LCOV - code coverage report
Current view: top level - source/simulation2/components - CCmpUnitRenderer.cpp (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 27 192 14.1 %
Date: 2023-01-19 00:18:29 Functions: 14 30 46.7 %

          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 "ICmpUnitRenderer.h"
      22             : 
      23             : #include "simulation2/MessageTypes.h"
      24             : 
      25             : #include "ICmpPosition.h"
      26             : #include "ICmpRangeManager.h"
      27             : #include "ICmpSelectable.h"
      28             : #include "ICmpVisibility.h"
      29             : #include "ICmpVisual.h"
      30             : 
      31             : #include "graphics/ModelAbstract.h"
      32             : #include "graphics/ObjectEntry.h"
      33             : #include "graphics/Overlay.h"
      34             : #include "graphics/Unit.h"
      35             : #include "maths/BoundingSphere.h"
      36             : #include "maths/Frustum.h"
      37             : #include "maths/Matrix3D.h"
      38             : #include "ps/GameSetup/Config.h"
      39             : #include "ps/Profile.h"
      40             : #include "renderer/RenderingOptions.h"
      41             : #include "renderer/Scene.h"
      42             : 
      43             : #include "tools/atlas/GameInterface/GameLoop.h"
      44             : 
      45             : /**
      46             :  * Efficiently(ish) renders all the units in the world.
      47             :  *
      48             :  * The class maintains a list of all units that currently exist, and the data
      49             :  * needed for frustum-culling them. To minimise the amount of work done per
      50             :  * frame (despite a unit's interpolated position changing every frame), the
      51             :  * culling data is only updated once per turn: we store the position at the
      52             :  * start of the turn, and the position at the end of the turn, and assume the
      53             :  * unit might be anywhere between those two points (linearly).
      54             :  *
      55             :  * (Note this is a slightly invalid assumption: units don't always move linearly,
      56             :  * since their interpolated position depends on terrain and water. But over a
      57             :  * single turn it's probably going to be a good enough approximation, and will
      58             :  * only break for units that both start and end the turn off-screen.)
      59             :  *
      60             :  * We want to ignore rotation entirely, since it's a complex function of
      61             :  * interpolated position and terrain. So we store a bounding sphere, which
      62             :  * is rotation-independent, instead of a bounding box.
      63             :  */
      64           9 : class CCmpUnitRenderer final : public ICmpUnitRenderer
      65             : {
      66             : public:
      67           0 :     struct SUnit
      68             :     {
      69             :         CEntityHandle entity;
      70             : 
      71             :         CUnit* actor;
      72             : 
      73             :         int flags;
      74             : 
      75             :         /**
      76             :          * m_FrameNumber from when the model's transform was last updated.
      77             :          * This is used to avoid recomputing it multiple times per frame
      78             :          * if a model is visible in multiple cull groups.
      79             :          */
      80             :         int lastTransformFrame;
      81             : 
      82             :         /**
      83             :          * Worst-case bounding shape, relative to position. Needs to account
      84             :          * for all possible animations, orientations, etc.
      85             :          */
      86             :         CBoundingSphere boundsApprox;
      87             : 
      88             :         /**
      89             :          * Cached LOS visibility status.
      90             :          */
      91             :         LosVisibility visibility;
      92             :         bool visibilityDirty;
      93             : 
      94             :         /**
      95             :          * Whether the unit has a valid position. If false, pos0 and pos1
      96             :          * are meaningless.
      97             :          */
      98             :         bool inWorld;
      99             : 
     100             :         /**
     101             :          * World-space positions to interpolate between.
     102             :          */
     103             :         CVector3D pos0;
     104             :         CVector3D pos1;
     105             : 
     106             :         /**
     107             :          * Bounds encompassing the unit's bounds when it is anywhere between
     108             :          * pos0 and pos1.
     109             :          */
     110             :         CBoundingSphere sweptBounds;
     111             : 
     112             :         /**
     113             :          * For debug overlay.
