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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
This patch splits "cutscene mode" (disabling silhouttes, territory borders and other visual overlays) from the cinema manager component and moves it to the renderer, since it doesn't influence the simulation anyway. The mode can now be independently controlled by the GUI. This is done so it can also be used for other narrative elements like speech or dialogue in the future. Cutscene mode is still always enabled while cinema paths are playing, though. By design, this also fixes the issue that range overlays weren't hidden during cutscene mode.
212 lines
6.4 KiB
C++
212 lines
6.4 KiB
C++
/* Copyright (C) 2026 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 "ICmpOverlayRenderer.h"
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#include "graphics/Color.h"
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#include "graphics/HeightMipmap.h"
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#include "graphics/Overlay.h"
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#include "graphics/TextureManager.h"
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#include "maths/FixedVector2D.h"
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#include "maths/Matrix3D.h"
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#include "maths/Vector3D.h"
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#include "ps/CLogger.h"
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#include "ps/CStr.h"
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#include "ps/Profile.h"
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#include "renderer/Renderer.h"
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#include "renderer/Scene.h"
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#include "simulation2/MessageTypes.h"
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#include "simulation2/components/ICmpPosition.h"
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#include "simulation2/components/ICmpRangeManager.h"
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#include "simulation2/helpers/Player.h"
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#include "simulation2/system/Component.h"
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#include "simulation2/system/Message.h"
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#include <cstddef>
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#include <string>
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#include <vector>
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class CCmpOverlayRenderer final : 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_VisibilityChanged);
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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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// NOT SAFE TO SERIALIZE - used to hide status bars/auras of entities invisible to the player.
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// We also can't just deserialize it because annoyingly the range manager computes LOS data on deserialize...
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LosVisibility m_VisibilityToCurrentPlayer = LosVisibility::VISIBLE;
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// So to work around that, just store which player we saved this for last.
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player_id_t m_LastStoredPlayerVisibility = INVALID_PLAYER;
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static std::string GetSchema()
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{
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return "<empty/>";
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}
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void Init(const CParamNode&) override
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{
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}
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void Deinit() override
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{
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}
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void Serialize(ISerializer&) override
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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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void Deserialize(const CParamNode ¶mNode, IDeserializer&) override
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{
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Init(paramNode);
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}
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void HandleMessage(const CMessage &msg, bool /*global*/) override
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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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PROFILE("OverlayRenderer::Interpolate");
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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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PROFILE("OverlayRenderer::RenderSubmit");
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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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case MT_VisibilityChanged:
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{
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const CMessageVisibilityChanged &msgData = static_cast<const CMessageVisibilityChanged &>(msg);
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if (msgData.player == GetSimContext().GetCurrentDisplayedPlayer())
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m_VisibilityToCurrentPlayer = static_cast<LosVisibility>(msgData.newVisibility);
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break;
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}
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}
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}
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/*
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* Must be called whenever the size of m_Sprites changes,
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* to determine whether we need to respond to rendering messages.
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*/
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void UpdateMessageSubscriptions()
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{
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bool needRender = !m_Sprites.empty();
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GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_Interpolate, this, needRender);
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GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_RenderSubmit, this, needRender);
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}
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void Reset() override
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{
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m_Sprites.clear();
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m_SpriteOffsets.clear();
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UpdateMessageSubscriptions();
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}
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void AddSprite(const VfsPath &textureName, const CFixedVector2D &corner0, const CFixedVector2D &corner1, const CFixedVector3D &position, const std::string &color) override
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{
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CColor colorObj(1.0f, 1.0f, 1.0f, 1.0f);
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if (!colorObj.ParseString(color, 1))
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LOGERROR("OverlayRenderer: Error parsing '%s'", color);
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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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sprite.m_Color = colorObj;
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m_Sprites.push_back(sprite);
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m_SpriteOffsets.push_back(CVector3D(position));
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UpdateMessageSubscriptions();
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}
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void Interpolate(float /*frameTime*/, float frameOffset)
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{
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// Recompute our visibility if needed.
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if (m_LastStoredPlayerVisibility != GetSimContext().GetCurrentDisplayedPlayer())
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{
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CmpPtr<ICmpRangeManager> cmpRangeManager(GetSystemEntity());
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m_VisibilityToCurrentPlayer = static_cast<LosVisibility>(cmpRangeManager->GetLosVisibility(GetEntityHandle(), GetSimContext().GetCurrentDisplayedPlayer()));
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m_LastStoredPlayerVisibility = GetSimContext().GetCurrentDisplayedPlayer();
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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() || m_VisibilityToCurrentPlayer == LosVisibility::HIDDEN)
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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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