- show light green with alpha silhouette of building when unit is moving to a location to build another unit
This commit is contained in:
parent
00d99eecd7
commit
acc2a5f9c9
|
@ -3177,6 +3177,10 @@ void Game::render3d(){
|
|||
renderer.renderMouse3d();
|
||||
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] renderFps = %d took msecs: %lld [renderMouse3d]\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,renderFps,chrono.getMillis());
|
||||
|
||||
renderer.renderUnitsToBuild(avgRenderFps);
|
||||
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] renderFps = %d took msecs: %lld [renderUnitsToBuild]\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,renderFps,chrono.getMillis());
|
||||
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) chrono.start();
|
||||
|
||||
renderer.setLastRenderFps(lastRenderFps);
|
||||
}
|
||||
|
||||
|
|
|
@ -1736,14 +1736,13 @@ void Renderer::renderMouse3d() {
|
|||
throw megaglest_runtime_error(szBuf);
|
||||
}
|
||||
|
||||
GLUquadricObj *cilQuadric;
|
||||
Vec4f color;
|
||||
|
||||
assertGl();
|
||||
|
||||
if((mouse3d->isEnabled() || gui->isPlacingBuilding()) && gui->isValidPosObjWorld()) {
|
||||
const Vec2i &pos= gui->getPosObjWorld();
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
|
||||
glPushAttrib(GL_CURRENT_BIT | GL_LIGHTING_BIT | GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glEnable(GL_BLEND);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
|
@ -1751,43 +1750,23 @@ void Renderer::renderMouse3d() {
|
|||
glEnable(GL_COLOR_MATERIAL);
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
const Vec2i &pos= gui->getPosObjWorld();
|
||||
|
||||
Vec3f pos3f= Vec3f(pos.x, map->getCell(pos)->getHeight(), pos.y);
|
||||
|
||||
if(gui->isPlacingBuilding()) {
|
||||
const UnitType *building= gui->getBuilding();
|
||||
|
||||
//selection building emplacement
|
||||
float offset= building->getSize()/2.f-0.5f;
|
||||
glTranslatef(pos3f.x+offset, pos3f.y, pos3f.z+offset);
|
||||
|
||||
//choose color
|
||||
if(map->isFreeCells(pos, building->getSize(), fLand)){
|
||||
color= Vec4f(1.f, 1.f, 1.f, 0.5f);
|
||||
}
|
||||
else {
|
||||
color= Vec4f(1.f, 0.f, 0.f, 0.5f);
|
||||
}
|
||||
|
||||
modelRenderer->begin(true, true, false);
|
||||
glColor4fv(color.ptr());
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color.ptr());
|
||||
Model *buildingModel= building->getFirstStOfClass(scStop)->getAnimation();
|
||||
|
||||
if(gui->getSelectedFacing() != CardinalDir::NORTH) {
|
||||
float rotateAmount = gui->getSelectedFacing() * 90.f;
|
||||
if(rotateAmount > 0) {
|
||||
glRotatef(rotateAmount, 0.f, 1.f, 0.f);
|
||||
}
|
||||
}
|
||||
const UnitType *building= gui->getBuilding();
|
||||
renderGhostModel(building, pos);
|
||||
|
||||
buildingModel->updateInterpolationData(0.f, false);
|
||||
modelRenderer->render(buildingModel);
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
modelRenderer->end();
|
||||
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
glPopAttrib();
|
||||
}
|
||||
else {
|
||||
glPushMatrix();
|
||||
Vec3f pos3f= Vec3f(pos.x, map->getCell(pos)->getHeight(), pos.y);
|
||||
Vec4f color;
|
||||
GLUquadricObj *cilQuadric;
|
||||
//standard mouse
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
