0ad/source/graphics/ObjectEntry.cpp
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

353 lines
12 KiB
C++

/* Copyright (C) 2026 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/>.
*/
#include "precompiled.h"
#include "ObjectEntry.h"
#include "graphics/Decal.h"
#include "graphics/Material.h"
#include "graphics/MaterialManager.h"
#include "graphics/MeshManager.h"
#include "graphics/Model.h"
#include "graphics/ModelAbstract.h"
#include "graphics/ModelDef.h"
#include "graphics/ModelDummy.h"
#include "graphics/ObjectBase.h"
#include "graphics/ObjectManager.h"
#include "graphics/ParticleEmitter.h"
#include "graphics/ParticleManager.h"
#include "graphics/SkeletonAnim.h"
#include "graphics/SkeletonAnimManager.h"
#include "graphics/Texture.h"
#include "graphics/TextureManager.h"
#include "lib/debug.h"
#include "lib/rand.h"
#include "lib/utf8.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.h"
#include "ps/CStrIntern.h"
#include "ps/CStrInternStatic.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
#include "renderer/backend/Sampler.h"
#include <algorithm>
#include <cstddef>
#include <sstream>
#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) :
m_Base(base), m_Color(1.0f, 1.0f, 1.0f, 1.0f), m_Simulation(simulation)
{
}
CObjectEntry::~CObjectEntry() = default;
bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& completeSelections,
const std::vector<u8>& variationKey,
CObjectManager& objectManager)
{
CObjectBase::Variation variation = m_Base->BuildVariation(variationKey);
// Copy the chosen data onto this model:
for (std::multimap<CStr, CObjectBase::Samp>::iterator it = variation.samplers.begin(); it != variation.samplers.end(); ++it)
m_Samplers.push_back(it->second);
m_ModelName = variation.model;
if (! variation.color.empty())
{
std::stringstream str;
str << variation.color;
int r, g, b;
if (! (str >> r >> g >> b)) // Any trailing data is ignored
LOGERROR("Actor '%s' has invalid RGB color '%s'", m_Base->GetIdentifier(), variation.color);
else
m_Color = CColor(r/255.0f, g/255.0f, b/255.0f, 1.0f);
}
if (variation.decal.m_SizeX && variation.decal.m_SizeZ)
{
CMaterial material = g_Renderer.GetSceneRenderer().GetMaterialManager().LoadMaterial(m_Base->m_Material);
for (const CObjectBase::Samp& samp : m_Samplers)
{
CTextureProperties textureProps(samp.m_SamplerFile);
// TODO: replace all samplers by CLAMP_TO_EDGE after decals
// refactoring. Also we need to avoid custom border colors.
textureProps.SetAddressMode(
samp.m_SamplerName == str_baseTex
? Renderer::Backend::Sampler::AddressMode::CLAMP_TO_BORDER
: Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
// TODO: Should check which material is selected and only preload the necessary textures.
texture->Prefetch();
material.AddSampler(CMaterial::TextureSampler(samp.m_SamplerName, texture));
}
SDecal decal(material,
variation.decal.m_SizeX, variation.decal.m_SizeZ,
variation.decal.m_Angle, variation.decal.m_OffsetX, variation.decal.m_OffsetZ,
m_Base->m_Properties.m_FloatOnWater);
m_Model = std::make_unique<CModelDecal>(objectManager.GetTerrain(), decal);
return true;
}
if (!variation.particles.empty())
{
CParticleEmitterType* particleEmitterType{
g_Renderer.GetSceneRenderer().GetParticleManager().LoadEmitterType(variation.particles)};
if (!particleEmitterType)
{
LOGERROR("CObjectEntry::BuildVariation(): Failed to load particles %s", variation.particles.string8());
return false;
}
m_Model = std::make_unique<CModelParticleEmitter>(*particleEmitterType);
return true;
}
if (variation.model.empty())
{
m_Model = std::make_unique<CModelDummy>();
return true;
}
std::vector<CObjectBase::Prop> props;
for (std::multimap<CStr, CObjectBase::Prop>::iterator it = variation.props.begin(); it != variation.props.end(); ++it)
props.push_back(it->second);
// Build the model:
// try and create a model
CModelDefPtr modeldef (objectManager.GetMeshManager().GetMesh(m_ModelName));
if (!modeldef)
{
LOGERROR("CObjectEntry::BuildVariation(): Model %s failed to load", m_ModelName.string8());
return false;
}
// delete old model, create new
CMaterial material = g_Renderer.GetSceneRenderer().GetMaterialManager().LoadMaterial(m_Base->m_Material);
material.AddStaticUniform("objectColor", CVector4D(m_Color.r, m_Color.g, m_Color.b, m_Color.a));
if (m_Samplers.empty())
LOGERROR("Actor '%s' has no textures.", m_Base->GetIdentifier());
for (const CObjectBase::Samp& samp : m_Samplers)
{
CTextureProperties textureProps(samp.m_SamplerFile);
textureProps.SetAddressMode(Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
textureProps.SetSRGB(ShouldInterpretTextureAsSRGB(samp, material));
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.
// All textures are prefetched even in the fixed pipeline, including the normal maps etc.
