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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
322 lines
10 KiB
C++
322 lines
10 KiB
C++
/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ObjectEntry.h"
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#include "graphics/Decal.h"
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#include "graphics/Material.h"
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#include "graphics/MaterialManager.h"
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#include "graphics/MeshManager.h"
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#include "graphics/Model.h"
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#include "graphics/ModelDef.h"
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#include "graphics/ModelDummy.h"
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#include "graphics/ObjectBase.h"
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#include "graphics/ObjectManager.h"
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#include "graphics/ParticleManager.h"
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#include "graphics/SkeletonAnim.h"
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#include "graphics/SkeletonAnimManager.h"
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#include "graphics/TextureManager.h"
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#include "lib/rand.h"
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#include "ps/CLogger.h"
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#include "ps/CStrInternStatic.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "renderer/Renderer.h"
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#include "renderer/SceneRenderer.h"
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#include "simulation2/Simulation2.h"
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#include <sstream>
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CObjectEntry::CObjectEntry(const std::shared_ptr<CObjectBase>& base, CSimulation2& simulation) :
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m_Base(base), m_Color(1.0f, 1.0f, 1.0f, 1.0f), m_Model(NULL), m_Simulation(simulation)
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{
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}
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CObjectEntry::~CObjectEntry()
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{
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delete m_Model;
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}
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bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& completeSelections,
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const std::vector<u8>& variationKey,
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CObjectManager& objectManager)
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{
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CObjectBase::Variation variation = m_Base->BuildVariation(variationKey);
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// Copy the chosen data onto this model:
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for (std::multimap<CStr, CObjectBase::Samp>::iterator it = variation.samplers.begin(); it != variation.samplers.end(); ++it)
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m_Samplers.push_back(it->second);
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m_ModelName = variation.model;
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if (! variation.color.empty())
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{
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std::stringstream str;
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str << variation.color;
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int r, g, b;
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if (! (str >> r >> g >> b)) // Any trailing data is ignored
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LOGERROR("Actor '%s' has invalid RGB color '%s'", m_Base->GetIdentifier(), variation.color);
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else
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m_Color = CColor(r/255.0f, g/255.0f, b/255.0f, 1.0f);
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}
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if (variation.decal.m_SizeX && variation.decal.m_SizeZ)
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{
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CMaterial material = g_Renderer.GetSceneRenderer().GetMaterialManager().LoadMaterial(m_Base->m_Material);
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for (const CObjectBase::Samp& samp : m_Samplers)
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{
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CTextureProperties textureProps(samp.m_SamplerFile);
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// TODO: replace all samplers by CLAMP_TO_EDGE after decals
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// refactoring. Also we need to avoid custom border colors.
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textureProps.SetAddressMode(
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samp.m_SamplerName == str_baseTex
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? Renderer::Backend::Sampler::AddressMode::CLAMP_TO_BORDER
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: Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
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CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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// TODO: Should check which renderpath is selected and only preload the necessary textures.
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texture->Prefetch();
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material.AddSampler(CMaterial::TextureSampler(samp.m_SamplerName, texture));
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}
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SDecal decal(material,
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variation.decal.m_SizeX, variation.decal.m_SizeZ,
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variation.decal.m_Angle, variation.decal.m_OffsetX, variation.decal.m_OffsetZ,
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m_Base->m_Properties.m_FloatOnWater);
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m_Model = new CModelDecal(objectManager.GetTerrain(), decal);
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return true;
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}
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if (!variation.particles.empty())
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{
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m_Model = new CModelParticleEmitter(g_Renderer.GetSceneRenderer().GetParticleManager().LoadEmitterType(variation.particles));
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return true;
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}
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if (variation.model.empty())
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{
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m_Model = new CModelDummy();
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return true;
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}
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std::vector<CObjectBase::Prop> props;
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for (std::multimap<CStr, CObjectBase::Prop>::iterator it = variation.props.begin(); it != variation.props.end(); ++it)
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props.push_back(it->second);
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// Build the model:
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// try and create a model
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CModelDefPtr modeldef (objectManager.GetMeshManager().GetMesh(m_ModelName));
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if (!modeldef)
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{
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LOGERROR("CObjectEntry::BuildVariation(): Model %s failed to load", m_ModelName.string8());
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return false;
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}
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// delete old model, create new
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CModel* model = new CModel(m_Simulation);
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delete m_Model;
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m_Model = model;
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model->SetMaterial(g_Renderer.GetSceneRenderer().GetMaterialManager().LoadMaterial(m_Base->m_Material));
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model->GetMaterial().AddStaticUniform("objectColor", CVector4D(m_Color.r, m_Color.g, m_Color.b, m_Color.a));
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model->InitModel(modeldef);
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if (m_Samplers.empty())
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LOGERROR("Actor '%s' has no textures.", m_Base->GetIdentifier());
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for (const CObjectBase::Samp& samp : m_Samplers)
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{
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CTextureProperties textureProps(samp.m_SamplerFile);
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textureProps.SetAddressMode(Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
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CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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// if we've loaded this model we're probably going to render it soon, so prefetch its texture.
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// All textures are prefetched even in the fixed pipeline, including the normal maps etc.
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// TODO: Should check which renderpath is selected and only preload the necessary textures.
