LCOV - code coverage report
Current view: top level - source/simulation2/components - CCmpOverlayRenderer.cpp (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 5 73 6.8 %
Date: 2023-01-19 00:18:29 Functions: 5 21 23.8 %

          Line data    Source code
       1             : /* Copyright (C) 2022 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : #include "precompiled.h"
      19             : 
      20             : #include "simulation2/system/Component.h"
      21             : #include "ICmpOverlayRenderer.h"
      22             : 
      23             : #include "ICmpPosition.h"
      24             : 
      25             : #include "simulation2/MessageTypes.h"
      26             : 
      27             : #include "graphics/Overlay.h"
      28             : #include "graphics/TextureManager.h"
      29             : #include "renderer/Renderer.h"
      30             : #include "ps/CLogger.h"
      31             : #include "ps/Profile.h"
      32             : 
      33           0 : class CCmpOverlayRenderer final : public ICmpOverlayRenderer
      34             : {
      35             : public:
      36         116 :     static void ClassInit(CComponentManager& UNUSED(componentManager))
      37             :     {
      38         116 :     }
      39             : 
      40           0 :     DEFAULT_COMPONENT_ALLOCATOR(OverlayRenderer)
      41             : 
      42             :     // Currently-enabled set of sprites
      43             :     std::vector<SOverlaySprite> m_Sprites;
      44             : 
      45             :     // For each entry in m_Sprites, store the offset of the sprite from the unit's position
      46             :     // (so we can recompute the sprite position after the unit moves)
      47             :     std::vector<CVector3D> m_SpriteOffsets;
      48             : 
      49             :     // Whether the sprites should be drawn (only valid between Interpolate and RenderSubmit)
      50             :     bool m_Enabled;
      51             : 
      52         116 :     static std::string GetSchema()
      53             :     {
      54         116 :         return "<empty/>";
      55             :     }
      56             : 
      57           0 :     void Init(const CParamNode& UNUSED(paramNode)) override
      58             :     {
      59           0 :     }
      60             : 
      61           0 :     void Deinit() override
      62             :     {
      63           0 :     }
      64             : 
      65           0 :     void Serialize(ISerializer& UNUSED(serialize)) override
      66             :     {
      67             :         // TODO: should we do anything here?
      68             :         // or should we expect other components to reinitialise us
      69             :         // after deserialization?
      70           0 :     }
      71             : 
      72           0 :     void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize)) override
      73             :     {
      74           0 :         Init(paramNode);
      75           0 :     }
      76             : 
      77           0 :     void HandleMessage(const CMessage& msg, bool UNUSED(global)) override
      78             :     {
      79           0 :         switch (msg.GetType())
      80             :         {
      81           0 :         case MT_Interpolate:
      82             :         {
      83           0 :             PROFILE("OverlayRenderer::Interpolate");
      84           0 :             const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
      85           0 :             Interpolate(msgData.deltaSimTime, msgData.offset);
      86           0 :             break;
      87             :         }
      88           0 :         case MT_RenderSubmit:
      89             :         {
      90           0 :             PROFILE("OverlayRenderer::RenderSubmit");
      91           0 :             const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
      92           0 :             RenderSubmit(msgData.collector);
      93           0 :             break;
      94             :         }
      95             :         }
      96           0 :     }
      97             : 
      98             :     /*
      99             :      * Must be called whenever the size of m_Sprites changes,
     100             :      * to determine whether we need to respond to rendering messages.
     101             :      */
     102           0 :     void UpdateMessageSubscriptions()
     103             :     {
     104           0 :         bool needRender = !m_Sprites.empty();
     105             : 
     106           0 :         GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_Interpolate, this, needRender);
     107           0 :         GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_RenderSubmit, this, needRender);
     108           0 :     }
     109             : 
     110           0 :     void Reset() override
     111             :     {
     112           0 :         m_Sprites.clear();
     113           0 :         m_SpriteOffsets.clear();
     114             : 
     115           0 :         UpdateMessageSubscriptions();
     116           0 :     }
     117             : 
     118           0 :     void AddSprite(const VfsPath& textureName, const CFixedVector2D& corner0, const CFixedVector2D& corner1, const CFixedVector3D& position, const std::string& color) override
     119             :     {
     120           0 :         CColor colorObj(1.0f, 1.0f, 1.0f, 1.0f);
     121           0 :         if (!colorObj.ParseString(color, 1))
     122           0 :             LOGERROR("OverlayRenderer: Error parsing '%s'", color);
     123             : 
     124           0 :         CTextureProperties textureProps(textureName);
     125             : 
     126           0 :         SOverlaySprite sprite;
     127           0 :         sprite.m_Texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
     128           0 :         sprite.m_X0 = corner0.X.ToFloat();
     129           0 :         sprite.m_Y0 = corner0.Y.ToFloat();
     130           0 :         sprite.m_X1 = corner1.X.ToFloat();
     131           0 :         sprite.m_Y1 = corner1.Y.ToFloat();
     132           0 :         sprite.m_Color = colorObj;
     133             : 
     134           0 :         m_Sprites.push_back(sprite);
     135           0 :         m_SpriteOffsets.push_back(CVector3D(position));
     136             : 
     137           0 :         UpdateMessageSubscriptions();
     138           0 :     }
     139             : 
     140           0 :     void Interpolate(float UNUSED(frameTime), float frameOffset)
     141             :     {
     142             :         // Skip all the following computations if we have no sprites
     143           0 :         if (m_Sprites.empty())
     144             :         {
     145           0 :             m_Enabled = false;
     146           0 :             return;
     147             :         }
     148             : 
     149             :         // Disable rendering of the unit if it has no position
     150           0 :         CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
     151           0 :         if (!cmpPosition || !cmpPosition->IsInWorld())
     152             :         {
     153           0 :             m_Enabled = false;
     154           0 :             return;
     155             :         }
     156             : 
     157             :         // Find the precise position of the unit
     158           0 :         CMatrix3D transform(cmpPosition->GetInterpolatedTransform(frameOffset));
     159           0 :         CVector3D position(transform.GetTranslation());
     160             : 
     161             :         // Move all the sprites to the desired offset relative to the unit
     162           0 :         for (size_t i = 0; i < m_Sprites.size(); ++i)
     163           0 :             m_Sprites[i].m_Position = position + m_SpriteOffsets[i];
     164             : 
     165           0 :         m_Enabled = true;
     166             :     }
     167             : 
     168           0 :     void RenderSubmit(SceneCollector& collector)
     169             :     {
     170           0 :         if (!m_Enabled || !ICmpOverlayRenderer::m_OverrideVisible)
     171           0 :             return;
     172             : 
     173           0 :         for (size_t i = 0; i < m_Sprites.size(); ++i)
     174           0 :             collector.Submit(&m_Sprites[i]);
     175             :     }
     176             : };
     177             : 
     178         119 : REGISTER_COMPONENT_TYPE(OverlayRenderer)

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