0ad/source/simulation2/components/CCmpSelectable.cpp
Vantha 1d3cdec48d Move cutscene mode to renderer
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.
2026-03-03 11:25:52 +01:00

708 lines
23 KiB
C++

/* Copyright (C) 2026 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 "ICmpSelectable.h"
#include "graphics/Color.h"
#include "graphics/Overlay.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "lib/code_generation.h"
#include "lib/debug.h"
#include "lib/path.h"
#include "maths/BoundingBoxAligned.h"
#include "maths/Ease.h"
#include "maths/Frustum.h"
#include "maths/Vector2D.h"
#include "maths/Vector3D.h"
#include "ps/CLogger.h"
#include "ps/CStrIntern.h"
#include "ps/Profile.h"
#include "renderer/Renderer.h"
#include "renderer/Scene.h"
#include "renderer/backend/Sampler.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/components/ICmpFootprint.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/components/ICmpPlayerManager.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/components/ICmpVisual.h"
#include "simulation2/components/ICmpWaterManager.h"
#include "simulation2/helpers/Player.h"
#include "simulation2/helpers/Position.h"
#include "simulation2/helpers/Render.h"
#include "simulation2/system/Component.h"
#include "simulation2/system/Message.h"
#include <algorithm>
#include <cmath>
#include <cstddef>
#include <string>
#include <vector>
// Minimum alpha value for always visible overlays [0 fully transparent, 1 fully opaque]
static const float MIN_ALPHA_ALWAYS_VISIBLE = 0.65f;
// Minimum alpha value for other overlays
static const float MIN_ALPHA_UNSELECTED = 0.0f;
// Desaturation value for unselected, always visible overlays (0.33 = 33% desaturated or 66% of original saturation)
static const float RGB_DESATURATION = 0.333333f;
class CCmpSelectable final : public ICmpSelectable
{
public:
enum EShape
{
FOOTPRINT,
CIRCLE,
SQUARE
};
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_OwnershipChanged);
componentManager.SubscribeToMessageType(MT_PlayerColorChanged);
componentManager.SubscribeToMessageType(MT_PositionChanged);
componentManager.SubscribeToMessageType(MT_TerrainChanged);
componentManager.SubscribeToMessageType(MT_WaterChanged);
}
DEFAULT_COMPONENT_ALLOCATOR(Selectable)
CCmpSelectable()
: m_DebugBoundingBoxOverlay(NULL), m_DebugSelectionBoxOverlay(NULL),
m_BuildingOverlay(NULL), m_UnitOverlay(NULL),
m_FadeBaselineAlpha(0.f), m_FadeDeltaAlpha(0.f), m_FadeProgress(0.f),
m_Selected(false), m_Cached(false), m_Visible(false)
{
m_Color = CColor(0, 0, 0, m_FadeBaselineAlpha);
}
~CCmpSelectable()
{
delete m_DebugBoundingBoxOverlay;
delete m_DebugSelectionBoxOverlay;
delete m_BuildingOverlay;
delete m_UnitOverlay;
}
static std::string GetSchema()
{
return
"<a:help>Allows this entity to be selected by the player.</a:help>"
"<a:example/>"
"<optional>"
"<element name='EditorOnly' a:help='If this element is present, the entity is only selectable in Atlas'>"
"<empty/>"
"</element>"
"</optional>"
"<element name='Overlay' a:help='Specifies the type of overlay to be displayed when this entity is selected.'>"
"<interleave>"
"<optional>"
"<element name='Shape' a:help='Specifies shape of overlay. If not specified, footprint shape will be used.'>"
"<choice>"
"<element name='Square' a:help='Set the overlay to a square of the given size'>"
"<attribute name='width' a:help='Size of the overlay along the left/right direction (in meters)'>"
"<data type='decimal'>"
"<param name='minExclusive'>0.0</param>"
"</data>"
"</attribute>"
"<attribute name='depth' a:help='Size of the overlay along the front/back direction (in meters)'>"
"<data type='decimal'>"
"<param name='minExclusive'>0.0</param>"
"</data>"
"</attribute>"
"</element>"
"<element name='Circle' a:help='Set the overlay to a circle of the given size'>"
"<attribute name='radius' a:help='Radius of the overlay (in meters)'>"
"<data type='decimal'>"
"<param name='minExclusive'>0.0</param>"
"</data>"
"</attribute>"
"</element>"
"</choice>"
"</element>"
"</optional>"
"<optional>"