     114             :          */
     115             :         bool culled;
     116             :     };
     117             : 
     118             :     std::vector<SUnit> m_Units;
     119             :     std::vector<tag_t> m_UnitTagsFree;
     120             : 
     121             :     int m_FrameNumber;
     122             :     float m_FrameOffset;
     123             : 
     124             :     bool m_EnableDebugOverlays;
     125             :     std::vector<SOverlaySphere> m_DebugSpheres;
     126             : 
     127         116 :     static void ClassInit(CComponentManager& componentManager)
     128             :     {
     129         116 :         componentManager.SubscribeToMessageType(MT_TurnStart);
     130         116 :         componentManager.SubscribeToMessageType(MT_Interpolate);
     131         116 :         componentManager.SubscribeToMessageType(MT_RenderSubmit);
     132         116 :     }
     133             : 
     134           6 :     DEFAULT_COMPONENT_ALLOCATOR(UnitRenderer)
     135             : 
     136         116 :     static std::string GetSchema()
     137             :     {
     138         116 :         return "<a:component type='system'/><empty/>";
     139             :     }
     140             : 
     141           3 :     void Init(const CParamNode& UNUSED(paramNode)) override
     142             :     {
     143           3 :         m_FrameNumber = 0;
     144           3 :         m_FrameOffset = 0.0f;
     145           3 :         m_EnableDebugOverlays = false;
     146           3 :     }
     147             : 
     148           3 :     void Deinit() override
     149             :     {
     150           3 :     }
     151             : 
     152           0 :     void Serialize(ISerializer& UNUSED(serialize)) override
     153             :     {
     154           0 :     }
     155             : 
     156           0 :     void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize)) override
     157             :     {
     158           0 :         Init(paramNode);
     159           0 :     }
     160             : 
     161           1 :     void HandleMessage(const CMessage& msg, bool UNUSED(global)) override
     162             :     {
     163           1 :         switch (msg.GetType())
     164             :         {
     165           1 :         case MT_TurnStart:
     166             :         {
     167           1 :             TurnStart();
     168           1 :             break;
     169             :         }
     170           0 :         case MT_Interpolate:
     171             :         {
     172           0 :             const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
     173           0 :             Interpolate(msgData.deltaSimTime, msgData.offset);
     174           0 :             break;
     175             :         }
     176           0 :         case MT_RenderSubmit:
     177             :         {
     178           0 :             const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
     179           0 :             RenderSubmit(msgData.collector, msgData.frustum, msgData.culling);
     180           0 :             break;
     181             :         }
     182             :         }
     183           1 :     }
     184             : 
     185           0 :     SUnit* LookupUnit(tag_t tag)
     186             :     {
     187           0 :         if (tag.n < 1 || tag.n - 1 >= m_Units.size())
     188           0 :             return NULL;
     189           0 :         return &m_Units[tag.n - 1];
     190             :     }
     191             : 
     192           0 :     tag_t AddUnit(CEntityHandle entity, CUnit* actor, const CBoundingSphere& boundsApprox, int flags) override
     193             :     {
     194           0 :         ENSURE(actor != NULL);
     195             : 
     196           0 :         tag_t tag;
     197           0 :         if (!m_UnitTagsFree.empty())
     198             :         {
     199           0 :             tag = m_UnitTagsFree.back();
     200           0 :             m_UnitTagsFree.pop_back();
     201             :         }
     202             :         else
     203             :         {
     204           0 :             m_Units.push_back(SUnit());
     205           0 :             tag.n = m_Units.size();
     206             :         }
     207             : 
     208           0 :         SUnit* unit = LookupUnit(tag);
     209           0 :         unit->entity = entity;
     210           0 :         unit->actor = actor;
     211           0 :         unit->lastTransformFrame = -1;
     212           0 :         unit->flags = flags;
     213           0 :         unit->boundsApprox = boundsApprox;
     214           0 :         unit->inWorld = false;
     215           0 :         unit->visibilityDirty = true;
     216           0 :         unit->pos0 = unit->pos1 = CVector3D();
     217             : 
     218           0 :         return tag;
     219             :     }
     220             : 
