81 lines
2.3 KiB
C++
81 lines
2.3 KiB
C++
/* Copyright (C) 2011 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 "lib/ogl.h"
|
|
|
|
#include "maths/Matrix3D.h"
|
|
#include "simulation2/components/ICmpRangeManager.h"
|
|
|
|
/**
|
|
* Maintains the LOS (fog-of-war / shroud-of-darkness) texture, used for
|
|
* rendering and for the minimap.
|
|
*/
|
|
class CLOSTexture
|
|
{
|
|
NONCOPYABLE(CLOSTexture);
|
|
friend class TestLOSTexture;
|
|
|
|
public:
|
|
CLOSTexture();
|
|
~CLOSTexture();
|
|
|
|
/**
|
|
* Marks the LOS texture as needing recomputation. Call this after each
|
|
* simulation update, to ensure responsive updates.
|
|
*/
|
|
void MakeDirty();
|
|
|
|
/**
|
|
* Recomputes the LOS texture if necessary, and binds it to the requested
|
|
* texture unit.
|
|
* Also switches the current active texture unit, and enables texturing on it.
|
|
* The texture is in 8-bit ALPHA format.
|
|
*/
|
|
void BindTexture(int unit);
|
|
|
|
/**
|
|
* Returns a matrix to map (x,y,z) world coordinates onto (u,v) LOS texture
|
|
* coordinates, in the form expected by glLoadMatrixf.
|
|
* This must only be called after BindTexture.
|
|
*/
|
|
const float* GetTextureMatrix();
|
|
|
|
/**
|
|
* Returns a matrix to map (0,0)-(1,1) texture coordinates onto LOS texture
|
|
* coordinates, in the form expected by glLoadMatrixf.
|
|
* This must only be called after BindTexture.
|
|
*/
|
|
const float* GetMinimapTextureMatrix();
|
|
|
|
private:
|
|
void ConstructTexture(int unit);
|
|
void RecomputeTexture(int unit);
|
|
|
|
size_t GetBitmapSize(size_t w, size_t h);
|
|
void GenerateBitmap(ICmpRangeManager::CLosQuerier los, u8* losData, size_t w, size_t h);
|
|
|
|
bool m_Dirty;
|
|
|
|
GLuint m_Texture;
|
|
|
|
ssize_t m_MapSize; // vertexes per side
|
|
GLsizei m_TextureSize; // texels per side
|
|
|
|
CMatrix3D m_TextureMatrix;
|
|
CMatrix3D m_MinimapTextureMatrix;
|
|
};
|