1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135
|
/* Copyright (C) 2012 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpWaterManager.h"
#include "graphics/RenderableObject.h"
#include "graphics/Terrain.h"
#include "renderer/Renderer.h"
#include "renderer/WaterManager.h"
#include "simulation2/MessageTypes.h"
#include "tools/atlas/GameInterface/GameLoop.h"
class CCmpWaterManager : public ICmpWaterManager
{
public:
static void ClassInit(CComponentManager& componentManager)
{
// No need to subscribe to WaterChanged since we're actually the one sending those.
componentManager.SubscribeToMessageType(MT_Interpolate);
componentManager.SubscribeToMessageType(MT_TerrainChanged);
}
DEFAULT_COMPONENT_ALLOCATOR(WaterManager)
// Dynamic state:
entity_pos_t m_WaterHeight;
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& serialize)
{
serialize.NumberFixed_Unbounded("height", m_WaterHeight);
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(paramNode);
deserialize.NumberFixed_Unbounded("height", m_WaterHeight);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_Interpolate:
{
const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
if (CRenderer::IsInitialised())
g_Renderer.GetWaterManager()->m_WaterTexTimer += msgData.deltaSimTime;
break;
}
case MT_TerrainChanged:
{
// Tell the renderer to redraw part of the map.
if (CRenderer::IsInitialised())
{
const CMessageTerrainChanged& msgData = static_cast<const CMessageTerrainChanged&> (msg);
GetSimContext().GetTerrain().MakeDirty(msgData.i0,msgData.j0,msgData.i1,msgData.j1,RENDERDATA_UPDATE_VERTICES);
}
break;
}
}
}
virtual void RecomputeWaterData()
{
if (CRenderer::IsInitialised())
{
g_Renderer.GetWaterManager()->RecomputeBlurredNormalMap();
g_Renderer.GetWaterManager()->RecomputeDistanceHeightmap();
g_Renderer.GetWaterManager()->RecomputeWindStrength();
g_Renderer.GetWaterManager()->CreateWaveMeshes();
}
// Tell the terrain it'll need to recompute its cached render data
GetSimContext().GetTerrain().MakeDirty(RENDERDATA_UPDATE_VERTICES);
}
virtual void SetWaterLevel(entity_pos_t h)
{
m_WaterHeight = h;
// Tell the terrain it'll need to recompute its cached render data
GetSimContext().GetTerrain().MakeDirty(RENDERDATA_UPDATE_VERTICES);
if (CRenderer::IsInitialised())
g_Renderer.GetWaterManager()->m_WaterHeight = h.ToFloat();
CMessageWaterChanged msg;
GetSimContext().GetComponentManager().BroadcastMessage(msg);
}
virtual entity_pos_t GetWaterLevel(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z))
{
return m_WaterHeight;
}
virtual float GetExactWaterLevel(float UNUSED(x), float UNUSED(z))
{
return m_WaterHeight.ToFloat();
}
};
REGISTER_COMPONENT_TYPE(WaterManager)
|