0ad/source/graphics/LOSTexture.h

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/* Copyright (C) 2021 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/>.
*/
#ifndef INCLUDED_LOSTEXTURE
#define INCLUDED_LOSTEXTURE
#include "lib/ogl.h"
#include "graphics/ShaderTechniquePtr.h"
#include "maths/Matrix3D.h"
#include "renderer/backend/gl/Texture.h"
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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 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.
*/
Renderer::Backend::GL::CTexture* GetTexture();
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void InterpolateLOS();
Renderer::Backend::GL::CTexture* GetTextureSmooth();
/**
* Returns a matrix to map (x,y,z) world coordinates onto (u,v) LOS texture
* coordinates, in the form expected by a matrix uniform.
* 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 a matrix uniform.
* This must only be called after BindTexture.
*/
const CMatrix3D* GetMinimapTextureMatrix();
private:
void DeleteTexture();
bool CreateShader();
void ConstructTexture();
void RecomputeTexture();
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;
std::unique_ptr<Renderer::Backend::GL::CTexture>
m_Texture, m_TextureSmooth1, m_TextureSmooth2;
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bool whichTex;
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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;
};
#endif // INCLUDED_LOSTEXTURE