mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-05-01 18:13:57 +00:00
* Add multiplayer extension * Fix animation system to work when host is outside ISLE world - Move TickHostSessions outside m_inIsleWorld gate so the host can coordinate animations from any world - Load animation catalog early in HandleCreate so the host can coordinate before entering the ISLE world - Use network-reported positions for remote player location detection instead of requiring spawned ROIs - Always erase sessions at launch — the host's job ends when the animation starts; clients play and complete independently - Replace BroadcastAnimComplete with locally-driven completion callbacks: host generates eventId at launch, clients cache completion JSON at start time, fire it when ScenePlayer finishes - Make StopAnimation only do local cleanup (stop playback, cancel own interest, reset coordinator) without destroying the session host, so other players' sessions survive world transitions - Broadcast state=0 in ResetAnimationState for full teardown paths (shutdown, reconnect, host migration) so clients aren't left with stale session state * Fix use-after-free crash in ScenePlayer when remote player disconnects mid-animation When a remote player's ROI is destroyed (disconnect, timeout, or respawn), notify all active ScenePlayer instances to null out dangling references before the ROI is freed. The animation engine already handles null ROI map entries gracefully, so playback continues for remaining participants. * Fix crash when performer's child ROIs are left dangling in ScenePlayer NotifyROIDestroyed now walks the parent chain to also invalidate child ROIs of the destroyed performer (head, limbs, etc.) that were placed into the roiMap by BuildROIMap. The ancestor walk happens once; all other fields are cleaned with simple pointer equality. * Allow spectator to play click animation during scene playback * Make PTATCAM track spectator ROI instead of camera in ScenePlayer * Only regenerate emscripten version files when git state changes Replace add_custom_target(ALL) with add_custom_command(OUTPUT) so the version script only runs when .git/HEAD or the current branch ref file changes, instead of on every build. * Fix ROI name collision causing dangling pointers in NPC locomotion roiMaps When ScenePlayer created cloned NPC ROIs for cooperative animations, it renamed them to match the original character name and added them to the ViewManager. This created a name collision: two ROIs with the same name. The original game's AppendROIToScene searches by name and stops at the first match, so if a locomotion BuildROIMap ran while the clone existed, it could capture pointers to the clone's child ROIs. When the clone was later destroyed (CleanupProps), those roiMap entries became dangling pointers, crashing in AnimateWithTransform at roi.h:151 (SetVisibility). Fix: use the alias mechanism (already supported by AnimUtils::BuildROIMap) instead of renaming clones. Also unify all ROI name generation behind a shared counter to prevent character manager key collisions.
331 lines
8.6 KiB
C++
331 lines
8.6 KiB
C++
#include "extensions/multiplayer/namebubblerenderer.h"
|
|
|
|
#include "3dmanager/lego3dmanager.h"
|
|
#include "legovideomanager.h"
|
|
#include "misc.h"
|
|
#include "roi/legoroi.h"
|
|
#include "tgl/tgl.h"
|
|
|
|
#include <SDL3/SDL_stdinc.h>
|
|
#include <vec.h>
|
|
|
|
using namespace Multiplayer;
|
|
|
|
// 5x5 bitmap font for A-Z (each row is a byte with bits 4..0 representing columns)
