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forked from 0ad/0ad
0ad/source/graphics/LOSTexture.h
Ykkrosh 29dd635d3b Fix decals and LOS texture in Actor Viewer, by slightly reducing use of globals.
Fix particles in Actor Viewer.
Expand terrain in Actor Viewer.
Change background to black so it blends with the LOS texture more
nicely.

This was SVN commit r9172.
2011-04-05 20:32:03 +00:00

92 lines
2.6 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"
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();
/**
* 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);
CSimulation2& m_Simulation;
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;
};