0ad/source/simulation2/components/CCmpOverlayRenderer.cpp
Ykkrosh 1882f28504 New unit renderer.
Instead of each CCmpVisualActor rendering itself individually, collect
all the units in a single CCmpUnitRenderer. This avoids the overhead of
doing Interpolate/RenderSubmit calls every frame for every object in the
world. It also allows more efficient culling.

CCmpUnitRenderer knows the positions of each object at the start and end
of each turn, and computes the bounding sphere of the object along that
path. That allows quick culling without recomputing the precise
interpolated transform every frame. (In the future it could be improved
much more.)

Clarify and clean up the sending of PositionChanged messages, and add
new InterpolatedPositionChanged.

Remove the forceFloating parameter from GetInterpolatedTransform, since
it doesn't fit the new design. Replace it with a (non-synchronised) flag
in CCmpPosition.

Move construction progress from CCmpVisualActor to CCmpPosition, so that
it consistently affects all position/transform computation.

Refs #2337.

This was SVN commit r15265.
2014-06-01 18:24:50 +00:00

154 lines
4.1 KiB
C++

/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpOverlayRenderer.h"
#include "ICmpPosition.h"
#include "simulation2/MessageTypes.h"
#include "graphics/Overlay.h"
#include "graphics/TextureManager.h"
#include "renderer/Renderer.h"
class CCmpOverlayRenderer : public ICmpOverlayRenderer
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_Interpolate);
componentManager.SubscribeToMessageType(MT_RenderSubmit);
}
DEFAULT_COMPONENT_ALLOCATOR(OverlayRenderer)
// Currently-enabled set of sprites
std::vector<SOverlaySprite> m_Sprites;
// For each entry in m_Sprites, store the offset of the sprite from the unit's position
// (so we can recompute the sprite position after the unit moves)
std::vector<CVector3D> m_SpriteOffsets;
// Whether the sprites should be drawn (only valid between Interpolate and RenderSubmit)
bool m_Enabled;
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& UNUSED(serialize))
{
// TODO: should we do anything here?
// or should we expect other components to reinitialise us
// after deserialization?
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
{
Init(paramNode);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_Interpolate:
{
const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
Interpolate(msgData.deltaSimTime, msgData.offset);
break;
}
case MT_RenderSubmit:
{
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
RenderSubmit(msgData.collector);
break;
}
}
}
virtual void Reset()
{
m_Sprites.clear();
m_SpriteOffsets.clear();
}
virtual void AddSprite(VfsPath textureName, CFixedVector2D corner0, CFixedVector2D corner1, CFixedVector3D position)
{
CTextureProperties textureProps(textureName);
SOverlaySprite sprite;
sprite.m_Texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
sprite.m_X0 = corner0.X.ToFloat();
sprite.m_Y0 = corner0.Y.ToFloat();
sprite.m_X1 = corner1.X.ToFloat();
sprite.m_Y1 = corner1.Y.ToFloat();
m_Sprites.push_back(sprite);
m_SpriteOffsets.push_back(CVector3D(position));
}
void Interpolate(float UNUSED(frameTime), float frameOffset)
{
// Skip all the following computations if we have no sprites
if (m_Sprites.empty())
{
m_Enabled = false;
return;
}
// Disable rendering of the unit if it has no position
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
{
m_Enabled = false;
return;
}
// Find the precise position of the unit
CMatrix3D transform(cmpPosition->GetInterpolatedTransform(frameOffset));
CVector3D position(transform.GetTranslation());
// Move all the sprites to the desired offset relative to the unit
for (size_t i = 0; i < m_Sprites.size(); ++i)
m_Sprites[i].m_Position = position + m_SpriteOffsets[i];
m_Enabled = true;
}
void RenderSubmit(SceneCollector& collector)
{
if (!m_Enabled)
return;
for (size_t i = 0; i < m_Sprites.size(); ++i)
collector.Submit(&m_Sprites[i]);
}
};
REGISTER_COMPONENT_TYPE(OverlayRenderer)