Index: ps/trunk/source/graphics/Overlay.h =================================================================== --- ps/trunk/source/graphics/Overlay.h (revision 20617) +++ ps/trunk/source/graphics/Overlay.h (revision 20618) @@ -1,168 +1,190 @@ -/* Copyright (C) 2015 Wildfire Games. +/* Copyright (C) 2017 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 . */ #ifndef INCLUDED_GRAPHICS_OVERLAY #define INCLUDED_GRAPHICS_OVERLAY #include "graphics/Texture.h" #include "maths/Vector2D.h" #include "maths/Vector3D.h" #include "maths/FixedVector3D.h" +#include "ps/CStrIntern.h" #include "ps/Shapes.h" class CTerrain; class CSimContext; class CTexturedLineRData; /** * Line-based overlay, with world-space coordinates, rendered in the world * potentially behind other objects. Designed for selection circles and debug info. */ struct SOverlayLine { SOverlayLine() : m_Thickness(1) { } CColor m_Color; std::vector m_Coords; // (x, y, z) vertex coordinate triples; shape is not automatically closed u8 m_Thickness; // in pixels void PushCoords(const CVector3D& v) { PushCoords(v.X, v.Y, v.Z); } void PushCoords(const float x, const float y, const float z) { m_Coords.push_back(x); m_Coords.push_back(y); m_Coords.push_back(z); } }; /** * Textured line overlay, with world-space coordinates, rendered in the world onto the terrain. * Designed for relatively static textured lines, i.e. territory borders, originally. * * Once submitted for rendering, instances must not be copied afterwards. The reason is that they * are assigned rendering data that is unique to the submitted instance, and non-transferable to * any copies that would otherwise be made. Amongst others, this restraint includes that they must * not be submitted by their address inside a std::vector storing them by value. */ struct SOverlayTexturedLine { enum LineCapType { LINECAP_FLAT, ///< no line ending; abrupt stop of the line (aka. butt ending) /** * Semi-circular line ending. The texture is mapped by curving the left vertical edge * around the semi-circle's rim. That is, the center point has UV coordinates (0.5;0.5), * and the rim vertices all have U coordinate 0 and a V coordinate that ranges from 0 to * 1 as the rim is traversed. */ LINECAP_ROUND, LINECAP_SHARP, ///< sharp point ending LINECAP_SQUARE, ///< square end that extends half the line width beyond the line end }; SOverlayTexturedLine() : m_Thickness(1.0f), m_Closed(false), m_AlwaysVisible(false), m_StartCapType(LINECAP_FLAT), m_EndCapType(LINECAP_FLAT), m_SimContext(NULL) { } CTexturePtr m_TextureBase; CTexturePtr m_TextureMask; /// Color to apply to the line texture, where indicated by the mask. CColor m_Color; /// (x, z) vertex coordinate pairs; y is computed automatically. std::vector m_Coords; /// Half-width of the line, in world-space units. float m_Thickness; /// Should this line be treated as a closed loop? If set, any end cap settings are ignored. bool m_Closed; /// Should this line be rendered fully visible at all times, even under the SoD? bool m_AlwaysVisible; LineCapType m_StartCapType; LineCapType m_EndCapType; /** * Simulation context applicable for this overlay line; used to obtain terrain information * during automatic computation of Y coordinates. */ const CSimContext* m_SimContext; /** * Cached renderer data, because expensive to compute. Allocated by the renderer when necessary * for rendering purposes. * * Note: the rendering data may be shared between copies of this object to prevent having to * recompute it, while at the same time maintaining copyability of this object (see also docs on * CTexturedLineRData). */ shared_ptr m_RenderData; /** * Converts a string line cap type into its corresponding LineCap enum value, and returns * the resulting value. If the input