGBA_UNORM || texture->GetFormat() == Format::BC1_RGBA_UNORM ||
texture->GetFormat() == Format::BC1_RGBA_SRGB ||
texture->GetFormat() == Format::BC2_UNORM || texture->GetFormat() == Format::BC2_UNORM ||
texture->GetFormat() == Format::BC3_UNORM) texture->GetFormat() == Format::BC2_SRGB ||
texture->GetFormat() == Format::BC3_UNORM ||
texture->GetFormat() == Format::BC3_SRGB)
{ {
ENSURE(xOffset == 0 && yOffset == 0); ENSURE(xOffset == 0 && yOffset == 0);
ENSURE(texture->GetFormat() == dataFormat); ENSURE(texture->GetFormat() == dataFormat);
@ -392,15 +397,27 @@ void CDeviceCommandContext::UploadTextureRegion(
GLenum internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; GLenum internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
switch (texture->GetFormat()) switch (texture->GetFormat())
{ {
case Format::BC1_RGB_SRGB:
internalFormat = GL_COMPRESSED_SRGB_S3TC_DXT1_EXT;
break;
case Format::BC1_RGBA_UNORM: case Format::BC1_RGBA_UNORM:
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
break; break;
case Format::BC1_RGBA_SRGB:
internalFormat = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
break;
case Format::BC2_UNORM: case Format::BC2_UNORM:
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
break; break;
case Format::BC2_SRGB:
internalFormat = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
break;
case Format::BC3_UNORM: case Format::BC3_UNORM:
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
break; break;
case Format::BC3_SRGB:
internalFormat = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
break;
default: default:
break; break;
} }

View file

@ -187,6 +187,9 @@ std::unique_ptr<CTexture> CTexture::Create(
break; break;
case Format::R8G8B8A8_UNORM: case Format::R8G8B8A8_UNORM:
break; break;
case Format::R8G8B8A8_SRGB:
internalFormat = GL_SRGB_ALPHA_EXT;
break;
case Format::R8G8B8_UNORM: case Format::R8G8B8_UNORM:
internalFormat = GL_RGB; internalFormat = GL_RGB;
pixelFormat = GL_RGB; pixelFormat = GL_RGB;
@ -254,9 +257,13 @@ std::unique_ptr<CTexture> CTexture::Create(
break; break;
#endif #endif
case Format::BC1_RGB_UNORM: case Format::BC1_RGB_UNORM:
case Format::BC1_RGB_SRGB:
case Format::BC1_RGBA_UNORM: case Format::BC1_RGBA_UNORM:
case Format::BC1_RGBA_SRGB:
case Format::BC2_UNORM: case Format::BC2_UNORM:
case Format::BC2_SRGB:
case Format::BC3_UNORM: case Format::BC3_UNORM:
case Format::BC3_SRGB:
compressedFormat = true; compressedFormat = true;
break; break;
default: default:

View file

@ -847,9 +847,13 @@ bool CDevice::IsTextureFormatSupported(const Format format) const
return false; return false;
case Format::BC1_RGB_UNORM: case Format::BC1_RGB_UNORM:
case Format::BC1_RGB_SRGB:
case Format::BC1_RGBA_UNORM: case Format::BC1_RGBA_UNORM:
case Format::BC1_RGBA_SRGB:
case Format::BC2_UNORM: case Format::BC2_UNORM:
case Format::BC2_SRGB:
case Format::BC3_UNORM: case Format::BC3_UNORM:
case Format::BC3_SRGB:
if (m_Capabilities.S3TC) if (m_Capabilities.S3TC)
return true; return true;
else else