@ -1808,10 +1787,10 @@ void Renderer::renderMouse3d() {
|
|||
gluCylinder(cilQuadric, 0.7f, 0.f, 0.f, 4, 1);
|
||||
gluDeleteQuadric(cilQuadric);
|
||||
|
||||
}
|
||||
glPopAttrib();
|
||||
glPopMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
@ -4614,7 +4593,56 @@ void Renderer::renderTeamColorPlane(){
|
|||
}
|
||||
}
|
||||
|
||||
void Renderer::renderGhostModel(const UnitType *building, const Vec2i pos,Vec4f *forceColor) {
|
||||
//const UnitType *building= gui->getBuilding();
|
||||
//const Vec2i &pos= gui->getPosObjWorld();
|
||||
|
||||
const Gui *gui= game->getGui();
|
||||
//const Mouse3d *mouse3d= gui->getMouse3d();
|
||||
const Map *map= game->getWorld()->getMap();
|
||||
if(map == NULL) {
|
||||
char szBuf[1024]="";
|
||||
sprintf(szBuf,"In [%s::%s] Line: %d map == NULL",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__);
|
||||
throw megaglest_runtime_error(szBuf);
|
||||
}
|
||||
|
||||
glPushMatrix();
|
||||
Vec3f pos3f= Vec3f(pos.x, map->getCell(pos)->getHeight(), pos.y);
|
||||
|
||||
//selection building placement
|
||||
float offset= building->getSize()/2.f-0.5f;
|
||||
glTranslatef(pos3f.x+offset, pos3f.y, pos3f.z+offset);
|
||||
|
||||
//choose color
|
||||
Vec4f color;
|
||||
if(forceColor != NULL) {
|
||||
color = *forceColor;
|
||||
}
|
||||
else {
|
||||
if(map->isFreeCells(pos, building->getSize(), fLand)) {
|
||||
color= Vec4f(1.f, 1.f, 1.f, 0.5f);
|
||||
}
|
||||
else {
|
||||
color= Vec4f(1.f, 0.f, 0.f, 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
glColor4fv(color.ptr());
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color.ptr());
|
||||
Model *buildingModel= building->getFirstStOfClass(scStop)->getAnimation();
|
||||
|
||||
if(gui->getSelectedFacing() != CardinalDir::NORTH) {
|
||||
float rotateAmount = gui->getSelectedFacing() * 90.f;
|
||||
if(rotateAmount > 0) {
|
||||
glRotatef(rotateAmount, 0.f, 1.f, 0.f);
|
||||
}
|
||||
}
|
||||
|
||||
buildingModel->updateInterpolationData(0.f, false);
|
||||
modelRenderer->render(buildingModel);
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
void Renderer::renderUnits(const int renderFps) {
|
||||
if(GlobalStaticFlags::getIsNonGraphicalModeEnabled() == true) {
|
||||
|
@ -4734,6 +4762,47 @@ void Renderer::renderUnits(const int renderFps) {
|
|||
|
||||
}
|
||||
|
||||
void Renderer::renderUnitsToBuild(const int renderFps) {
|
||||
if(GlobalStaticFlags::getIsNonGraphicalModeEnabled() == true) {
|
||||
return;
|
||||
}
|
||||
|
||||
//assert
|
||||
assertGl();
|
||||
|
||||
VisibleQuadContainerCache &qCache = getQuadCache();
|
||||
if(qCache.visibleQuadUnitBuildList.empty() == false) {
|
||||
Vec4f modelColor= Vec4f(0.f, 1.f, 0.f, 0.5f);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushAttrib(GL_CURRENT_BIT | GL_LIGHTING_BIT | GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glEnable(GL_BLEND);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
modelRenderer->begin(true, true, false);
|
||||
|
||||
for(int visibleUnitIndex = 0;
|
||||
visibleUnitIndex < qCache.visibleQuadUnitBuildList.size(); ++visibleUnitIndex) {
|
||||
std::pair<Vec2i, const UnitType *> &buildUnit = qCache.visibleQuadUnitBuildList[visibleUnitIndex];
|
||||
