/* 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 "ICmpUnitRenderer.h"
#include "simulation2/MessageTypes.h"
#include "ICmpPosition.h"
#include "ICmpRangeManager.h"
#include "ICmpSelectable.h"
#include "ICmpVisibility.h"
#include "ICmpVisual.h"
#include "graphics/Frustum.h"
#include "graphics/ModelAbstract.h"
#include "graphics/ObjectEntry.h"
#include "graphics/Overlay.h"
#include "graphics/Unit.h"
#include "maths/BoundingSphere.h"
#include "maths/Matrix3D.h"
#include "renderer/Scene.h"
#include "tools/atlas/GameInterface/GameLoop.h"
/**
* Efficiently(ish) renders all the units in the world.
*
* The class maintains a list of all units that currently exist, and the data
* needed for frustum-culling them. To minimise the amount of work done per
* frame (despite a unit's interpolated position changing every frame), the
* culling data is only updated once per turn: we store the position at the
* start of the turn, and the position at the end of the turn, and assume the
* unit might be anywhere between those two points (linearly).
*
* (Note this is a slightly invalid assumption: units don't always move linearly,
* since their interpolated position depends on terrain and water. But over a
* single turn it's probably going to be a good enough approximation, and will
* only break for units that both start and end the turn off-screen.)
*
* We want to ignore rotation entirely, since it's a complex function of
* interpolated position and terrain. So we store a bounding sphere, which
* is rotation-independent, instead of a bounding box.
*/
class CCmpUnitRenderer : public ICmpUnitRenderer
{
public:
struct SUnit
{
CEntityHandle entity;
CUnit* actor;
int flags;
/**
* m_FrameNumber from when the model's transform was last updated.
* This is used to avoid recomputing it multiple times per frame
* if a model is visible in multiple cull groups.
*/
int lastTransformFrame;
/**
* Worst-case bounding shape, relative to position. Needs to account
* for all possible animations, orientations, etc.
*/
CBoundingSphere boundsApprox;
/**
* Cached LOS visibility status.
*/
ICmpRangeManager::ELosVisibility visibility;
bool visibilityDirty;
/**
* Whether the unit has a valid position. If false, pos0 and pos1
* are meaningless.
*/
bool inWorld;
/**
* World-space positions to interpolate between.
*/
CVector3D pos0;
CVector3D pos1;
/**
* Bounds encompassing the unit's bounds when it is anywhere between
* pos0 and pos1.
*/
CBoundingSphere sweptBounds;
/**
* For debug overlay.
*/
bool culled;
};
std::vector m_Units;
std::vector m_UnitTagsFree;
int m_FrameNumber;
float m_FrameOffset;
bool m_EnableDebugOverlays;
std::vector m_DebugSpheres;
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_TurnStart);
componentManager.SubscribeToMessageType(MT_Interpolate);
componentManager.SubscribeToMessageType(MT_RenderSubmit);
}
DEFAULT_COMPONENT_ALLOCATOR(UnitRenderer)
static std::string GetSchema()
{
return "";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
m_FrameNumber = 0;
m_FrameOffset = 0.0f;
m_EnableDebugOverlays = false;
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& UNUSED(serialize))
{
}
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_TurnStart:
{
TurnStart();
break;
}
case MT_Interpolate:
{
const CMessageInterpolate& msgData = static_cast (msg);
Interpolate(msgData.deltaSimTime, msgData.offset);
break;
}
case MT_RenderSubmit:
{
const CMessageRenderSubmit& msgData = static_cast (msg);
RenderSubmit(msgData.collector, msgData.frustum, msgData.culling);
break;
}
}
}
SUnit* LookupUnit(tag_t tag)
{
if (tag.n < 1 || tag.n - 1 >= m_Units.size())
return NULL;
return &m_Units[tag.n - 1];
}
