0ad/source/simulation2/components/CCmpWaterManager.cpp
wraitii c640220cb2 Fix error when deserializing following f2b3c4d8ec
f2b3c4d8ec broke deserializing because it did not reset the mapsize on
Deserialize(), and thus the water renderer would not regenerate data.

Differential Revision: https://code.wildfiregames.com/D3461
This was SVN commit r24778.
2021-01-23 21:13:26 +00:00

141 lines
3.7 KiB
C++

/* Copyright (C) 2021 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()
{
// Clear the map size & data.
if (CRenderer::IsInitialised())
g_Renderer.GetWaterManager()->SetMapSize(0);
}
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);
if (CRenderer::IsInitialised())
g_Renderer.GetWaterManager()->SetMapSize(GetSimContext().GetTerrain().GetVerticesPerSide());
RecomputeWaterData();
}
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()->RecomputeWaterData();
g_Renderer.GetWaterManager()->m_WaterHeight = m_WaterHeight.ToFloat();
}
// 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;
RecomputeWaterData();
CMessageWaterChanged msg;
GetSimContext().GetComponentManager().BroadcastMessage(msg);
}
virtual entity_pos_t GetWaterLevel(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z)) const
{
return m_WaterHeight;
}
virtual float GetExactWaterLevel(float UNUSED(x), float UNUSED(z)) const
{
return m_WaterHeight.ToFloat();
}
};
REGISTER_COMPONENT_TYPE(WaterManager)