"<element name='AlwaysVisible' a:help='If this element is present, the selection overlay will always be visible (with transparency and desaturation)'>"
"<empty/>"
"</element>"
"</optional>"
"<choice>"
"<element name='Texture' a:help='Displays a texture underneath the entity.'>"
"<element name='MainTexture' a:help='Texture to display underneath the entity. Filepath relative to art/textures/selection/.'><text/></element>"
"<element name='MainTextureMask' a:help='Mask texture that controls where to apply player color. Filepath relative to art/textures/selection/.'><text/></element>"
"</element>"
"<element name='Outline' a:help='Traces the outline of the entity with a line texture.'>"
"<element name='LineTexture' a:help='Texture to apply to the line. Filepath relative to art/textures/selection/.'><text/></element>"
"<element name='LineTextureMask' a:help='Texture that controls where to apply player color. Filepath relative to art/textures/selection/.'><text/></element>"
"<element name='LineThickness' a:help='Thickness of the line, in world units.'><ref name='positiveDecimal'/></element>"
"</element>"
"</choice>"
"</interleave>"
"</element>";
}
EShape m_Shape;
entity_pos_t m_Width; // width/radius
entity_pos_t m_Height; // height/radius
void Init(const CParamNode& paramNode) override
{
m_EditorOnly = paramNode.GetChild("EditorOnly").IsOk();
// Certain special units always have their selection overlay shown
m_AlwaysVisible = paramNode.GetChild("Overlay").GetChild("AlwaysVisible").IsOk();
if (m_AlwaysVisible)
{
m_AlphaMin = MIN_ALPHA_ALWAYS_VISIBLE;
m_Color.a = m_AlphaMin;
}
else
m_AlphaMin = MIN_ALPHA_UNSELECTED;
const CParamNode& textureNode = paramNode.GetChild("Overlay").GetChild("Texture");
const CParamNode& outlineNode = paramNode.GetChild("Overlay").GetChild("Outline");
// Save some memory by using interned file paths in these descriptors (almost all actors and
// entities have this component, and many use the same textures).
if (textureNode.IsOk())
{
// textured quad mode (dynamic, for units)
m_OverlayDescriptor.m_Type = DYNAMIC_QUAD;
m_OverlayDescriptor.m_QuadTexture = CStrIntern(TEXTUREBASEPATH + textureNode.GetChild("MainTexture").ToString());
m_OverlayDescriptor.m_QuadTextureMask = CStrIntern(TEXTUREBASEPATH + textureNode.GetChild("MainTextureMask").ToString());
}
else if (outlineNode.IsOk())
{
// textured outline mode (static, for buildings)
m_OverlayDescriptor.m_Type = STATIC_OUTLINE;
m_OverlayDescriptor.m_LineTexture = CStrIntern(TEXTUREBASEPATH + outlineNode.GetChild("LineTexture").ToString());
m_OverlayDescriptor.m_LineTextureMask = CStrIntern(TEXTUREBASEPATH + outlineNode.GetChild("LineTextureMask").ToString());
m_OverlayDescriptor.m_LineThickness = outlineNode.GetChild("LineThickness").ToFloat();
}
const CParamNode& shapeNode = paramNode.GetChild("Overlay").GetChild("Shape");
if (shapeNode.IsOk())
{
if (shapeNode.GetChild("Square").IsOk())
{
m_Shape = SQUARE;
m_Width = shapeNode.GetChild("Square").GetChild("@width").ToFixed();
m_Height = shapeNode.GetChild("Square").GetChild("@depth").ToFixed();
}
else if (shapeNode.GetChild("Circle").IsOk())
{
m_Shape = CIRCLE;
m_Width = m_Height = shapeNode.GetChild("Circle").GetChild("@radius").ToFixed();
}
else
{
// Should not happen
m_Shape = FOOTPRINT;
LOGWARNING("[Selectable] Selected overlay shape is not implemented.");
}
}
else
{
m_Shape = FOOTPRINT;
}
m_EnabledInterpolate = false;
m_EnabledRenderSubmit = false;
UpdateMessageSubscriptions();
}
void Deinit() override { }
void Serialize(ISerializer&) override
{
// Nothing to do here (the overlay object is not worth saving, it'll get
// reconstructed by the GUI soon enough, I think)
}
void Deserialize(const CParamNode& paramNode, IDeserializer&) override
{
// Need to call Init to reload the template properties
Init(paramNode);
}
void HandleMessage(const CMessage& msg, bool /*global*/) override;
void SetSelectionHighlight(const CColor& color, bool selected) override
{
m_Selected = selected;
m_Color.r = color.r;
m_Color.g = color.g;
m_Color.b = color.b;
// Always-visible overlays will be desaturated if their parent unit is deselected.
