- build silhouette now uses team colour and you see all team players building placement
- improve performance when rending cell markers
This commit is contained in:
parent
e94d7b2fef
commit
0f5cb29919
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@ -394,7 +394,7 @@ void Renderer::initGame(const Game *game, GameCamera *gameCamera) {
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SurfaceData::nextUniqueId = 1;
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mapSurfaceData.clear();
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this->game= game;
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//worldToScreenPosCache.clear();
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worldToScreenPosCache.clear();
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//vars
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shadowMapFrame= 0;
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@ -637,7 +637,7 @@ void Renderer::endScenario() {
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// list3dValid=false;
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//}
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//worldToScreenPosCache.clear();
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worldToScreenPosCache.clear();
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ReleaseSurfaceVBOs();
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mapSurfaceData.clear();
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}
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@ -680,7 +680,7 @@ void Renderer::endGame(bool isFinalEnd) {
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// list3dValid=false;
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//}
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//worldToScreenPosCache.clear();
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worldToScreenPosCache.clear();
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ReleaseSurfaceVBOs();
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mapSurfaceData.clear();
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}
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@ -1755,7 +1755,9 @@ void Renderer::renderMouse3d() {
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modelRenderer->begin(true, true, false);
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const UnitType *building= gui->getBuilding();
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renderGhostModel(building, pos);
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const Gui *gui= game->getGui();
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renderGhostModel(building, pos, gui->getSelectedFacing());
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modelRenderer->end();
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@ -4593,7 +4595,7 @@ void Renderer::renderTeamColorPlane(){
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}
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}
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void Renderer::renderGhostModel(const UnitType *building, const Vec2i pos,Vec4f *forceColor) {
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void Renderer::renderGhostModel(const UnitType *building, const Vec2i pos,CardinalDir facing, Vec4f *forceColor) {
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//const UnitType *building= gui->getBuilding();
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//const Vec2i &pos= gui->getPosObjWorld();
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@ -4631,8 +4633,8 @@ void Renderer::renderGhostModel(const UnitType *building, const Vec2i pos,Vec4f
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color.ptr());
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Model *buildingModel= building->getFirstStOfClass(scStop)->getAnimation();
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if(gui->getSelectedFacing() != CardinalDir::NORTH) {
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float rotateAmount = gui->getSelectedFacing() * 90.f;
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if(facing != CardinalDir::NORTH) {
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float rotateAmount = facing * 90.f;
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if(rotateAmount > 0) {
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glRotatef(rotateAmount, 0.f, 1.f, 0.f);
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}
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@ -4772,7 +4774,6 @@ void Renderer::renderUnitsToBuild(const int renderFps) {
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VisibleQuadContainerCache &qCache = getQuadCache();
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if(qCache.visibleQuadUnitBuildList.empty() == false) {
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Vec4f modelColor= Vec4f(0.f, 1.f, 0.f, 0.5f);
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glMatrixMode(GL_MODELVIEW);
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glPushAttrib(GL_CURRENT_BIT | GL_LIGHTING_BIT | GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT);
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@ -4786,8 +4787,11 @@ void Renderer::renderUnitsToBuild(const int renderFps) {
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for(int visibleUnitIndex = 0;
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visibleUnitIndex < qCache.visibleQuadUnitBuildList.size(); ++visibleUnitIndex) {
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std::pair<Vec2i, const UnitType *> &buildUnit = qCache.visibleQuadUnitBuildList[visibleUnitIndex];
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renderGhostModel(buildUnit.second, buildUnit.first,&modelColor);
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const UnitBuildInfo &buildUnit = qCache.visibleQuadUnitBuildList[visibleUnitIndex];
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//Vec4f modelColor= Vec4f(0.f, 1.f, 0.f, 0.5f);
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const Vec3f teamColor = buildUnit.unit->getFaction()->getTexture()->getPixmapConst()->getPixel3f(0,0);
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Vec4f modelColor= Vec4f(teamColor.x,teamColor.y,teamColor.z,0.5f);
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renderGhostModel(buildUnit.buildUnit, buildUnit.pos, buildUnit.facing, &modelColor);
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//printf("Rendering to build unit index = %d\n",visibleUnitIndex);
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}
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@ -6105,9 +6109,9 @@ bool Renderer::computePosition(const Vec2i &screenPos, Vec2i &worldPos, bool exa
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// This method takes world co-ordinates and translates them to screen co-ords
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Vec3f Renderer::computeScreenPosition(const Vec3f &worldPos) {
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//if(worldToScreenPosCache.find(worldPos) != worldToScreenPosCache.end()) {
