0ad/source/graphics/LOSTexture.h

119 lines
3.7 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#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 <memory>
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<Renderer::Backend::ITexture>
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<Renderer::Backend::IFramebuffer>
m_SmoothFramebuffers[2];
CShaderTechniquePtr m_SmoothTech;
size_t m_MapSize = 0; // vertexes per side
CMatrix3D m_TextureMatrix;
CMatrix3D m_MinimapTextureMatrix;
};
#endif // INCLUDED_LOSTEXTURE