mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-08-08 17:57:02 +08:00
feat(render): interpolate entity transforms for rendering
Add RenderTransform component to smooth position/direction updates and use it in entity and shadow passes.
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@@ -10,4 +10,5 @@ struct WalkPose {
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// for sound play
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float moving_time = 0.0f;
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};
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} // namespace Cubed
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@@ -21,4 +21,10 @@ struct Transform {
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Direction direction{};
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};
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struct RenderTransform {
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Position position{};
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Orientation orientation{};
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Direction direction{};
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};
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} // namespace Cubed
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@@ -20,7 +20,7 @@ void ClientEntityManager::init() {
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BaseClientCreature c;
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c.model = ModelManager::instance().get_model_id("cubed:pig");
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create_entity_in_registry(id, Entity{id}, EntityInfo{"cubed:pig", ""},
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std::move(c), PigTag{});
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std::move(c), PigTag{}, RenderTransform{});
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});
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}
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// not thread safe
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@@ -34,6 +34,9 @@ void ClientEntityManager::handle_entity_create(EntityID id,
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auto* c = m_registry.try_get<BaseClientCreature>(a->second);
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ASSERT(c);
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c->transform.position.value = pos;
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auto* r = m_registry.try_get<RenderTransform>(a->second);
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ASSERT(r);
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r->position.value = pos;
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}
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void ClientEntityManager::handle_entity_update(UpdateInfo& info) {
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@@ -50,6 +53,13 @@ void ClientEntityManager::handle_entity_update(UpdateInfo& info) {
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ASSERT(creature);
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creature->transform.position.value = info.pos;
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creature->transform.direction.value = info.direction;
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auto r = m_registry.try_get<RenderTransform>(e);
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ASSERT(r);
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r->direction.value =
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glm::mix(r->direction.value, creature->transform.direction.value, 0.15);
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r->position.value =
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glm::mix(r->position.value, creature->transform.position.value, 0.15);
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}
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void ClientEntityManager::receive_entity_create(S2CEntityCreate& s2c) {
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@@ -297,15 +297,15 @@ void WorldRenderer::shadow_entity(ClientWorld& world,
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shader.set_loc("lightSpaceMatrix", light_matrix);
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glEnable(GL_DEPTH_TEST);
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auto& registry = world.entity_manager().get_registry();
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auto view = registry.view<BaseClientCreature>();
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auto view = registry.view<BaseClientCreature, RenderTransform>();
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for (auto entity : view) {
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auto& creature = view.get<BaseClientCreature>(entity);
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float yaw = std::atan2(creature.transform.direction.value.x,
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creature.transform.direction.value.z);
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auto& t = view.get<RenderTransform>(entity);
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float yaw = std::atan2(t.direction.value.x, t.direction.value.z);
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m_renderer.model_renderer().shadow_pass(
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creature.model, creature.transform.position.value, yaw,
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world.world_scene().camera());
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m_renderer.model_renderer().shadow_pass(creature.model,
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t.position.value, yaw,
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world.world_scene().camera());
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}
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m_player_renderer.render(shader, world, true);
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}
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@@ -721,14 +721,14 @@ void WorldRenderer::render_entity(ClientWorld& world) {
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glEnable(GL_DEPTH_TEST);
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auto& registry = world.entity_manager().get_registry();
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auto view = registry.view<BaseClientCreature>();
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auto view = registry.view<BaseClientCreature, RenderTransform>();
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for (auto entity : view) {
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auto& creature = view.get<BaseClientCreature>(entity);
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float yaw = std::atan2(creature.transform.direction.value.x,
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creature.transform.direction.value.z);
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m_renderer.model_renderer().render_model(
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creature.model, creature.transform.position.value, yaw,
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world.world_scene().camera());
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auto& t = view.get<RenderTransform>(entity);
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float yaw = std::atan2(t.direction.value.x, t.direction.value.z);
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m_renderer.model_renderer().render_model(creature.model,
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t.position.value, yaw,
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world.world_scene().camera());
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}
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m_player_renderer.render(shader, world, false);
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