/* Copyright (C) 2023 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 . */ #ifndef INCLUDED_LOSTEXTURE #define INCLUDED_LOSTEXTURE #include "graphics/ShaderTechniquePtr.h" #include "maths/Matrix3D.h" #include "renderer/backend/Format.h" #include "renderer/backend/IDeviceCommandContext.h" #include "renderer/backend/IFramebuffer.h" #include "renderer/backend/IShaderProgram.h" #include "renderer/backend/ITexture.h" #include 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::ITexture* GetTexture(); Renderer::Backend::ITexture* GetTextureSmooth(); void InterpolateLOS(Renderer::Backend::IDeviceCommandContext* deviceCommandContext); /** * 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 InterpolateLOS. */ 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 InterpolateLOS. */ const CMatrix3D& GetMinimapTextureMatrix(); private: void DeleteTexture(); bool CreateShader(); void ConstructTexture(Renderer::Backend::IDeviceCommandContext* deviceCommandContext); void RecomputeTexture(Renderer::Backend::IDeviceCommandContext* deviceCommandContext); 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 = true; bool m_ShaderInitialized = false; // We need to choose the smallest format. We always use the red channel but // R8_UNORM might be unavailable on some platforms. So we fallback to // R8G8B8A8_UNORM. Renderer::Backend::Format m_TextureFormat = Renderer::Backend::Format::UNDEFINED; size_t m_TextureFormatStride = 0; std::unique_ptr m_Texture, m_SmoothTextures[2]; Renderer::Backend::IVertexInputLayout* m_VertexInputLayout = nullptr; uint32_t m_WhichTexture = 0; double m_LastTextureRecomputeTime = 0.0; // We update textures once a frame, so we change a Framebuffer once a frame. // That allows us to use two ping-pong FBOs instead of checking completeness // of Framebuffer each frame. std::unique_ptr m_SmoothFramebuffers[2]; CShaderTechniquePtr m_SmoothTech; size_t m_MapSize = 0; // vertexes per side CMatrix3D m_TextureMatrix; CMatrix3D m_MinimapTextureMatrix; }; #endif // INCLUDED_LOSTEXTURE