rig.h 6.1 KB

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  1. #pragma once
  2. #include "../entity/registry.h"
  3. #include "../gl/humanoid/humanoid_types.h"
  4. #include "../gl/mesh.h"
  5. #include "../graphics_settings.h"
  6. #include "humanoid_specs.h"
  7. #include <QMatrix4x4>
  8. #include <QVector3D>
  9. #include <cstdint>
  10. namespace Engine::Core {
  11. class Entity;
  12. class World;
  13. class MovementComponent;
  14. class TransformComponent;
  15. class UnitComponent;
  16. } // namespace Engine::Core
  17. namespace Render::GL {
  18. auto torso_mesh_without_bottom_cap() -> Mesh *;
  19. void advance_pose_cache_frame();
  20. inline auto calculate_humanoid_lod(float distance) -> HumanoidLOD {
  21. const auto &settings = Render::GraphicsSettings::instance();
  22. if (distance < settings.humanoid_full_detail_distance()) {
  23. return HumanoidLOD::Full;
  24. }
  25. if (distance < settings.humanoid_reduced_detail_distance()) {
  26. return HumanoidLOD::Reduced;
  27. }
  28. if (distance < settings.humanoid_minimal_detail_distance()) {
  29. return HumanoidLOD::Minimal;
  30. }
  31. return HumanoidLOD::Billboard;
  32. }
  33. class HumanoidRendererBase {
  34. public:
  35. virtual ~HumanoidRendererBase() = default;
  36. virtual auto get_proportion_scaling() const -> QVector3D {
  37. return {1.0F, 1.0F, 1.0F};
  38. }
  39. virtual auto get_torso_scale() const -> float {
  40. return get_proportion_scaling().x();
  41. }
  42. virtual auto get_mount_scale() const -> float { return 1.0F; }
  43. virtual void adjust_variation(const DrawContext &, uint32_t,
  44. VariationParams &) const {}
  45. virtual void get_variant(const DrawContext &ctx, uint32_t seed,
  46. HumanoidVariant &v) const;
  47. virtual void customize_pose(const DrawContext &ctx,
  48. const HumanoidAnimationContext &anim_ctx,
  49. uint32_t seed, HumanoidPose &io_pose) const;
  50. virtual void add_attachments(const DrawContext &ctx, const HumanoidVariant &v,
  51. const HumanoidPose &pose,
  52. const HumanoidAnimationContext &anim_ctx,
  53. ISubmitter &out) const;
  54. virtual void draw_helmet(const DrawContext &ctx, const HumanoidVariant &v,
  55. const HumanoidPose &pose, ISubmitter &out) const;
  56. virtual void draw_armor(const DrawContext &ctx, const HumanoidVariant &v,
  57. const HumanoidPose &pose,
  58. const HumanoidAnimationContext &anim,
  59. ISubmitter &out) const;
  60. virtual void
  61. draw_armor_overlay(const DrawContext &ctx, const HumanoidVariant &v,
  62. const HumanoidPose &pose, float y_top_cover, float torso_r,
  63. float shoulder_half_span, float upper_arm_r,
  64. const QVector3D &right_axis, ISubmitter &out) const;
  65. virtual void draw_shoulder_decorations(const DrawContext &ctx,
  66. const HumanoidVariant &v,
  67. const HumanoidPose &pose,
  68. float y_top_cover, float y_neck,
  69. const QVector3D &right_axis,
  70. ISubmitter &out) const;
  71. virtual void draw_facial_hair(const DrawContext &ctx,
  72. const HumanoidVariant &v,
  73. const HumanoidPose &pose,
  74. ISubmitter &out) const;
  75. void render(const DrawContext &ctx, ISubmitter &out) const;
  76. virtual auto resolve_entity_ground_offset(
  77. const DrawContext &ctx, Engine::Core::UnitComponent *unit_comp,
  78. Engine::Core::TransformComponent *transform_comp) const -> float;
  79. void draw_simplified_body(const DrawContext &ctx, const HumanoidVariant &v,
  80. HumanoidPose &pose, ISubmitter &out) const;
  81. void draw_minimal_body(const DrawContext &ctx, const HumanoidVariant &v,
  82. const HumanoidPose &pose, ISubmitter &out) const;
  83. static auto frame_local_position(const AttachmentFrame &frame,
  84. const QVector3D &local) -> QVector3D;
  85. static auto make_frame_local_transform(const QMatrix4x4 &parent,
  86. const AttachmentFrame &frame,
  87. const QVector3D &local_offset,
  88. float uniform_scale) -> QMatrix4x4;
  89. static auto head_local_position(const HeadFrame &frame,
  90. const QVector3D &local) -> QVector3D;
  91. static auto make_head_local_transform(const QMatrix4x4 &parent,
  92. const HeadFrame &frame,
  93. const QVector3D &local_offset,
  94. float uniform_scale) -> QMatrix4x4;
  95. protected:
  96. mutable QVector3D m_cached_proportion_scale;
  97. mutable bool m_proportion_scale_cached = false;
  98. static auto resolve_formation(const DrawContext &ctx) -> FormationParams;
  99. static void compute_locomotion_pose(uint32_t seed, float time, bool is_moving,
  100. const VariationParams &variation,
  101. HumanoidPose &io_pose);
  102. static auto resolve_team_tint(const DrawContext &ctx) -> QVector3D;
  103. void draw_common_body(const DrawContext &ctx, const HumanoidVariant &v,
  104. HumanoidPose &pose, ISubmitter &out) const;
  105. };
  106. struct HumanoidRenderStats {
  107. uint32_t soldiers_total{0};
  108. uint32_t soldiers_rendered{0};
  109. uint32_t soldiers_skipped_frustum{0};
  110. uint32_t soldiers_skipped_lod{0};
  111. uint32_t soldiers_skipped_temporal{0};
  112. uint32_t poses_computed{0};
  113. uint32_t poses_cached{0};
  114. uint32_t facial_hair_skipped_distance{0};
  115. uint32_t lod_full{0};
  116. uint32_t lod_reduced{0};
  117. uint32_t lod_minimal{0};
  118. void reset() {
  119. soldiers_total = 0;
  120. soldiers_rendered = 0;
  121. soldiers_skipped_frustum = 0;
  122. soldiers_skipped_lod = 0;
  123. soldiers_skipped_temporal = 0;
  124. poses_computed = 0;
  125. poses_cached = 0;
  126. facial_hair_skipped_distance = 0;
  127. lod_full = 0;
  128. lod_reduced = 0;
  129. lod_minimal = 0;
  130. }
  131. };
  132. auto get_humanoid_render_stats() -> const HumanoidRenderStats &;
  133. void reset_humanoid_render_stats();
  134. } // namespace Render::GL