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- #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 <QMatrix4x4>
- #include <QVector3D>
- #include <cstdint>
- 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
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