renderGhostModel(buildUnit.second, buildUnit.first,&modelColor);
|
||||
|
||||
//printf("Rendering to build unit index = %d\n",visibleUnitIndex);
|
||||
}
|
||||
|
||||
modelRenderer->end();
|
||||
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
glPopAttrib();
|
||||
}
|
||||
|
||||
//assert
|
||||
assertGl();
|
||||
|
||||
}
|
||||
|
||||
void Renderer::renderTeamColorEffect(Vec3f &v, int heigth, int size, Vec3f color, const Texture2D *texture) {
|
||||
if(GlobalStaticFlags::getIsNonGraphicalModeEnabled() == true) {
|
||||
return;
|
||||
|
@ -7994,7 +8063,7 @@ VisibleQuadContainerCache & Renderer::getQuadCache( bool updateOnDirtyFrame,
|
|||
for(int j = 0; j < faction->getUnitCount(); ++j) {
|
||||
Unit *unit= faction->getUnit(j);
|
||||
|
||||
|
||||
bool unitCheckedForRender = false;
|
||||
if(VisibleQuadContainerCache::enableFrustumCalcs == true) {
|
||||
//bool insideQuad = PointInFrustum(quadCache.frustumData, unit->getCurrVector().x, unit->getCurrVector().y, unit->getCurrVector().z );
|
||||
bool insideQuad = CubeInFrustum(quadCache.frustumData, unit->getCurrVector().x, unit->getCurrVector().y, unit->getCurrVector().z, unit->getType()->getSize());
|
||||
|
@ -8004,12 +8073,12 @@ VisibleQuadContainerCache & Renderer::getQuadCache( bool updateOnDirtyFrame,
|
|||
if(renderInMap == true) {
|
||||
quadCache.visibleUnitList.push_back(unit);
|
||||
}
|
||||
continue; // no more need to check any further;
|
||||
unitCheckedForRender = true; // no more need to check any further;
|
||||
// Currently don't need this list
|
||||
//quadCache.inVisibleUnitList.push_back(unit);
|
||||
}
|
||||
}
|
||||
|
||||
if(unitCheckedForRender == false) {
|
||||
bool insideQuad = visibleQuad.isInside(unit->getPos());
|
||||
bool renderInMap = world->toRenderUnit(unit);
|
||||
if(insideQuad == true && renderInMap == true) {
|
||||
|
@ -8025,6 +8094,52 @@ VisibleQuadContainerCache & Renderer::getQuadCache( bool updateOnDirtyFrame,
|
|||
quadCache.visibleUnitList.push_back(unit);
|
||||
}
|
||||
}
|
||||
|
||||
bool unitBuildPending = unit->isBuildCommandPending();
|
||||
if(unitBuildPending == true) {
|
||||
std::pair<Vec2i, const UnitType *> pendingUnit = unit->getBuildCommandPendingInfo();
|
||||
const Vec2i &pos = pendingUnit.first;
|
||||
const Map *map= world->getMap();
|
||||
|
||||
bool unitBuildCheckedForRender = false;
|
||||
|
||||
//printf("#1 Unit is about to build another unit\n");
|
||||
|
||||
if(VisibleQuadContainerCache::enableFrustumCalcs == true) {
|
||||
Vec3f pos3f= Vec3f(pos.x, map->getCell(pos)->getHeight(), pos.y);
|
||||
//bool insideQuad = PointInFrustum(quadCache.frustumData, unit->getCurrVector().x, unit->getCurrVector().y, unit->getCurrVector().z );
|
||||
bool insideQuad = CubeInFrustum(quadCache.frustumData, pos3f.x, pos3f.y, pos3f.z, pendingUnit.second->getSize());
|
||||
bool renderInMap = world->toRenderUnit(unit,pendingUnit);
|
||||
if(insideQuad == false || renderInMap == false) {
|
||||
if(renderInMap == true) {
|
||||
quadCache.visibleQuadUnitBuildList.push_back(pendingUnit);
|
||||
}
|
||||
unitBuildCheckedForRender = true; // no more need to check any further;
|
||||
// Currently don't need this list
|
||||
//quadCache.inVisibleUnitList.push_back(unit);
|
||||
}
|