View file

@ -174,8 +174,10 @@ VkFormat FromFormat(const Format format)
CASE(R8G8_UNORM) CASE(R8G8_UNORM)
CASE(R8G8_UINT) CASE(R8G8_UINT)
CASE(R8G8B8A8_UNORM) CASE(R8G8B8A8_UNORM)
CASE(R8G8B8A8_SRGB)
CASE(R8G8B8A8_UINT) CASE(R8G8B8A8_UINT)
CASE(B8G8R8A8_UNORM) CASE(B8G8R8A8_UNORM)
CASE(B8G8R8A8_SRGB)
CASE(R16_UNORM) CASE(R16_UNORM)
CASE(R16_UINT) CASE(R16_UINT)
@ -204,9 +206,13 @@ VkFormat FromFormat(const Format format)
CASE(D32_SFLOAT) CASE(D32_SFLOAT)
CASE2(BC1_RGB_UNORM, BC1_RGB_UNORM_BLOCK) CASE2(BC1_RGB_UNORM, BC1_RGB_UNORM_BLOCK)
CASE2(BC1_RGB_SRGB, BC1_RGB_SRGB_BLOCK)
CASE2(BC1_RGBA_UNORM, BC1_RGBA_UNORM_BLOCK) CASE2(BC1_RGBA_UNORM, BC1_RGBA_UNORM_BLOCK)
CASE2(BC1_RGBA_SRGB, BC1_RGBA_SRGB_BLOCK)
CASE2(BC2_UNORM, BC2_UNORM_BLOCK) CASE2(BC2_UNORM, BC2_UNORM_BLOCK)
CASE2(BC2_SRGB, BC2_SRGB_BLOCK)
CASE2(BC3_UNORM, BC3_UNORM_BLOCK) CASE2(BC3_UNORM, BC3_UNORM_BLOCK)
CASE2(BC3_SRGB, BC3_SRGB_BLOCK)
#undef CASE #undef CASE
#undef CASE2 #undef CASE2

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games. /* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D. * This file is part of 0 A.D.
* *
* 0 A.D. is free software: you can redistribute it and/or modify * 0 A.D. is free software: you can redistribute it and/or modify
@ -179,13 +179,18 @@ void CRingCommandContext::ScheduleUpload(
const bool isCompressedFormat = const bool isCompressedFormat =
format == Format::BC1_RGB_UNORM || format == Format::BC1_RGB_UNORM ||
format == Format::BC1_RGB_SRGB ||
format == Format::BC1_RGBA_UNORM || format == Format::BC1_RGBA_UNORM ||
format == Format::BC1_RGBA_SRGB ||
format == Format::BC2_UNORM || format == Format::BC2_UNORM ||
format == Format::BC3_UNORM; format == Format::BC2_SRGB ||
format == Format::BC3_UNORM ||
format == Format::BC3_SRGB;
ENSURE( ENSURE(
format == Format::R8_UNORM || format == Format::R8_UNORM ||
format == Format::R8G8_UNORM || format == Format::R8G8_UNORM ||
format == Format::R8G8B8A8_UNORM || format == Format::R8G8B8A8_UNORM ||
format == Format::R8G8B8A8_SRGB ||
format == Format::A8_UNORM || format == Format::A8_UNORM ||
format == Format::L8_UNORM || format == Format::L8_UNORM ||
isCompressedFormat); isCompressedFormat);

