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forked from 0ad/0ad
0ad/source/graphics/TerritoryTexture.cpp
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

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);
}