mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-17 03:59:19 +02:00
feat(materials): texture randomization for loads
* feat(materials): texture randomization for loads
This commit is contained in:
@@ -627,6 +627,10 @@ void TAnimModel::RaPrepare()
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}
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}
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TSubModel::iInstance = reinterpret_cast<std::uintptr_t>( this ); //żeby nie robić cudzych animacji
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// NOTE: scenery models don't pick texture variants of their own, so we clear the seed left by the
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// last rendered vehicle. instanced draws share a single material bind anyway, which would make
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// per instance variants inconsistent between batched and individually drawn models
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TSubModel::iVariantSeed = 0;
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TSubModel::pasText = &asText; // przekazanie tekstu do wyświetlacza (!!!! do przemyślenia)
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for (auto entry : m_animlist) {
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@@ -30,6 +30,7 @@ using namespace Mtable;
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float TSubModel::fSquareDist = 0.f;
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std::uintptr_t TSubModel::iInstance; // numer renderowanego egzemplarza obiektu
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std::uint32_t TSubModel::iVariantSeed = 0; // ziarno losowania wariantów tekstur renderowanego egzemplarza
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texture_handle const *TSubModel::ReplacableSkinId = nullptr;
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int TSubModel::iAlpha = 0x30300030; // maska do testowania flag tekstur wymiennych
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TModel3d *TSubModel::pRoot; // Ra: tymczasowo wskaźnik na model widoczny z submodelu
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@@ -2460,6 +2461,120 @@ void TModel3d::LoadFromTextFile(std::string const &FileName, bool dynamic)
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}
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}
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std::uint32_t TSubModel::VariantId(TSubModel const *Submodel)
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{ // the seed is already well scattered, so the group is merely added to it. this way branches of one model
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// are guaranteed to land on different variants, as long as the pool holds at least as many entries as
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// the model has branches -- two containers carried by the same wagon won't come up with the same number
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return iVariantSeed + static_cast<std::uint32_t>(Submodel != nullptr ? Submodel->m_variantgroup : 0);
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}
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namespace
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{
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// two branches sitting no farther than this from each other are treated as one object.
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// generous, a simplified lod mesh doesn't have to sit exactly where the detailed one does
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float const variantgrouptolerance{0.25f};
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// assigns provided variant group id to the submodel and all of its children
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void mark_variant_group(TSubModel *Submodel, int const Group, bool const Includesiblings)
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{
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while (Submodel != nullptr)
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{
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Submodel->m_variantgroup = Group;
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mark_variant_group(Submodel->ChildGet(), Group, true);
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if (false == Includesiblings)
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{
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break;
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}
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Submodel = Submodel->NextGet();
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}
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}
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// expands provided bounding area to cover geometry carried by the submodel and all of its children
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void accumulate_mesh_bounds(TSubModel const *Submodel, glm::vec3 &Minimum, glm::vec3 &Maximum, bool &Isempty, bool const Includesiblings)
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{
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while (Submodel != nullptr)
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{
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if (auto const &vertices{(Submodel->m_geometry.handle != null_handle ? GfxRenderer->Vertices(Submodel->m_geometry.handle) : Submodel->Vertices)};
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false == vertices.empty())
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{
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// the transformation chain can still hold a rotation, so the vertices go through it
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// rather than get taken at their face value
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float4x4 parentmatrix;
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Submodel->ParentMatrix(&parentmatrix);
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auto const transformationmatrix{glm::make_mat4(parentmatrix.readArray())};
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for (auto const &vertex : vertices)
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{
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auto const position{glm::vec3{transformationmatrix * glm::vec4{vertex.position, 1}}};
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Minimum = glm::min(Minimum, position);
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Maximum = glm::max(Maximum, position);
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}
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Isempty = false;
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}
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accumulate_mesh_bounds(Submodel->Child, Minimum, Maximum, Isempty, true);
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if (false == Includesiblings)
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{
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break;
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}
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Submodel = Submodel->Next;
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}
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}
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// returns position of provided branch of the model, relative to the model root
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glm::vec3 branch_position(TSubModel const *Branch)
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{
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// the transformation chain is the cheap way to get there, as it doesn't touch the geometry,
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// which keeps this affordable even for models made of thousands of branches...
