forked from 0ad/0ad
272 lines
9.2 KiB
C++
272 lines
9.2 KiB
C++
/* Copyright (C) 2016 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/ModelDef.h"
|
|
#include "graphics/ObjectBase.h"
|
|
#include "graphics/ObjectManager.h"
|
|
#include "graphics/ParticleManager.h"
|
|
#include "graphics/SkeletonAnim.h"
|
|
#include "graphics/TextureManager.h"
|
|
#include "lib/rand.h"
|
|
#include "ps/CLogger.h"
|
|
#include "ps/Game.h"
|
|
#include "ps/World.h"
|
|
#include "renderer/Renderer.h"
|
|
#include "simulation2/Simulation2.h"
|
|
|
|
#include <sstream>
|
|
|
|
CObjectEntry::CObjectEntry(CObjectBase* base, CSimulation2& simulation) :
|
|
m_Base(base), m_Color(1.0f, 1.0f, 1.0f, 1.0f), m_Model(NULL), m_Outdated(false), m_Simulation(simulation)
|
|
{
|
|
}
|
|
|
|
CObjectEntry::~CObjectEntry()
|
|
{
|
|
for (const std::pair<CStr, CSkeletonAnim*>& anim : m_Animations)
|
|
delete anim.second;
|
|
|
|
delete m_Model;
|
|
}
|
|
|
|
|
|
bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections,
|
|
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'", utf8_from_wstring(m_Base->m_ShortName), 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.GetMaterialManager().LoadMaterial(m_Base->m_Material);
|
|
|
|
for (const CObjectBase::Samp& samp : m_Samplers)
|
|
{
|
|
CTextureProperties textureProps(samp.m_SamplerFile);
|
|
textureProps.SetWrap(GL_CLAMP_TO_BORDER);
|
|
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
|
|
// TODO: Should check which renderpath 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 = new CModelDecal(objectManager.GetTerrain(), decal);
|
|
|
|
return true;
|
|
}
|
|
|
|
if (!variation.particles.empty())
|
|
{
|
|
m_Model = new CModelParticleEmitter(g_Renderer.GetParticleManager().LoadEmitterType(variation.particles));
|
|
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
|
|
CModel* model = new CModel(objectManager.GetSkeletonAnimManager(), m_Simulation);
|
|
delete m_Model;
|
|
m_Model = model;
|
|
model->SetMaterial(g_Renderer.GetMaterialManager().LoadMaterial(m_Base->m_Material));
|
|
model->GetMaterial().AddStaticUniform("objectColor", CVector4D(m_Color.r, m_Color.g, m_Color.b, m_Color.a));
|
|
model->InitModel(modeldef);
|
|
|
|
if (m_Samplers.empty())
|
|
LOGERROR("Actor '%s' has no textures.", utf8_from_wstring(m_Base->m_ShortName));
|
|
|
|
for (const CObjectBase::Samp& samp : m_Samplers)
|
|
{
|
|
CTextureProperties textureProps(samp.m_SamplerFile);
|
|
textureProps.SetWrap(GL_CLAMP_TO_EDGE);
|
|
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 renderpath is selected and only preload the necessary textures.
|
|
texture->Prefetch();
|
|
model->GetMaterial().AddSampler(CMaterial::TextureSampler(samp.m_SamplerName, texture));
|
|
}
|
|
|
|
for (const CStrIntern& requSampName : model->GetMaterial().GetRequiredSampler())
|
|
{
|
|
if (std::find_if(m_Samplers.begin(), m_Samplers.end(),
|
|
[&](const CObjectBase::Samp& sampler) { return sampler.m_SamplerName == requSampName; }) == m_Samplers.end())
|
|
LOGERROR("Actor %s: required texture sampler %s not found (material %s)", utf8_from_wstring(m_Base->m_ShortName), requSampName.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())
|
|
{
|
|
CSkeletonAnim* anim = model->BuildAnimation(it->second.m_FileName, name, it->second.m_Speed, it->second.m_ActionPos, it->second.m_ActionPos2, it->second.m_SoundPos);
|
|
if (anim)
|
|
m_Animations.insert(std::make_pair(name, anim));
|
|
}
|
|
}
|
|
|
|
// ensure there's always an idle animation
|
|
if (m_Animations.find("idle") == m_Animations.end())
|
|
{
|
|
CSkeletonAnim* anim = new CSkeletonAnim();
|
|
anim->m_Name = "idle";
|
|
anim->m_AnimDef = NULL;
|
|
anim->m_Speed = 0.f;
|
|
anim->m_ActionPos = 0.f;
|
|
anim->m_ActionPos2 = 0.f;
|
|
anim->m_SoundPos = 0.f;
|
|
m_Animations.insert(std::make_pair("idle", anim));
|
|
|
|
// Ignore errors, since they're probably saying this is a non-animated model
|
|
model->SetAnimation(anim);
|
|
}
|
|
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 = objectManager.FindObjectVariation(prop.m_ModelName.c_str(), selections);
|
|
if (!oe)
|
|
{
|
|
LOGERROR("Failed to build prop model \"%s\" on actor \"%s\"", utf8_from_wstring(prop.m_ModelName), utf8_from_wstring(m_Base->m_ShortName));
|
|
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)
|
|
{
|
|
CModelAbstract* propmodel = oe->m_Model->Clone();
|
|
if (isAmmo)
|
|
model->AddAmmoProp(proppoint, propmodel, oe);
|
|
else
|
|
model->AddProp(proppoint, propmodel, oe, prop.m_minHeight, prop.m_maxHeight, prop.m_selectable);
|
|
if (propmodel->ToCModel())
|
|
propmodel->ToCModel()->SetAnimation(oe->GetRandomAnimation("idle"));
|
|
}
|
|
else
|
|
LOGERROR("Failed to find matching prop point called \"%s\" in model \"%s\" for actor \"%s\"", ppn, m_ModelName.string8(), utf8_from_wstring(m_Base->m_ShortName));
|
|
}
|
|
|
|
// setup flags
|
|
if (m_Base->m_Properties.m_CastShadows)
|
|
{
|
|
model->SetFlags(model->GetFlags()|MODELFLAG_CASTSHADOWS);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
CSkeletonAnim* CObjectEntry::GetRandomAnimation(const CStr& animationName) const
|
|
{
|
|
SkeletonAnimMap::const_iterator lower = m_Animations.lower_bound(animationName);
|
|
SkeletonAnimMap::const_iterator upper = m_Animations.upper_bound(animationName);
|
|
size_t count = std::distance(lower, upper);
|
|
if (count == 0)
|
|
return NULL;
|
|
|
|
size_t id = rand(0, count);
|
|
std::advance(lower, id);
|
|
return lower->second;
|
|
}
|
|
|
|
std::vector<CSkeletonAnim*> CObjectEntry::GetAnimations(const CStr& animationName) 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)
|
|
anims.push_back(it->second);
|
|
return anims;
|
|
}
|