if (m_AlwaysVisible && !selected)
{
float max;
// Reduce saturation by one-third, the quick-and-dirty way.
if (m_Color.r > m_Color.b)
max = (m_Color.r > m_Color.g) ? m_Color.r : m_Color.g;
else
max = (m_Color.b > m_Color.g) ? m_Color.b : m_Color.g;
m_Color.r += (max - m_Color.r) * RGB_DESATURATION;
m_Color.g += (max - m_Color.g) * RGB_DESATURATION;
m_Color.b += (max - m_Color.b) * RGB_DESATURATION;
}
SetSelectionHighlightAlpha(color.a);
}
void SetSelectionHighlightAlpha(float alpha) override
{
alpha = std::max(m_AlphaMin, alpha);
// set up fading from the current value (as the baseline) to the target value
m_FadeBaselineAlpha = m_Color.a;
m_FadeDeltaAlpha = alpha - m_FadeBaselineAlpha;
m_FadeProgress = 0.f;
UpdateMessageSubscriptions();
}
void SetVisibility(bool visible) override
{
m_Visible = visible;
UpdateMessageSubscriptions();
}
bool IsEditorOnly() const override
{
return m_EditorOnly;
}
void RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling);
/**
* Draw a textured line overlay.
*/
void UpdateTexturedLineOverlay(const SOverlayDescriptor* overlayDescriptor, SOverlayTexturedLine& overlay, float frameOffset);
/**
* Called from the interpolation handler; responsible for ensuring the dynamic overlay (provided we're
* using one) is up-to-date and ready to be submitted to the next rendering run.
*/
void UpdateDynamicOverlay(float frameOffset);
/// Explicitly invalidates the static overlay.
void InvalidateStaticOverlay();
/**
* Subscribe/unsubscribe to MT_Interpolate, MT_RenderSubmit, depending on
* whether we will do any actual work when receiving them. (This is to avoid
* the performance cost of receiving messages in the typical case when the
* entity is not selected.)
*
* Must be called after changing m_Visible, m_FadeDeltaAlpha, m_Color.a
*/
void UpdateMessageSubscriptions();
/**
* Set the color of the current owner.
*/
void UpdateColor() override;
private:
SOverlayDescriptor m_OverlayDescriptor;
SOverlayTexturedLine* m_BuildingOverlay;
SOverlayQuad* m_UnitOverlay;
CBoundingBoxAligned m_UnitOverlayBoundingBox;
SOverlayLine* m_DebugBoundingBoxOverlay;
SOverlayLine* m_DebugSelectionBoxOverlay;
bool m_EnabledInterpolate;
bool m_EnabledRenderSubmit;
// Whether the selectable will be rendered.
bool m_Visible;
// Whether the entity is only selectable in Atlas editor
bool m_EditorOnly;
// Whether the selection overlay is always visible
bool m_AlwaysVisible;
/// Whether the parent entity is selected (caches GUI's selection state).
bool m_Selected;
/// Current selection overlay color. Alpha component is subject to fading.
