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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
178 lines
4.8 KiB
C++
178 lines
4.8 KiB
C++
/* Copyright (C) 2022 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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#include "ps/CLogger.h"
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#include "ps/Profile.h"
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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& UNUSED(componentManager))
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{
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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 "<empty/>";
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}
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void Init(const CParamNode& UNUSED(paramNode)) 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& UNUSED(serialize)) 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& paramNode, IDeserializer& UNUSED(deserialize)) 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 UNUSED(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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}
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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 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 || !ICmpOverlayRenderer::m_OverrideVisible)
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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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