bb
157c6af18e
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.
256 lines
7.7 KiB
C++
256 lines
7.7 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 "precompiled.h"
|
|
|
|
#include "TerritoryTexture.h"
|
|
|
|
#include "graphics/Color.h"
|
|
#include "graphics/Terrain.h"
|
|
#include "lib/bits.h"
|
|
#include "ps/Profile.h"
|
|
#include "renderer/backend/IDevice.h"
|
|
#include "renderer/backend/IDeviceCommandContext.h"
|
|
#include "renderer/Renderer.h"
|
|
#include "simulation2/Simulation2.h"
|
|
#include "simulation2/helpers/Grid.h"
|
|
#include "simulation2/helpers/Pathfinding.h"
|
|
#include "simulation2/components/ICmpPlayer.h"
|
|
#include "simulation2/components/ICmpPlayerManager.h"
|
|
#include "simulation2/components/ICmpTerrain.h"
|
|
#include "simulation2/components/ICmpTerritoryManager.h"
|
|
|
|
// TODO: There's a lot of duplication with CLOSTexture - might be nice to refactor a bit
|
|
|
|
CTerritoryTexture::CTerritoryTexture(CSimulation2& simulation) :
|
|
m_Simulation(simulation), m_DirtyID(0), m_MapSize(0)
|
|
{
|
|
}
|
|
|
|
CTerritoryTexture::~CTerritoryTexture()
|
|
{
|
|
DeleteTexture();
|
|
}
|
|
|
|
void CTerritoryTexture::DeleteTexture()
|
|
{
|
|
m_Texture.reset();
|
|
}
|
|
|
|
bool CTerritoryTexture::UpdateDirty()
|
|
{
|
|
CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(m_Simulation, SYSTEM_ENTITY);
|
|
return cmpTerritoryManager && cmpTerritoryManager->NeedUpdateTexture(&m_DirtyID);
|
|
}
|
|
|
|
Renderer::Backend::ITexture* CTerritoryTexture::GetTexture()
|
|
{
|
|
ENSURE(!UpdateDirty());
|
|
return m_Texture.get();
|
|
}
|
|
|
|
const CMatrix3D& CTerritoryTexture::GetTextureMatrix()
|
|
{
|
|
ENSURE(!UpdateDirty());
|
|
return m_TextureMatrix;
|
|
}
|
|
|
|
const CMatrix3D& CTerritoryTexture::GetMinimapTextureMatrix()
|
|
{
|
|
ENSURE(!UpdateDirty());
|
|
return m_MinimapTextureMatrix;
|
|
}
|
|
|
|
void CTerritoryTexture::ConstructTexture(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
|
|
{
|
|
CmpPtr<ICmpTerrain> cmpTerrain(m_Simulation, SYSTEM_ENTITY);
|
|
if (!cmpTerrain)
|
|
return;
|
|
|
|
// Convert size from terrain tiles to territory tiles
|
|
m_MapSize = cmpTerrain->GetMapSize() * Pathfinding::NAVCELL_SIZE_INT / ICmpTerritoryManager::NAVCELLS_PER_TERRITORY_TILE;
|
|
|
|
const uint32_t textureSize = round_up_to_pow2(static_cast<uint32_t>(m_MapSize));
|
|
|
|
m_Texture = deviceCommandContext->GetDevice()->CreateTexture2D("TerritoryTexture",
|
|
Renderer::Backend::ITexture::Usage::TRANSFER_DST |
|
|
Renderer::Backend::ITexture::Usage::SAMPLED,
|
|
Renderer::Backend::Format::R8G8B8A8_UNORM, textureSize, textureSize,
|
|
Renderer::Backend::Sampler::MakeDefaultSampler(
|
|
Renderer::Backend::Sampler::Filter::LINEAR,
|
|
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE));
|
|
|
|
// Initialise texture with transparency, for the areas we don't
|
|
// overwrite with uploading later.
|
|
std::unique_ptr<u8[]> texData = std::make_unique<u8[]>(textureSize * textureSize * 4);
|
|
memset(texData.get(), 0x00, textureSize * textureSize * 4);
|
|
deviceCommandContext->UploadTexture(
|
|
m_Texture.get(), Renderer::Backend::Format::R8G8B8A8_UNORM,
|
|
texData.get(), textureSize * textureSize * 4);
|
|
texData.reset();
|
|
|
|
{
|
|
// Texture matrix: We want to map
|
|
// world pos (0, y, 0) (i.e. bottom-left of first tile)
|
|
// onto texcoord (0, 0) (i.e. bottom-left of first texel);
|
|
// world pos (mapsize*cellsize, y, mapsize*cellsize) (i.e. top-right of last tile)
|
|
// onto texcoord (mapsize / texsize, mapsize / texsize) (i.e. top-right of last texel)
|
|
|
|
float s = 1.f / static_cast<float>(textureSize * TERRAIN_TILE_SIZE);
|
|
float t = 0.f;
|
|
m_TextureMatrix.SetZero();
|
|
m_TextureMatrix._11 = s;
|
|
m_TextureMatrix._23 = s;
|
|
m_TextureMatrix._14 = t;
|
|
m_TextureMatrix._24 = t;
|
|
m_TextureMatrix._44 = 1;
|
|
}
|
|
|
|
{
|
|
// Minimap matrix: We want to map UV (0,0)-(1,1) onto (0,0)-(mapsize/texsize, mapsize/texsize)
|
|
|
|
