0ad/source/graphics/Model.h
trompetin17 c3d3943047
Fix incorrect shadow behavior in VisualActors
This commit primarily corrects an inaccurate comment and resolves a
hidden bug in the VisualActor shadow logic, while preserving the current
behavior.

Previously, the DisableShadows option removed both casting and receiving
shadows. However, the internal logic ignored this setting in some cases,
causing shadows to appear even when explicitly disabled in XML
templates.

This change introduces the ability to control CastShadows and
ReceiveShadows independently via template settings, defaulting both to
true unless explicitly specified.

In addition, previews are updated to receive shadows but not cast them,
improving visual volume effects without affecting lighting behavior.
2025-06-03 19:30:10 -05:00

263 lines
8.6 KiB
C++

/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Mesh object with texture and skinning information
*/
#ifndef INCLUDED_MODEL
#define INCLUDED_MODEL
#include "graphics/Material.h"
#include "graphics/MeshManager.h"
#include "graphics/ModelAbstract.h"
#include <vector>
struct SPropPoint;
class CObjectEntry;
class CSkeletonAnim;
class CSkeletonAnimDef;
class CSimulation2;
// Holds world information for a particular instance of a model in the game.
class CModel : public CModelAbstract
{
NONCOPYABLE(CModel);
public:
struct Prop
{
float m_MinHeight{0.0f};
float m_MaxHeight{0.0f};
/**
* Location of the prop point within its parent model, relative to either a bone in the parent model or to the
* parent model's origin. See the documentation for @ref SPropPoint for more details.
* @see SPropPoint
*/
const SPropPoint* m_Point{nullptr};
/**
* Pointer to the model associated with this prop. Note that the transform matrix held by this model is the full object-to-world
* space transform, taking into account all parent model positioning (see @ref CModel::ValidatePosition for positioning logic).
* @see CModel::ValidatePosition
*/
std::unique_ptr<CModelAbstract> m_Model;
CObjectEntry* m_ObjectEntry{nullptr};
bool m_Hidden{false}; ///< Should this prop be temporarily removed from rendering?
bool m_Selectable{true}; /// < should this prop count in the selection size?
};
public:
CModel(const CSimulation2& simulation, const CMaterial& material, const CModelDefPtr& modeldef);
~CModel() override;
/// Dynamic cast
CModel* ToCModel() override
{
return this;
}
// update this model's state; 'time' is the absolute time since the start of the animation, in MS
void UpdateTo(float time);
// get the model's geometry data
const CModelDefPtr& GetModelDef() { return m_pModelDef; }
// set the model's player ID, recursively through props
void SetPlayerID(player_id_t id) override;
// set the models mod color
void SetShadingColor(const CColor& color) override;
// get the model's material
const CMaterial& GetMaterial() { return m_Material; }
// set the given animation as the current animation on this model
bool SetAnimation(CSkeletonAnim* anim, bool once = false);
// get the currently playing animation, if any
CSkeletonAnim* GetAnimation() const { return m_Anim; }
// set the animation state to be the same as from another; both models should
// be compatible types (same type of skeleton)
void CopyAnimationFrom(CModel* source);
// set object flags
void SetFlags(int flags) { m_Flags=flags; }
// get object flags
int GetFlags() const { return m_Flags; }
// add object flags, recursively through props
void AddFlagsRec(int flags);
// remove shadow casting and receiving, recursively through props
// TODO: replace with more generic shader define + flags setting
void RemoveShadowsCast();
void RemoveShadowsReceive();
void SetTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1) override
{
for (size_t i = 0; i < m_Props.size(); ++i)
m_Props[i].m_Model->SetTerrainDirty(i0, j0, i1, j1);
}
void SetEntityVariable(const std::string& name, float value) override
{
for (size_t i = 0; i < m_Props.size(); ++i)
m_Props[i].m_Model->SetEntityVariable(name, value);
}
// --- WORLD/OBJECT SPACE BOUNDS -----------------------------------------------------------------
/// Overridden to calculate both the world-space and object-space bounds of this model, and stores the result in
/// m_Bounds and m_ObjectBounds, respectively.
void CalcBounds() override;
/// Returns the object-space bounds for this model, excluding its children.
