[Maps] Optimize forward model calculation using glm

This commit is contained in:
momo5502 2017-03-28 17:16:11 +02:00
parent 3a0a5b8506
commit 4cd6d5502d
6 changed files with 62 additions and 116 deletions

3
.gitmodules vendored
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@ -32,3 +32,6 @@
[submodule "deps/udis86"]
path = deps/udis86
url = git@github.com:iw4x/udis86.git
[submodule "deps/glm"]
path = deps/glm
url = https://github.com/g-truc/glm.git

1
deps/glm vendored Submodule

@ -0,0 +1 @@
Subproject commit ff64d51a1c3e73cd9f72ab48b891961eca184fe5

2
deps/protobuf vendored

@ -1 +1 @@
Subproject commit d9e0119f2c2f49ea89012a03c030e2b5011d0bc3
Subproject commit b3f3e123aade1550f3d862d742ab26192cd3b786

26
premake/glm.lua Normal file
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@ -0,0 +1,26 @@
glm = {
settings = nil,
}
function glm.setup(settings)
if not settings.source then error("Missing source.") end
glm.settings = settings
end
function glm.import()
if not glm.settings then error("Run glm.setup first") end
glm.includes()
end
function glm.includes()
if not glm.settings then error("Run glm.setup first") end
includedirs { glm.settings.source }
end
function glm.project()
if not glm.settings then error("Run glm.setup first") end
end

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@ -187,6 +187,7 @@ require "premake/protobuf"
require "premake/zlib"
require "premake/WinToast"
require "premake/udis86"
require "premake/glm"
json11.setup
{
@ -235,6 +236,10 @@ udis86.setup
{
source = path.join(depsBasePath, "udis86"),
}
glm.setup
{
source = path.join(depsBasePath, "glm"),
}
workspace "iw4x"
location "./build"
@ -328,6 +333,7 @@ workspace "iw4x"
zlib.import()
WinToast.import()
udis86.import()
glm.import();
-- fix vpaths for protobuf sources
vpaths

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@ -1,4 +1,5 @@
#include "STDInclude.hpp"
#include <glm/glm.hpp>
namespace Components
{
@ -560,132 +561,41 @@ namespace Components
Game::GfxWorld*& gameWorld = *reinterpret_cast<Game::GfxWorld**>(0x66DEE94);
if (!Game::CL_IsCgameInitialized() || !gameWorld || !Dvar::Var("r_forceForwardModels").get<bool>()) return;
Game::vec3_t forward;
Game::vec3_t right;
Game::AngleVectors(reinterpret_cast<float*>(0x85F650), forward, right, nullptr);
float* selfOrigin = reinterpret_cast<float*>(0x85B708);
Game::vec3_t _forward, _right;
Game::AngleVectors(reinterpret_cast<float*>(0x85F650), _forward, _right, nullptr);
auto normalizeVector = [](float* vector, int dim)
{
float length = 0;
glm::vec2 right(_right[0], _right[1]);
glm::vec2 forward = glm::normalize(glm::vec2(_forward[0], _forward[1]));
for (int i = 0; i < dim; ++i)
{
length += std::pow(vector[i], 2);
}
length = std::sqrt(length);
for (int i = 0; i < dim; ++i)
{
vector[i] /= length;
}
};
// Move 200 units back
normalizeVector(forward, 2);
forward[0] *= 200.0f;
forward[1] *= 200.0f;
Game::vec3_t selfOriginAdjusted = { selfOrigin[0] - forward[0], selfOrigin[1] - forward[1], selfOrigin[2] };
selfOrigin = selfOriginAdjusted;
float* _selfOrigin = reinterpret_cast<float*>(0x85B708);
glm::vec2 selfOrigin(_selfOrigin[0], _selfOrigin[1]);
selfOrigin -= (glm::normalize(forward) * 200.0f); // Move 200 units back
for (unsigned int i = 0; i < gameWorld->dpvs.smodelCount; ++i)
{
float* origin = gameWorld->dpvs.smodelDrawInsts[i].placement.origin;
float* _origin = gameWorld->dpvs.smodelDrawInsts[i].placement.origin;
glm::vec2 modelOrigin(_origin[0], _origin[1]);
glm::mat2x2 matrix(right[0], -(forward[0]), right[1], -(forward[1]));
struct Matrix // 2x2
// If matrix is singular just draw the models
if (glm::determinant(matrix) != 0)
{
Game::vec2_t row1;
Game::vec2_t row2;
glm::mat2x2 invMatrix = glm::inverse(matrix);
glm::vec2 solve = modelOrigin - selfOrigin;
glm::vec2 result = invMatrix * solve;
// a b
// c d
Matrix(float a, float b, float c, float d)
{
this->row1[0] = a;
this->row1[1] = b;
glm::vec2 point = selfOrigin + (result[0] * right);
glm::vec2 path = glm::normalize(modelOrigin - point);
this->row2[0] = c;
this->row2[1] = d;
//if(path != forward) // This would work if floats were accurate (both vectors are normalized)
// As the method above doesn't work, just compare signs and skip to the next model if they don't equal
if ((path[0] < 0) == (forward[0] > 0) && (path[1] < 0) == (forward[1] > 0)) continue;
}
void solve(float* inOut) // Ax=b -> sovle x for b -> store in b
{
bool swapped = false;
if (this->row1[0] == 0)
{
std::swap(this->row1, this->row2);
std::swap(inOut[0], inOut[1]);
swapped = true;
}
// Normalize pivot a to 1
this->row1[1] /= this->row1[0];
inOut[0] /= this->row1[0];
this->row1[0] = 1;
this->row2[1] -= this->row1[1] * this->row2[0]; // This should be 0
inOut[1] -= inOut[0] * this->row2[0];
this->row2[0] = 0; // This is now zero
if (this->row2[1] == 0)
{
inOut[1] = 0;
}
else
{
// Normalize pivot d to 1
inOut[1] /= this->row2[1];
this->row2[1] = 1;
inOut[0] -= this->row1[1] * inOut[1];
}
if (swapped) std::swap(inOut[0], inOut[1]);
}
};
struct Line
{
Game::vec2_t point;
Game::vec2_t direction;
Line(float* p, float* dir)
{
std::memcpy(this->point, p, sizeof this->point);
std::memcpy(this->direction, dir, sizeof this->direction);
}
void cross(Line &line, float* out)
{
Matrix matrix(direction[0], -(line.direction[0]), direction[1], -(line.direction[1]));
out[0] = line.point[0] - this->point[0];
out[1] = line.point[1] - this->point[1];
matrix.solve(out);
float scale = out[0]; // 0 is direction scale for this, 1 is scale for line
out[0] = this->point[0] + (this->direction[0] * scale);
out[1] = this->point[1] + (this->direction[1] * scale);
}
};
Line border(selfOrigin, right);
Line object(origin, forward);
Game::vec2_t borderPoint;
border.cross(object, borderPoint);
Game::vec2_t direction = { origin[0] - borderPoint[0], origin[1] - borderPoint[1] };
// Direction and forward normalized should be equal, we just skip normalization here and compare signs
if(((direction[0] <= 0 && forward[0] <= 0) || ((direction[0] >= 0 && forward[0] >= 0))) && ((direction[1] <= 0 && forward[1] <= 0) || ((direction[1] >= 0 && forward[1] >= 0))))
{
gameWorld->dpvs.smodelVisData[0][i] = 1;
gameWorld->dpvs.smodelVisData[1][i] = 1;
gameWorld->dpvs.smodelVisData[2][i] = 1;
}
}
}, HOOK_CALL).install()->quick();
Command::Add("skipModel", [](Command::Params*)