     221           0 :     void RemoveUnit(tag_t tag) override
     222             :     {
     223           0 :         SUnit* unit = LookupUnit(tag);
     224           0 :         unit->actor = NULL;
     225           0 :         unit->inWorld = false;
     226           0 :         m_UnitTagsFree.push_back(tag);
     227           0 :     }
     228             : 
     229           0 :     void RecomputeSweptBounds(SUnit* unit)
     230             :     {
     231             :         // Compute the bounding sphere of the capsule formed by
     232             :         // sweeping boundsApprox from pos0 to pos1
     233           0 :         CVector3D mid = (unit->pos0 + unit->pos1) * 0.5f + unit->boundsApprox.GetCenter();
     234           0 :         float radius = (unit->pos1 - unit->pos0).Length() * 0.5f + unit->boundsApprox.GetRadius();
     235           0 :         unit->sweptBounds = CBoundingSphere(mid, radius);
     236           0 :     }
     237             : 
     238           0 :     void UpdateUnit(tag_t tag, CUnit* actor, const CBoundingSphere& boundsApprox) override
     239             :     {
     240           0 :         SUnit* unit = LookupUnit(tag);
     241           0 :         unit->actor = actor;
     242           0 :         unit->boundsApprox = boundsApprox;
     243           0 :         RecomputeSweptBounds(unit);
     244           0 :     }
     245             : 
     246           0 :     void UpdateUnitPos(tag_t tag, bool inWorld, const CVector3D& pos0, const CVector3D& pos1) override
     247             :     {
     248           0 :         SUnit* unit = LookupUnit(tag);
     249           0 :         unit->inWorld = inWorld;
     250           0 :         unit->pos0 = pos0;
     251           0 :         unit->pos1 = pos1;
     252           0 :         unit->visibilityDirty = true;
     253           0 :         RecomputeSweptBounds(unit);
     254           0 :     }
     255             : 
     256             :     void TurnStart();
     257             :     void Interpolate(float frameTime, float frameOffset);
     258             :     void RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling);
     259             : 
     260             :     void UpdateVisibility(SUnit& unit) const;
     261             : 
     262           0 :     float GetFrameOffset() const override
     263             :     {
     264           0 :         return m_FrameOffset;
     265             :     }
     266             : 
     267           0 :     void SetDebugOverlay(bool enabled) override
     268             :     {
     269           0 :         m_EnableDebugOverlays = enabled;
     270           0 :     }
     271             : 
     272           0 :     void PickAllEntitiesAtPoint(std::vector<std::pair<CEntityHandle, CVector3D> >& outEntities, const CVector3D& origin, const CVector3D& dir, bool allowEditorSelectables) const override
     273             :     {
     274             :         // First, make a rough test with the worst-case bounding boxes to pick all
     275             :         // entities/models that could possibly be hit by the ray.
     276           0 :         std::vector<const SUnit*> candidates;
     277           0 :         for (const SUnit& unit : m_Units)
     278             :         {
     279           0 :             if (!unit.actor || !unit.inWorld)
     280           0 :                 continue;
     281           0 :             if (unit.sweptBounds.RayIntersect(origin, dir))
     282           0 :                 candidates.push_back(&unit);
     283             :         }
     284             : 
     285             :         // Now make a more precise test to get rid of the remaining false positives
     286             :         float tmin, tmax;
     287           0 :         CVector3D center;
     288           0 :         for (size_t i = 0; i< candidates.size(); ++i)
     289             :         {
     290           0 :             const SUnit& unit = *candidates[i];
     291             : 
     292           0 :             CmpPtr<ICmpVisual> cmpVisual(unit.entity);
     293           0 :             if (!cmpVisual)
     294           0 :                 continue;
     295             : 
     296           0 :             CBoundingBoxOriented selectionBox = cmpVisual->GetSelectionBox();
     297           0 :             if (selectionBox.IsEmpty())
     298             :             {
     299           0 :                 if (!allowEditorSelectables)
     300           0 :                     continue;
     301             : 
     302             :                 // Fall back to using old AABB selection method for decals
     303             :                 //  see: http://trac.wildfiregames.com/ticket/1032
     304             :                 // Decals are flat objects without a selectionShape defined,
     305             :                 // but they should still be selectable in the editor to move them
     306             :                 // around or delete them after they are placed.