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auto const offset{Branch->offset()};
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if (glm::length2(offset) > variantgrouptolerance * variantgrouptolerance)
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{
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return offset;
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}
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// ...but it only tells us anything for branches which actually carry a transform. models loaded from
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// text format can have theirs baked into the vertices instead, which leaves the whole model piled up
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// at the origin and, without the fallback below, all of its branches in a single variant group.
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// NOTE: it's the centre of the bounding area we're after, and not the average vertex position offset()
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// would give us -- the latter drifts with vertex density, which puts each lod mesh of one object in
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// a group of its own and has the object change its texture variant as the lods get swapped
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glm::vec3 minimum{std::numeric_limits<float>::max()};
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glm::vec3 maximum{std::numeric_limits<float>::lowest()};
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bool isempty{true};
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accumulate_mesh_bounds(Branch, minimum, maximum, isempty, false);
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return (false == isempty ? (minimum + maximum) * 0.5f : offset);
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}
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} // namespace
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void TModel3d::assign_variant_groups()
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{ // each top level branch of the model gets a group id, which it passes down to all of its children.
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// for load models a branch is a single load chunk, and the group id is what makes two chunks of the same
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// model pick different texture variants, while keeping all parts of one chunk on the same variant.
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// the id comes from the position of the branch, not from its ordinal: lod variants of one object are
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// separate branches drawn in disjoint distance ranges, and grouping them by position is what keeps the
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// object on the same variant no matter which of them is currently on screen
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std::vector<glm::vec3> grouppositions; // position of each group, indexed by its id
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auto const groupid = [&grouppositions](TSubModel const *Branch) {
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auto const position{branch_position(Branch)};
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for (std::size_t index = 0; index < grouppositions.size(); ++index)
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{
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if (glm::length2(grouppositions[index] - position) < variantgrouptolerance * variantgrouptolerance)
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{
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return static_cast<int>(index);
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}
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}
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grouppositions.emplace_back(position);
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return static_cast<int>(grouppositions.size() - 1);
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};
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for (auto *trunk = Root; trunk != nullptr; trunk = trunk->NextGet())
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{
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// root level submodels are usually mere containers, but can carry geometry of their own
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trunk->m_variantgroup = groupid(trunk);
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for (auto *branch = trunk->ChildGet(); branch != nullptr; branch = branch->NextGet())
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{
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mark_variant_group(branch, groupid(branch), false);
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}
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}
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}
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void TModel3d::Init()
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{ // obrócenie początkowe układu współrzędnych, dla
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// pojazdów wykonywane po analizie animacji
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@@ -2492,6 +2607,8 @@ void TModel3d::Init()
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Root->m_boundingradius = std::max(Root->m_boundingradius, root->m_boundingradius);
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}
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assign_variant_groups();
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if (Global.iConvertModels & 1 && false == asBinary.empty())
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{
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SaveToBinFile(asBinary);
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@@ -137,6 +137,9 @@ public:
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TSubModel *Child { nullptr };
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public:
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material_handle m_material { null_handle }; // numer tekstury, -1 wymienna, 0 brak
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// index of the top level branch of the model this submodel belongs to. submodels sharing a branch
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// also share the texture variant picked for them, so a multi-mesh load chunk stays consistent
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int m_variantgroup { 0 };
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bool bWire { false }; // nie używane, ale wczytywane
