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0ad/source/graphics/MiniMapTexture.h

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4.7 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_MINIMAPTEXTURE
#define INCLUDED_MINIMAPTEXTURE
#include "graphics/Color.h"
#include "graphics/ShaderTechniquePtr.h"
#include "graphics/Texture.h"
#include "maths/Vector2D.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/IShaderProgram.h"
#include "renderer/backend/ITexture.h"
#include "renderer/VertexArray.h"
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
class CLOSTexture;
class CSimulation2;
class CTerrain;
class CTerritoryTexture;
class CMiniMapTexture
{
NONCOPYABLE(CMiniMapTexture);
public:
CMiniMapTexture(Renderer::Backend::IDevice* device, CSimulation2& simulation);
~CMiniMapTexture();
/**
* Marks the texture as dirty if it's old enough to redraw it on Render.
*/
void Update(const float deltaRealTime);
/**
* Redraws the texture if it's dirty.
*/
void Render(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
CLOSTexture& losTexture, CTerritoryTexture& territoryTexture);
const CTexturePtr& GetTexture() const { return m_FinalTexture; }
bool IsFlipped() const { return m_Flipped; }
/**
* @return The maximum height for unit passage in water.
*/
static float GetShallowPassageHeight();
struct Icon
{
CTexturePtr texture;
CColor color;
CVector2D worldPosition;
float halfSize;
};
// Returns icons for corresponding entities on the minimap texture.
const std::vector<Icon>& GetIcons() { return m_Icons; }
private:
void CreateTextures(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CTerrain& terrain);
void DestroyTextures();
void RebuildTerrainTexture(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CTerrain& terrain);
void RenderFinalTexture(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
CLOSTexture& losTexture, CTerritoryTexture& territoryTexture);
void UpdateAndUploadEntities(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const float entityRadius, const double& currentTime);
void DrawEntities(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const float entityRadius);
CSimulation2& m_Simulation;
bool m_TerrainTextureDirty = true;
bool m_FinalTextureDirty = true;
double m_LastFinalTextureUpdate = 0.0;
bool m_Flipped = false;
// minimap texture handles
std::unique_ptr<Renderer::Backend::ITexture> m_TerrainTexture;
CTexturePtr m_FinalTexture;
std::unique_ptr<Renderer::Backend::IFramebuffer>
m_FinalTextureFramebuffer;
// texture data
std::unique_ptr<u32[]> m_TerrainData;
// map size
ssize_t m_MapSize = 0;
// Maximal water height to allow the passage of a unit (for underwater shallows).
float m_ShallowPassageHeight = 0.0f;
float m_WaterHeight = 0.0f;
Renderer::Backend::IVertexInputLayout* m_QuadVertexInputLayout = nullptr;
Renderer::Backend::IVertexInputLayout* m_EntitiesVertexInputLayout = nullptr;
VertexIndexArray m_IndexArray;
VertexArray m_VertexArray;
VertexArray::Attribute m_AttributePos;
VertexArray::Attribute m_AttributeColor;
bool m_UseInstancing = false;
// Vertex data if instancing is supported.
VertexArray m_InstanceVertexArray;
VertexArray::Attribute m_InstanceAttributePosition;
CShaderTechniquePtr m_TerritoryTechnique;
size_t m_EntitiesDrawn = 0;
double m_PingDuration = 25.0;
double m_HalfBlinkDuration = 0.0;
double m_NextBlinkTime = 0.0;
bool m_BlinkState = false;
std::vector<Icon> m_Icons;
// We store the map as a member to avoid redundant reallocations on each
// update. We use a grid approach to combine icons by distance.
struct CellIconKey
{
std::string path;
u8 r, g, b;
};
struct CellIconKeyHash
{
size_t operator()(const CellIconKey& key) const;
};
struct CellIconKeyEqual
{
bool operator()(const CellIconKey& lhs, const CellIconKey& rhs) const;
};
struct CellIcon
{
// TODO: use CVector2DI.
u16 gridX, gridY;
float halfSize;
CVector2D worldPosition;
};
std::unordered_map<CellIconKey, std::vector<CellIcon>, CellIconKeyHash, CellIconKeyEqual> m_IconsCache;
};
#endif // INCLUDED_MINIMAPTEXTURE