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forked from 0ad/0ad
0ad/source/graphics/TerritoryTexture.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

88 lines
2.6 KiB
C++

/* 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;
};