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float Opacity { 1.0f };
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float f_Angle { 0.0f };
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@@ -168,6 +171,9 @@ public:
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public:
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static size_t iInstance; // identyfikator egzemplarza, który aktualnie renderuje model
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// seed of the currently rendered model instance, combined with m_variantgroup it picks
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// texture variants for materials which declare them. 0 for instances without own seed
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static std::uint32_t iVariantSeed;
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static material_handle const *ReplacableSkinId;
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static int iAlpha; // maska bitowa dla danego przebiegu
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static float fSquareDist;
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@@ -211,6 +217,8 @@ public:
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static void ReplacableSet(material_handle const *r, int a) {
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ReplacableSkinId = r;
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iAlpha = a; };
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// returns id of texture variant to use for provided submodel of the currently rendered instance
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static std::uint32_t VariantId(TSubModel const *Submodel);
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void Name_Material( std::string const &Name );
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void Name( std::string const &Name );
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// Ra: funkcje do budowania terenu z E3D
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@@ -291,6 +299,8 @@ public:
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void SaveToBinFile(std::string const &FileName);
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uint32_t Flags() const { return iFlags; };
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void Init();
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// assigns each top level branch of the model, and everything below it, its own variant group id
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void assign_variant_groups();
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std::string NameGet() const { return m_filename; };
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nameoffset_sequence const & smoke_sources() const {
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return m_smokesources; }
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@@ -64,55 +64,96 @@ std::map<std::string, int> texture_bindings {
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{ "normalmap", 1 }
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};
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int opengl_material::texture_slot( std::string const &Key )
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{
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auto key { Key };
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if( ( key.size() > 0 ) && ( key[ 0 ] != '_' ) )
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{
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// numbered binding, "textureN:" fills the slot N-1
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key.erase( key.find_first_not_of( "-1234567890" ) );
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size_t const num = std::stoi( key ) - 1;
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if( num < gl::MAX_TEXTURES ) {
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return static_cast<int>( num );
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}
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log_error( "invalid texture binding: " + std::to_string( num ) );
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is_good = false;
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return -1;
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}
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if( key.size() > 2 )
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{
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// named binding, the slot it fills is up to the shader
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key.erase( 0, 1 );
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key.pop_back();
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if( shader && ( shader->texture_conf.find( key ) != shader->texture_conf.end() ) ) {
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return static_cast<int>( shader->texture_conf[ key ].id );
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}
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auto const lookup { texture_bindings.find( key ) };
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if( ( shader == nullptr ) && ( lookup != texture_bindings.end() ) ) {
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return lookup->second;
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}
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// ignore unrecognized texture bindings in legacy render mode, it's most likely data for more advanced shaders
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if( Global.GfxRenderer == "default" ) {
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log_error( "unknown texture binding: " + key );
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is_good = false;
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}
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return -1;
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}
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log_error( "unrecognized texture binding: " + key );
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is_good = false;
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return -1;
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}
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void opengl_material::build_texture_variants( std::vector<variant_binding> const &Bindings, bool const Loadnow )
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{
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if( true == Bindings.empty() ) { return; }
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// build a texture set for each entry of the largest of the declared pools.