string is unrecognized, a warning is issued and a * default value is returned. */ static LineCapType StrToLineCapType(const std::wstring& str); void PushCoords(const float x, const float z) { m_Coords.push_back(x); m_Coords.push_back(z); } void PushCoords(const CVector2D& v) { PushCoords(v.X, v.Y); } void PushCoords(const std::vector& points) { for (size_t i = 0; i < points.size(); ++i) PushCoords(points[i]); } }; /** * Billboard sprite overlay, with world-space coordinates, rendered on top * of all other objects. Designed for health bars and rank icons. */ struct SOverlaySprite { CTexturePtr m_Texture; CColor m_Color; CVector3D m_Position; // base position float m_X0, m_Y0, m_X1, m_Y1; // billboard corner coordinates, relative to base position }; /** * Rectangular single-quad terrain overlay, in world space coordinates. The vertices of the quad * are not required to be coplanar; the quad is arbitrarily triangulated with no effort being made * to find a best fit to the underlying terrain. */ struct SOverlayQuad { CTexturePtr m_Texture; CTexturePtr m_TextureMask; CVector3D m_Corners[4]; CColor m_Color; }; struct SOverlaySphere { SOverlaySphere() : m_Radius(0) { } CVector3D m_Center; float m_Radius; CColor m_Color; }; +enum EOverlayType +{ + /// A single textured quad overlay, intended for entities that move around much, like units (e.g. foot soldiers, etc). + DYNAMIC_QUAD, + /// A more complex textured line overlay, composed of several textured line segments. + STATIC_OUTLINE, +}; + +struct SOverlayDescriptor +{ + EOverlayType m_Type; + CStrIntern m_QuadTexture; + CStrIntern m_QuadTextureMask; + CStrIntern m_LineTexture; + CStrIntern m_LineTextureMask; + float m_LineThickness; + int m_Radius; + + SOverlayDescriptor() : m_LineThickness(0) { } +}; + // TODO: OverlayText #endif // INCLUDED_GRAPHICS_OVERLAY Index: ps/trunk/source/simulation2/components/CCmpSelectable.cpp =================================================================== --- ps/trunk/source/simulation2/components/CCmpSelectable.cpp (revision 20617) +++ ps/trunk/source/simulation2/components/CCmpSelectable.cpp (revision 20618) @@ -1,718 +1,718 @@ /* Copyright (C) 2017 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 "ICmpSelectable.h" #include "graphics/Overlay.h" #include "graphics/Terrain.h" #include "graphics/TextureManager.h" #include "maths/Ease.h" #include "maths/MathUtil.h" #include "maths/Matrix3D.h" #include "maths/Vector3D.h" #include "maths/Vector2D.h" #include "ps/Profile.h" #include "renderer/Scene.h" #include "renderer/Renderer.h" #include "simulation2/MessageTypes.h" #include "simulation2/components/ICmpPosition.h" #include "simulation2/components/ICmpFootprint.h" #include "simulation2/components/ICmpVisual.h" #include "simulation2/components/ICmpTerrain.h" #include "simulation2/components/ICmpOwnership.h" #include "simulation2/components/ICmpPlayer.h" #include "simulation2/components/ICmpPlayerManager.h" #include "simulation2/components/ICmpWaterManager.h" #include "simulation2/helpers/Render.h" #include "simulation2/system/Component.h" // Minimum alpha value for always visible overlays [0 fully transparent, 1 fully opaque] static const float MIN_ALPHA_ALWAYS_VISIBLE = 0.65f; // Minimum alpha value for other overlays static const float MIN_ALPHA_UNSELECTED = 0.0f; // Desaturation value for unselected, always visible overlays (0.33 = 33% desaturated or 66% of original saturation) static const float RGB_DESATURATION = 0.333333f; class CCmpSelectable : public ICmpSelectable { public: static void