View file

@ -92,13 +92,13 @@ public:
return serializationTestOption ? serializationTestOption->turn : return serializationTestOption ? serializationTestOption->turn :
std::max(CConfigDB::GetIfInitialised("serializationtest", -1), -1); std::max(CConfigDB::GetIfInitialised("serializationtest", -1), -1);
}()}, }()},
m_RejoinTestTurn{[&]() -> std::optional<int> m_RejoinTestTurn{[&]() -> std::optional<turn_id_t>
{ {
const auto* rejoinTestOption{ const auto* rejoinTestOption{
std::get_if<SimulationDebugOptions::RejoinTest>(&debugOptions.test)}; std::get_if<SimulationDebugOptions::RejoinTest>(&debugOptions.test)};
if (rejoinTestOption) if (rejoinTestOption)
return rejoinTestOption->turn; return rejoinTestOption->turn;
const int configVal{CConfigDB::GetIfInitialised("rejointest", -1)}; const turn_id_t configVal{CConfigDB::GetIfInitialised("rejointest", -1)};
if (configVal >= 0) if (configVal >= 0)
return configVal; return configVal;
return std::nullopt; return std::nullopt;
@ -163,17 +163,17 @@ public:
std::set<VfsPath> m_LoadedScripts; std::set<VfsPath> m_LoadedScripts;
uint32_t m_TurnNumber; turn_id_t m_TurnNumber;
bool m_EnableOOSLog{false}; bool m_EnableOOSLog{false};
OsPath m_OOSLogPath; OsPath m_OOSLogPath;
// Functions and data for the serialization test mode: (see Update() for relevant comments) // Functions and data for the serialization test mode: (see Update() for relevant comments)
std::optional<int> m_SerializationTestTurn; std::optional<turn_id_t> m_SerializationTestTurn;
bool m_TestingSerialization{false}; bool m_TestingSerialization{false};
bool m_EnableSerializationTest{false}; bool m_EnableSerializationTest{false};
std::optional<int> m_RejoinTestTurn; std::optional<turn_id_t> m_RejoinTestTurn;
bool m_TestingRejoin{false}; bool m_TestingRejoin{false};
// Secondary simulation (NB: order matters for destruction). // Secondary simulation (NB: order matters for destruction).
@ -383,7 +383,7 @@ void CSimulation2Impl::InitRNGSeedAI()
void CSimulation2Impl::Update(int turnLength, const std::vector<SimulationCommand>& commands) void CSimulation2Impl::Update(int turnLength, const std::vector<SimulationCommand>& commands)
{ {
PROFILE3("sim update"); PROFILE3("sim update");
PROFILE2_ATTR("turn %d", (int)m_TurnNumber); PROFILE2_ATTR("turn %d", m_TurnNumber);
fixed turnLengthFixed = fixed::FromInt(turnLength) / 1000; fixed turnLengthFixed = fixed::FromInt(turnLength) / 1000;
@ -408,11 +408,11 @@ void CSimulation2Impl::Update(int turnLength, const std::vector<SimulationComman
const Script::Interface& scriptInterface = m_ComponentManager.GetScriptInterface(); const Script::Interface& scriptInterface = m_ComponentManager.GetScriptInterface();
const bool startSerializationTest = m_SerializationTestTurn.has_value() && const bool startSerializationTest = m_SerializationTestTurn.has_value() &&
std::cmp_equal(m_SerializationTestTurn.value(), m_TurnNumber); m_SerializationTestTurn.value() == m_TurnNumber;
if (startSerializationTest) if (startSerializationTest)
m_TestingSerialization = true; m_TestingSerialization = true;
const bool startRejoinTest = m_RejoinTestTurn.has_value() && const bool startRejoinTest = m_RejoinTestTurn.has_value() &&
static_cast<int64_t>(m_RejoinTestTurn.value()) == m_TurnNumber; m_RejoinTestTurn.value() == m_TurnNumber;
if (startRejoinTest) if (startRejoinTest)
m_TestingRejoin = true; m_TestingRejoin = true;
@ -891,11 +891,11 @@ bool CSimulation2::DeserializeState(std::istream& stream)
return m->m_ComponentManager.DeserializeState(stream); return m->m_ComponentManager.DeserializeState(stream);
} }
void CSimulation2::ActivateRejoinTest(int turn) void CSimulation2::ActivateRejoinTest(turn_id_t turn)
{ {
if (m->m_RejoinTestTurn.has_value()) if (m->m_RejoinTestTurn.has_value())
return; return;
LOGMESSAGERENDER("Rejoin test will activate in %i turns", turn - m->m_TurnNumber); LOGMESSAGERENDER("Rejoin test will activate in %d turns", turn - m->m_TurnNumber);
m->m_RejoinTestTurn = turn; m->m_RejoinTestTurn = turn;
} }

View file

@ -22,6 +22,7 @@
#include "lib/file/vfs/vfs_path.h" #include "lib/file/vfs/vfs_path.h"
#include "lib/status.h" #include "lib/status.h"
#include "ps/Loader.h" #include "ps/Loader.h"
#include "simulation2/helpers/SimulationCommand.h"
#include "simulation2/system/DebugOptions.h" #include "simulation2/system/DebugOptions.h"
#include "simulation2/system/Entity.h" #include "simulation2/system/Entity.h"
@ -240,7 +241,7 @@ public:
/** /**
* Activate the rejoin-test feature for turn @param turn. * Activate the rejoin-test feature for turn @param turn.
*/ */
void ActivateRejoinTest(int turn); void ActivateRejoinTest(turn_id_t turn);
std::string GenerateSchema(); std::string GenerateSchema();

