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-rw-r--r--src/graphics/engine/engine.h361
1 files changed, 198 insertions, 163 deletions
diff --git a/src/graphics/engine/engine.h b/src/graphics/engine/engine.h
index 27f0173..c9391db 100644
--- a/src/graphics/engine/engine.h
+++ b/src/graphics/engine/engine.h
@@ -151,7 +151,7 @@ struct EngineTriangle
//! 2nd texture
std::string tex2Name;
- EngineTriangle()
+ inline EngineTriangle()
{
state = ENG_RSTATE_NORMAL;
}
@@ -178,6 +178,92 @@ enum EngineObjectType
ENG_OBJTYPE_METAL = 6
};
+
+/**
+ * \struct EngineBaseObjDataTier
+ * \brief Tier 4 of object tree (data)
+ */
+struct EngineBaseObjDataTier
+{
+ EngineTriangleType type;
+ Material material;
+ int state;
+ std::vector<VertexTex2> vertices;
+ unsigned int staticBufferId;
+ bool updateStaticBuffer;
+
+ inline EngineBaseObjDataTier(EngineTriangleType type = ENG_TRIANGLE_TYPE_TRIANGLES,
+ const Material& material = Material(),
+ int state = ENG_RSTATE_NORMAL)
+ : type(type), material(material), state(state), staticBufferId(0), updateStaticBuffer(false) {}
+};
+
+/**
+ * \struct EngineBaseObjLODTier
+ * \brief Tier 3 of base object tree (LOD)
+ */
+struct EngineBaseObjLODTier
+{
+ float min;
+ float max;
+ std::vector<EngineBaseObjDataTier> next;
+
+ inline EngineBaseObjLODTier(float min = 0.0f, float max = 0.0f)
+ : min(min), max(max) {}
+};
+
+/**
+ * \struct EngineBaseObjTexTier
+ * \brief Tier 2 of base object tree (textures)
+ */
+struct EngineBaseObjTexTier
+{
+ std::string tex1Name;
+ Texture tex1;
+ std::string tex2Name;
+ Texture tex2;
+ std::vector<EngineBaseObjLODTier> next;
+
+ inline EngineBaseObjTexTier(const std::string& tex1Name = "", const std::string& tex2Name = "")
+ : tex1Name(tex1Name), tex2Name(tex2Name) {}
+};
+
+/**
+ * \struct BaseEngineObject
+ * \brief Base (template) object - geometry for engine objects
+ *
+ * This is also the tier 1 of base object tree.
+ */
+struct EngineBaseObject
+{
+ //! If true, base object is valid in objects vector
+ bool used;
+ //! Number of triangles
+ int totalTriangles;
+ //! Bounding box min (origin 0,0,0 always included)
+ Math::Vector bboxMin;
+ //! bounding box max (origin 0,0,0 always included)
+ Math::Vector bboxMax;
+ //! Radius of the sphere at the origin
+ float radius;
+ //! Next tier (LOD)
+ std::vector<EngineBaseObjTexTier> next;
+
+ inline EngineBaseObject()
+ {
+ LoadDefault();
+ }
+
+ inline void LoadDefault()
+ {
+ used = false;
+ totalTriangles = 0;
+ bboxMax.LoadZero();
+ bboxMin.LoadZero();
+ radius = 0.0f;
+ }
+};
+
/**
* \struct EngineObject
* \brief Object drawn by the graphics engine
@@ -186,33 +272,27 @@ struct EngineObject
{
//! If true, object is valid in objects vector
bool used;
+ //! Rank of associated base engine object
+ int baseObjRank;
//! If true, the object is drawn
bool visible;
//! If true, object is behind the 2D interface
bool drawWorld;
//! If true, the shape is before the 2D interface
bool drawFront;
- //! Number of triangles
- int totalTriangles;
//! Type of object
- EngineObjectType type;
+ EngineObjectType type;
//! Transformation matrix
Math::Matrix transform;
//! Distance to object from eye point
float distance;
- //! Bounding box min (origin 0,0,0 always included)
- Math::Vector bboxMin;
- //! bounding box max (origin 0,0,0 always included)
- Math::Vector bboxMax;
- //! Radius of the sphere at the origin
- float radius;
