/* Copyright (C) 2015 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 .
*/
#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"
class CCmpOverlayRenderer : public ICmpOverlayRenderer
{
public:
static void ClassInit(CComponentManager& UNUSED(componentManager))
{
}
DEFAULT_COMPONENT_ALLOCATOR(OverlayRenderer)
// Currently-enabled set of sprites
std::vector 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 m_SpriteOffsets;
// Whether the sprites should be drawn (only valid between Interpolate and RenderSubmit)
bool m_Enabled;
static std::string GetSchema()
{
return "";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& UNUSED(serialize))
{
// TODO: should we do anything here?
// or should we expect other components to reinitialise us
// after deserialization?
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
{
Init(paramNode);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_Interpolate:
{
PROFILE3("OverlayRenderer::Interpolate");
const CMessageInterpolate& msgData = static_cast (msg);
Interpolate(msgData.deltaSimTime, msgData.offset);
break;
}
case MT_RenderSubmit:
{
PROFILE3("OverlayRenderer::RenderSubmit");
const CMessageRenderSubmit& msgData = static_cast (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);
}
virtual void Reset()
{
m_Sprites.clear();
m_SpriteOffsets.clear();
UpdateMessageSubscriptions();
}
virtual void AddSprite(VfsPath textureName, CFixedVector2D corner0, CFixedVector2D corner1, CFixedVector3D position, std::string color)
{
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 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)
return;
for (size_t i = 0; i < m_Sprites.size(); ++i)
collector.Submit(&m_Sprites[i]);
}
};
REGISTER_COMPONENT_TYPE(OverlayRenderer)