View file

@ -277,6 +277,35 @@ struct EntityData
static_assert(sizeof(EntityData) == 24); static_assert(sizeof(EntityData) == 24);
// Convert world-space circle to tile-space bounds
struct TileCircle
{
std::int32_t centerX, centerZ;
std::int32_t radius;
std::int32_t squaredRadius;
std::int32_t minX, maxX, minZ, maxZ;
};
// Apply an action to every tile within the circle
template<typename Func>
void ForEachTileInCircle(const TileCircle& circle, Func&& func)
{
for (std::int32_t tileZ = circle.minZ; tileZ <= circle.maxZ; ++tileZ)
{
const std::int32_t deltaZ{tileZ - circle.centerZ};
const std::int32_t squaredDeltaZ{deltaZ * deltaZ};
for (std::int32_t tileX = circle.minX; tileX <= circle.maxX; ++tileX)
{
const std::int32_t deltaX{tileX - circle.centerX};
if (deltaX * deltaX + squaredDeltaZ > circle.squaredRadius)
continue;
func(tileX, tileZ);
}
}
}
/** /**
* Functor for sorting entities by distance from a source point. * Functor for sorting entities by distance from a source point.
* It must only be passed entities that are in 'entities' * It must only be passed entities that are in 'entities'
@ -2130,6 +2159,50 @@ public:
SeeExploredEntities(p); SeeExploredEntities(p);
} }
TileCircle WorldToTileCircle(entity_pos_t worldX, entity_pos_t worldZ, fixed radius)
{
const std::int32_t centerTileX{(worldX / LOS_TILE_SIZE).ToInt_RoundToNearest()};
const std::int32_t centerTileZ{(worldZ / LOS_TILE_SIZE).ToInt_RoundToNearest()};
const std::int32_t tileRadius{(radius / LOS_TILE_SIZE).ToInt_RoundToInfinity()};
return TileCircle{
.centerX = centerTileX,
.centerZ = centerTileZ,
.radius = tileRadius,
.squaredRadius = tileRadius * tileRadius,
.minX = std::max(centerTileX - tileRadius, 0),
.maxX = std::min(centerTileX + tileRadius, m_LosVerticesPerSide - 1),
.minZ = std::max(centerTileZ - tileRadius, 0),
.maxZ = std::min(centerTileZ + tileRadius, m_LosVerticesPerSide - 1)
};
}
void ExploreCircle(player_id_t playerId, entity_pos_t worldX, entity_pos_t worldZ, fixed radius) override
{
if (playerId <= 0 || playerId > MAX_LOS_PLAYER_ID)
return;
const TileCircle circle{WorldToTileCircle(worldX, worldZ, radius)};
const u32 exploredBitMask{static_cast<u32>(LosState::EXPLORED) << (2 * (playerId - 1))};
u32& exploredCount = m_ExploredVertices.at(playerId);
ForEachTileInCircle(circle,
[&](std::int32_t tileX, std::int32_t tileZ)
{
if (LosIsOffWorld(tileX, tileZ))
return;
u32& losState = m_LosState.get(tileX, tileZ);
if (losState & exploredBitMask)
return;
losState |= exploredBitMask;
++exploredCount;
MarkVisibilityDirtyAroundTile(playerId, tileX, tileZ);
}
);
}
/** /**
* Force any entity in explored territory to appear for player p. * Force any entity in explored territory to appear for player p.
* This is useful for miraging entities inside the territory borders at the beginning of a game, * This is useful for miraging entities inside the territory borders at the beginning of a game,

