0ad/source/graphics/LOSTexture.h
wraitii d8ea401a95 Decouple LOS resolution from terrain resolution
Introduce a LOS_TILE_SIZE, to replace usage of TERRITORY_TILE_SIZE in
the LOS code.
This makes it possible to change the resolution of LOS/Terrain without
affecting the other component.

Additional refactoring:
- LosTile has been renamed LosRegion (it's more comparable to the
hierarchical pathfinder regions/spatial subdivisions)
- LosState explicitly refers to "los vertices" instead of terrain
vertices.

Refs #5566

Differential Revision: https://code.wildfiregames.com/D3076
This was SVN commit r24980.
2021-03-02 16:44:40 +00:00

108 lines
2.9 KiB
C++

/* Copyright (C) 2019 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 "graphics/ShaderManager.h"
#include "graphics/ShaderTechniquePtr.h"
class CLosQuerier;
class CSimulation2;
/**
* 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(CSimulation2& simulation);
~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);
/**
* Recomputes the LOS 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 8-bit ALPHA format.
*/
GLuint GetTexture();
void InterpolateLOS();
GLuint GetTextureSmooth();
/**
* 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 CMatrix3D& 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 CMatrix3D* GetMinimapTextureMatrix();
private:
void DeleteTexture();
bool CreateShader();
void ConstructTexture(int unit);
void RecomputeTexture(int unit);
size_t GetBitmapSize(size_t w, size_t h, size_t* pitch);
void GenerateBitmap(const CLosQuerier& los, u8* losData, size_t w, size_t h, size_t pitch);
CSimulation2& m_Simulation;
bool m_Dirty;
bool m_ShaderInitialized;
GLuint m_Texture;
GLuint m_TextureSmooth1, m_TextureSmooth2;
bool whichTex;
GLuint m_smoothFbo;
CShaderTechniquePtr m_smoothShader;
size_t m_MapSize; // vertexes per side
GLsizei m_TextureSize; // texels per side
CMatrix3D m_TextureMatrix;
CMatrix3D m_MinimapTextureMatrix;
};