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forked from 0ad/0ad
0ad/source/simulation2/components/CCmpOverlayRenderer.cpp
Yves 1a66f510d0 Use const T& for parameters of some types in script-exposed native functions
Using references matches the C++ coding style better and should improve
performance a bit in theory. It avoids 2 copies of T in case of the
functions registered with RegisterFunction (mainy used in the GUI). It
should also avoid one or two copies in case of
DEFINE_INTERFACE_METHOD_X, which is used in the simulation, but I
haven't bothered to count it there exactly.
It is now predefined which types have to be passed by const reference
and which are passed by value. Note that references can't be used as
out-parameters (to return multiple values to JS). This hasn't worked
before either and probably never will.

This was SVN commit r17696.
2016-01-23 15:17:56 +00:00

178 lines
4.8 KiB
C++

/* 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 <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"
class CCmpOverlayRenderer : 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 "<a:component type='system'/><empty/>";
}
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<const CMessageInterpolate&> (msg);
Interpolate(msgData.deltaSimTime, msgData.offset);
break;
}
case MT_RenderSubmit:
{
PROFILE3("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);
}
virtual void Reset()
{
m_Sprites.clear();
m_SpriteOffsets.clear();
UpdateMessageSubscriptions();
}
virtual void AddSprite(const VfsPath& textureName, const CFixedVector2D& corner0, const CFixedVector2D& corner1, const CFixedVector3D& position, const 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<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)