ClassInit(CComponentManager& componentManager) { componentManager.SubscribeToMessageType(MT_OwnershipChanged); componentManager.SubscribeToMessageType(MT_PlayerColorChanged); componentManager.SubscribeToMessageType(MT_PositionChanged); componentManager.SubscribeToMessageType(MT_TerrainChanged); componentManager.SubscribeToMessageType(MT_WaterChanged); } DEFAULT_COMPONENT_ALLOCATOR(Selectable) CCmpSelectable() : m_DebugBoundingBoxOverlay(NULL), m_DebugSelectionBoxOverlay(NULL), m_BuildingOverlay(NULL), m_UnitOverlay(NULL), m_RangeOverlayData(), m_FadeBaselineAlpha(0.f), m_FadeDeltaAlpha(0.f), m_FadeProgress(0.f), m_Selected(false), m_Cached(false), m_Visible(false) { m_Color = CColor(0, 0, 0, m_FadeBaselineAlpha); } ~CCmpSelectable() { delete m_DebugBoundingBoxOverlay; delete m_DebugSelectionBoxOverlay; delete m_BuildingOverlay; delete m_UnitOverlay; for (RangeOverlayData& rangeOverlay : m_RangeOverlayData) delete rangeOverlay.second; } static std::string GetSchema() { return "Allows this entity to be selected by the player." "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" ""; } virtual void Init(const CParamNode& paramNode) { m_EditorOnly = paramNode.GetChild("EditorOnly").IsOk(); // Certain special units always have their selection overlay shown m_AlwaysVisible = paramNode.GetChild("Overlay").GetChild("AlwaysVisible").IsOk(); if (m_AlwaysVisible) { m_AlphaMin = MIN_ALPHA_ALWAYS_VISIBLE; m_Color.a = m_AlphaMin; } else m_AlphaMin = MIN_ALPHA_UNSELECTED; const CParamNode& textureNode = paramNode.GetChild("Overlay").GetChild("Texture"); const CParamNode& outlineNode = paramNode.GetChild("Overlay").GetChild("Outline"); // Save some memory by using interned file paths in these descriptors (almost all actors and // entities have this component, and many use the same textures). if (textureNode.IsOk()) { // textured quad mode (dynamic, for units) - m_OverlayDescriptor.m_Type = ICmpSelectable::DYNAMIC_QUAD; + m_OverlayDescriptor.m_Type = DYNAMIC_QUAD; m_OverlayDescriptor.m_QuadTexture = CStrIntern(TEXTUREBASEPATH + textureNode.GetChild("MainTexture").ToUTF8()); m_OverlayDescriptor.m_QuadTextureMask = CStrIntern(TEXTUREBASEPATH + textureNode.GetChild("MainTextureMask").ToUTF8()); } else if (outlineNode.IsOk()) { // textured outline mode (static, for buildings) - m_OverlayDescriptor.m_Type = ICmpSelectable::STATIC_OUTLINE; + m_OverlayDescriptor.m_Type = STATIC_OUTLINE; m_OverlayDescriptor.m_LineTexture = CStrIntern(TEXTUREBASEPATH + outlineNode.GetChild("LineTexture").ToUTF8()); m_OverlayDescriptor.m_LineTextureMask = CStrIntern(TEXTUREBASEPATH + outlineNode.GetChild("LineTextureMask").ToUTF8()); m_OverlayDescriptor.m_LineThickness = outlineNode.GetChild("LineThickness").ToFloat(); } m_EnabledInterpolate = false; m_EnabledRenderSubmit = false; UpdateMessageSubscriptions(); } virtual void Deinit() { } virtual void Serialize(ISerializer& UNUSED(serialize)) { // Nothing to do here (the overlay object is not worth saving, it'll get // reconstructed by the GUI soon enough, I think) } virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize)) { // Need to call Init to reload the template properties Init(paramNode); } virtual void HandleMessage(const CMessage& msg, bool UNUSED(global)); virtual void SetSelectionHighlight(const CColor& color, bool selected) { m_Selected = selected; m_Color.r = color.r; m_Color.g = color.g; m_Color.b = color.b; // Always-visible overlays will be desaturated if their parent unit is deselected. if (m_AlwaysVisible && !selected) { float max; // Reduce saturation by one-third, the quick-and-dirty way. if (m_Color.r > m_Color.b) max = (m_Color.r > m_Color.g) ? m_Color.r : m_Color.g; else max = (m_Color.b > m_Color.g) ? m_Color.b : m_Color.g; m_Color.r += (max - m_Color.r) * RGB_DESATURATION; m_Color.g += (max - m_Color.g) * RGB_DESATURATION; m_Color.b += (max - m_Color.b) * RGB_DESATURATION; } SetSelectionHighlightAlpha(color.a); } virtual void AddRangeOverlay(float radius, const