     307             :                 // Check campaigns/labels/ in the Actors tab of atlas for examples.
     308           0 :                 CBoundingBoxAligned aABBox = cmpVisual->GetBounds();
     309           0 :                 if (aABBox.IsEmpty())
     310           0 :                     continue;
     311             : 
     312           0 :                 if (!aABBox.RayIntersect(origin, dir, tmin, tmax))
     313           0 :                     continue;
     314             : 
     315           0 :                 aABBox.GetCenter(center);
     316             :             }
     317             :             else
     318             :             {
     319           0 :                 if (!selectionBox.RayIntersect(origin, dir, tmin, tmax))
     320           0 :                     continue;
     321             : 
     322           0 :                 center = selectionBox.m_Center;
     323             :             }
     324           0 :             outEntities.emplace_back(unit.entity, center);
     325             :         }
     326           0 :     }
     327             : };
     328             : 
     329           1 : void CCmpUnitRenderer::TurnStart()
     330             : {
     331           2 :     PROFILE3("UnitRenderer::TurnStart");
     332             : 
     333             :     // Assume units have stopped moving after the previous turn. If that assumption is not
     334             :     // correct, we will get a UpdateUnitPos to tell us about its movement in the new turn.
     335           1 :     for (size_t i = 0; i < m_Units.size(); i++)
     336             :     {
     337           0 :         SUnit& unit = m_Units[i];
     338           0 :         unit.pos0 = unit.pos1;
     339           0 :         unit.sweptBounds = CBoundingSphere(unit.pos1, unit.boundsApprox.GetRadius());
     340             : 
     341             :         // Visibility must be recomputed on the first frame during this turn
     342           0 :         unit.visibilityDirty = true;
     343             :     }
     344           1 : }
     345             : 
     346           0 : void CCmpUnitRenderer::Interpolate(float frameTime, float frameOffset)
     347             : {
     348           0 :     PROFILE3("UnitRenderer::Interpolate");
     349             : 
     350           0 :     ++m_FrameNumber;
     351           0 :     m_FrameOffset = frameOffset;
     352             : 
     353             :     // TODO: we shouldn't update all the animations etc for units that are off-screen
     354             :     // (but need to be careful about e.g. sounds triggered by animations of off-screen
     355             :     // units)
     356           0 :     for (size_t i = 0; i < m_Units.size(); i++)
     357             :     {
     358           0 :         SUnit& unit = m_Units[i];
     359           0 :         if (unit.actor)
     360           0 :             unit.actor->UpdateModel(frameTime);
     361             :     }
     362             : 
     363           0 :     m_DebugSpheres.clear();
     364           0 :     if (m_EnableDebugOverlays)
     365             :     {
     366           0 :         for (const SUnit& unit : m_Units)
     367             :         {
     368           0 :             if (!(unit.actor && unit.inWorld))
     369           0 :                 continue;
     370             : 
     371           0 :             SOverlaySphere sphere;
     372           0 :             sphere.m_Center = unit.sweptBounds.GetCenter();
     373           0 :             sphere.m_Radius = unit.sweptBounds.GetRadius();
     374           0 :             if (unit.culled)
     375           0 :                 sphere.m_Color = CColor(1.0f, 0.5f, 0.5f, 0.5f);
     376             :             else
     377           0 :                 sphere.m_Color = CColor(0.5f, 0.5f, 1.0f, 0.5f);
     378             : 
     379           0 :             m_DebugSpheres.push_back(sphere);
     380             :         }
     381             :     }
     382           0 : }
     383             : 
     384           0 : void CCmpUnitRenderer::RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling)
     385             : {
     386             :     // TODO: need a coarse culling pass based on some kind of spatial data
     387             :     // structure - that's the main point of this design. Once we've got a
     388             :     // rough list of possibly-visible units, then we can do the more precise
     389             :     // culling. (And once it's cheap enough, we can do multiple culling passes
     390             :     // per frame - one for shadow generation, one for water reflections, etc.)
