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