std::string& texture, const std::string& textureMask, float thickness) { if (!CRenderer::IsInitialised()) return; SOverlayDescriptor rangeOverlayDescriptor; SOverlayTexturedLine* rangeOverlay = nullptr; rangeOverlayDescriptor.m_Radius = radius; rangeOverlayDescriptor.m_LineTexture = CStrIntern(TEXTUREBASEPATH + texture); rangeOverlayDescriptor.m_LineTextureMask = CStrIntern(TEXTUREBASEPATH + textureMask); rangeOverlayDescriptor.m_LineThickness = thickness; m_RangeOverlayData.push_back({rangeOverlayDescriptor, rangeOverlay}); } virtual void SetSelectionHighlightAlpha(float alpha) { alpha = std::max(m_AlphaMin, alpha); // set up fading from the current value (as the baseline) to the target value m_FadeBaselineAlpha = m_Color.a; m_FadeDeltaAlpha = alpha - m_FadeBaselineAlpha; m_FadeProgress = 0.f; UpdateMessageSubscriptions(); } virtual void SetVisibility(bool visible) { m_Visible = visible; UpdateMessageSubscriptions(); } virtual bool IsEditorOnly() const { return m_EditorOnly; } void RenderSubmit(SceneCollector& collector); /** * Draw a textured line overlay. The selection overlays for structures are based solely on footprint shape. */ void UpdateTexturedLineOverlay(const SOverlayDescriptor* overlayDescriptor, SOverlayTexturedLine& overlay, float frameOffset, bool buildingOverlay); /** * Called from the interpolation handler; responsible for ensuring the dynamic overlay (provided we're * using one) is up-to-date and ready to be submitted to the next rendering run. */ void UpdateDynamicOverlay(float frameOffset); /// Explicitly invalidates the static overlay. void InvalidateStaticOverlay(); /** * Subscribe/unsubscribe to MT_Interpolate, MT_RenderSubmit, depending on * whether we will do any actual work when receiving them. (This is to avoid * the performance cost of receiving messages in the typical case when the * entity is not selected.) * * Must be called after changing m_Visible, m_FadeDeltaAlpha, m_Color.a */ void UpdateMessageSubscriptions(); /** * Delete all range overlays. */ void ResetRangeOverlays(); /** * Set the color of the current owner. */ void UpdatePlayerColor(); private: SOverlayDescriptor m_OverlayDescriptor; SOverlayTexturedLine* m_BuildingOverlay; SOverlayQuad* m_UnitOverlay; // Holds the data for all range overlays typedef std::pair RangeOverlayData; std::vector m_RangeOverlayData; SOverlayLine* m_DebugBoundingBoxOverlay; SOverlayLine* m_DebugSelectionBoxOverlay; bool m_EnabledInterpolate; bool m_EnabledRenderSubmit; // Whether the selectable will be rendered. bool m_Visible; // Whether the entity is only selectable in Atlas editor bool m_EditorOnly; // Whether the selection overlay is always visible bool m_AlwaysVisible; /// Whether the parent entity is selected (caches GUI's selection state). bool m_Selected; /// Current selection overlay color. Alpha component is subject to fading. CColor m_Color; /// Whether the selectable's player color has been cached for rendering. bool m_Cached; /// Minimum value for current selection overlay alpha. float m_AlphaMin; /// Baseline alpha value to start fading from. Constant during a single fade. float m_FadeBaselineAlpha; /// Delta between target and baseline alpha. Constant during a single fade. Can be positive or negative. float m_FadeDeltaAlpha; /// Linear time progress of the fade, between 0 and m_FadeDuration. float m_FadeProgress; /// Total duration of a single fade, in seconds. Assumed constant for now; feel free to change this into /// a member variable if you need to adjust it per component. static const double FADE_DURATION; static const char* TEXTUREBASEPATH; }; const double CCmpSelectable::FADE_DURATION = 0.3; const char* CCmpSelectable::TEXTUREBASEPATH = "art/textures/selection/"; void CCmpSelectable::HandleMessage(const