     391             : 
     392           0 :     PROFILE3("UnitRenderer::RenderSubmit");
     393             : 
     394           0 :     for (size_t i = 0; i < m_Units.size(); ++i)
     395             :     {
     396           0 :         SUnit& unit = m_Units[i];
     397             : 
     398           0 :         unit.culled = true;
     399             : 
     400           0 :         if (!unit.actor)
     401           0 :             continue;
     402             : 
     403           0 :         if (unit.visibilityDirty)
     404           0 :             UpdateVisibility(unit);
     405             : 
     406           0 :         if (unit.visibility == LosVisibility::HIDDEN)
     407           0 :             continue;
     408             : 
     409           0 :         if (!g_AtlasGameLoop->running && !g_RenderingOptions.GetRenderActors() && (unit.flags & ACTOR_ONLY))
     410           0 :             continue;
     411             : 
     412           0 :         if (!g_AtlasGameLoop->running && (unit.flags & VISIBLE_IN_ATLAS_ONLY))
     413           0 :             continue;
     414             : 
     415           0 :         if (culling && !frustum.IsSphereVisible(unit.sweptBounds.GetCenter(), unit.sweptBounds.GetRadius()))
     416           0 :             continue;
     417             : 
     418           0 :         unit.culled = false;
     419             : 
     420           0 :         CModelAbstract& unitModel = unit.actor->GetModel();
     421             : 
     422           0 :         if (unit.lastTransformFrame != m_FrameNumber)
     423             :         {
     424           0 :             CmpPtr<ICmpPosition> cmpPosition(unit.entity);
     425           0 :             if (!cmpPosition)
     426           0 :                 continue;
     427             : 
     428           0 :             CMatrix3D transform(cmpPosition->GetInterpolatedTransform(m_FrameOffset));
     429             : 
     430           0 :             unitModel.SetTransform(transform);
     431             : 
     432           0 :             unit.lastTransformFrame = m_FrameNumber;
     433             :         }
     434             : 
     435           0 :         if (culling && !frustum.IsBoxVisible(unitModel.GetWorldBoundsRec()))
     436           0 :             continue;
     437             : 
     438           0 :         collector.SubmitRecursive(&unitModel);
     439             :     }
     440             : 
     441           0 :     for (size_t i = 0; i < m_DebugSpheres.size(); ++i)
     442           0 :         collector.Submit(&m_DebugSpheres[i]);
     443           0 : }
     444             : 
     445           0 : void CCmpUnitRenderer::UpdateVisibility(SUnit& unit) const
     446             : {
     447           0 :     if (unit.inWorld)
     448             :     {
     449             :         // The 'always visible' flag means we should always render the unit
     450             :         // (regardless of whether the LOS system thinks it's visible)
     451           0 :         CmpPtr<ICmpVisibility> cmpVisibility(unit.entity);
     452           0 :         if (cmpVisibility && cmpVisibility->GetAlwaysVisible())
     453           0 :             unit.visibility = LosVisibility::VISIBLE;
     454             :         else
     455             :         {
     456           0 :             CmpPtr<ICmpRangeManager> cmpRangeManager(GetSystemEntity());
     457           0 :             unit.visibility = cmpRangeManager->GetLosVisibility(unit.entity,
     458           0 :                     GetSimContext().GetCurrentDisplayedPlayer());
     459             :         }
     460             :     }
     461             :     else
     462           0 :         unit.visibility = LosVisibility::HIDDEN;
     463             : 
     464             :     // Change the visibility of the visual actor's selectable if it has one.
     465           0 :     CmpPtr<ICmpSelectable> cmpSelectable(unit.entity);
     466           0 :     if (cmpSelectable)
     467           0 :         cmpSelectable->SetVisibility(unit.visibility != LosVisibility::HIDDEN);
     468             : 
     469           0 :     unit.visibilityDirty = false;
     470           0 : }
     471             : 
     472         119 : REGISTER_COMPONENT_TYPE(UnitRenderer)

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