|
|
// clang-format off
|
|
static const uint8_t g_letterFont[26][5] = {
|
|
{0x0E, 0x11, 0x1F, 0x11, 0x11}, // A
|
|
{0x1E, 0x11, 0x1E, 0x11, 0x1E}, // B
|
|
{0x0F, 0x10, 0x10, 0x10, 0x0F}, // C
|
|
{0x1E, 0x11, 0x11, 0x11, 0x1E}, // D
|
|
{0x1F, 0x10, 0x1E, 0x10, 0x1F}, // E
|
|
{0x1F, 0x10, 0x1E, 0x10, 0x10}, // F
|
|
{0x0F, 0x10, 0x13, 0x11, 0x0F}, // G
|
|
{0x11, 0x11, 0x1F, 0x11, 0x11}, // H
|
|
{0x0E, 0x04, 0x04, 0x04, 0x0E}, // I
|
|
{0x01, 0x01, 0x01, 0x11, 0x0E}, // J
|
|
{0x11, 0x12, 0x1C, 0x12, 0x11}, // K
|
|
{0x10, 0x10, 0x10, 0x10, 0x1F}, // L
|
|
{0x11, 0x1B, 0x15, 0x11, 0x11}, // M
|
|
{0x11, 0x19, 0x15, 0x13, 0x11}, // N
|
|
{0x0E, 0x11, 0x11, 0x11, 0x0E}, // O
|
|
{0x1E, 0x11, 0x1E, 0x10, 0x10}, // P
|
|
{0x0E, 0x11, 0x15, 0x12, 0x0D}, // Q
|
|
{0x1E, 0x11, 0x1E, 0x12, 0x11}, // R
|
|
{0x0F, 0x10, 0x0E, 0x01, 0x1E}, // S
|
|
{0x1F, 0x04, 0x04, 0x04, 0x04}, // T
|
|
{0x11, 0x11, 0x11, 0x11, 0x0E}, // U
|
|
{0x11, 0x11, 0x11, 0x0A, 0x04}, // V
|
|
{0x11, 0x11, 0x15, 0x1B, 0x11}, // W
|
|
{0x11, 0x0A, 0x04, 0x0A, 0x11}, // X
|
|
{0x11, 0x0A, 0x04, 0x04, 0x04}, // Y
|
|
{0x1F, 0x02, 0x04, 0x08, 0x1F}, // Z
|
|
};
|
|
// clang-format on
|
|
|
|
// Texture dimensions (must be power of 2)
|
|
static const int TEX_WIDTH = 64;
|
|
static const int TEX_HEIGHT = 16;
|
|
|
|
// Palette indices
|
|
static const uint8_t PAL_TRANSPARENT = 0;
|
|
static const uint8_t PAL_BLACK = 1;
|
|
static const uint8_t PAL_WHITE = 2;
|
|
|
|
// Billboard world-space size
|
|
static const float BUBBLE_WIDTH = 1.2f;
|
|
static const float BUBBLE_HEIGHT = 0.3f;
|
|
|
|
// Vertical offset above ROI bounding sphere
|
|
static const float BUBBLE_Y_OFFSET = 0.15f;
|
|
|
|
NameBubbleRenderer::NameBubbleRenderer()
|
|
: m_group(nullptr), m_meshBuilder(nullptr), m_mesh(nullptr), m_texture(nullptr), m_texelData(nullptr),
|
|
m_visible(true)
|
|
{
|
|
}
|
|
|
|
NameBubbleRenderer::~NameBubbleRenderer()
|
|
{
|
|
Destroy();
|
|
}
|
|
|
|
void NameBubbleRenderer::GenerateTexture(const char* p_name)
|
|
{
|
|
m_texelData = new uint8_t[TEX_WIDTH * TEX_HEIGHT];
|
|
SDL_memset(m_texelData, PAL_TRANSPARENT, TEX_WIDTH * TEX_HEIGHT);
|
|
|
|
int nameLen = (int) SDL_strlen(p_name);
|
|
if (nameLen <= 0) {
|
|
return;
|
|
}
|
|
|
|
// Each letter is 5px wide + 1px spacing; 3px horizontal and 2px vertical padding
|
|
int bubbleW = nameLen * 6 - 1 + 6;
|
|
int bubbleH = 9;
|
|
int bx = SDL_max((TEX_WIDTH - bubbleW) / 2, 0);
|
|
int by = SDL_max((TEX_HEIGHT - bubbleH) / 2, 0);
|
|
|
|
// Draw white bubble background with rounded corners
|
|
for (int y = by; y < by + bubbleH && y < TEX_HEIGHT; y++) {
|
|
for (int x = bx; x < bx + bubbleW && x < TEX_WIDTH; x++) {
|
|
int lx = x - bx;
|
|
int ly = y - by;
|
|
if ((lx == 0 || lx == bubbleW - 1) && (ly == 0 || ly == bubbleH - 1)) {
|
|
continue;
|
|
}
|
|
m_texelData[y * TEX_WIDTH + x] = PAL_WHITE;
|
|
}
|
|
}
|
|
|
|
// Draw black border (top/bottom edges, then left/right edges)
|
|
for (int x = bx + 1; x < bx + bubbleW - 1 && x < TEX_WIDTH; x++) {
|
|
m_texelData[by * TEX_WIDTH + x] = PAL_BLACK;
|
|
m_texelData[(by + bubbleH - 1) * TEX_WIDTH + x] = PAL_BLACK;
|
|
}
|
|
for (int y = by + 1; y < by + bubbleH - 1 && y < TEX_HEIGHT; y++) {
|
|
m_texelData[y * TEX_WIDTH + bx] = PAL_BLACK;
|
|
m_texelData[y * TEX_WIDTH + bx + bubbleW - 1] = PAL_BLACK;
|
|
}
|
|
|
|
// Draw text (black on white bubble)
|
|
int textX = bx + 3;
|
|
int textY = by + 2;
|
|
|
|
for (int i = 0; i < nameLen; i++) {