CMessage& msg, bool UNUSED(global)) { switch (msg.GetType()) { case MT_Interpolate: { PROFILE("Selectable::Interpolate"); const CMessageInterpolate& msgData = static_cast (msg); if (m_FadeDeltaAlpha != 0.f) { m_FadeProgress += msgData.deltaRealTime; if (m_FadeProgress >= FADE_DURATION) { const float targetAlpha = m_FadeBaselineAlpha + m_FadeDeltaAlpha; // stop the fade m_Color.a = targetAlpha; m_FadeBaselineAlpha = targetAlpha; m_FadeDeltaAlpha = 0.f; m_FadeProgress = FADE_DURATION; // will need to be reset to start the next fade again } else { m_Color.a = Ease::QuartOut(m_FadeProgress, m_FadeBaselineAlpha, m_FadeDeltaAlpha, FADE_DURATION); } } // update dynamic overlay only when visible if (m_Color.a > 0) { UpdateDynamicOverlay(msgData.offset); for (RangeOverlayData& rangeOverlay : m_RangeOverlayData) { delete rangeOverlay.second; rangeOverlay.second = new SOverlayTexturedLine; UpdateTexturedLineOverlay(&rangeOverlay.first, *rangeOverlay.second, msgData.offset, false); } } UpdateMessageSubscriptions(); break; } case MT_OwnershipChanged: { const CMessageOwnershipChanged& msgData = static_cast (msg); // Ignore newly constructed entities, as they receive their color upon first selection // Ignore deleted entities because they won't be rendered if (msgData.from == INVALID_PLAYER || msgData.to == INVALID_PLAYER) break; UpdatePlayerColor(); InvalidateStaticOverlay(); break; } case MT_PlayerColorChanged: { const CMessagePlayerColorChanged& msgData = static_cast (msg); CmpPtr cmpOwnership(GetEntityHandle()); if (!cmpOwnership || msgData.player != cmpOwnership->GetOwner()) break; UpdatePlayerColor(); break; } case MT_PositionChanged: { if (m_AlwaysVisible) { const CMessagePositionChanged& msgData = static_cast (msg); if (!msgData.inWorld) m_Color.a = m_AlphaMin = MIN_ALPHA_UNSELECTED; else if (!m_Selected) m_Color.a = m_AlphaMin = MIN_ALPHA_ALWAYS_VISIBLE; } InvalidateStaticOverlay(); break; } case MT_TerrainChanged: case MT_WaterChanged: InvalidateStaticOverlay(); break; case MT_RenderSubmit: { PROFILE("Selectable::RenderSubmit"); const CMessageRenderSubmit& msgData = static_cast (msg); RenderSubmit(msgData.collector); break; } } } void CCmpSelectable::UpdatePlayerColor() { CmpPtr cmpOwnership(GetEntityHandle()); CmpPtr cmpPlayerManager(GetSystemEntity()); if (!cmpPlayerManager) return; // Default to white if there's no owner (e.g. decorative, editor-only actors) CColor color(1.0, 1.0, 1.0, 1.0); if (cmpOwnership) { CmpPtr cmpPlayer(GetSimContext(), cmpPlayerManager->GetPlayerByID(cmpOwnership->GetOwner())); if (cmpPlayer) color = cmpPlayer->GetColor(); } // Update the highlight color, while keeping the current alpha target value intact // (i.e. baseline + delta), so that any ongoing fades simply continue with the new color. color.a = m_FadeBaselineAlpha + m_FadeDeltaAlpha; SetSelectionHighlight(color, m_Selected); } void CCmpSelectable::ResetRangeOverlays() { for (RangeOverlayData& rangeOverlay : m_RangeOverlayData) delete rangeOverlay.second; m_RangeOverlayData.clear(); UpdateMessageSubscriptions(); } void CCmpSelectable::UpdateMessageSubscriptions() { bool needInterpolate = false; bool needRenderSubmit = false; if (m_FadeDeltaAlpha != 0.f || m_Color.a > 0) needInterpolate = true; if (m_Visible && m_Color.a > 0) needRenderSubmit = true; if (needInterpolate != m_EnabledInterpolate) { GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_Interpolate, this, needInterpolate); m_EnabledInterpolate = needInterpolate; } if (needRenderSubmit != m_EnabledRenderSubmit) { GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_RenderSubmit, this, needRenderSubmit); m_EnabledRenderSubmit = needRenderSubmit; } } void CCmpSelectable::InvalidateStaticOverlay() { SAFE_DELETE(m_BuildingOverlay); } void