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// return worldToScreenPosCache[worldPos];
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//}
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if(worldToScreenPosCache.find(worldPos) != worldToScreenPosCache.end()) {
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return worldToScreenPosCache[worldPos];
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}
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assertGl();
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const Metrics &metrics= Metrics::getInstance();
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@ -6135,7 +6139,7 @@ Vec3f Renderer::computeScreenPosition(const Vec3f &worldPos) {
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&screenX, &screenY, &screenZ);
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Vec3f screenPos(screenX,screenY,screenZ);
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//worldToScreenPosCache[worldPos]=screenPos;
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worldToScreenPosCache[worldPos]=screenPos;
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return screenPos;
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}
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@ -8055,6 +8059,7 @@ VisibleQuadContainerCache & Renderer::getQuadCache( bool updateOnDirtyFrame,
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//}
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//else {
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quadCache.clearVolatileCacheData();
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worldToScreenPosCache.clear();
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//}
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// Unit calculations
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@ -8097,8 +8102,8 @@ VisibleQuadContainerCache & Renderer::getQuadCache( bool updateOnDirtyFrame,
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bool unitBuildPending = unit->isBuildCommandPending();
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if(unitBuildPending == true) {
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std::pair<Vec2i, const UnitType *> pendingUnit = unit->getBuildCommandPendingInfo();
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const Vec2i &pos = pendingUnit.first;
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const UnitBuildInfo &pendingUnit = unit->getBuildCommandPendingInfo();
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const Vec2i &pos = pendingUnit.pos;
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const Map *map= world->getMap();
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bool unitBuildCheckedForRender = false;
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@ -8108,8 +8113,8 @@ VisibleQuadContainerCache & Renderer::getQuadCache( bool updateOnDirtyFrame,
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if(VisibleQuadContainerCache::enableFrustumCalcs == true) {
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Vec3f pos3f= Vec3f(pos.x, map->getCell(pos)->getHeight(), pos.y);
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//bool insideQuad = PointInFrustum(quadCache.frustumData, unit->getCurrVector().x, unit->getCurrVector().y, unit->getCurrVector().z );
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bool insideQuad = CubeInFrustum(quadCache.frustumData, pos3f.x, pos3f.y, pos3f.z, pendingUnit.second->getSize());
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bool renderInMap = world->toRenderUnit(unit,pendingUnit);
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bool insideQuad = CubeInFrustum(quadCache.frustumData, pos3f.x, pos3f.y, pos3f.z, pendingUnit.buildUnit->getSize());
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bool renderInMap = world->toRenderUnit(pendingUnit);
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if(insideQuad == false || renderInMap == false) {
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if(renderInMap == true) {
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quadCache.visibleQuadUnitBuildList.push_back(pendingUnit);
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@ -8124,7 +8129,7 @@ VisibleQuadContainerCache & Renderer::getQuadCache( bool updateOnDirtyFrame,
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if(unitBuildCheckedForRender == false) {
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bool insideQuad = visibleQuad.isInside(pos);
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bool renderInMap = world->toRenderUnit(unit,pendingUnit);
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bool renderInMap = world->toRenderUnit(pendingUnit);
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if(insideQuad == true && renderInMap == true) {
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quadCache.visibleQuadUnitBuildList.push_back(pendingUnit);
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}
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@ -159,7 +159,7 @@ public:
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Quad2i lastVisibleQuad;
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std::vector<Object *> visibleObjectList;
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std::vector<Unit *> visibleQuadUnitList;
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std::vector<std::pair<Vec2i, const UnitType *> > visibleQuadUnitBuildList;
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std::vector<UnitBuildInfo> visibleQuadUnitBuildList;
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std::vector<Unit *> visibleUnitList;
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std::vector<Vec2i> visibleScaledCellList;
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std::map<Vec2i,Vec3f> visibleScaledCellToScreenPosList;
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@ -321,7 +321,7 @@ private:
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Mutex saveScreenShotThreadAccessor;
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std::list<std::pair<string,Pixmap2D *> > saveScreenQueue;
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//std::map<Vec3f,Vec3f> worldToScreenPosCache;
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std::map<Vec3f,Vec3f> worldToScreenPosCache;
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//bool masterserverMode;
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@ -468,7 +468,7 @@ public:
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void renderMouse2d(int mouseX, int mouseY, int anim, float fade= 0.f);
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void renderMouse3d();
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void renderGhostModel(const UnitType *building, const Vec2i pos,Vec4f *forceColor=NULL);
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void renderGhostModel(const UnitType *building, const Vec2i pos,CardinalDir facing,Vec4f *forceColor=NULL);
