2011-07-20 21:48:06 +02:00
|
|
|
/* Copyright (C) 2011 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 "precompiled.h"
|
|
|
|
|
|
|
|
#include "TerritoryTexture.h"
|
|
|
|
|
|
|
|
#include "graphics/Terrain.h"
|
|
|
|
#include "lib/bits.h"
|
2011-07-30 14:07:27 +02:00
|
|
|
#include "ps/Overlay.h"
|
2011-07-20 21:48:06 +02:00
|
|
|
#include "ps/Profile.h"
|
|
|
|
#include "renderer/Renderer.h"
|
|
|
|
#include "simulation2/Simulation2.h"
|
2011-07-30 14:07:27 +02:00
|
|
|
#include "simulation2/components/ICmpPlayer.h"
|
|
|
|
#include "simulation2/components/ICmpPlayerManager.h"
|
2011-07-20 21:48:06 +02:00
|
|
|
#include "simulation2/components/ICmpTerrain.h"
|
|
|
|
#include "simulation2/components/ICmpTerritoryManager.h"
|
|
|
|
|
|
|
|
// TODO: There's a lot of duplication with CLOSTexture - might be nice to refactor a bit
|
|
|
|
|
|
|
|
CTerritoryTexture::CTerritoryTexture(CSimulation2& simulation) :
|
|
|
|
m_Simulation(simulation), m_DirtyID(0), m_Texture(0), m_MapSize(0), m_TextureSize(0)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
CTerritoryTexture::~CTerritoryTexture()
|
|
|
|
{
|
|
|
|
if (m_Texture)
|
|
|
|
DeleteTexture();
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTerritoryTexture::DeleteTexture()
|
|
|
|
{
|
|
|
|
glDeleteTextures(1, &m_Texture);
|
|
|
|
m_Texture = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool CTerritoryTexture::UpdateDirty()
|
|
|
|
{
|
|
|
|
CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(m_Simulation, SYSTEM_ENTITY);
|
|
|
|
if (cmpTerritoryManager.null())
|
|
|
|
return false;
|
|
|
|
|
|
|
|
return cmpTerritoryManager->NeedUpdate(&m_DirtyID);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTerritoryTexture::BindTexture(int unit)
|
|
|
|
{
|
|
|
|
if (UpdateDirty())
|
|
|
|
RecomputeTexture(unit);
|
|
|
|
|
|
|
|
g_Renderer.BindTexture(unit, m_Texture);
|
|
|
|
}
|
|
|
|
|
|
|
|
GLuint CTerritoryTexture::GetTexture()
|
|
|
|
{
|
|
|
|
if (UpdateDirty())
|
|
|
|
RecomputeTexture(0);
|
|
|
|
|
|
|
|
return m_Texture;
|
|
|
|
}
|
|
|
|
|
|
|
|
const float* CTerritoryTexture::GetTextureMatrix()
|
|
|
|
{
|
|
|
|
ENSURE(!UpdateDirty());
|
|
|
|
return &m_TextureMatrix._11;
|
|
|
|
}
|
|
|
|
|
|
|
|
const float* CTerritoryTexture::GetMinimapTextureMatrix()
|
|
|
|
{
|
|
|
|
ENSURE(!UpdateDirty());
|
|
|
|
return &m_MinimapTextureMatrix._11;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTerritoryTexture::ConstructTexture(int unit)
|
|
|
|
{
|
|
|
|
CmpPtr<ICmpTerrain> cmpTerrain(m_Simulation, SYSTEM_ENTITY);
|
|
|
|
if (cmpTerrain.null())
|
|
|
|
return;
|
|
|
|
|
|
|
|
m_MapSize = cmpTerrain->GetVerticesPerSide() - 1;
|
|
|
|
|
|
|
|
m_TextureSize = (GLsizei)round_up_to_pow2((size_t)m_MapSize);
|
|
|
|
|
|
|
|
glGenTextures(1, &m_Texture);
|
|
|
|
g_Renderer.BindTexture(unit, m_Texture);
|
|
|
|
|
|
|
|
// Initialise texture with transparency, for the areas we don't
|
|
|
|
// overwrite with glTexSubImage2D later
|
|
|
|
u8* texData = new u8[m_TextureSize * m_TextureSize * 4];
|
|
|
|