CCmpSelectable::UpdateTexturedLineOverlay(const SOverlayDescriptor* overlayDescriptor, SOverlayTexturedLine& overlay, float frameOffset, bool buildingOverlay) { if (!CRenderer::IsInitialised()) return; CmpPtr cmpPosition(GetEntityHandle()); CmpPtr cmpFootprint(GetEntityHandle()); if (!cmpFootprint || !cmpPosition || !cmpPosition->IsInWorld()) return; ICmpFootprint::EShape fpShape; entity_pos_t fpSize0_fixed, fpSize1_fixed, fpHeight_fixed; cmpFootprint->GetShape(fpShape, fpSize0_fixed, fpSize1_fixed, fpHeight_fixed); float rotY; CVector2D origin; cmpPosition->GetInterpolatedPosition2D(frameOffset, origin.X, origin.Y, rotY); CFixedVector3D rotation = cmpPosition->GetRotation(); CTextureProperties texturePropsBase(overlayDescriptor->m_LineTexture.c_str()); texturePropsBase.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE); texturePropsBase.SetMaxAnisotropy(4.f); CTextureProperties texturePropsMask(overlayDescriptor->m_LineTextureMask.c_str()); texturePropsMask.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE); texturePropsMask.SetMaxAnisotropy(4.f); overlay.m_AlwaysVisible = false; overlay.m_Closed = true; overlay.m_SimContext = &GetSimContext(); overlay.m_Thickness = overlayDescriptor->m_LineThickness; overlay.m_TextureBase = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase); overlay.m_TextureMask = g_Renderer.GetTextureManager().CreateTexture(texturePropsMask); overlay.m_Color = m_Color; if (buildingOverlay && fpShape == ICmpFootprint::SQUARE) { float s = sinf(-rotation.Y.ToFloat()); float c = cosf(-rotation.Y.ToFloat()); CVector2D unitX(c, s); CVector2D unitZ(-s, c); // Add half the line thickness to the radius so that we get an 'outside' stroke of the footprint shape const float halfSizeX = fpSize0_fixed.ToFloat() / 2.f + overlay.m_Thickness / 2.f; const float halfSizeZ = fpSize1_fixed.ToFloat() / 2.f + overlay.m_Thickness / 2.f; std::vector points; points.push_back(CVector2D(origin + unitX * halfSizeX + unitZ * (-halfSizeZ))); points.push_back(CVector2D(origin + unitX * (-halfSizeX) + unitZ * (-halfSizeZ))); points.push_back(CVector2D(origin + unitX * (-halfSizeX) + unitZ * halfSizeZ)); points.push_back(CVector2D(origin + unitX * halfSizeX + unitZ * halfSizeZ)); SimRender::SubdividePoints(points, TERRAIN_TILE_SIZE / 3.f, overlay.m_Closed); overlay.PushCoords(points); } else { const float radius = (buildingOverlay ? fpSize0_fixed.ToFloat() : overlayDescriptor->m_Radius) + overlay.m_Thickness / 3.f; u32 numSteps = ceilf(float(2 * M_PI) * radius / (TERRAIN_TILE_SIZE / 3.f)); for (u32 i = 0; i < numSteps; ++i) { float angle = i * float(2 * M_PI) / numSteps; float px = origin.X + radius * sinf(angle); float pz = origin.Y + radius * cosf(angle); overlay.PushCoords(px, pz); } } ENSURE(overlay.m_TextureBase); } void CCmpSelectable::UpdateDynamicOverlay(float frameOffset) { // Dynamic overlay lines are allocated once and never deleted. Since they are expected to change frequently, // they are assumed dirty on every call to this function, and we should therefore use this function more // thoughtfully than calling it right before every frame render. if (m_OverlayDescriptor.m_Type != DYNAMIC_QUAD) return; if (!CRenderer::IsInitialised()) return; CmpPtr cmpPosition(GetEntityHandle()); CmpPtr cmpFootprint(GetEntityHandle()); if (!cmpFootprint || !cmpPosition || !cmpPosition->IsInWorld()) return; float rotY; CVector2D position; cmpPosition->GetInterpolatedPosition2D(frameOffset, position.X, position.Y, rotY); CmpPtr cmpWaterManager(GetSystemEntity()); CmpPtr cmpTerrain(GetSystemEntity()); ENSURE(cmpWaterManager && cmpTerrain); CTerrain* terrain = cmpTerrain->GetCTerrain(); ENSURE(terrain); ICmpFootprint::EShape fpShape; entity_pos_t fpSize0_fixed, fpSize1_fixed, fpHeight_fixed; cmpFootprint->GetShape(fpShape, fpSize0_fixed, fpSize1_fixed, fpHeight_fixed); // --------------------------------------------------------------------------------- if (!m_UnitOverlay) { m_UnitOverlay = new SOverlayQuad; // Assuming we don't need the capability of swapping textures on-demand. CTextureProperties texturePropsBase(m_OverlayDescriptor.m_QuadTexture.c_str()); texturePropsBase.