CColor m_Color;
/// Whether the selectable's player color has been cached for rendering.
bool m_Cached;
/// Minimum value for current selection overlay alpha.
float m_AlphaMin;
/// Baseline alpha value to start fading from. Constant during a single fade.
float m_FadeBaselineAlpha;
/// Delta between target and baseline alpha. Constant during a single fade. Can be positive or negative.
float m_FadeDeltaAlpha;
/// Linear time progress of the fade, between 0 and m_FadeDuration.
float m_FadeProgress;
/// Total duration of a single fade, in seconds. Assumed constant for now; feel free to change this into
/// a member variable if you need to adjust it per component.
static const float FADE_DURATION;
static const char* TEXTUREBASEPATH;
};
const float CCmpSelectable::FADE_DURATION = 0.3f;
const char* CCmpSelectable::TEXTUREBASEPATH = "art/textures/selection/";
void CCmpSelectable::HandleMessage(const CMessage& msg, bool /*global*/)
{
switch (msg.GetType())
{
case MT_Interpolate:
{
PROFILE("Selectable::Interpolate");
const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
if (m_FadeDeltaAlpha != 0.f)
{
m_FadeProgress += msgData.deltaRealTime;
if (m_FadeProgress >= FADE_DURATION)
{
const float targetAlpha = m_FadeBaselineAlpha + m_FadeDeltaAlpha;
// stop the fade
m_Color.a = targetAlpha;
m_FadeBaselineAlpha = targetAlpha;
m_FadeDeltaAlpha = 0.f;
m_FadeProgress = FADE_DURATION; // will need to be reset to start the next fade again
}
else
{
m_Color.a = Ease::QuartOut(m_FadeProgress, m_FadeBaselineAlpha, m_FadeDeltaAlpha, FADE_DURATION);
}
}
// update dynamic overlay only when visible
if (m_Color.a > 0)
UpdateDynamicOverlay(msgData.offset);
UpdateMessageSubscriptions();
break;
}
case MT_OwnershipChanged:
{
const CMessageOwnershipChanged& msgData = static_cast<const CMessageOwnershipChanged&> (msg);
// Ignore newly constructed entities, as they receive their color upon first selection
// Ignore deleted entities because they won't be rendered
if (msgData.from == INVALID_PLAYER || msgData.to == INVALID_PLAYER)
break;
UpdateColor();
InvalidateStaticOverlay();
break;
}
case MT_PlayerColorChanged:
{
const CMessagePlayerColorChanged& msgData = static_cast<const CMessagePlayerColorChanged&> (msg);
CmpPtr<ICmpOwnership> cmpOwnership(GetEntityHandle());
if (!cmpOwnership || msgData.player != cmpOwnership->GetOwner())
break;
UpdateColor();
break;
}
case MT_PositionChanged:
case MT_TerrainChanged:
case MT_WaterChanged:
InvalidateStaticOverlay();
break;
case MT_RenderSubmit:
{
PROFILE("Selectable::RenderSubmit");
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
RenderSubmit(msgData.collector, msgData.frustum, msgData.culling);
break;
}
}
}
void CCmpSelectable::UpdateColor()
{
CmpPtr<ICmpOwnership> cmpOwnership(GetEntityHandle());
CmpPtr<ICmpPlayerManager> cmpPlayerManager(GetSystemEntity());
if (!cmpPlayerManager)
return;
// Default to white if there's no owner (e.g. decorative, editor-only actors)
CColor color(1.0, 1.0, 1.0, 1.0);
if (cmpOwnership)
{
CmpPtr<ICmpPlayer> cmpPlayer(GetSimContext(), cmpPlayerManager->GetPlayerByID(cmpOwnership->GetOwner()));
if (cmpPlayer)
color = cmpPlayer->GetDisplayedColor();
}
// Update the highlight color, while keeping the current alpha target value intact
// (i.e. baseline + delta), so that any ongoing fades simply continue with the new color.
