forked from 0ad/0ad
wraitii
991d5bbd63
Improve debugging slightly in case of framebuffer errors. Fix a few style issues. This was SVN commit r15486.
135 lines
3.6 KiB
C++
135 lines
3.6 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "simulation2/system/Component.h"
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#include "ICmpWaterManager.h"
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#include "graphics/RenderableObject.h"
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#include "graphics/Terrain.h"
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#include "renderer/Renderer.h"
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#include "renderer/WaterManager.h"
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#include "simulation2/MessageTypes.h"
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#include "tools/atlas/GameInterface/GameLoop.h"
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class CCmpWaterManager : public ICmpWaterManager
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{
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public:
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static void ClassInit(CComponentManager& componentManager)
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{
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// No need to subscribe to WaterChanged since we're actually the one sending those.
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componentManager.SubscribeToMessageType(MT_Interpolate);
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componentManager.SubscribeToMessageType(MT_TerrainChanged);
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}
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DEFAULT_COMPONENT_ALLOCATOR(WaterManager)
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// Dynamic state:
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entity_pos_t m_WaterHeight;
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static std::string GetSchema()
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{
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return "<a:component type='system'/><empty/>";
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}
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virtual void Init(const CParamNode& UNUSED(paramNode))
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{
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}
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virtual void Deinit()
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{
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}
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virtual void Serialize(ISerializer& serialize)
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{
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serialize.NumberFixed_Unbounded("height", m_WaterHeight);
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}
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virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
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{
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Init(paramNode);
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deserialize.NumberFixed_Unbounded("height", m_WaterHeight);
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}
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virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
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{
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switch (msg.GetType())
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{
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case MT_Interpolate:
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{
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const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
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if (CRenderer::IsInitialised())
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g_Renderer.GetWaterManager()->m_WaterTexTimer += msgData.deltaSimTime;
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break;
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}
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case MT_TerrainChanged:
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{
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// Tell the renderer to redraw part of the map.
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if (CRenderer::IsInitialised())
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{
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const CMessageTerrainChanged& msgData = static_cast<const CMessageTerrainChanged&> (msg);
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GetSimContext().GetTerrain().MakeDirty(msgData.i0,msgData.j0,msgData.i1,msgData.j1,RENDERDATA_UPDATE_VERTICES);
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}
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break;
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}
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}
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}
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virtual void RecomputeWaterData()
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{
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if (CRenderer::IsInitialised())
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{
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g_Renderer.GetWaterManager()->RecomputeBlurredNormalMap();
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g_Renderer.GetWaterManager()->RecomputeDistanceHeightmap();
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g_Renderer.GetWaterManager()->RecomputeWindStrength();
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}
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// Tell the terrain it'll need to recompute its cached render data
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GetSimContext().GetTerrain().MakeDirty(RENDERDATA_UPDATE_VERTICES);
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}
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virtual void SetWaterLevel(entity_pos_t h)
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{
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m_WaterHeight = h;
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// Tell the terrain it'll need to recompute its cached render data
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GetSimContext().GetTerrain().MakeDirty(RENDERDATA_UPDATE_VERTICES);
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if (CRenderer::IsInitialised())
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g_Renderer.GetWaterManager()->m_WaterHeight = h.ToFloat();
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CMessageWaterChanged msg;
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GetSimContext().GetComponentManager().BroadcastMessage(msg);
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}
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virtual entity_pos_t GetWaterLevel(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z))
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{
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return m_WaterHeight;
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}
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virtual float GetExactWaterLevel(float UNUSED(x), float UNUSED(z))
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{
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return m_WaterHeight.ToFloat();
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}
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};
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REGISTER_COMPONENT_TYPE(WaterManager)
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