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE); texturePropsBase.SetMaxAnisotropy(4.f); CTextureProperties texturePropsMask(m_OverlayDescriptor.m_QuadTextureMask.c_str()); texturePropsMask.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE); texturePropsMask.SetMaxAnisotropy(4.f); m_UnitOverlay->m_Texture = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase); m_UnitOverlay->m_TextureMask = g_Renderer.GetTextureManager().CreateTexture(texturePropsMask); } m_UnitOverlay->m_Color = m_Color; // TODO: some code duplication here :< would be nice to factor out getting the corner points of an // entity based on its footprint sizes (and regardless of whether it's a circle or a square) float s = sinf(-rotY); float c = cosf(-rotY); CVector2D unitX(c, s); CVector2D unitZ(-s, c); float halfSizeX = fpSize0_fixed.ToFloat(); float halfSizeZ = fpSize1_fixed.ToFloat(); if (fpShape == ICmpFootprint::SQUARE) { halfSizeX /= 2.0f; halfSizeZ /= 2.0f; } std::vector points; points.push_back(CVector2D(position + unitX *(-halfSizeX) + unitZ * halfSizeZ)); // top left points.push_back(CVector2D(position + unitX *(-halfSizeX) + unitZ *(-halfSizeZ))); // bottom left points.push_back(CVector2D(position + unitX * halfSizeX + unitZ *(-halfSizeZ))); // bottom right points.push_back(CVector2D(position + unitX * halfSizeX + unitZ * halfSizeZ)); // top right for (int i=0; i < 4; i++) { float quadY = std::max( terrain->GetExactGroundLevel(points[i].X, points[i].Y), cmpWaterManager->GetExactWaterLevel(points[i].X, points[i].Y) ); m_UnitOverlay->m_Corners[i] = CVector3D(points[i].X, quadY, points[i].Y); } } void CCmpSelectable::RenderSubmit(SceneCollector& collector) { // don't render selection overlay if it's not gonna be visible if (!ICmpSelectable::m_OverrideVisible) return; if (m_Visible && m_Color.a > 0) { if (!m_Cached) { UpdatePlayerColor(); m_Cached = true; } switch (m_OverlayDescriptor.m_Type) { case STATIC_OUTLINE: { if (!m_BuildingOverlay) { // Static overlays are allocated once and not updated until they are explicitly deleted again // (see InvalidateStaticOverlay). Since they are expected to change rarely (if ever) during // normal gameplay, this saves us doing all the work below on each frame. m_BuildingOverlay = new SOverlayTexturedLine; UpdateTexturedLineOverlay(&m_OverlayDescriptor, *m_BuildingOverlay, 0, true); } m_BuildingOverlay->m_Color = m_Color; // done separately so alpha changes don't require a full update call collector.Submit(m_BuildingOverlay); } break; case DYNAMIC_QUAD: { if (m_UnitOverlay) collector.Submit(m_UnitOverlay); } break; default: break; } for (const RangeOverlayData& rangeOverlay : m_RangeOverlayData) if (rangeOverlay.second) collector.Submit(rangeOverlay.second); } // Render bounding box debug overlays if we have a positive target alpha value. This ensures // that the debug overlays respond immediately to deselection without delay from fading out. if (m_FadeBaselineAlpha + m_FadeDeltaAlpha > 0) { if (ICmpSelectable::ms_EnableDebugOverlays) { // allocate debug overlays on-demand if (!m_DebugBoundingBoxOverlay) m_DebugBoundingBoxOverlay = new SOverlayLine; if (!m_DebugSelectionBoxOverlay) m_DebugSelectionBoxOverlay = new SOverlayLine; CmpPtr cmpVisual(GetEntityHandle()); if (cmpVisual) { SimRender::ConstructBoxOutline(cmpVisual->GetBounds(), *m_DebugBoundingBoxOverlay); m_DebugBoundingBoxOverlay->m_Thickness = 2; m_DebugBoundingBoxOverlay->m_Color = CColor(1.f, 0.f, 0.f, 1.f); SimRender::ConstructBoxOutline(cmpVisual->GetSelectionBox(), *m_DebugSelectionBoxOverlay); m_DebugSelectionBoxOverlay->m_Thickness = 2; m_DebugSelectionBoxOverlay->m_Color = CColor(0.f, 1.f, 0.f, 1.f); collector.Submit(m_DebugBoundingBoxOverlay); collector.Submit(m_DebugSelectionBoxOverlay); } } else { // reclaim debug overlay line memory when no longer debugging (and make sure to set to zero after deletion) if (m_DebugBoundingBoxOverlay) SAFE_DELETE(m_DebugBoundingBoxOverlay); if (m_DebugSelectionBoxOverlay) SAFE_DELETE(m_DebugSelectionBoxOverlay); } } } REGISTER_COMPONENT_TYPE(Selectable) Index: ps/trunk/source/simulation2/components/ICmpSelectable.h =================================================================== --- ps/trunk/source/simulation2/components/ICmpSelectable.h (revision 20617) +++ ps/trunk/source/simulation2/components/ICmpSelectable.h (revision 20618) @@ -1,105 +1,82 @@ /* Copyright (C) 2017 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 . */ #ifndef INCLUDED_ICMPSELECTABLE #define INCLUDED_ICMPSELECTABLE -#include "ps/CStrIntern.h" #include "simulation2/system/Interface.h" struct CColor; class ICmpSelectable : public IComponent { public: - - enum EOverlayType { - /// A single textured quad overlay, intended for entities that move around much, like units (e.g. foot soldiers, etc). - DYNAMIC_QUAD, - /// A more complex textured line overlay, composed of several textured line segments. Intended for entities that do not - /// move often, such as buildings (structures). - STATIC_OUTLINE, - }; - - struct SOverlayDescriptor - { - EOverlayType m_Type; - CStrIntern m_QuadTexture; - CStrIntern m_QuadTextureMask; - CStrIntern m_LineTexture; - CStrIntern m_LineTextureMask; - float m_LineThickness; - int m_Radius; - - SOverlayDescriptor() : m_LineThickness(0) { } - }; - /** * Returns true if the entity is only selectable in Atlas editor, e.g. a decorative visual actor. */ virtual bool IsEditorOnly() const = 0; /** * Set the selection highlight state. * The highlight is typically a circle/square overlay around the unit. * @param color color and alpha of the selection highlight. Set color.a = 0 to hide the highlight. * @param selected whether the entity is selected; affects desaturation for always visible highlights. */ virtual void SetSelectionHighlight(const CColor& color, bool selected) = 0; /** * Add a range overlay to this entity, for example for an aura or attack. */ virtual void AddRangeOverlay(float radius, const std::string& texture, const std::string& textureMask, float thickness) = 0; /** * Delete all range overlays. */ virtual void ResetRangeOverlays() = 0; /** * Enables or disables rendering of an entity's selectable. * @param visible Whether the selectable should be visible. */ virtual void SetVisibility(bool visible) = 0; /** * Enables or disables rendering of all entities selectable. * @param visible Whether the selectable should be visible. */ static void SetOverrideVisibility(bool visible) { ICmpSelectable::m_OverrideVisible = visible; } /** * Set the alpha of the selection highlight. Set to 0 to hide the highlight. */ virtual void SetSelectionHighlightAlpha(float alpha) = 0; DECLARE_INTERFACE_TYPE(Selectable) // TODO: this is slightly ugly design; it would be nice to change the component system to support per-component-type data // and methods, where we can keep settings like these. Note that any such data store would need to be per-component-manager // and not entirely global, to support multiple simulation instances. static bool ms_EnableDebugOverlays; // ms for member static protected: static bool m_OverrideVisible; }; #endif // INCLUDED_ICMPSELECTABLE