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void renderBackground(const Texture2D *texture);
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void renderTextureQuad(int x, int y, int w, int h, const Texture2D *texture, float alpha=1.f,const Vec3f *color=NULL);
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@ -875,16 +875,17 @@ bool Unit::isBuildCommandPending() const {
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return result;
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}
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std::pair<Vec2i, const UnitType *> Unit::getBuildCommandPendingInfo() const {
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std::pair<Vec2i, const UnitType *> result;
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result.second = NULL;
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UnitBuildInfo Unit::getBuildCommandPendingInfo() const {
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UnitBuildInfo result;
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Command *command= this->getCurrCommand();
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if(command != NULL) {
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const BuildCommandType *bct= dynamic_cast<const BuildCommandType*>(command->getCommandType());
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if(bct != NULL) {
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result.first = command->getOriginalPos();
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result.second = command->getUnitType();
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result.pos = command->getOriginalPos();
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result.facing = command->getFacing();
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result.buildUnit = command->getUnitType();
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result.unit = this;
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}
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}
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@ -83,6 +83,19 @@ enum CauseOfDeathType {
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ucodStarvedRegeneration
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};
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class UnitBuildInfo {
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public:
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UnitBuildInfo() {
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unit = NULL;
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//pos;
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buildUnit = NULL;
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}
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const Unit *unit;
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CardinalDir facing;
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Vec2i pos;
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const UnitType *buildUnit;
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};
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// =====================================================
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// class UnitObserver
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// =====================================================
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@ -535,7 +548,7 @@ public:
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bool isBeingBuilt() const;
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bool isBuilt() const;
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bool isBuildCommandPending() const;
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std::pair<Vec2i, const UnitType *> getBuildCommandPendingInfo() const;
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UnitBuildInfo getBuildCommandPendingInfo() const;
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bool isAnimProgressBound() const;
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bool isPutrefacting() const {
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@ -827,21 +827,21 @@ bool World::toRenderUnit(const Unit *unit) const {
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map.getSurfaceCell(Map::toSurfCoords(unit->getTargetPos()))->isExplored(thisTeamIndex));
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}
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bool World::toRenderUnit(const Unit *unit, std::pair<Vec2i, const UnitType *> pendingUnit) const {
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if(unit == NULL) {
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bool World::toRenderUnit(const UnitBuildInfo &pendingUnit) const {
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if(pendingUnit.unit == NULL) {
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throw megaglest_runtime_error("unit == NULL");
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}
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if(showWorldForPlayer(thisFactionIndex) == true) {
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return true;
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}
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if(unit->getTeam() != thisTeamIndex) {
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if(pendingUnit.unit->getTeam() != thisTeamIndex) {
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return false;
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}
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return
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(map.getSurfaceCell(Map::toSurfCoords(pendingUnit.first))->isVisible(thisTeamIndex) &&
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map.getSurfaceCell(Map::toSurfCoords(pendingUnit.first))->isExplored(thisTeamIndex) );
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(map.getSurfaceCell(Map::toSurfCoords(pendingUnit.pos))->isVisible(thisTeamIndex) &&
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map.getSurfaceCell(Map::toSurfCoords(pendingUnit.pos))->isExplored(thisTeamIndex) );
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}
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void World::morphToUnit(int unitId,const string &morphName,bool ignoreRequirements) {
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@ -219,7 +219,7 @@ public:
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bool toRenderUnit(const Unit *unit, const Quad2i &visibleQuad) const;
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bool toRenderUnit(const Unit *unit) const;
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bool toRenderUnit(const Unit *unit, std::pair<Vec2i, const UnitType *> pendingUnit) const;
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bool toRenderUnit(const UnitBuildInfo &pendingUnit) const;
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Unit *nearestStore(const Vec2i &pos, int factionIndex, const ResourceType *rt);
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