//! Rank of the associated shadow
int shadowRank;
//! Transparency of the object [0, 1]
float transparency;
//! Calls LoadDefault()
- EngineObject()
+ inline EngineObject()
{
LoadDefault();
}
@@ -221,88 +301,18 @@ struct EngineObject
inline void LoadDefault()
{
used = false;
+ baseObjRank = -1;
visible = false;
drawWorld = false;
drawFront = false;
- totalTriangles = 0;
type = ENG_OBJTYPE_NULL;
transform.LoadIdentity();
- bboxMax.LoadZero();
- bboxMin.LoadZero();
distance = 0.0f;
- radius = 0.0f;
shadowRank = -1;
transparency = 0.0f;
}
};
-struct EngineObjLevel1;
-struct EngineObjLevel2;
-struct EngineObjLevel3;
-struct EngineObjLevel4;
-
-/**
- * \struct EngineObjLevel4
- * \brief Tier 4 of object tree
- */
-struct EngineObjLevel4
-{
- bool used;
- EngineTriangleType type;
- Material material;
- int state;
- std::vector<VertexTex2> vertices;
-
- EngineObjLevel4(bool used = false,
- EngineTriangleType type = ENG_TRIANGLE_TYPE_TRIANGLES,
- const Material& material = Material(),
- int state = ENG_RSTATE_NORMAL);
-};
-
-/**
- * \struct EngineObjLevel3
- * \brief Tier 3 of object tree
- */
-struct EngineObjLevel3
-{
- bool used;
- float min;
- float max;
- std::vector<EngineObjLevel4> next;
-
- EngineObjLevel3(bool used = false, float min = 0.0f, float max = 0.0f);
-};
-
-/**
- * \struct EngineObjLevel2
- * \brief Tier 2 of object tree
- */
-struct EngineObjLevel2
-{
- bool used;
- int objRank;
- std::vector<EngineObjLevel3> next;
-
- EngineObjLevel2(bool used = false, int objRank = -1);
-};
-
-/**
- * \struct EngineObjLevel1
- * \brief Tier 1 of object tree
- */
-struct EngineObjLevel1
-{
- bool used;
- std::string tex1Name;
- Texture tex1;
- std::string tex2Name;
- Texture tex2;
- std::vector<EngineObjLevel2> next;
-
- EngineObjLevel1(bool used = false, const std::string& tex1Name = "",
- const std::string& tex2Name = "");
-};
-
/**
* \struct EngineShadowType
* \brief Type of shadow drawn by the graphics engine
@@ -342,12 +352,12 @@ struct EngineShadow
//! Height from the ground
float height;
- EngineShadow()
+ inline EngineShadow()
{
LoadDefault();
}
- void LoadDefault()
+ inline void LoadDefault()
{
used = false;
hide = false;
@@ -384,12 +394,12 @@ struct EngineGroundSpot
//! Radius of the shadow drawn
float drawRadius;
- EngineGroundSpot()
+ inline EngineGroundSpot()
{
LoadDefault();
}
- void LoadDefault()
+ inline void LoadDefault()
{
used = false;
color = Color();
@@ -448,12 +458,12 @@ struct EngineGroundMark
//! Pointer to the table
char* table;
- EngineGroundMark()
+ inline EngineGroundMark()
{
LoadDefault();
}
- void LoadDefault()
+ inline void LoadDefault()
{
draw = false;
phase = ENG_GR_MARK_PHASE_NULL;
@@ -545,10 +555,10 @@ struct EngineMouse
//! Hot point
Math::Point hotPoint;
- EngineMouse(int icon1 = -1, int icon2 = -1, int iconShadow = -1,
- EngineRenderState mode1 = ENG_RSTATE_NORMAL,
- EngineRenderState mode2 = ENG_RSTATE_NORMAL,
- Math::Point hotPoint = Math::Point())
+ inline EngineMouse(int icon1 = -1, int icon2 = -1, int iconShadow = -1,
+ EngineRenderState mode1 = ENG_RSTATE_NORMAL,
+ EngineRenderState mode2 = ENG_RSTATE_NORMAL,
+ Math::Point hotPoint = Math::Point())
{
this->icon1 = icon1;
this->icon2 = icon2;
@@ -609,27 +619,36 @@ struct EngineMouse
*
* Objects are uniquely identified by object rank obtained at object creation. Creating an
* object equals to allocating space for EngineObject structure which holds object parameters.
