wraitii
0bc7ba50ea
Variants can now have limited or no diversity. This can occasionally speed rendering slightly (5-10% FPS increase was reported on Combat Demo Huge, which is very variant-heavy). Reported by: bb Based on a patch by: bb Fixes #5831 Differential Revision: https://code.wildfiregames.com/D3035 This was SVN commit r25613.
152 lines
4.5 KiB
C++
152 lines
4.5 KiB
C++
/* Copyright (C) 2021 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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#ifndef INCLUDED_OBJECTMANAGER
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#define INCLUDED_OBJECTMANAGER
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#include "ps/CStr.h"
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#include "lib/file/vfs/vfs_path.h"
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#include <set>
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#include <map>
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#include <memory>
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#include <unordered_map>
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#include <vector>
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class CActorDef;
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class CConfigDBHook;
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class CMeshManager;
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class CObjectBase;
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class CObjectEntry;
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class CSkeletonAnimManager;
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class CSimulation2;
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class CTerrain;
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///////////////////////////////////////////////////////////////////////////////////////////
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// CObjectManager: manager class for all possible actor types
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class CObjectManager
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{
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NONCOPYABLE(CObjectManager);
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public:
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// Unique identifier of an actor variation
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struct ObjectKey
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{
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ObjectKey(const CStr& identifier, const std::vector<u8>& var)
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: ObjectBaseIdentifier(identifier), ActorVariation(var) {}
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bool operator< (const CObjectManager::ObjectKey& a) const;
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private:
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CStr ObjectBaseIdentifier;
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std::vector<u8> ActorVariation;
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};
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/**
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* Governs how random variants are selected by ObjectBase
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*/
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enum class VariantDiversity
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{
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NONE,
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LIMITED,
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FULL
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};
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public:
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// constructor, destructor
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CObjectManager(CMeshManager& meshManager, CSkeletonAnimManager& skeletonAnimManager, CSimulation2& simulation);
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~CObjectManager();
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// Provide access to the manager classes for meshes and animations - they're
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// needed when objects are being created and so this seems like a convenient
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// place to centralise access.
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CMeshManager& GetMeshManager() const { return m_MeshManager; }
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CSkeletonAnimManager& GetSkeletonAnimManager() const { return m_SkeletonAnimManager; }
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void UnloadObjects();
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/**
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* Get the actor definition for the given path name.
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* If the actor cannot be loaded, this will return a placeholder actor.
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* @return Success/failure boolean and a valid actor definition.
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*/
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std::pair<bool, CActorDef&> FindActorDef(const CStrW& actorName);
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/**
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* Get the object entry for a given actor & the given selections list.
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* @param selections - a possibly incomplete list of selections.
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* @param seed - the randomness seed to use to complete the random selections.
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*/
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CObjectEntry* FindObjectVariation(const CActorDef* actor, const std::vector<std::set<CStr>>& selections, uint32_t seed);
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/**
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* @see FindObjectVariation.
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* These take a complete selection. These are pointers to sets that are
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* guaranteed to exist (pointers are used to avoid copying the sets).
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*/
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CObjectEntry* FindObjectVariation(const std::shared_ptr<CObjectBase>& base, const std::vector<const std::set<CStr>*>& completeSelections);
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CObjectEntry* FindObjectVariation(const CStrW& objname, const std::vector<const std::set<CStr>*>& completeSelections);
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/**
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* Get the terrain object that actors managed by this manager should be linked
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* with (primarily for the purpose of decals)
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*/
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CTerrain* GetTerrain();
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VariantDiversity GetVariantDiversity() const;
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/**
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* Reload any scripts that were loaded from the given filename.
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* (This is used to implement hotloading.)
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*/
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Status ReloadChangedFile(const VfsPath& path);
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/**
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* Reload actors that have a quality setting. Used when changing the actor quality.
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*/
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void ActorQualityChanged();
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/**
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* Reload actors. Used when changing the variant diversity.
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*/
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void VariantDiversityChanged();
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CMeshManager& m_MeshManager;
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CSkeletonAnimManager& m_SkeletonAnimManager;
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CSimulation2& m_Simulation;
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u8 m_QualityLevel = 100;
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std::unique_ptr<CConfigDBHook> m_QualityHook;
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VariantDiversity m_VariantDiversity = VariantDiversity::FULL;
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std::unique_ptr<CConfigDBHook> m_VariantDiversityHook;
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template<typename T>
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struct Hotloadable
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{
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Hotloadable() = default;
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Hotloadable(std::unique_ptr<T>&& ptr) : obj(std::move(ptr)) {}
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bool outdated = false;
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std::unique_ptr<T> obj;
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};
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// TODO: define a hash and switch to unordered_map
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std::map<ObjectKey, Hotloadable<CObjectEntry>> m_Objects;
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std::unordered_map<CStrW, Hotloadable<CActorDef>> m_ActorDefs;
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};
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#endif
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