90 lines
2.5 KiB
C++
90 lines
2.5 KiB
C++
/* Copyright (C) 2011 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "lib/ogl.h"
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#include "maths/Matrix3D.h"
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#include "simulation2/helpers/Grid.h"
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class CSimulation2;
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/**
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* Maintains the territory boundary texture, used for
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* rendering and for the minimap.
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*/
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class CTerritoryTexture
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{
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NONCOPYABLE(CTerritoryTexture);
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public:
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CTerritoryTexture(CSimulation2& simulation);
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~CTerritoryTexture();
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/**
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* Recomputes the territory texture if necessary, and binds it to the requested
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* texture unit.
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* Also switches the current active texture unit, and enables texturing on it.
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* The texture is in 32-bit BGRA format.
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*/
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void BindTexture(int unit);
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/**
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* Recomputes the territory texture if necessary, and returns the texture handle.
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* Also potentially switches the current active texture unit, and enables texturing on it.
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* The texture is in 32-bit BGRA format.
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*/
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GLuint GetTexture();
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/**
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* Returns a matrix to map (x,y,z) world coordinates onto (u,v) texture
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* coordinates, in the form expected by glLoadMatrixf.
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* This must only be called after BindTexture.
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*/
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const float* GetTextureMatrix();
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/**
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* Returns a matrix to map (0,0)-(1,1) texture coordinates onto texture
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* coordinates, in the form expected by glLoadMatrixf.
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* This must only be called after BindTexture.
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*/
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const float* GetMinimapTextureMatrix();
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private:
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/**
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* Returns true if the territory state has changed since the last call to this function
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*/
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bool UpdateDirty();
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void DeleteTexture();
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void ConstructTexture(int unit);
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void RecomputeTexture(int unit);
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void GenerateBitmap(const Grid<u8>& territories, u8* bitmap, ssize_t w, ssize_t h);
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CSimulation2& m_Simulation;
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size_t m_DirtyID;
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GLuint m_Texture;
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ssize_t m_MapSize; // tiles per side
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GLsizei m_TextureSize; // texels per side
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CMatrix3D m_TextureMatrix;
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CMatrix3D m_MinimapTextureMatrix;
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};
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