rig.h 6.2 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. void clear_humanoid_caches();
  21. inline auto calculate_humanoid_lod(float distance) -> HumanoidLOD {
  22. const auto &settings = Render::GraphicsSettings::instance();
  23. if (distance < settings.humanoid_full_detail_distance()) {
  24. return HumanoidLOD::Full;
  25. }
  26. if (distance < settings.humanoid_reduced_detail_distance()) {
  27. return HumanoidLOD::Reduced;
  28. }
  29. if (distance < settings.humanoid_minimal_detail_distance()) {
  30. return HumanoidLOD::Minimal;
  31. }
  32. return HumanoidLOD::Billboard;
  33. }
  34. class HumanoidRendererBase {
  35. public:
  36. virtual ~HumanoidRendererBase() = default;
  37. virtual auto get_proportion_scaling() const -> QVector3D {
  38. return {1.0F, 1.0F, 1.0F};
  39. }
  40. virtual auto get_torso_scale() const -> float {
  41. return get_proportion_scaling().x();
  42. }
  43. virtual auto get_mount_scale() const -> float { return 1.0F; }
  44. virtual void adjust_variation(const DrawContext &, uint32_t,
  45. VariationParams &) const {}
  46. virtual void get_variant(const DrawContext &ctx, uint32_t seed,
  47. HumanoidVariant &v) const;
  48. virtual void customize_pose(const DrawContext &ctx,
  49. const HumanoidAnimationContext &anim_ctx,
  50. uint32_t seed, HumanoidPose &io_pose) const;
  51. virtual void add_attachments(const DrawContext &ctx, const HumanoidVariant &v,
  52. const HumanoidPose &pose,
  53. const HumanoidAnimationContext &anim_ctx,
  54. ISubmitter &out) const;
  55. virtual void draw_helmet(const DrawContext &ctx, const HumanoidVariant &v,
  56. const HumanoidPose &pose, ISubmitter &out) const;
  57. virtual void draw_armor(const DrawContext &ctx, const HumanoidVariant &v,
  58. const HumanoidPose &pose,
  59. const HumanoidAnimationContext &anim,
  60. ISubmitter &out) const;
  61. virtual void
  62. draw_armor_overlay(const DrawContext &ctx, const HumanoidVariant &v,
  63. const HumanoidPose &pose, float y_top_cover, float torso_r,
  64. float shoulder_half_span, float upper_arm_r,
  65. const QVector3D &right_axis, ISubmitter &out) const;
  66. virtual void draw_shoulder_decorations(const DrawContext &ctx,
  67. const HumanoidVariant &v,
  68. const HumanoidPose &pose,
  69. float y_top_cover, float y_neck,
  70. const QVector3D &right_axis,
  71. ISubmitter &out) const;
  72. virtual void draw_facial_hair(const DrawContext &ctx,
  73. const HumanoidVariant &v,
  74. const HumanoidPose &pose,
  75. ISubmitter &out) const;
  76. void render(const DrawContext &ctx, ISubmitter &out) const;
  77. virtual auto resolve_entity_ground_offset(
  78. const DrawContext &ctx, Engine::Core::UnitComponent *unit_comp,
  79. Engine::Core::TransformComponent *transform_comp) const -> float;
  80. void draw_simplified_body(const DrawContext &ctx, const HumanoidVariant &v,
  81. HumanoidPose &pose, ISubmitter &out) const;
  82. void draw_minimal_body(const DrawContext &ctx, const HumanoidVariant &v,
  83. const HumanoidPose &pose, ISubmitter &out) const;
  84. static auto frame_local_position(const AttachmentFrame &frame,
  85. const QVector3D &local) -> QVector3D;
  86. static auto make_frame_local_transform(const QMatrix4x4 &parent,
  87. const AttachmentFrame &frame,
  88. const QVector3D &local_offset,
  89. float uniform_scale) -> QMatrix4x4;
  90. static auto head_local_position(const HeadFrame &frame,
  91. const QVector3D &local) -> QVector3D;
  92. static auto make_head_local_transform(const QMatrix4x4 &parent,
  93. const HeadFrame &frame,
  94. const QVector3D &local_offset,
  95. float uniform_scale) -> QMatrix4x4;
  96. static void compute_locomotion_pose(uint32_t seed, float time, bool is_moving,
  97. const VariationParams &variation,
  98. HumanoidPose &io_pose);
  99. protected:
  100. mutable QVector3D m_cached_proportion_scale;
  101. mutable bool m_proportion_scale_cached = false;
  102. static auto resolve_formation(const DrawContext &ctx) -> FormationParams;
  103. static auto resolve_team_tint(const DrawContext &ctx) -> QVector3D;
  104. void draw_common_body(const DrawContext &ctx, const HumanoidVariant &v,
  105. HumanoidPose &pose, ISubmitter &out) const;
  106. void render_procedural(const DrawContext &ctx, const AnimationInputs &anim,
  107. ISubmitter &out) const;
  108. };
  109. struct HumanoidRenderStats {
  110. uint32_t soldiers_total{0};
  111. uint32_t soldiers_rendered{0};
  112. uint32_t soldiers_skipped_frustum{0};
  113. uint32_t soldiers_skipped_lod{0};
  114. uint32_t soldiers_skipped_temporal{0};
  115. uint32_t poses_computed{0};
  116. uint32_t poses_cached{0};
  117. uint32_t facial_hair_skipped_distance{0};
  118. uint32_t lod_full{0};
  119. uint32_t lod_reduced{0};
  120. uint32_t lod_minimal{0};
  121. void reset() {
  122. soldiers_total = 0;
  123. soldiers_rendered = 0;
  124. soldiers_skipped_frustum = 0;
  125. soldiers_skipped_lod = 0;
  126. soldiers_skipped_temporal = 0;
  127. poses_computed = 0;
  128. poses_cached = 0;
  129. facial_hair_skipped_distance = 0;
  130. lod_full = 0;
  131. lod_reduced = 0;
  132. lod_minimal = 0;
  133. }
  134. };
  135. auto get_humanoid_render_stats() -> const HumanoidRenderStats &;
  136. void reset_humanoid_render_stats();
  137. } // namespace Render::GL