1
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forked from 0ad/0ad
0ad/source/simulation2/components/CCmpWaterManager.cpp
Itms 9f1b85d562 Remove a useless global terrain update when modifying environment settings in Atlas.
Also make sure that the settings are updated in the game view in a
non-hacky way.

This was SVN commit r16855.
2015-07-14 17:08:02 +00:00

139 lines
3.7 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 "ICmpWaterManager.h"
#include "graphics/RenderableObject.h"
#include "graphics/Terrain.h"
#include "renderer/Renderer.h"
#include "renderer/WaterManager.h"
#include "simulation2/MessageTypes.h"
#include "tools/atlas/GameInterface/GameLoop.h"
class CCmpWaterManager : public ICmpWaterManager
{
public:
static void ClassInit(CComponentManager& componentManager)
{
// No need to subscribe to WaterChanged since we're actually the one sending those.
componentManager.SubscribeToMessageType(MT_Interpolate);
componentManager.SubscribeToMessageType(MT_TerrainChanged);
}
DEFAULT_COMPONENT_ALLOCATOR(WaterManager)
// Dynamic state:
entity_pos_t m_WaterHeight;
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& serialize)
{
serialize.NumberFixed_Unbounded("height", m_WaterHeight);
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(paramNode);
deserialize.NumberFixed_Unbounded("height", m_WaterHeight);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_Interpolate:
{
const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
if (CRenderer::IsInitialised())
g_Renderer.GetWaterManager()->m_WaterTexTimer += msgData.deltaSimTime;
break;
}
case MT_TerrainChanged:
{
// Tell the renderer to redraw part of the map.
if (CRenderer::IsInitialised())
{
const CMessageTerrainChanged& msgData = static_cast<const CMessageTerrainChanged&> (msg);
GetSimContext().GetTerrain().MakeDirty(msgData.i0,msgData.j0,msgData.i1,msgData.j1,RENDERDATA_UPDATE_VERTICES);
}
break;
}
}
}
virtual void RecomputeWaterData()
{
if (CRenderer::IsInitialised())
{
g_Renderer.GetWaterManager()->RecomputeBlurredNormalMap();
g_Renderer.GetWaterManager()->RecomputeDistanceHeightmap();
g_Renderer.GetWaterManager()->RecomputeWindStrength();
g_Renderer.GetWaterManager()->CreateWaveMeshes();
}
// Tell the terrain it'll need to recompute its cached render data
GetSimContext().GetTerrain().MakeDirty(RENDERDATA_UPDATE_VERTICES);
}
virtual void SetWaterLevel(entity_pos_t h)
{
if (m_WaterHeight == h)
return;
m_WaterHeight = h;
// Tell the terrain it'll need to recompute its cached render data
GetSimContext().GetTerrain().MakeDirty(RENDERDATA_UPDATE_VERTICES);
if (CRenderer::IsInitialised())
g_Renderer.GetWaterManager()->m_WaterHeight = h.ToFloat();
CMessageWaterChanged msg;
GetSimContext().GetComponentManager().BroadcastMessage(msg);
}
virtual entity_pos_t GetWaterLevel(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z))
{
return m_WaterHeight;
}
virtual float GetExactWaterLevel(float UNUSED(x), float UNUSED(z))
{
return m_WaterHeight.ToFloat();
}
};
REGISTER_COMPONENT_TYPE(WaterManager)