color.a = m_FadeBaselineAlpha + m_FadeDeltaAlpha;
SetSelectionHighlight(color, m_Selected);
}
void CCmpSelectable::UpdateMessageSubscriptions()
{
bool needInterpolate = false;
bool needRenderSubmit = false;
if (m_FadeDeltaAlpha != 0.f || m_Color.a > 0)
needInterpolate = true;
if (m_Visible && m_Color.a > 0)
needRenderSubmit = true;
if (needInterpolate != m_EnabledInterpolate)
{
GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_Interpolate, this, needInterpolate);
m_EnabledInterpolate = needInterpolate;
}
if (needRenderSubmit != m_EnabledRenderSubmit)
{
GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_RenderSubmit, this, needRenderSubmit);
m_EnabledRenderSubmit = needRenderSubmit;
}
}
void CCmpSelectable::InvalidateStaticOverlay()
{
SAFE_DELETE(m_BuildingOverlay);
}
void CCmpSelectable::UpdateTexturedLineOverlay(const SOverlayDescriptor* overlayDescriptor, SOverlayTexturedLine& overlay, float frameOffset)
{
if (!CRenderer::IsInitialised())
return;
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
return;
ICmpFootprint::EShape fpShape = ICmpFootprint::CIRCLE;
if (m_Shape == FOOTPRINT)
{
CmpPtr<ICmpFootprint> cmpFootprint(GetEntityHandle());
if (!cmpFootprint)
return;
entity_pos_t h;
cmpFootprint->GetShape(fpShape, m_Width, m_Height, h);
}
float rotY;
CVector2D origin;
cmpPosition->GetInterpolatedPosition2D(frameOffset, origin.X, origin.Y, rotY);
overlay.m_SimContext = &GetSimContext();
overlay.m_Color = m_Color;
overlay.CreateOverlayTexture(overlayDescriptor);
if (m_Shape == SQUARE || (m_Shape == FOOTPRINT && fpShape == ICmpFootprint::SQUARE))
SimRender::ConstructTexturedLineBox(overlay, origin, cmpPosition->GetRotation(), m_Width.ToFloat(), m_Height.ToFloat());
else
SimRender::ConstructTexturedLineCircle(overlay, origin, m_Width.ToFloat());
}
void CCmpSelectable::UpdateDynamicOverlay(float frameOffset)
{
// Dynamic overlay lines are allocated once and never deleted. Since they are expected to change frequently,
// they are assumed dirty on every call to this function, and we should therefore use this function more
// thoughtfully than calling it right before every frame render.
if (m_OverlayDescriptor.m_Type != DYNAMIC_QUAD)
return;
if (!CRenderer::IsInitialised())
return;
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
return;
ICmpFootprint::EShape fpShape = ICmpFootprint::CIRCLE;
if (m_Shape == FOOTPRINT)
{
CmpPtr<ICmpFootprint> cmpFootprint(GetEntityHandle());
if (!cmpFootprint)
return;
entity_pos_t h;
cmpFootprint->GetShape(fpShape, m_Width, m_Height, h);
}
float rotY;
CVector2D position;
cmpPosition->GetInterpolatedPosition2D(frameOffset, position.X, position.Y, rotY);
CmpPtr<ICmpWaterManager> cmpWaterManager(GetSystemEntity());
CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
ENSURE(cmpWaterManager && cmpTerrain);
CTerrain* terrain = cmpTerrain->GetCTerrain();
ENSURE(terrain);
// ---------------------------------------------------------------------------------
if (!m_UnitOverlay)
{
m_UnitOverlay = new SOverlayQuad;
// Assuming we don't need the capability of swapping textures on-demand.
