#pragma once #include "../entity/registry.h" #include "../gl/humanoid/humanoid_types.h" #include "../gl/mesh.h" #include "../graphics_settings.h" #include "humanoid_specs.h" #include #include #include namespace Engine::Core { class Entity; class World; class MovementComponent; class TransformComponent; class UnitComponent; } // namespace Engine::Core namespace Render::GL { auto torso_mesh_without_bottom_cap() -> Mesh *; void advance_pose_cache_frame(); void clear_humanoid_caches(); inline auto calculate_humanoid_lod(float distance) -> HumanoidLOD { const auto &settings = Render::GraphicsSettings::instance(); if (distance < settings.humanoid_full_detail_distance()) { return HumanoidLOD::Full; } if (distance < settings.humanoid_reduced_detail_distance()) { return HumanoidLOD::Reduced; } if (distance < settings.humanoid_minimal_detail_distance()) { return HumanoidLOD::Minimal; } return HumanoidLOD::Billboard; } class HumanoidRendererBase { public: virtual ~HumanoidRendererBase() = default; virtual auto get_proportion_scaling() const -> QVector3D { return {1.0F, 1.0F, 1.0F}; } virtual auto get_torso_scale() const -> float { return get_proportion_scaling().x(); } virtual auto get_mount_scale() const -> float { return 1.0F; } virtual void adjust_variation(const DrawContext &, uint32_t, VariationParams &) const {} virtual void get_variant(const DrawContext &ctx, uint32_t seed, HumanoidVariant &v) const; virtual void customize_pose(const DrawContext &ctx, const HumanoidAnimationContext &anim_ctx, uint32_t seed, HumanoidPose &io_pose) const; virtual void add_attachments(const DrawContext &ctx, const HumanoidVariant &v, const HumanoidPose &pose, const HumanoidAnimationContext &anim_ctx, ISubmitter &out) const; virtual void draw_helmet(const DrawContext &ctx, const HumanoidVariant &v, const HumanoidPose &pose, ISubmitter &out) const; virtual void draw_armor(const DrawContext &ctx, const HumanoidVariant &v, const HumanoidPose &pose, const HumanoidAnimationContext &anim, ISubmitter &out) const; virtual void draw_armor_overlay(const DrawContext &ctx, const HumanoidVariant &v, const HumanoidPose &pose, float y_top_cover, float torso_r, float shoulder_half_span, float upper_arm_r, const QVector3D &right_axis, ISubmitter &out) const; virtual void draw_shoulder_decorations(const DrawContext &ctx, const HumanoidVariant &v, const HumanoidPose &pose, float y_top_cover, float y_neck, const QVector3D &right_axis, ISubmitter &out) const; virtual void draw_facial_hair(const DrawContext &ctx, const HumanoidVariant &v, const HumanoidPose &pose, ISubmitter &out) const; void render(const DrawContext &ctx, ISubmitter &out) const; virtual auto resolve_entity_ground_offset( const DrawContext &ctx, Engine::Core::UnitComponent *unit_comp, Engine::Core::TransformComponent *transform_comp) const -> float; void draw_simplified_body(const DrawContext &ctx, const HumanoidVariant &v, HumanoidPose &pose, ISubmitter &out) const; void draw_minimal_body(const DrawContext &ctx, const HumanoidVariant &v, const HumanoidPose &pose, ISubmitter &out) const; static auto frame_local_position(const AttachmentFrame &frame, const QVector3D &local) -> QVector3D; static auto make_frame_local_transform(const QMatrix4x4 &parent, const AttachmentFrame &frame, const QVector3D &local_offset, float uniform_scale) -> QMatrix4x4; static auto head_local_position(const HeadFrame &frame, const QVector3D &local) -> QVector3D; static auto make_head_local_transform(const QMatrix4x4 &parent, const HeadFrame &frame, const QVector3D &local_offset, float uniform_scale) -> QMatrix4x4; static void compute_locomotion_pose(uint32_t seed, float time, bool is_moving, const VariationParams &variation, HumanoidPose &io_pose); protected: mutable QVector3D m_cached_proportion_scale; mutable bool m_proportion_scale_cached = false; static auto resolve_formation(const DrawContext &ctx) -> FormationParams; static auto resolve_team_tint(const DrawContext &ctx) -> QVector3D; void draw_common_body(const DrawContext &ctx, const HumanoidVariant &v, HumanoidPose &pose, ISubmitter &out) const; void render_procedural(const DrawContext &ctx, const AnimationInputs &anim, ISubmitter &out) const; }; struct HumanoidRenderStats { uint32_t soldiers_total{0}; uint32_t soldiers_rendered{0}; uint32_t soldiers_skipped_frustum{0}; uint32_t soldiers_skipped_lod{0}; uint32_t soldiers_skipped_temporal{0}; uint32_t poses_computed{0}; uint32_t poses_cached{0}; uint32_t facial_hair_skipped_distance{0}; uint32_t lod_full{0}; uint32_t lod_reduced{0}; uint32_t lod_minimal{0}; void reset() { soldiers_total = 0; soldiers_rendered = 0; soldiers_skipped_frustum = 0; soldiers_skipped_lod = 0; soldiers_skipped_temporal = 0; poses_computed = 0; poses_cached = 0; facial_hair_skipped_distance = 0; lod_full = 0; lod_reduced = 0; lod_minimal = 0; } }; auto get_humanoid_render_stats() -> const HumanoidRenderStats &; void reset_humanoid_render_stats(); } // namespace Render::GL