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forked from 0ad/0ad
0ad/source/graphics/LOSTexture.h
wraitii f6348b9617 Clean up header includes, add new forward declarations.
This cleans up many un-necessary header includes, either simply
providing nothing or forward declarations in their place.

No major compilation time change here, though this does reduce depencies
in some headers.

Also fix up old MacOS STL-include fixes that are no longer relevant.

Differential Revision: https://code.wildfiregames.com/D3128
This was SVN commit r24227.
2020-11-21 11:20:29 +00:00

108 lines
2.9 KiB
C++

/* Copyright (C) 2019 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 "graphics/ShaderManager.h"
#include "graphics/ShaderTechniquePtr.h"
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 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();
void InterpolateLOS();
GLuint GetTextureSmooth();
/**
* 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 CMatrix3D& 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 CMatrix3D* GetMinimapTextureMatrix();
private:
void DeleteTexture();
bool CreateShader();
void ConstructTexture(int unit);
void RecomputeTexture(int unit);
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;
GLuint m_Texture;
GLuint m_TextureSmooth1, m_TextureSmooth2;
bool whichTex;
GLuint m_smoothFbo;
CShaderTechniquePtr m_smoothShader;
ssize_t m_MapSize; // vertexes per side
GLsizei m_TextureSize; // texels per side
CMatrix3D m_TextureMatrix;
CMatrix3D m_MinimapTextureMatrix;
};