virtual tag_t AddUnit(CEntityHandle entity, CUnit* actor, const CBoundingSphere& boundsApprox, int flags)
{
ENSURE(actor != NULL);
tag_t tag;
if (!m_UnitTagsFree.empty())
{
tag = m_UnitTagsFree.back();
m_UnitTagsFree.pop_back();
}
else
{
m_Units.push_back(SUnit());
tag.n = m_Units.size();
}
SUnit* unit = LookupUnit(tag);
unit->entity = entity;
unit->actor = actor;
unit->lastTransformFrame = -1;
unit->flags = flags;
unit->boundsApprox = boundsApprox;
unit->inWorld = false;
unit->visibilityDirty = true;
unit->pos0 = unit->pos1 = CVector3D();
return tag;
}
virtual void RemoveUnit(tag_t tag)
{
SUnit* unit = LookupUnit(tag);
unit->actor = NULL;
unit->inWorld = false;
m_UnitTagsFree.push_back(tag);
}
void RecomputeSweptBounds(SUnit* unit)
{
// Compute the bounding sphere of the capsule formed by
// sweeping boundsApprox from pos0 to pos1
CVector3D mid = (unit->pos0 + unit->pos1) * 0.5f + unit->boundsApprox.GetCenter();
float radius = (unit->pos1 - unit->pos0).Length() * 0.5f + unit->boundsApprox.GetRadius();
unit->sweptBounds = CBoundingSphere(mid, radius);
}
virtual void UpdateUnit(tag_t tag, CUnit* actor, const CBoundingSphere& boundsApprox)
{
SUnit* unit = LookupUnit(tag);
unit->actor = actor;
unit->boundsApprox = boundsApprox;
RecomputeSweptBounds(unit);
}
virtual void UpdateUnitPos(tag_t tag, bool inWorld, const CVector3D& pos0, const CVector3D& pos1)
{
SUnit* unit = LookupUnit(tag);
unit->inWorld = inWorld;
unit->pos0 = pos0;
unit->pos1 = pos1;
unit->visibilityDirty = true;
RecomputeSweptBounds(unit);
}
void TurnStart();
void Interpolate(float frameTime, float frameOffset);
void RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling);
void UpdateVisibility(SUnit& unit);
virtual float GetFrameOffset()
{
return m_FrameOffset;
}
virtual void SetDebugOverlay(bool enabled)
{
m_EnableDebugOverlays = enabled;
}
virtual void PickAllEntitiesAtPoint(std::vector >& outEntities, const CVector3D& origin, const CVector3D& dir, bool allowEditorSelectables)
{
// First, make a rough test with the worst-case bounding boxes to pick all
// entities/models that could possibly be hit by the ray.
std::vector candidates;
for (size_t i = 0; i < m_Units.size(); ++i)
{
SUnit& unit = m_Units[i];
if (!unit.actor)
continue;
if (unit.sweptBounds.RayIntersect(origin, dir))
candidates.push_back(&unit);
}
// Now make a more precise test to get rid of the remaining false positives
float tmin, tmax;
CVector3D center;
for (size_t i = 0; i< candidates.size(); ++i)
{
const SUnit& unit = *candidates[i];
CmpPtr cmpVisual(unit.entity);
if (!cmpVisual)
continue;
CBoundingBoxOriented selectionBox = cmpVisual->GetSelectionBox();
if (selectionBox.IsEmpty())
{
if (!allowEditorSelectables)
continue;
// Fall back to using old AABB selection method for decals
// see: http://trac.wildfiregames.com/ticket/1032
// Decals are flat objects without a selectionShape defined,
// but they should still be selectable in the editor to move them
// around or delete them after they are placed.
// Check campaigns/labels/ in the Actors tab of atlas for examples.
CBoundingBoxAligned aABBox = cmpVisual->GetBounds();
if (aABBox.IsEmpty())
continue;
if (!aABBox.RayIntersect(origin, dir, tmin, tmax))
continue;
aABBox.GetCentre(center);
}
else
{
if (!selectionBox.RayIntersect(origin, dir, tmin, tmax))
continue;
center = selectionBox.m_Center;
}
outEntities.emplace_back(unit.entity, center);
}
}
};
void CCmpUnitRenderer::TurnStart()
{
PROFILE3("UnitRenderer::TurnStart");
// Assume units have stopped moving after the previous turn. If that assumption is not
// correct, we will get a UpdateUnitPos to tell us about its movement in the new turn.