float s = m_MapSize / static_cast<float>(textureSize);
|
|
m_MinimapTextureMatrix.SetZero();
|
|
m_MinimapTextureMatrix._11 = s;
|
|
m_MinimapTextureMatrix._22 = s;
|
|
m_MinimapTextureMatrix._44 = 1;
|
|
}
|
|
}
|
|
|
|
void CTerritoryTexture::RecomputeTexture(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
|
|
{
|
|
// If the map was resized, delete and regenerate the texture
|
|
if (m_Texture)
|
|
{
|
|
CmpPtr<ICmpTerrain> cmpTerrain(m_Simulation, SYSTEM_ENTITY);
|
|
if (cmpTerrain && m_MapSize != (ssize_t)cmpTerrain->GetVerticesPerSide())
|
|
DeleteTexture();
|
|
}
|
|
|
|
if (!m_Texture)
|
|
ConstructTexture(deviceCommandContext);
|
|
|
|
PROFILE("recompute territory texture");
|
|
|
|
CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(m_Simulation, SYSTEM_ENTITY);
|
|
if (!cmpTerritoryManager)
|
|
return;
|
|
|
|
std::unique_ptr<u8[]> bitmap = std::make_unique<u8[]>(m_MapSize * m_MapSize * 4);
|
|
GenerateBitmap(cmpTerritoryManager->GetTerritoryGrid(), bitmap.get(), m_MapSize, m_MapSize);
|
|
|
|
deviceCommandContext->UploadTextureRegion(
|
|
m_Texture.get(), Renderer::Backend::Format::R8G8B8A8_UNORM, bitmap.get(), m_MapSize * m_MapSize * 4,
|
|
0, 0, m_MapSize, m_MapSize);
|
|
}
|
|
|
|
void CTerritoryTexture::GenerateBitmap(const Grid<u8>& territories, u8* bitmap, ssize_t w, ssize_t h)
|
|
{
|
|
int alphaMax = 0xC0;
|
|
int alphaFalloff = 0x20;
|
|
|
|
CmpPtr<ICmpPlayerManager> cmpPlayerManager(m_Simulation, SYSTEM_ENTITY);
|
|
|
|
std::vector<CColor> colors;
|
|
i32 numPlayers = cmpPlayerManager->GetNumPlayers();
|
|
for (i32 p = 0; p < numPlayers; ++p)
|
|
{
|
|
CColor color(1, 0, 1, 1);
|
|
CmpPtr<ICmpPlayer> cmpPlayer(m_Simulation, cmpPlayerManager->GetPlayerByID(p));
|
|
if (cmpPlayer)
|
|
color = cmpPlayer->GetDisplayedColor();
|
|
colors.push_back(color);
|
|
}
|
|
|
|
u8* p = bitmap;
|
|
for (ssize_t j = 0; j < h; ++j)
|
|
for (ssize_t i = 0; i < w; ++i)
|
|
{
|
|
u8 val = territories.get(i, j) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK;
|
|
|
|
CColor color(1, 0, 1, 1);
|
|
if (val < colors.size())
|
|
color = colors[val];
|
|
|
|
*p++ = (int)(color.r * 255.f);
|
|
*p++ = (int)(color.g * 255.f);
|
|
*p++ = (int)(color.b * 255.f);
|
|
|
|
// Use alphaMax for borders and gaia territory; these tiles will be deleted later
|
|
if (val == 0 ||
|
|
(i > 0 && (territories.get(i-1, j) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK) != val) ||
|
|
(i < w-1 && (territories.get(i+1, j) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK) != val) ||
|
|
(j > 0 && (territories.get(i, j-1) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK) != val) ||
|
|
(j < h-1 && (territories.get(i, j+1) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK) != val))
|
|
*p++ = alphaMax;
|
|
else
|
|
*p++ = 0x00;
|
|
}
|
|
|
|
// Do a low-quality cheap blur effect
|
|
|
|
for (ssize_t j = 0; j < h; ++j)
|
|
{
|
|
int a;
|
|
|
|
a = 0;
|
|
for (ssize_t i = 0; i < w; ++i)
|
|
{
|
|
a = std::max(a - alphaFalloff, (int)bitmap[(j*w+i)*4 + 3]);
|
|
bitmap[(j*w+i)*4 + 3] = a;
|
|
}
|
|
|
|
a = 0;
|
|
for (ssize_t i = w-1; i >= 0; --i)
|
|
{
|
|
a = std::max(a - alphaFalloff, (int)bitmap[(j*w+i)*4 + 3]);
|
|
bitmap[(j*w+i)*4 + 3] = a;
|
|
}
|
|
}
|
|
|
|
for (ssize_t i = 0; i < w; ++i)
|
|
{
|
|
int a;
|
|
|
|
a = 0;
|
|
for (ssize_t j = 0; j < w; ++j)
|
|
{
|
|
a = std::max(a - alphaFalloff, (int)bitmap[(j*w+i)*4 + 3]);
|
|
bitmap[(j*w+i)*4 + 3] = a;
|
|
}
|
|
|
|
a = 0;
|
|
for (ssize_t j = w-1; j >= 0; --j)
|
|
{
|
|
a = std::max(a - alphaFalloff, (int)bitmap[(j*w+i)*4 + 3]);
|
|
bitmap[(j*w+i)*4 + 3] = a;
|
|
}
|
|
}
|
|
|
|
// Add a gap between the boundaries, by deleting the max-alpha tiles
|
|
for (ssize_t j = 0; j < h; ++j)
|
|
for (ssize_t i = 0; i < w; ++i)
|
|
if (bitmap[(j*w+i)*4 + 3] == alphaMax)
|
|
bitmap[(j*w+i)*4 + 3] = 0;
|
|
}
|
|
|
|
void CTerritoryTexture::UpdateIfNeeded(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
|
|
{
|
|
if (UpdateDirty())
|
|
RecomputeTexture(deviceCommandContext);
|
|
}
|