CTextureProperties texturePropsBase(m_OverlayDescriptor.m_QuadTexture.c_str());
texturePropsBase.SetAddressMode(
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_BORDER,
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
texturePropsBase.SetAnisotropicFilter(true);
CTextureProperties texturePropsMask(m_OverlayDescriptor.m_QuadTextureMask.c_str());
texturePropsMask.SetAddressMode(
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_BORDER,
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
texturePropsMask.SetAnisotropicFilter(true);
m_UnitOverlay->m_Texture = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase);
m_UnitOverlay->m_TextureMask = g_Renderer.GetTextureManager().CreateTexture(texturePropsMask);
}
m_UnitOverlay->m_Color = m_Color;
// TODO: some code duplication here :< would be nice to factor out getting the corner points of an
// entity based on its footprint sizes (and regardless of whether it's a circle or a square)
float s = sinf(-rotY);
float c = cosf(-rotY);
CVector2D unitX(c, s);
CVector2D unitZ(-s, c);
float halfSizeX = m_Width.ToFloat();
float halfSizeZ = m_Height.ToFloat();
if (m_Shape == SQUARE || (m_Shape == FOOTPRINT && fpShape == ICmpFootprint::SQUARE))
{
halfSizeX /= 2.0f;
halfSizeZ /= 2.0f;
}
std::vector<CVector2D> points;
points.push_back(CVector2D(position + unitX *(-halfSizeX) + unitZ * halfSizeZ)); // top left
points.push_back(CVector2D(position + unitX *(-halfSizeX) + unitZ *(-halfSizeZ))); // bottom left
points.push_back(CVector2D(position + unitX * halfSizeX + unitZ *(-halfSizeZ))); // bottom right
points.push_back(CVector2D(position + unitX * halfSizeX + unitZ * halfSizeZ)); // top right
m_UnitOverlayBoundingBox = CBoundingBoxAligned();
for (size_t i = 0; i < 4; ++i)
{
float quadY = std::max(
terrain->GetExactGroundLevel(points[i].X, points[i].Y),
cmpWaterManager->GetExactWaterLevel(points[i].X, points[i].Y)
);
m_UnitOverlay->m_Corners[i] = CVector3D(points[i].X, quadY, points[i].Y);
m_UnitOverlayBoundingBox += m_UnitOverlay->m_Corners[i];
}
}
void CCmpSelectable::RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling)
{
if (m_Visible && m_Color.a > 0)
{
if (!m_Cached)
{
UpdateColor();
m_Cached = true;
}
switch (m_OverlayDescriptor.m_Type)
{
case STATIC_OUTLINE:
{
if (!m_BuildingOverlay)
{
// Static overlays are allocated once and not updated until they are explicitly deleted again
// (see InvalidateStaticOverlay). Since they are expected to change rarely (if ever) during
// normal gameplay, this saves us doing all the work below on each frame.
m_BuildingOverlay = new SOverlayTexturedLine;
UpdateTexturedLineOverlay(&m_OverlayDescriptor, *m_BuildingOverlay, 0);
}
m_BuildingOverlay->m_Color = m_Color; // done separately so alpha changes don't require a full update call
if (culling && !m_BuildingOverlay->IsVisibleInFrustum(frustum))
break;
collector.Submit(m_BuildingOverlay);
}
break;
case DYNAMIC_QUAD:
{
if (culling && !frustum.IsBoxVisible(m_UnitOverlayBoundingBox))
break;
if (m_UnitOverlay)
collector.Submit(m_UnitOverlay);
}
break;
default:
break;
}
}
// Render bounding box debug overlays if we have a positive target alpha value. This ensures
// that the debug overlays respond immediately to deselection without delay from fading out.
if (m_FadeBaselineAlpha + m_FadeDeltaAlpha > 0)
{
if (ICmpSelectable::ms_EnableDebugOverlays)
{
// allocate debug overlays on-demand
if (!m_DebugBoundingBoxOverlay) m_DebugBoundingBoxOverlay = new SOverlayLine;
if (!m_DebugSelectionBoxOverlay) m_DebugSelectionBoxOverlay = new SOverlayLine;
CmpPtr<ICmpVisual> cmpVisual(GetEntityHandle());
if (cmpVisual)
{
SimRender::ConstructBoxOutline(cmpVisual->GetBounds(), *m_DebugBoundingBoxOverlay);
m_DebugBoundingBoxOverlay->m_Thickness = 0.1f;
m_DebugBoundingBoxOverlay->m_Color = CColor(1.f, 0.f, 0.f, 1.f);
SimRender::ConstructBoxOutline(cmpVisual->GetSelectionBox(), *m_DebugSelectionBoxOverlay);
m_DebugSelectionBoxOverlay->m_Thickness = 0.1f;
m_DebugSelectionBoxOverlay->m_Color = CColor(0.f, 1.f, 0.f, 1.f);
collector.Submit(m_DebugBoundingBoxOverlay);
collector.Submit(m_DebugSelectionBoxOverlay);
}
}
else
{
// reclaim debug overlay line memory when no longer debugging (and make sure to set to zero after deletion)
if (m_DebugBoundingBoxOverlay) SAFE_DELETE(m_DebugBoundingBoxOverlay);
if (m_DebugSelectionBoxOverlay) SAFE_DELETE(m_DebugSelectionBoxOverlay);
}
}
}
REGISTER_COMPONENT_TYPE(Selectable)