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// pools of different size can be combined, shorter ones simply repeat from the start
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std::size_t variantcount { 0 };
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for( auto const &[ slot, pool ] : Bindings ) {
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variantcount = std::max( variantcount, pool->size() );
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}
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texture_variants.resize( variantcount, textures );
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for( auto const &[ slot, pool ] : Bindings ) {
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for( std::size_t variantindex = 0; variantindex < variantcount; ++variantindex ) {
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auto const &texturename { ( *pool )[ variantindex % pool->size() ] };
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auto const texturehandle { GfxRenderer->Fetch_Texture( texturename, Loadnow ) };
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if( texturehandle == null_handle ) {
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// a single bad entry shouldn't take down the whole material, fall back to the basic texture
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log_error( "missing texture variant: " + texturename );
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continue;
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}
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texture_variants[ variantindex ][ slot ] = texturehandle;
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}
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}
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}
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void opengl_material::finalize(bool Loadnow)
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{
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is_good = true;
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if (parse_info)
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{
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for (auto it : parse_info->tex_mapping)
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{
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std::string key = it.first;
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std::string value = it.second.name;
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// texture bindings which come with a pool of alternatives, gathered while resolving regular bindings
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std::vector<variant_binding> variantbindings;
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if (key.size() > 0 && key[0] != '_')
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{
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key.erase( key.find_first_not_of( "-1234567890" ) );
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size_t num = std::stoi(key) - 1;
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if (num < gl::MAX_TEXTURES) {
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textures[num] = GfxRenderer->Fetch_Texture(value, Loadnow);
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}
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else {
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log_error("invalid texture binding: " + std::to_string(num));
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is_good = false;
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}
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}
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else if (key.size() > 2)
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{
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key.erase(0, 1);
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key.pop_back();
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std::map<std::string, int>::iterator lookup;
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if( shader && shader->texture_conf.find( key ) != shader->texture_conf.end() ) {
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textures[ shader->texture_conf[ key ].id ] = GfxRenderer->Fetch_Texture( value, Loadnow );
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}
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else if( shader == nullptr
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&& ( lookup = texture_bindings.find( key ) ) != texture_bindings.end() ) {
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textures[ lookup->second ] = GfxRenderer->Fetch_Texture( value, Loadnow );
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}
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else {
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// ignore unrecognized texture bindings in legacy render mode, it's most likely data for more advanced shaders
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if( Global.GfxRenderer == "default" ) {
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log_error( "unknown texture binding: " + key );
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is_good = false;
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}
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}
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}
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else {
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log_error("unrecognized texture binding: " + key);
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is_good = false;
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for( auto const &[ bindingkey, binding ] : parse_info->tex_mapping )
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{
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auto const slot { texture_slot( bindingkey ) };
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if( slot < 0 ) { continue; }
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textures[ slot ] = GfxRenderer->Fetch_Texture( binding.name, Loadnow );
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if( binding.variants.size() > 1 ) {
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variantbindings.emplace_back( static_cast<std::size_t>( slot ), &( binding.variants ) );
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}
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}
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build_texture_variants( variantbindings, Loadnow );
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if (!shader)
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{
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// TODO: add error severity to logging, re-enable these errors as low severity messages
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@@ -289,6 +330,44 @@ bool is_weather( std::string const &String ) {
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}
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// imports member data pair from the config file
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void opengl_material::deserialize_texture_mapping( cParser &Input, std::string const &Key, int const Priority ) {
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// a texture binding can be provided as a pool of alternatives, "textureN_variants: [ a b c ]".
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// unlike a regular random set, which is resolved once when the material is loaded and thus shared
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// by everything using it, such pool is preserved whole and one entry is picked per model instance
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auto key { Key };
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auto const variantmarker { key.find( "_variants" ) };
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auto const isvariantset { variantmarker != std::string::npos };
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if( true == isvariantset ) {
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// reduce the key to its plain form, "N_variants:" becomes "N:"
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key.erase( variantmarker, std::string( "_variants" ).size() );
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}
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std::vector<std::string> variants;
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std::string value;
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if( false == isvariantset ) {
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value = deserialize_random_set( Input );
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replace_slashes( value );
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}
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else {
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variants = deserialize_set( Input );
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for( auto &variant : variants ) {
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replace_slashes( variant );
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}
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if( true == variants.empty() ) {
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log_error( "empty texture variant pool: " + key );
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return;
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}
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// first entry doubles as the regular, variant-agnostic texture of the material
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value = variants.front();
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}
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auto const [ it, inserted ] { parse_info->tex_mapping.try_emplace( key, parse_info_s::tex_def{ value, Priority, variants } ) };
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if( ( false == inserted ) && ( Priority > it->second.priority ) ) {
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it->second = parse_info_s::tex_def{ value, Priority, variants };
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}
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}
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bool
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opengl_material::deserialize_mapping( cParser &Input, int const Priority, bool const Loadnow ) {
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@@ -324,17 +403,7 @@ opengl_material::deserialize_mapping( cParser &Input, int const Priority, bool c
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else if (key.compare(0, 7, "texture") == 0) {
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key.erase(0, 7);
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auto value { deserialize_random_set( Input ) };
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replace_slashes( value );
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auto it = parse_info->tex_mapping.find(key);
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if (it == parse_info->tex_mapping.end())
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parse_info->tex_mapping.emplace(std::make_pair(key, parse_info_s::tex_def({ value, Priority })));
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else if (Priority > it->second.priority)
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{
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parse_info->tex_mapping.erase(it);
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parse_info->tex_mapping.emplace(std::make_pair(key, parse_info_s::tex_def({ value, Priority })));
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}
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deserialize_texture_mapping( Input, key, Priority );
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}
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else if (key.compare(0, 5, "param") == 0) {
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key.erase(0, 5);
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@@ -18,7 +18,13 @@ http://mozilla.org/MPL/2.0/.