||||
|
||||
//printf("#2 Unit build added? insideQuad = %d, renderInMap = %d\n",insideQuad,renderInMap);
|
||||
}
|
||||
|
||||
if(unitBuildCheckedForRender == false) {
|
||||
bool insideQuad = visibleQuad.isInside(pos);
|
||||
bool renderInMap = world->toRenderUnit(unit,pendingUnit);
|
||||
if(insideQuad == true && renderInMap == true) {
|
||||
quadCache.visibleQuadUnitBuildList.push_back(pendingUnit);
|
||||
}
|
||||
else {
|
||||
//unit->setVisible(false);
|
||||
// Currently don't need this list
|
||||
//quadCache.inVisibleUnitList.push_back(unit);
|
||||
}
|
||||
|
||||
//printf("#3 Unit build added? insideQuad = %d, renderInMap = %d\n",insideQuad,renderInMap);
|
||||
}
|
||||
|
||||
//printf("#4 quadCache.visibleQuadUnitBuildList.size() = %d\n",quadCache.visibleQuadUnitBuildList.size());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(forceNew == true || visibleQuad != quadCache.lastVisibleQuad) {
|
||||
|
|
|
@ -102,6 +102,7 @@ protected:
|
|||
visibleObjectList = obj.visibleObjectList;
|
||||
visibleUnitList = obj.visibleUnitList;
|
||||
visibleQuadUnitList = obj.visibleQuadUnitList;
|
||||
visibleQuadUnitBuildList = obj.visibleQuadUnitBuildList;
|
||||
visibleScaledCellList = obj.visibleScaledCellList;
|
||||
visibleScaledCellToScreenPosList = obj.visibleScaledCellToScreenPosList;
|
||||
lastVisibleQuad = obj.lastVisibleQuad;
|
||||
|
@ -133,10 +134,12 @@ public:
|
|||
inline void clearVolatileCacheData() {
|
||||
visibleUnitList.clear();
|
||||
visibleQuadUnitList.clear();
|
||||
visibleQuadUnitBuildList.clear();
|
||||
//inVisibleUnitList.clear();
|
||||
|
||||
visibleUnitList.reserve(500);
|
||||
visibleQuadUnitList.reserve(500);
|
||||
visibleQuadUnitBuildList.reserve(100);
|
||||
}
|
||||
inline void clearNonVolatileCacheData() {
|
||||
visibleObjectList.clear();
|
||||
|
@ -156,6 +159,7 @@ public:
|
|||
Quad2i lastVisibleQuad;
|
||||
std::vector<Object *> visibleObjectList;
|
||||
std::vector<Unit *> visibleQuadUnitList;
|
||||
std::vector<std::pair<Vec2i, const UnitType *> > visibleQuadUnitBuildList;
|
||||
std::vector<Unit *> visibleUnitList;
|
||||
std::vector<Vec2i> visibleScaledCellList;
|
||||
std::map<Vec2i,Vec3f> visibleScaledCellToScreenPosList;
|
||||
|
@ -463,6 +467,9 @@ public:
|
|||
//basic rendering
|
||||
void renderMouse2d(int mouseX, int mouseY, int anim, float fade= 0.f);
|
||||
void renderMouse3d();
|
||||
|
||||
void renderGhostModel(const UnitType *building, const Vec2i pos,Vec4f *forceColor=NULL);
|
||||
|
||||
void renderBackground(const Texture2D *texture);
|
||||
void renderTextureQuad(int x, int y, int w, int h, const Texture2D *texture, float alpha=1.f,const Vec3f *color=NULL);
|
||||
void renderConsole(const Console *console, const bool showAll=false, const bool showMenuConsole=false, int overrideMaxConsoleLines=-1);
|
||||
|
@ -511,6 +518,7 @@ public:
|
|||
|
||||
void renderWater();
|
||||
void renderUnits(const int renderFps);
|
||||
void renderUnitsToBuild(const int renderFps);
|
||||
|
||||
void renderSelectionEffects();
|
||||
void renderWaterEffects();
|
||||
|
|
|
@ -859,6 +859,38 @@ bool Unit::isBuilt() const{
|
|||
return (isBeingBuilt() == false);
|
||||
}
|
||||
|
||||
bool Unit::isBuildCommandPending() const {
|
||||
