0ad/source/simulation2/components/CCmpOverlayRenderer.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
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.
2023-07-27 20:54:46 +00:00

178 lines
4.8 KiB
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/* Copyright (C) 2022 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"
#include "ps/CLogger.h"
#include "ps/Profile.h"
class CCmpOverlayRenderer final : public ICmpOverlayRenderer
{
public:
static void ClassInit(CComponentManager& UNUSED(componentManager))
{
}
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 "<empty/>";
}
void Init(const CParamNode& UNUSED(paramNode)) override
{
}
void Deinit() override
{
}
void Serialize(ISerializer& UNUSED(serialize)) override
{
// TODO: should we do anything here?
// or should we expect other components to reinitialise us
// after deserialization?
}
void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize)) override
{
Init(paramNode);
}
void HandleMessage(const CMessage& msg, bool UNUSED(global)) override
{
switch (msg.GetType())
{
case MT_Interpolate:
{
PROFILE("OverlayRenderer::Interpolate");
const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
Interpolate(msgData.deltaSimTime, msgData.offset);
break;
}
case MT_RenderSubmit:
{
PROFILE("OverlayRenderer::RenderSubmit");
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
RenderSubmit(msgData.collector);
break;
}
}
}
/*
* Must be called whenever the size of m_Sprites changes,
* to determine whether we need to respond to rendering messages.
*/
void UpdateMessageSubscriptions()
{
bool needRender = !m_Sprites.empty();
GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_Interpolate, this, needRender);
GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_RenderSubmit, this, needRender);
}
void Reset() override
{
m_Sprites.clear();
m_SpriteOffsets.clear();
UpdateMessageSubscriptions();
}
void AddSprite(const VfsPath& textureName, const CFixedVector2D& corner0, const CFixedVector2D& corner1, const CFixedVector3D& position, const std::string& color) override
{
CColor colorObj(1.0f, 1.0f, 1.0f, 1.0f);
if (!colorObj.ParseString(color, 1))
LOGERROR("OverlayRenderer: Error parsing '%s'", color);
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();
sprite.m_Color = colorObj;
m_Sprites.push_back(sprite);
m_SpriteOffsets.push_back(CVector3D(position));
UpdateMessageSubscriptions();
}
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 || !ICmpOverlayRenderer::m_OverrideVisible)
return;
for (size_t i = 0; i < m_Sprites.size(); ++i)
collector.Submit(&m_Sprites[i]);
}
};
REGISTER_COMPONENT_TYPE(OverlayRenderer)