// TODO: Should check which material is selected and only preload the necessary textures.
texture->Prefetch();
material.AddSampler(CMaterial::TextureSampler(samp.m_SamplerName, texture));
}
std::unique_ptr<CModel> newModel = std::make_unique<CModel>(m_Simulation, material, modeldef);
CModel* model = newModel.get();
m_Model = std::move(newModel);
for (const auto& requiredSampler : model->GetMaterial().GetRequiredSamplers())
{
if (std::find_if(m_Samplers.begin(), 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(), requiredSampler.name.string().c_str(), m_Base->m_Material.string8().c_str());
}
}
// calculate initial object space bounds, based on vertex positions
model->CalcStaticObjectBounds();
// load the animations
for (std::multimap<CStr, CObjectBase::Anim>::iterator it = variation.anims.begin(); it != variation.anims.end(); ++it)
{
CStr name = it->first.LowerCase();
if (it->second.m_FileName.empty())
continue;
std::unique_ptr<CSkeletonAnim> anim = objectManager.GetSkeletonAnimManager().BuildAnimation(
it->second.m_FileName,
name,
it->second.m_ID,
it->second.m_Frequency,
it->second.m_Speed,
it->second.m_ActionPos,
it->second.m_ActionPos2,
it->second.m_SoundPos);
if (anim)
m_Animations.emplace(name, std::move(anim));
}
// ensure there's always an idle animation
if (m_Animations.find("idle") == m_Animations.end())
{
std::unique_ptr<CSkeletonAnim> anim = std::make_unique<CSkeletonAnim>();
anim->m_Name = "idle";
anim->m_ID = "";
anim->m_AnimDef = NULL;
anim->m_Frequency = 0;
anim->m_Speed = 0.f;
anim->m_ActionPos = 0.f;
anim->m_ActionPos2 = 0.f;
anim->m_SoundPos = 0.f;
SkeletonAnimMap::const_iterator it = m_Animations.emplace("idle", std::move(anim));
// Ignore errors, since they're probably saying this is a non-animated model
model->SetAnimation(it->second.get());
}
else
{
// start up idling
if (!model->SetAnimation(GetRandomAnimation("idle")))
LOGERROR("Failed to set idle animation in model \"%s\"", m_ModelName.string8());
}
// build props - TODO, RC - need to fix up bounds here
// TODO: Make sure random variations get handled correctly when a prop fails
for (const CObjectBase::Prop& prop : props)
{
// Pluck out the special attachpoint 'projectile'
if (prop.m_PropPointName == "projectile")
{
m_ProjectileModelName = prop.m_ModelName;
continue;
}
CObjectEntry* oe = nullptr;
if (auto [success, actorDef] = objectManager.FindActorDef(prop.m_ModelName.c_str()); success)
oe = objectManager.FindObjectVariation(actorDef.GetBase(m_Base->m_QualityLevel), completeSelections);
if (!oe)
{
LOGERROR("Failed to build prop model \"%s\" on actor \"%s\"", utf8_from_wstring(prop.m_ModelName), m_Base->GetIdentifier());
continue;
}
// If we don't have a projectile but this prop does (e.g. it's our rider), then
// use that as our projectile too
if (m_ProjectileModelName.empty() && !oe->m_ProjectileModelName.empty())
m_ProjectileModelName = oe->m_ProjectileModelName;
CStr ppn = prop.m_PropPointName;
bool isAmmo = false;
// Handle the special attachpoint 'loaded-<proppoint>'
if (ppn.Find("loaded-") == 0)
{
ppn = prop.m_PropPointName.substr(7);
isAmmo = true;
}
const SPropPoint* proppoint = modeldef->FindPropPoint(ppn.c_str());
if (proppoint)
{
std::unique_ptr<CModelAbstract> propmodel = oe->m_Model->Clone();
if (propmodel->ToCModel())
propmodel->ToCModel()->SetAnimation(oe->GetRandomAnimation("idle"));
if (isAmmo)
model->AddAmmoProp(proppoint, std::move(propmodel), oe);
else
model->AddProp(proppoint, std::move(propmodel), oe, prop.m_minHeight, prop.m_maxHeight, prop.m_selectable);
}
else
LOGERROR("Failed to find matching prop point called \"%s\" in model \"%s\" for actor \"%s\"", ppn, m_ModelName.string8(), m_Base->GetIdentifier());
}
// Setup flags.
if (m_Base->m_Properties.m_CastShadows)
{
model->SetFlags(model->GetFlags() | ModelFlag::CAST_SHADOWS);
}
if (m_Base->m_Properties.m_FloatOnWater)
{
model->SetFlags(model->GetFlags() | ModelFlag::FLOAT_ON_WATER);
}
return true;
}
CSkeletonAnim* CObjectEntry::GetRandomAnimation(const CStr& animationName, const CStr& ID) const
{
std::vector<CSkeletonAnim*> anims = GetAnimations(animationName, ID);
int totalFreq = 0;
for (CSkeletonAnim* anim : anims)
totalFreq += anim->m_Frequency;
if (totalFreq == 0)
return anims[rand(0, anims.size())];
int r = rand(0, totalFreq);
for (CSkeletonAnim* anim : anims)
{
r -= anim->m_Frequency;
if (r < 0)
return anim;
}
return NULL;
}
std::vector<CSkeletonAnim*> CObjectEntry::GetAnimations(const CStr& animationName, const CStr& ID) const
{
std::vector<CSkeletonAnim*> anims;
SkeletonAnimMap::const_iterator lower = m_Animations.lower_bound(animationName);
SkeletonAnimMap::const_iterator upper = m_Animations.upper_bound(animationName);
for (SkeletonAnimMap::const_iterator it = lower; it != upper; ++it)
{
if (ID.empty() || it->second->m_ID == ID)
anims.push_back(it->second.get());
}
if (anims.empty())
{
lower = m_Animations.lower_bound("idle");
upper = m_Animations.upper_bound("idle");
for (SkeletonAnimMap::const_iterator it = lower; it != upper; ++it)
anims.push_back(it->second.get());
}
ENSURE(!anims.empty());
return anims;
}