- * Object's geometric data is stored in a separate structure - a 4-tier tree which splits
- * the information of each geometric triangle.
+ *
+ * Object's geometric data is stored as a separate object -- base engine object. Each object
+ * must reference a valid base engine object or an empty base engine object (with rank = -1).
+ * This many-to-one association allows to share same geometric data (e.g. from same model)
+ * across objects.
+ *
+ * Base engine object data is stored in a 4-tier tree which splits the data describing triangles.
*
* The 4 tiers contain the following information:
- * - level 1 (EngineObjLevel1) - two textures (names and structs) applied to triangles,
- * - level 2 (EngineObjLevel2) - object rank
- * - level 3 (EngineObjLevel3) - minumum and maximum LOD (=level of detail)
- * - level 4 (EngineObjLevel4) - type of object*, material, render state and the actual triangle data
+ * - level 1 (EngineBaseObject) - geometric statistics
+ * - level 2 (EngineBaseObjTexTier) - two textures (names and structs) applied to triangles,
+ * - level 3 (EngineBaseObjLODTier) - minumum and maximum LOD (=level of detail)
+ * - level 4 (EngineBaseObjDataTier) - type of object*, material, render state and the actual vertex data
*
- * NOTE: type of object in this context means only the internal type in 3D engine. It is not related
+ * *NOTE: type of object in this context means only the internal type in 3D engine. It is not related
* to CObject types.
*
+ * Last tier containing vertex data contains also an ID of static buffer holding the data.
+ * The static buffer is created and updated with new data as needed.
+ *
* Such tiered structure complicates loops over all object data, but saves a lot of memory and
- * optimizes the rendering process (for instance, switching of textures is an expensive operation).
+ * optimizes the rendering process.
*
* \section Shadows Shadows
*
* Each engine object can be associated with a shadow (EngineShadow). Like objects, shadows are
* identified by their rank obtained upon creation.
*
- * ...
+ * Shadows are drawn as circular spots on the ground, except for shadows for worms, which have
+ * special mode for them.
*
* \section RenderStates Render States
*
@@ -692,12 +711,6 @@ public:
//! Writes a screenshot containing the current frame
bool WriteScreenShot(const std::string& fileName, int width, int height);
-
- //! Reads settings from INI
- bool ReadSettings();
- //! Writes settings to INI
- bool WriteSettings();
-
//@{
//! Management of game pause mode
void SetPause(bool pause);
@@ -747,58 +760,73 @@ public:
/* *************** Object management *************** */
+ // Base objects
+
+ //! Creates a base object and returns its rank
+ int CreateBaseObject();
+ //! Deletes a base object
+ void DeleteBaseObject(int baseObjRank);
+ //! Deletes all base objects
+ void DeleteAllBaseObjects();
+
+ //! Copies geometry between two base objects
+ void CopyBaseObject(int sourceBaseObjRank, int destBaseObjRank);
+
+ //! Adds triangles to given object with the specified params
+ void AddBaseObjTriangles(int baseObjRank, const std::vector<VertexTex2>& vertices,
+ EngineTriangleType triangleType,
+ const Material& material, int state,
+ std::string tex1Name, std::string tex2Name,
+ float min, float max, bool globalUpdate);
+
+ //! Adds a tier 4 engine object directly
+ void AddBaseObjQuick(int baseObjRank, const EngineBaseObjDataTier& buffer,
+ std::string tex1Name, std::string tex2Name,
+ float min, float max, bool globalUpdate);
+
+ // Objects
+
//! Creates a new object and returns its rank
int CreateObject();
//! Deletes all objects, shadows and ground spots
- void FlushObject();
+ void DeleteAllObjects();
//! Deletes the given object
- bool DeleteObject(int objRank);
+ void DeleteObject(int objRank);
+
+ //@{
+ //! Management of the base object rank for engine object
+ void SetObjectBaseRank(int objRank, int baseObjRank);
+ int GetObjectBaseRank(int objRank);