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// a collection of parameters for the rendering setup.
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// for modern opengl this translates to set of attributes for shaders
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struct opengl_material : public IMaterial {
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std::array<texture_handle, gl::MAX_TEXTURES> textures = { null_handle };
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using texture_set = std::array<texture_handle, gl::MAX_TEXTURES>;
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texture_set textures = { null_handle };
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// alternative texture sets, defined with "textureN_variants:" key.
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// one of them is picked per rendered model instance, empty when the material declares no variants.
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// NOTE: all variants share the remaining material properties, opacity and translucency included
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std::vector<texture_set> texture_variants;
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std::array<glm::vec4, gl::MAX_PARAMS> params;
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std::vector<gl::shader::param_entry> params_state;
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@@ -60,6 +66,14 @@ struct opengl_material : public IMaterial {
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{
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return textures[slot];
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}
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// returns texture set to use for model instance identified by provided variant id
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texture_set const &GetTextures(std::uint32_t const Variant) const
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{
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||||
return (
|
||||
texture_variants.empty() ?
|
||||
textures :
|
||||
texture_variants[Variant % texture_variants.size()]);
|
||||
}
|
||||
// members
|
||||
static struct path_data {
|
||||
std::unordered_map<std::string, int> index_map;
|
||||
@@ -71,10 +85,23 @@ struct opengl_material : public IMaterial {
|
||||
bool update_on_season_change{ false };
|
||||
|
||||
private:
|
||||
// types
|
||||
// texture binding which comes with a pool of alternatives: slot the binding fills, and the pool itself
|
||||
using variant_binding = std::pair<std::size_t, std::vector<std::string> const *>;
|
||||
|
||||
// methods
|
||||
// imports member data pair from the config file
|
||||
bool
|
||||
deserialize_mapping( cParser &Input, int const Priority, bool const Loadnow );
|
||||
// imports texture binding, potentially carrying a pool of alternatives, from the config file
|
||||
void
|
||||
deserialize_texture_mapping( cParser &Input, std::string const &Key, int const Priority );
|
||||
// returns texture slot provided binding key resolves to, or -1 if it doesn't resolve to any
|
||||
int
|
||||
texture_slot( std::string const &Key );
|
||||
// fills the alternative texture sets from provided pools, one set per entry of the longest pool
|
||||
void
|
||||
build_texture_variants( std::vector<variant_binding> const &Bindings, bool const Loadnow );
|
||||
void log_error(const std::string &str);
|
||||
|
||||
// members
|
||||
@@ -90,6 +117,9 @@ private:
|
||||
{
|
||||
std::string name;
|
||||
int priority;
|
||||
// optional pool of alternative textures for the same binding, one picked per model instance.
|
||||
// empty for regular, single texture bindings
|
||||
std::vector<std::string> variants;
|
||||
};
|
||||
struct param_def
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user