memset(texData, 0x00, m_TextureSize * m_TextureSize * 4);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_TextureSize, m_TextureSize, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, texData);
|
|
|
|
delete[] texData;
|
|
|
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
|
|
|
|
{
|
|
|
|
// Texture matrix: We want to map
|
|
|
|
// world pos (0, y, 0) (i.e. bottom-left of first tile)
|
|
|
|
// onto texcoord (0, 0) (i.e. bottom-left of first texel);
|
|
|
|
// world pos (mapsize*cellsize, y, mapsize*cellsize) (i.e. top-right of last tile)
|
|
|
|
// onto texcoord (mapsize / texsize, mapsize / texsize) (i.e. top-right of last texel)
|
|
|
|
|
|
|
|
float s = 1.f / (float)(m_TextureSize * CELL_SIZE);
|
|
|
|
float t = 0.f;
|
|
|
|
m_TextureMatrix.SetZero();
|
|
|
|
m_TextureMatrix._11 = s;
|
|
|
|
m_TextureMatrix._23 = s;
|
|
|
|
m_TextureMatrix._14 = t;
|
|
|
|
m_TextureMatrix._24 = t;
|
|
|
|
m_TextureMatrix._44 = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
// Minimap matrix: We want to map UV (0,0)-(1,1) onto (0,0)-(mapsize/texsize, mapsize/texsize)
|
|
|
|
|
|
|
|
float s = m_MapSize / (float)m_TextureSize;
|
|
|
|
m_MinimapTextureMatrix.SetZero();
|
|
|
|
m_MinimapTextureMatrix._11 = s;
|
|
|
|
m_MinimapTextureMatrix._22 = s;
|
|
|
|
m_MinimapTextureMatrix._44 = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTerritoryTexture::RecomputeTexture(int unit)
|
|
|
|
{
|
|
|
|
// If the map was resized, delete and regenerate the texture
|
|
|
|
if (m_Texture)
|
|
|
|
{
|
|
|
|
CmpPtr<ICmpTerrain> cmpTerrain(m_Simulation, SYSTEM_ENTITY);
|
|
|
|
if (!cmpTerrain.null() && m_MapSize != (ssize_t)cmpTerrain->GetVerticesPerSide())
|
|
|
|
DeleteTexture();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!m_Texture)
|
|
|
|
ConstructTexture(unit);
|
|
|
|
|
|
|
|
PROFILE("recompute territory texture");
|
|
|
|
|
|
|
|
std::vector<u8> bitmap;
|
|
|
|
bitmap.resize(m_MapSize * m_MapSize * 4);
|
|
|
|
|
|
|
|
CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(m_Simulation, SYSTEM_ENTITY);
|
|
|
|
if (cmpTerritoryManager.null())
|
|
|
|
return;
|
|
|
|
|
|
|
|
const Grid<u8> territories = cmpTerritoryManager->GetTerritoryGrid();
|
|
|
|
|
|
|
|
GenerateBitmap(territories, &bitmap[0], m_MapSize, m_MapSize);
|
|
|
|
|
|
|
|
g_Renderer.BindTexture(unit, m_Texture);
|
|
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_MapSize, m_MapSize, GL_BGRA_EXT, GL_UNSIGNED_BYTE, &bitmap[0]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTerritoryTexture::GenerateBitmap(const Grid<u8>& territories, u8* bitmap, ssize_t w, ssize_t h)
|
|
|
|
{
|
|
|
|
int alphaMax = 0xC0;
|
|
|
|
int alphaFalloff = 0x20;
|
|
|
|
|
2011-07-30 14:07:27 +02:00
|
|
|
CmpPtr<ICmpPlayerManager> cmpPlayerManager(m_Simulation, SYSTEM_ENTITY);
|
|
|
|
|
2011-08-17 01:39:16 +02:00
|
|
|
std::vector<CColor> colors;
|
|
|
|
i32 numPlayers = cmpPlayerManager->GetNumPlayers();
|
|
|
|
for (i32 p = 0; p < numPlayers; ++p)
|
|
|
|
{
|
|
|
|
CColor color(1, 0, 1, 1);
|
|
|
|
CmpPtr<ICmpPlayer> cmpPlayer(m_Simulation, cmpPlayerManager->GetPlayerByID(p));
|
|
|
|
if (!cmpPlayer.null())
|
|
|
|
color = cmpPlayer->GetColour();
|
|
|
|
colors.push_back(color);
|
|
|
|
}