|
|
char ch = SDL_toupper(p_name[i]);
|
|
if (ch < 'A' || ch > 'Z') {
|
|
continue;
|
|
}
|
|
|
|
for (int row = 0; row < 5; row++) {
|
|
uint8_t bits = g_letterFont[ch - 'A'][row];
|
|
for (int col = 0; col < 5; col++) {
|
|
if (bits & (1 << (4 - col))) {
|
|
int px = textX + i * 6 + col;
|
|
int py = textY + row;
|
|
if (px < TEX_WIDTH && py < TEX_HEIGHT) {
|
|
m_texelData[py * TEX_WIDTH + px] = PAL_BLACK;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void NameBubbleRenderer::CreateQuadMesh()
|
|
{
|
|
Tgl::Renderer* renderer = VideoManager()->GetRenderer();
|
|
if (!renderer) {
|
|
return;
|
|
}
|
|
|
|
m_meshBuilder = renderer->CreateMeshBuilder();
|
|
if (!m_meshBuilder) {
|
|
return;
|
|
}
|
|
|
|
float halfW = BUBBLE_WIDTH * 0.5f;
|
|
float halfH = BUBBLE_HEIGHT * 0.5f;
|
|
|
|
// Vertex order chosen so that triangles (0,1,2) and (0,2,3) have CW winding
|
|
// when viewed from +Z, matching the renderer's glFrontFace(GL_CW) setting.
|
|
float positions[4][3] = {
|
|
{-halfW, -halfH, 0.0f}, // 0: bottom-left
|
|
{-halfW, halfH, 0.0f}, // 1: top-left
|
|
{halfW, halfH, 0.0f}, // 2: top-right
|
|
{halfW, -halfH, 0.0f} // 3: bottom-right
|
|
};
|
|
|
|
float normals[4][3] = {{0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}};
|
|
|
|
float texCoords[4][2] = {
|
|
{0.0f, 1.0f}, // 0: bottom-left of texture
|
|
{0.0f, 0.0f}, // 1: top-left
|
|
{1.0f, 0.0f}, // 2: top-right
|
|
{1.0f, 1.0f} // 3: bottom-right
|
|
};
|
|
|
|
// Tgl::CreateMesh expects packed face indices where each uint32 encodes:
|
|
// low 16 bits = position vertex index
|
|
// high 16 bits = normal vertex index | 0x8000 (bit 15 = "packed vertex" flag)
|
|
// Without the 0x8000 flag, the entry is a simple reference to an already-created
|
|
// vertex (no new vertex is allocated). Each packed entry creates a new vertex,
|
|
// so shared vertices (0 and 2, used in both triangles) must use simple refs in
|
|
// the second triangle to stay within the p_numVertices allocation.
|
|
unsigned int faceIndices[2][3] = {
|
|
{0x80000000, 0x80010001, 0x80020002}, // create vertices 0, 1, 2
|
|
{0x00000000, 0x00000002, 0x80030003} // reuse 0, reuse 2, create vertex 3
|
|
};
|
|
|
|
unsigned int texIndices[2][3] = {
|
|
{0, 1, 2},
|
|
{0, 0, 3} // only index 5 (value 3) is read; indices 3-4 are simple refs
|
|
};
|
|
|
|
m_mesh = m_meshBuilder->CreateMesh(2, 4, positions, normals, texCoords, faceIndices, texIndices, Tgl::Flat);
|
|
}
|
|
|
|
void NameBubbleRenderer::Create(const char* p_name)
|
|
{
|
|
if (m_group || !p_name || p_name[0] == '\0') {
|
|
return;
|
|
}
|
|
|
|
Tgl::Renderer* renderer = VideoManager()->GetRenderer();
|
|
if (!renderer) {
|
|
return;
|
|
}
|
|
|
|
// Generate the name texture
|
|
GenerateTexture(p_name);
|
|
|
|
// Create Tgl texture from pixel data
|
|
Tgl::PaletteEntry palette[3];
|
|
palette[PAL_TRANSPARENT] = {255, 255, 255};
|
|
palette[PAL_BLACK] = {0, 0, 0};
|
|
palette[PAL_WHITE] = {255, 255, 255};
|
|
|
|
m_texture = renderer->CreateTexture(TEX_WIDTH, TEX_HEIGHT, 8, m_texelData, TRUE, 3, palette);
|
|
if (!m_texture) {
|
|
Destroy();
|
|
return;
|
|
}
|
|
|
|
// Create the quad mesh
|
|
CreateQuadMesh();
|
|
if (!m_mesh) {
|
|
Destroy();
|
|
return;
|
|
}
|
|
|
|
// Apply texture to mesh
|
|
m_mesh->SetTexture(m_texture);
|
|
m_mesh->SetShadingModel(Tgl::Flat);
|
|
// Set alpha < 1.0 so the renderer treats this as transparent (deferred draw
|
|
// with blending enabled). The actual per-pixel alpha comes from the texture.