+ //@}
//@{
//! Management of engine object type
- bool SetObjectType(int objRank, EngineObjectType type);
+ void SetObjectType(int objRank, EngineObjectType type);
EngineObjectType GetObjectType(int objRank);
//@}
//@{
//! Management of object transform
- bool SetObjectTransform(int objRank, const Math::Matrix& transform);
- bool GetObjectTransform(int objRank, Math::Matrix& transform);
+ void SetObjectTransform(int objRank, const Math::Matrix& transform);
+ void GetObjectTransform(int objRank, Math::Matrix& transform);
//@}
//! Sets drawWorld for given object
- bool SetObjectDrawWorld(int objRank, bool draw);
+ void SetObjectDrawWorld(int objRank, bool draw);
//! Sets drawFront for given object
- bool SetObjectDrawFront(int objRank, bool draw);
+ void SetObjectDrawFront(int objRank, bool draw);
//! Sets the transparency level for given object
- bool SetObjectTransparency(int objRank, float value);
+ void SetObjectTransparency(int objRank, float value);
//! Returns the bounding box for an object
- bool GetObjectBBox(int objRank, Math::Vector& min, Math::Vector& max);
+ void GetObjectBBox(int objRank, Math::Vector& min, Math::Vector& max);
//! Returns the total number of triangles of given object
int GetObjectTotalTriangles(int objRank);
- //! Adds triangles to given object with the specified params
- bool AddTriangles(int objRank, const std::vector<VertexTex2>& vertices,
- const Material& material, int state,
- std::string tex1Name, std::string tex2Name,
- float min, float max, bool globalUpdate);
-
- //! Adds a surface to given object with the specified params
- bool AddSurface(int objRank, const std::vector<VertexTex2>& vertices,
- const Material& material, int state,
- std::string tex1Name, std::string tex2Name,
- float min, float max, bool globalUpdate);
-
- //! Adds a tier 4 engine object directly
- bool AddQuick(int objRank, const EngineObjLevel4& buffer,
- std::string tex1Name, std::string tex2Name,
- float min, float max, bool globalUpdate);
-
//! Returns the first found tier 4 engine object for the given params or nullptr if not found
- EngineObjLevel4* FindTriangles(int objRank, const Material& material,
+ EngineBaseObjDataTier* FindTriangles(int objRank, const Material& material,
int state, std::string tex1Name, std::string tex2Name,
float min, float max);
@@ -810,16 +838,16 @@ public:
void ChangeLOD();
//! Changes the 2nd texure for given object
- bool ChangeSecondTexture(int objRank, const std::string& tex2Name);
+ void ChangeSecondTexture(int objRank, const std::string& tex2Name);
//! Changes (recalculates) texture mapping for given object
- bool ChangeTextureMapping(int objRank, const Material& mat, int state,
+ void ChangeTextureMapping(int objRank, const Material& mat, int state,
const std::string& tex1Name, const std::string& tex2Name,
float min, float max, EngineTextureMapping mode,
float au, float bu, float av, float bv);
//! Changes texture mapping for robot tracks
- bool TrackTextureMapping(int objRank, const Material& mat, int state,
+ void TrackTextureMapping(int objRank, const Material& mat, int state,
const std::string& tex1Name, const std::string& tex2Name,
float min, float max, EngineTextureMapping mode,
float pos, float factor, float tl, float ts, float tt);
@@ -829,20 +857,20 @@ public:
int DetectObject(Math::Point mouse);
//! Creates a shadow for the given object
- bool CreateShadow(int objRank);
+ void CreateShadow(int objRank);
//! Deletes the shadow for given object
void DeleteShadow(int objRank);
//@{
//! Management of different shadow params
- bool SetObjectShadowHide(int objRank, bool hide);
- bool SetObjectShadowType(int objRank, EngineShadowType type);
- bool SetObjectShadowPos(int objRank, const Math::Vector& pos);
- bool SetObjectShadowNormal(int objRank, const Math::Vector& normal);
- bool SetObjectShadowAngle(int objRank, float angle);
- bool SetObjectShadowRadius(int objRank, float radius);
- bool SetObjectShadowIntensity(int objRank, float intensity);
