File: TerritoryTexture.h

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/* 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 <http://www.gnu.org/licenses/>.
 */

#include "maths/Matrix3D.h"
#include "renderer/backend/ITexture.h"
#include "renderer/backend/IDeviceCommandContext.h"

class CSimulation2;
template<typename T>
class Grid;

/**
 * Maintains the territory boundary texture, used for
 * rendering and for the minimap.
 */
class CTerritoryTexture
{
	NONCOPYABLE(CTerritoryTexture);

public:
	CTerritoryTexture(CSimulation2& simulation);
	~CTerritoryTexture();

	/**
	 * Recomputes the territory texture if necessary, and returns the texture handle.
	 * Also potentially switches the current active texture unit, and enables texturing on it.
	 * The texture is in 32-bit BGRA format.
	 */
	Renderer::Backend::ITexture* GetTexture();

	/**
	 * Returns a matrix to map (x,y,z) world coordinates onto (u,v) texture
	 * coordinates, in the form expected by a matrix uniform.
	 * This must only be called after UpdateIfNeeded.
	 */
	const CMatrix3D& GetTextureMatrix();

	/**
	 * Returns a matrix to map (0,0)-(1,1) texture coordinates onto texture
	 * coordinates, in the form expected by a matrix uniform.
	 * This must only be called after UpdateIfNeeded.
	 */
	const CMatrix3D& GetMinimapTextureMatrix();

	/**
	 * Updates the texture if needed (territory was changed or the texture
	 * wasn't created).
	 */
	void UpdateIfNeeded(Renderer::Backend::IDeviceCommandContext* deviceCommandContext);

private:
	/**
	 * Returns true if the territory state has changed since the last call to this function
	 */
	bool UpdateDirty();

	void DeleteTexture();
	void ConstructTexture(Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
	void RecomputeTexture(Renderer::Backend::IDeviceCommandContext* deviceCommandContext);

	void GenerateBitmap(const Grid<u8>& territories, u8* bitmap, ssize_t w, ssize_t h);

	CSimulation2& m_Simulation;

	size_t m_DirtyID;

	std::unique_ptr<Renderer::Backend::ITexture> m_Texture;

	ssize_t m_MapSize; // tiles per side

	CMatrix3D m_TextureMatrix;
	CMatrix3D m_MinimapTextureMatrix;
};