const CBoundingBoxAligned& GetObjectBounds()
{
RecalculateBoundsIfNecessary(); // recalculates both object-space and world-space bounds if necessary
return m_ObjectBounds;
}
const CBoundingBoxAligned GetWorldBoundsRec() override; // reimplemented here
/// Auxiliary method; calculates object space bounds of this model, based solely on vertex positions, and stores
/// the result in m_ObjectBounds. Called by CalcBounds (instead of CalcAnimatedObjectBounds) if it has been determined
/// that the object-space bounds are static.
void CalcStaticObjectBounds();
/// Auxiliary method; calculate object-space bounds encompassing all vertex positions for given animation, and stores
/// the result in m_ObjectBounds. Called by CalcBounds (instead of CalcStaticBounds) if it has been determined that the
/// object-space bounds need to take animations into account.
void CalcAnimatedObjectBounds(CSkeletonAnimDef* anim,CBoundingBoxAligned& result);
// --- SELECTION BOX/BOUNDS ----------------------------------------------------------------------
/// Reimplemented here since proper models should participate in selection boxes.
const CBoundingBoxAligned GetObjectSelectionBoundsRec() override;
/**
* Set transform of this object.
*
* @note In order to ensure that all child props are updated properly,
* you must call ValidatePosition().
*/
void SetTransform(const CMatrix3D& transform) override;
/**
* Return whether this is a skinned/skeletal model. If it is, Get*BoneMatrices()
* will return valid non-NULL arrays.
*/
bool IsSkinned() { return (m_BoneMatrices != NULL); }
// return the models bone matrices; 16-byte aligned for SSE reads
const CMatrix3D* GetAnimatedBoneMatrices()
{
ENSURE(m_PositionValid);
return m_BoneMatrices;
}
/**
* Add a prop to the model on the given point.
*/
void AddProp(const SPropPoint* point, std::unique_ptr<CModelAbstract> model, CObjectEntry* objectentry, float minHeight = 0.f, float maxHeight = 0.f, bool selectable = true);
/**
* Add a prop to the model on the given point, and treat it as the ammo prop.
* The prop will be hidden by default.
*/
void AddAmmoProp(const SPropPoint* point, std::unique_ptr<CModelAbstract> model, CObjectEntry* objectentry);
/**
* Show the ammo prop (if any), and hide any other props on that prop point.
*/
void ShowAmmoProp();
/**
* Hide the ammo prop (if any), and show any other props on that prop point.
*/
void HideAmmoProp();
/**
* Find the first prop used for ammo, by this model or its own props.
*/
CModelAbstract* FindFirstAmmoProp();
// return prop list
std::vector<Prop>& GetProps() { return m_Props; }
const std::vector<Prop>& GetProps() const { return m_Props; }
// return a clone of this model
std::unique_ptr<CModelAbstract> Clone() const override;
/**
* Ensure that both the transformation and the bone
* matrices are correct for this model and all its props.
*/
void ValidatePosition() override;
/**
* Mark this model's position and bone matrices,
* and all props' positions as invalid.
*/
void InvalidatePosition() override;
private:
// Needed for terrain aligned props
const CSimulation2& m_Simulation;
// object flags
int m_Flags{0};
// model's material
CMaterial m_Material;
// pointer to the model's raw 3d data
const CModelDefPtr m_pModelDef;
// object space bounds of model - accounts for bounds of all possible animations
// that can play on a model. Not always up-to-date - currently CalcBounds()
// updates it when necessary.
CBoundingBoxAligned m_ObjectBounds;
// animation currently playing on this model, if any
CSkeletonAnim* m_Anim = nullptr;
// time (in MS) into the current animation
float m_AnimTime{0.0f};
/**
* Current state of all bones on this model; null if associated modeldef isn't skeletal.
* Props may attach to these bones by means of the SPropPoint::m_BoneIndex field; in this case their
* transformation matrix held is relative to the bone transformation (see @ref SPropPoint and
* @ref CModel::ValidatePosition).
*
* @see SPropPoint
*/
CMatrix3D* m_BoneMatrices{nullptr};
// list of current props on model
std::vector<Prop> m_Props;
/**
* The prop point to which the ammo prop is attached, or NULL if none
*/
const SPropPoint* m_AmmoPropPoint{nullptr};
/**
* If m_AmmoPropPoint is not NULL, then the index in m_Props of the ammo prop
*/
size_t m_AmmoLoadedProp{0};
};
#endif // INCLUDED_MODEL