/* 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 "maths/Matrix3D.h" #include "renderer/backend/ITexture.h" #include "renderer/backend/IDeviceCommandContext.h" class CSimulation2; template 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& territories, u8* bitmap, ssize_t w, ssize_t h); CSimulation2& m_Simulation; size_t m_DirtyID; std::unique_ptr m_Texture; ssize_t m_MapSize; // tiles per side CMatrix3D m_TextureMatrix; CMatrix3D m_MinimapTextureMatrix; };