|
|
m_mesh->SetColor(1.0f, 1.0f, 1.0f, 254.0f / 255.0f);
|
|
|
|
// Create a group (D3DRM frame) to hold the billboard
|
|
Tgl::Group* scene = VideoManager()->Get3DManager()->GetScene();
|
|
m_group = renderer->CreateGroup(scene);
|
|
if (!m_group) {
|
|
Destroy();
|
|
return;
|
|
}
|
|
|
|
m_group->Add(m_meshBuilder);
|
|
}
|
|
|
|
void NameBubbleRenderer::Destroy()
|
|
{
|
|
if (m_group) {
|
|
if (m_visible) {
|
|
Tgl::Group* scene = VideoManager()->Get3DManager()->GetScene();
|
|
if (scene) {
|
|
scene->Remove(m_group);
|
|
}
|
|
}
|
|
delete m_group;
|
|
m_group = nullptr;
|
|
}
|
|
|
|
if (m_meshBuilder) {
|
|
delete m_meshBuilder;
|
|
m_meshBuilder = nullptr;
|
|
m_mesh = nullptr; // owned by meshBuilder
|
|
}
|
|
|
|
if (m_texture) {
|
|
delete m_texture;
|
|
m_texture = nullptr;
|
|
}
|
|
|
|
if (m_texelData) {
|
|
delete[] m_texelData;
|
|
m_texelData = nullptr;
|
|
}
|
|
}
|
|
|
|
void NameBubbleRenderer::SetVisible(bool p_visible)
|
|
{
|
|
if (m_visible == p_visible || !m_group) {
|
|
return;
|
|
}
|
|
|
|
m_visible = p_visible;
|
|
|
|
Tgl::Group* scene = VideoManager()->Get3DManager()->GetScene();
|
|
if (!scene) {
|
|
return;
|
|
}
|
|
|
|
if (p_visible) {
|
|
scene->Add(m_group);
|
|
}
|
|
else {
|
|
scene->Remove(m_group);
|
|
}
|
|
}
|
|
|
|
void NameBubbleRenderer::Update(LegoROI* p_roi)
|
|
{
|
|
if (!m_group || !p_roi || !m_visible) {
|
|
return;
|
|
}
|
|
|
|
LegoROI* viewROI = VideoManager()->GetViewROI();
|
|
if (!viewROI) {
|
|
return;
|
|
}
|
|
|
|
// Billboard normal = camera's backward-z direction (faces toward camera)
|
|
const float* normal = viewROI->GetWorldDirection();
|
|
const float* camUp = viewROI->GetWorldUp();
|
|
|
|
// Build billboard basis vectors
|
|
float right[3], up[3];
|
|
VXV3(right, camUp, normal);
|
|
float rLen = SDL_sqrtf(NORMSQRD3(right));
|
|
if (rLen > 0.0001f) {
|
|
VDS3(right, right, rLen);
|
|
}
|
|
VXV3(up, normal, right);
|
|
|
|
// Position above the player's bounding sphere
|
|
const BoundingSphere& sphere = p_roi->GetWorldBoundingSphere();
|
|
float pos[3];
|
|
SET3(pos, sphere.Center());
|
|
pos[1] += sphere.Radius() + BUBBLE_Y_OFFSET;
|
|
|
|
// Build transformation: rows are right, up, normal, position
|
|
Tgl::FloatMatrix4 mat = {};
|
|
SET3(mat[0], right);
|
|
SET3(mat[1], up);
|
|
SET3(mat[2], normal);
|
|
SET3(mat[3], pos);
|
|
mat[3][3] = 1.0f;
|
|
|
|
m_group->SetTransformation(mat);
|
|
}
|