View file

@ -62,6 +62,7 @@ DEFINE_INTERFACE_METHOD("GetGaiaAndNonGaiaEntities", ICmpRangeManager, GetGaiaAn
DEFINE_INTERFACE_METHOD("SetDebugOverlay", ICmpRangeManager, SetDebugOverlay) DEFINE_INTERFACE_METHOD("SetDebugOverlay", ICmpRangeManager, SetDebugOverlay)
DEFINE_INTERFACE_METHOD("ExploreMap", ICmpRangeManager, ExploreMap) DEFINE_INTERFACE_METHOD("ExploreMap", ICmpRangeManager, ExploreMap)
DEFINE_INTERFACE_METHOD("ExploreTerritories", ICmpRangeManager, ExploreTerritories) DEFINE_INTERFACE_METHOD("ExploreTerritories", ICmpRangeManager, ExploreTerritories)
DEFINE_INTERFACE_METHOD("ExploreCircle", ICmpRangeManager, ExploreCircle)
DEFINE_INTERFACE_METHOD("SetLosRevealWholeMap", ICmpRangeManager, SetLosRevealWholeMap) DEFINE_INTERFACE_METHOD("SetLosRevealWholeMap", ICmpRangeManager, SetLosRevealWholeMap)
DEFINE_INTERFACE_METHOD("GetLosRevealWholeMap", ICmpRangeManager, GetLosRevealWholeMap) DEFINE_INTERFACE_METHOD("GetLosRevealWholeMap", ICmpRangeManager, GetLosRevealWholeMap)
DEFINE_INTERFACE_METHOD("SetLosRevealWholeMapForAll", ICmpRangeManager, SetLosRevealWholeMapForAll) DEFINE_INTERFACE_METHOD("SetLosRevealWholeMapForAll", ICmpRangeManager, SetLosRevealWholeMapForAll)

View file

@ -333,6 +333,12 @@ public:
*/ */
virtual void ExploreTerritories() = 0; virtual void ExploreTerritories() = 0;
/**
* Explore a circular area of the map for the given player.
* This marks the tiles as explored (fogged) but not necessarily visible.
*/
virtual void ExploreCircle(player_id_t p, entity_pos_t x, entity_pos_t z, fixed radius) = 0;
/** /**
* Reveal the shore for specified player p. * Reveal the shore for specified player p.
* This works like for entities: if RevealShore is called multiple times with enabled, it * This works like for entities: if RevealShore is called multiple times with enabled, it

View file

@ -32,6 +32,7 @@
#include "simulation2/components/ICmpVision.h" #include "simulation2/components/ICmpVision.h"
#include "simulation2/helpers/Player.h" #include "simulation2/helpers/Player.h"
#include "simulation2/helpers/Position.h" #include "simulation2/helpers/Position.h"
#include "simulation2/helpers/Los.h"
#include "simulation2/system/Component.h" #include "simulation2/system/Component.h"
#include "simulation2/system/ComponentTest.h" #include "simulation2/system/ComponentTest.h"
#include "simulation2/system/Entity.h" #include "simulation2/system/Entity.h"
@ -331,4 +332,39 @@ public:
range = fixed::FromInt(260); range = fixed::FromInt(260);
TS_ASSERT_EQUALS(cmp->GetEffectiveParabolicRange(source, target, range, yOrigin), fixed::FromFloat(264.952820f)); TS_ASSERT_EQUALS(cmp->GetEffectiveParabolicRange(source, target, range, yOrigin), fixed::FromFloat(264.952820f));
} }
void test_ExploreCircle()
{
ComponentTestHelper test(*g_ScriptContext);
ICmpRangeManager* cmp = test.Add<ICmpRangeManager>(CID_RangeManager, "", SYSTEM_ENTITY);
// Set up map bounds (256x256)
cmp->SetBounds(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0), entity_pos_t::FromInt(256), entity_pos_t::FromInt(256));
cmp->Verify();
// Initially, no tiles should be explored
TS_ASSERT_EQUALS(cmp->GetPercentMapExplored(1), 0);
// Explore a circle at the center of the map with radius 50
cmp->ExploreCircle(1, entity_pos_t::FromInt(128), entity_pos_t::FromInt(128), fixed::FromInt(50));
// Check that some tiles were explored (not 0%, not 100%)
u8 percentExplored = cmp->GetPercentMapExplored(1);
TS_ASSERT(percentExplored > 0 && percentExplored < 100);
// Test invalid player (should do nothing)
cmp->ExploreCircle(0, entity_pos_t::FromInt(128), entity_pos_t::FromInt(128), fixed::FromInt(50));
cmp->ExploreCircle(99, entity_pos_t::FromInt(128), entity_pos_t::FromInt(128), fixed::FromInt(50));
// No crash, no changes - verify still works
cmp->Verify();
// Explore the entire map
cmp->ExploreCircle(1, entity_pos_t::FromInt(128), entity_pos_t::FromInt(128), fixed::FromInt(1000));
// The entire map should be explored
TS_ASSERT_EQUALS(cmp->GetPercentMapExplored(1), 100);
cmp->Verify();
}
}; };

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