/* Copyright (C) 2022 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 "simulation2/system/Component.h" #include "ICmpWaterManager.h" #include "graphics/RenderableObject.h" #include "graphics/Terrain.h" #include "renderer/Renderer.h" #include "renderer/SceneRenderer.h" #include "renderer/WaterManager.h" #include "simulation2/MessageTypes.h" #include "tools/atlas/GameInterface/GameLoop.h" class CCmpWaterManager final : 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 ""; } void Init(const CParamNode& UNUSED(paramNode)) override { } void Deinit() override { // Clear the map size & data. if (CRenderer::IsInitialised()) g_Renderer.GetSceneRenderer().GetWaterManager().SetMapSize(0); } void Serialize(ISerializer& serialize) override { serialize.NumberFixed_Unbounded("height", m_WaterHeight); } void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize) override { Init(paramNode); deserialize.NumberFixed_Unbounded("height", m_WaterHeight); if (CRenderer::IsInitialised()) g_Renderer.GetSceneRenderer().GetWaterManager().SetMapSize(GetSimContext().GetTerrain().GetVerticesPerSide()); RecomputeWaterData(); } void HandleMessage(const CMessage& msg, bool UNUSED(global)) override { switch (msg.GetType()) { case MT_Interpolate: { const CMessageInterpolate& msgData = static_cast (msg); if (CRenderer::IsInitialised()) g_Renderer.GetSceneRenderer().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 (msg); GetSimContext().GetTerrain().MakeDirty(msgData.i0,msgData.j0,msgData.i1,msgData.j1,RENDERDATA_UPDATE_VERTICES); } break; } } } void RecomputeWaterData() override { if (CRenderer::IsInitialised()) { g_Renderer.GetSceneRenderer().GetWaterManager().RecomputeWaterData(); g_Renderer.GetSceneRenderer().GetWaterManager().m_WaterHeight = m_WaterHeight.ToFloat(); } // Tell the terrain it'll need to recompute its cached render data GetSimContext().GetTerrain().MakeDirty(RENDERDATA_UPDATE_VERTICES); } void SetWaterLevel(entity_pos_t h) override { if (m_WaterHeight == h) return; m_WaterHeight = h; RecomputeWaterData(); CMessageWaterChanged msg; GetSimContext().GetComponentManager().BroadcastMessage(msg); } entity_pos_t GetWaterLevel(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z)) const override { return m_WaterHeight; } float GetExactWaterLevel(float UNUSED(x), float UNUSED(z)) const override { return m_WaterHeight.ToFloat(); } }; REGISTER_COMPONENT_TYPE(WaterManager)