- bool SetObjectShadowHeight(int objRank, float height);
+ void SetObjectShadowHide(int objRank, bool hide);
+ void SetObjectShadowType(int objRank, EngineShadowType type);
+ void SetObjectShadowPos(int objRank, const Math::Vector& pos);
+ void SetObjectShadowNormal(int objRank, const Math::Vector& normal);
+ void SetObjectShadowAngle(int objRank, float angle);
+ void SetObjectShadowRadius(int objRank, float radius);
+ void SetObjectShadowIntensity(int objRank, float intensity);
+ void SetObjectShadowHeight(int objRank, float height);
float GetObjectShadowRadius(int objRank);
//@}
@@ -852,7 +880,7 @@ public:
bool GetHighlight(Math::Point& p1, Math::Point& p2);
//! Deletes all ground spots
- void FlushGroundSpot();
+ void DeleteAllGroundSpots();
//! Creates a new ground spot and returns its rank
int CreateGroundSpot();
//! Deletes the given ground spot
@@ -860,11 +888,11 @@ public:
//@{
//! Management of different ground spot params
- bool SetObjectGroundSpotPos(int rank, const Math::Vector& pos);
- bool SetObjectGroundSpotRadius(int rank, float radius);
- bool SetObjectGroundSpotColor(int rank, const Color& color);
- bool SetObjectGroundSpotMinMax(int rank, float min, float max);
- bool SetObjectGroundSpotSmooth(int rank, float smooth);
+ void SetObjectGroundSpotPos(int rank, const Math::Vector& pos);
+ void SetObjectGroundSpotRadius(int rank, float radius);
+ void SetObjectGroundSpotColor(int rank, const Color& color);
+ void SetObjectGroundSpotMinMax(int rank, float min, float max);
+ void SetObjectGroundSpotSmooth(int rank, float smooth);
//@}
//! Creates the ground mark with the given params
@@ -1157,6 +1185,8 @@ public:
protected:
//! Prepares the interface for 3D scene
void Draw3DScene();
+ //! Draw 3D object
+ void DrawObject(const EngineBaseObjDataTier& p4);
//! Draws the user interface over the scene
void DrawInterface();
@@ -1186,15 +1216,13 @@ protected:
//! Draw statistic texts
void DrawStats();
- //! Creates new tier 1 object
- EngineObjLevel1& AddLevel1(const std::string& tex1Name, const std::string& tex2Name);
- //! Creates a new tier 2 object
- EngineObjLevel2& AddLevel2(EngineObjLevel1 &p1, int objRank);
- //! Creates a new tier 3 object
- EngineObjLevel3& AddLevel3(EngineObjLevel2 &p2, float min, float max);
- //! Creates a new tier 4 object
- EngineObjLevel4& AddLevel4(EngineObjLevel3 &p3, EngineTriangleType type,
- const Material& mat, int state);
+ //! Creates a new tier 2 object (texture)
+ EngineBaseObjTexTier& AddLevel2(EngineBaseObject& p1, const std::string& tex1Name, const std::string& tex2Name);
+ //! Creates a new tier 3 object (LOD)
+ EngineBaseObjLODTier& AddLevel3(EngineBaseObjTexTier &p2, float min, float max);
+ //! Creates a new tier 4 object (data)
+ EngineBaseObjDataTier& AddLevel4(EngineBaseObjLODTier &p3, EngineTriangleType type,
+ const Material& mat, int state);
//! Create texture and add it to cache
Texture CreateTexture(const std::string &texName, const TextureCreateParams &params, CImage* image = nullptr);
@@ -1221,6 +1249,12 @@ protected:
//! Updates geometric parameters of objects (bounding box and radius)
void UpdateGeometry();
+ //! Updates a given static buffer
+ void UpdateStaticBuffer(EngineBaseObjDataTier& p4);
+
+ //! Updates static buffers of changed objects
+ void UpdateStaticBuffers();
+
protected:
CInstanceManager* m_iMan;
CApplication* m_app;
@@ -1273,8 +1307,8 @@ protected:
//! Previous size of viewport window
Math::IntPoint m_lastSize;
- //! Root of tree object structure (level 1 list)
- std::vector<EngineObjLevel1> m_objectTree;
+ //! Base objects (also level 1 tier list)
+ std::vector<EngineBaseObject> m_baseObjects;
//! Object parameters
std::vector<EngineObject> m_objects;
//! Shadow list
@@ -1299,6 +1333,7 @@ protected:
Color m_waterAddColor;
int m_statisticTriangle;
bool m_updateGeometry;
+ bool m_updateStaticBuffers;
int m_alphaMode;
bool m_groundSpotVisible;
bool m_shadowVisible;