bool result = false;
|
||||
|
||||
Command *command= this->getCurrCommand();
|
||||
if(command != NULL) {
|
||||
const BuildCommandType *bct= dynamic_cast<const BuildCommandType*>(command->getCommandType());
|
||||
if(bct != NULL) {
|
||||
if(this->getCurrSkill()->getClass() != scBuild) {
|
||||
result = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
std::pair<Vec2i, const UnitType *> Unit::getBuildCommandPendingInfo() const {
|
||||
std::pair<Vec2i, const UnitType *> result;
|
||||
result.second = NULL;
|
||||
|
||||
Command *command= this->getCurrCommand();
|
||||
if(command != NULL) {
|
||||
const BuildCommandType *bct= dynamic_cast<const BuildCommandType*>(command->getCommandType());
|
||||
if(bct != NULL) {
|
||||
result.first = command->getOriginalPos();
|
||||
result.second = command->getUnitType();
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
bool Unit::isAlly(const Unit *unit) const {
|
||||
if(unit == NULL) {
|
||||
char szBuf[4096]="";
|
||||
|
|
|
@ -534,6 +534,9 @@ public:
|
|||
bool isOperative() const;
|
||||
bool isBeingBuilt() const;
|
||||
bool isBuilt() const;
|
||||
bool isBuildCommandPending() const;
|
||||
std::pair<Vec2i, const UnitType *> getBuildCommandPendingInfo() const;
|
||||
|
||||
bool isAnimProgressBound() const;
|
||||
bool isPutrefacting() const {
|
||||
return deadCount!=0;
|
||||
|
|
|
@ -827,6 +827,23 @@ bool World::toRenderUnit(const Unit *unit) const {
|
|||
map.getSurfaceCell(Map::toSurfCoords(unit->getTargetPos()))->isExplored(thisTeamIndex));
|
||||
}
|
||||
|
||||
bool World::toRenderUnit(const Unit *unit, std::pair<Vec2i, const UnitType *> pendingUnit) const {
|
||||
if(unit == NULL) {
|
||||
throw megaglest_runtime_error("unit == NULL");
|
||||
}
|
||||
|
||||
if(showWorldForPlayer(thisFactionIndex) == true) {
|
||||
return true;
|
||||
}
|
||||
if(unit->getTeam() != thisTeamIndex) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return
|
||||
(map.getSurfaceCell(Map::toSurfCoords(pendingUnit.first))->isVisible(thisTeamIndex) &&
|
||||
map.getSurfaceCell(Map::toSurfCoords(pendingUnit.first))->isExplored(thisTeamIndex) );
|
||||
}
|
||||
|
||||
void World::morphToUnit(int unitId,const string &morphName,bool ignoreRequirements) {
|
||||
if(SystemFlags::getSystemSettingType(SystemFlags::debugLUA).enabled) SystemFlags::OutputDebug(SystemFlags::debugLUA,"In [%s::%s Line: %d] unit [%d] morphName [%s] forceUpgradesIfRequired = %d\n",__FILE__,__FUNCTION__,__LINE__,unitId,morphName.c_str(),ignoreRequirements);
|
||||
Unit* unit= findUnitById(unitId);
|
||||
|
|
|
@ -216,8 +216,12 @@ public:
|
|||
const UnitType* findUnitTypeById(const FactionType* factionType, int id);
|
||||
bool placeUnit(const Vec2i &startLoc, int radius, Unit *unit, bool spaciated= false);
|
||||
void moveUnitCells(Unit *unit);
|
||||
|
||||
bool toRenderUnit(const Unit *unit, const Quad2i &visibleQuad) const;
|
||||
bool toRenderUnit(const Unit *unit) const;
|
||||
bool toRenderUnit(const Unit *unit, std::pair<Vec2i, const UnitType *> pendingUnit) const;
|
||||
|
||||
|
||||
Unit *nearestStore(const Vec2i &pos, int factionIndex, const ResourceType *rt);
|
||||
void addAttackEffects(const Unit *unit);
|
||||
|
||||
|
|
Loading…
Reference in New Issue