|
|
|
|
|
2011-07-20 21:48:06 +02:00
|
|
|
u8* p = bitmap;
|
|
|
|
for (ssize_t j = 0; j < h; ++j)
|
|
|
|
{
|
|
|
|
for (ssize_t i = 0; i < w; ++i)
|
|
|
|
{
|
2011-08-18 22:28:53 +02:00
|
|
|
u8 val = territories.get(i, j) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK;
|
2011-07-30 14:07:27 +02:00
|
|
|
|
|
|
|
CColor color(1, 0, 1, 1);
|
2011-08-24 02:28:48 +02:00
|
|
|
// Force neutral territories to pure white, so that later we can omit them from the texture
|
|
|
|
if (val == 0)
|
|
|
|
color = CColor(1, 1, 1, 0);
|
|
|
|
else if (val < colors.size())
|
2011-08-17 01:39:16 +02:00
|
|
|
color = colors[val];
|
2011-07-20 21:48:06 +02:00
|
|
|
|
2011-07-30 14:07:27 +02:00
|
|
|
*p++ = (int)(color.b*255.f);
|
|
|
|
*p++ = (int)(color.g*255.f);
|
|
|
|
*p++ = (int)(color.r*255.f);
|
|
|
|
|
2011-08-18 22:28:53 +02:00
|
|
|
if ((i > 0 && (territories.get(i-1, j) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK) != val)
|
|
|
|
|| (i < w-1 && (territories.get(i+1, j) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK) != val)
|
|
|
|
|| (j > 0 && (territories.get(i, j-1) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK) != val)
|
|
|
|
|| (j < h-1 && (territories.get(i, j+1) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK) != val)
|
2011-07-20 21:48:06 +02:00
|
|
|
)
|
|
|
|
{
|
|
|
|
*p++ = alphaMax;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
*p++ = 0x00;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Do a low-quality cheap blur effect
|
|
|
|
|
|
|
|
for (ssize_t j = 0; j < h; ++j)
|
|
|
|
{
|
|
|
|
int a;
|
|
|
|
|
|
|
|
a = 0;
|
|
|
|
for (ssize_t i = 0; i < w; ++i)
|
|
|
|
{
|
|
|
|
a = std::max(a - alphaFalloff, (int)bitmap[(j*w+i)*4 + 3]);
|
|
|
|
bitmap[(j*w+i)*4 + 3] = a;
|
|
|
|
}
|
|
|
|
|
|
|
|
a = 0;
|
|
|
|
for (ssize_t i = w-1; i >= 0; --i)
|
|
|
|
{
|
|
|
|
a = std::max(a - alphaFalloff, (int)bitmap[(j*w+i)*4 + 3]);
|
|
|
|
bitmap[(j*w+i)*4 + 3] = a;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (ssize_t i = 0; i < w; ++i)
|
|
|
|
{
|
|
|
|
int a;
|
|
|
|
|
|
|
|
a = 0;
|
|
|
|
for (ssize_t j = 0; j < w; ++j)
|
|
|
|
{
|
|
|
|
a = std::max(a - alphaFalloff, (int)bitmap[(j*w+i)*4 + 3]);
|
|
|
|
bitmap[(j*w+i)*4 + 3] = a;
|
|
|
|
}
|
|
|
|
|
|
|
|
a = 0;
|
|
|
|
for (ssize_t j = w-1; j >= 0; --j)
|
|
|
|
{
|
|
|
|
a = std::max(a - alphaFalloff, (int)bitmap[(j*w+i)*4 + 3]);
|
|
|
|
bitmap[(j*w+i)*4 + 3] = a;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Add a gap between the boundaries, by deleting the max-alpha tiles
|
|
|
|
for (ssize_t j = 0; j < h; ++j)
|
|
|
|
{
|
|
|
|
for (ssize_t i = 0; i < w; ++i)
|
|
|
|
{
|
|
|
|
if (bitmap[(j*w+i)*4 + 3] == alphaMax)
|
|
|
|
bitmap[(j*w+i)*4 + 3] = 0;
|
|
|
|
}
|
|
|
|
}
|
2011-08-24 02:28:48 +02:00
|
|
|
|
|
|
|
// Don't show neutral territory boundaries
|
|
|
|
for (ssize_t j = 0; j < h; ++j)
|
|
|
|
{
|
|
|
|
for (ssize_t i = 0; i < w; ++i)
|
|
|
|
{
|
|
|
|
ssize_t idx = (j*w+i)*4;
|
|
|
|
if (bitmap[idx] == 255 && bitmap[idx+1] == 255 && bitmap[idx+2] == 255)
|
|
|
|
bitmap[idx+3] = 0;
|
|
|
|
}
|
|
|
|
}
|
2011-07-20 21:48:06 +02:00
|
|
|
}
|