for (size_t i = 0; i < m_Units.size(); i++)
{
SUnit& unit = m_Units[i];
unit.pos0 = unit.pos1;
unit.sweptBounds = CBoundingSphere(unit.pos1, unit.boundsApprox.GetRadius());
// Visibility must be recomputed on the first frame during this turn
unit.visibilityDirty = true;
}
}
void CCmpUnitRenderer::Interpolate(float frameTime, float frameOffset)
{
PROFILE3("UnitRenderer::Interpolate");
++m_FrameNumber;
m_FrameOffset = frameOffset;
// TODO: we shouldn't update all the animations etc for units that are off-screen
// (but need to be careful about e.g. sounds triggered by animations of off-screen
// units)
for (size_t i = 0; i < m_Units.size(); i++)
{
SUnit& unit = m_Units[i];
if (unit.actor)
unit.actor->UpdateModel(frameTime);
}
m_DebugSpheres.clear();
if (m_EnableDebugOverlays)
{
for (size_t i = 0; i < m_Units.size(); i++)
{
SUnit& unit = m_Units[i];
if (!(unit.actor && unit.inWorld))
continue;
SOverlaySphere sphere;
sphere.m_Center = unit.sweptBounds.GetCenter();
sphere.m_Radius = unit.sweptBounds.GetRadius();
if (unit.culled)
sphere.m_Color = CColor(1.0f, 0.5f, 0.5f, 0.5f);
else
sphere.m_Color = CColor(0.5f, 0.5f, 1.0f, 0.5f);
m_DebugSpheres.push_back(sphere);
}
}
}
void CCmpUnitRenderer::RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling)
{
// TODO: need a coarse culling pass based on some kind of spatial data
// structure - that's the main point of this design. Once we've got a
// rough list of possibly-visible units, then we can do the more precise
// culling. (And once it's cheap enough, we can do multiple culling passes
// per frame - one for shadow generation, one for water reflections, etc.)
PROFILE3("UnitRenderer::RenderSubmit");
for (size_t i = 0; i < m_Units.size(); ++i)
{
SUnit& unit = m_Units[i];
unit.culled = true;
if (!(unit.actor && unit.inWorld))
continue;
if (!g_AtlasGameLoop->running && !g_RenderActors && (unit.flags & ACTOR_ONLY))
continue;
if (!g_AtlasGameLoop->running && (unit.flags & VISIBLE_IN_ATLAS_ONLY))
continue;
if (culling && !frustum.IsSphereVisible(unit.sweptBounds.GetCenter(), unit.sweptBounds.GetRadius()))
continue;
if (unit.visibilityDirty)
UpdateVisibility(unit);
if (unit.visibility == ICmpRangeManager::VIS_HIDDEN)
continue;
unit.culled = false;
CModelAbstract& unitModel = unit.actor->GetModel();
if (unit.lastTransformFrame != m_FrameNumber)
{
CmpPtr cmpPosition(unit.entity);
if (!cmpPosition)
continue;
CMatrix3D transform(cmpPosition->GetInterpolatedTransform(m_FrameOffset));
unitModel.SetTransform(transform);
unit.lastTransformFrame = m_FrameNumber;
}
if (culling && !frustum.IsBoxVisible(CVector3D(0, 0, 0), unitModel.GetWorldBoundsRec()))
continue;
collector.SubmitRecursive(&unitModel);
}
for (size_t i = 0; i < m_DebugSpheres.size(); ++i)
collector.Submit(&m_DebugSpheres[i]);
}
void CCmpUnitRenderer::UpdateVisibility(SUnit& unit)
{
if (unit.inWorld)
{
// The 'always visible' flag means we should always render the unit
// (regardless of whether the LOS system thinks it's visible)
CmpPtr cmpVisibility(unit.entity);
if (cmpVisibility && cmpVisibility->GetAlwaysVisible())
unit.visibility = ICmpRangeManager::VIS_VISIBLE;
else
{
CmpPtr cmpRangeManager(GetSystemEntity());
unit.visibility = cmpRangeManager->GetLosVisibility(unit.entity,
GetSimContext().GetCurrentDisplayedPlayer());
}
}
else
unit.visibility = ICmpRangeManager::VIS_HIDDEN;
// Change the visibility of the visual actor's selectable if it has one.
CmpPtr cmpSelectable(unit.entity);
if (cmpSelectable)
cmpSelectable->SetVisibility(unit.visibility != ICmpRangeManager::VIS_HIDDEN);
unit.visibilityDirty = false;
}
REGISTER_COMPONENT_TYPE(UnitRenderer)