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texture->Prefetch();
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model->GetMaterial().AddSampler(CMaterial::TextureSampler(samp.m_SamplerName, texture));
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}
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for (const CStrIntern& requSampName : model->GetMaterial().GetRequiredSampler())
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{
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if (std::find_if(m_Samplers.begin(), m_Samplers.end(),
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[&](const CObjectBase::Samp& sampler) { return sampler.m_SamplerName == requSampName; }) == m_Samplers.end())
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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());
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}
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// calculate initial object space bounds, based on vertex positions
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model->CalcStaticObjectBounds();
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// load the animations
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for (std::multimap<CStr, CObjectBase::Anim>::iterator it = variation.anims.begin(); it != variation.anims.end(); ++it)
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{
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CStr name = it->first.LowerCase();
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if (it->second.m_FileName.empty())
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continue;
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std::unique_ptr<CSkeletonAnim> anim = objectManager.GetSkeletonAnimManager().BuildAnimation(
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it->second.m_FileName,
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name,
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it->second.m_ID,
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it->second.m_Frequency,
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it->second.m_Speed,
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it->second.m_ActionPos,
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it->second.m_ActionPos2,
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it->second.m_SoundPos);
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if (anim)
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m_Animations.emplace(name, std::move(anim));
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}
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// ensure there's always an idle animation
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if (m_Animations.find("idle") == m_Animations.end())
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{
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std::unique_ptr<CSkeletonAnim> anim = std::make_unique<CSkeletonAnim>();
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anim->m_Name = "idle";
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anim->m_ID = "";
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anim->m_AnimDef = NULL;
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anim->m_Frequency = 0;
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anim->m_Speed = 0.f;
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anim->m_ActionPos = 0.f;
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anim->m_ActionPos2 = 0.f;
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anim->m_SoundPos = 0.f;
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SkeletonAnimMap::const_iterator it = m_Animations.emplace("idle", std::move(anim));
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// Ignore errors, since they're probably saying this is a non-animated model
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model->SetAnimation(it->second.get());
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}
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else
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{
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// start up idling
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if (!model->SetAnimation(GetRandomAnimation("idle")))
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LOGERROR("Failed to set idle animation in model \"%s\"", m_ModelName.string8());
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}
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// build props - TODO, RC - need to fix up bounds here
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// TODO: Make sure random variations get handled correctly when a prop fails
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for (const CObjectBase::Prop& prop : props)
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{
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// Pluck out the special attachpoint 'projectile'
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if (prop.m_PropPointName == "projectile")
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{
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m_ProjectileModelName = prop.m_ModelName;
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continue;
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}
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CObjectEntry* oe = nullptr;
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if (auto [success, actorDef] = objectManager.FindActorDef(prop.m_ModelName.c_str()); success)
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oe = objectManager.FindObjectVariation(actorDef.GetBase(m_Base->m_QualityLevel), completeSelections);
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if (!oe)
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{
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LOGERROR("Failed to build prop model \"%s\" on actor \"%s\"", utf8_from_wstring(prop.m_ModelName), m_Base->GetIdentifier());
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continue;
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}
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// If we don't have a projectile but this prop does (e.g. it's our rider), then
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// use that as our projectile too
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if (m_ProjectileModelName.empty() && !oe->m_ProjectileModelName.empty())
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m_ProjectileModelName = oe->m_ProjectileModelName;
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CStr ppn = prop.m_PropPointName;
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bool isAmmo = false;
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// Handle the special attachpoint 'loaded-<proppoint>'
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if (ppn.Find("loaded-") == 0)
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{
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ppn = prop.m_PropPointName.substr(7);
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isAmmo = true;
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}
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const SPropPoint* proppoint = modeldef->FindPropPoint(ppn.c_str());
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if (proppoint)
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{
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CModelAbstract* propmodel = oe->m_Model->Clone();
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if (isAmmo)
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model->AddAmmoProp(proppoint, propmodel, oe);
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else
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model->AddProp(proppoint, propmodel, oe, prop.m_minHeight, prop.m_maxHeight, prop.m_selectable);
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if (propmodel->ToCModel())
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propmodel->ToCModel()->SetAnimation(oe->GetRandomAnimation("idle"));
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}
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else
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LOGERROR("Failed to find matching prop point called \"%s\" in model \"%s\" for actor \"%s\"", ppn, m_ModelName.string8(), m_Base->GetIdentifier());
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}
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// Setup flags.
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if (m_Base->m_Properties.m_CastShadows)
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{
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model->SetFlags(model->GetFlags() | MODELFLAG_CASTSHADOWS);
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}
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if (m_Base->m_Properties.m_FloatOnWater)
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{
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model->SetFlags(model->GetFlags() | MODELFLAG_FLOATONWATER);
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}
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return true;
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}
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CSkeletonAnim* CObjectEntry::GetRandomAnimation(const CStr& animationName, const CStr& ID) const
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{
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std::vector<CSkeletonAnim*> anims = GetAnimations(animationName, ID);
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int totalFreq = 0;
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for (CSkeletonAnim* anim : anims)
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totalFreq += anim->m_Frequency;
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if (totalFreq == 0)
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return anims[rand(0, anims.size())];
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int r = rand(0, totalFreq);
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for (CSkeletonAnim* anim : anims)
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{
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r -= anim->m_Frequency;
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if (r < 0)
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return anim;
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}
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return NULL;
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}
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std::vector<CSkeletonAnim*> CObjectEntry::GetAnimations(const CStr& animationName, const CStr& ID) const
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{
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std::vector<CSkeletonAnim*> anims;
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SkeletonAnimMap::const_iterator lower = m_Animations.lower_bound(animationName);
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SkeletonAnimMap::const_iterator upper = m_Animations.upper_bound(animationName);
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for (SkeletonAnimMap::const_iterator it = lower; it != upper; ++it)
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{
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if (ID.empty() || it->second->m_ID == ID)
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anims.push_back(it->second.get());
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}
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if (anims.empty())
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{
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lower = m_Animations.lower_bound("idle");
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upper = m_Animations.upper_bound("idle");
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for (SkeletonAnimMap::const_iterator it = lower; it != upper; ++it)
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anims.push_back(it->second.get());
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}
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ENSURE(!anims.empty());
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return anims;
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}
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