/* 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)