vladislavbelov
ce18f297d5
Tested By: Langbart, Stan Differential Revision: https://code.wildfiregames.com/D4513 This was SVN commit r26592.
118 lines
3.1 KiB
C++
118 lines
3.1 KiB
C++
/* Copyright (C) 2022 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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#ifndef INCLUDED_MINIMAPTEXTURE
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#define INCLUDED_MINIMAPTEXTURE
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#include "graphics/Color.h"
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#include "graphics/Texture.h"
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#include "maths/Vector2D.h"
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#include "renderer/backend/gl/DeviceCommandContext.h"
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#include "renderer/backend/gl/Texture.h"
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#include "renderer/VertexArray.h"
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#include <memory>
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#include <vector>
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class CSimulation2;
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class CTerrain;
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class CMiniMapTexture
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{
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NONCOPYABLE(CMiniMapTexture);
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public:
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CMiniMapTexture(CSimulation2& simulation);
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~CMiniMapTexture();
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/**
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* Marks the texture as dirty if it's old enough to redraw it on Render.
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*/
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void Update(const float deltaRealTime);
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/**
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* Redraws the texture if it's dirty.
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*/
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void Render(Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext);
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Renderer::Backend::GL::CTexture* GetTexture() const { return m_FinalTexture.get(); }
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/**
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* @return The maximum height for unit passage in water.
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*/
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static float GetShallowPassageHeight();
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struct Icon
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{
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CTexturePtr texture;
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CColor color;
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CVector2D worldPosition;
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float halfSize;
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};
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// Returns icons for corresponding entities on the minimap texture.
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const std::vector<Icon>& GetIcons() { return m_Icons; }
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private:
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void CreateTextures(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
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const CTerrain* terrain);
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void DestroyTextures();
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void RebuildTerrainTexture(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
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const CTerrain* terrain);
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void RenderFinalTexture(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext);
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CSimulation2& m_Simulation;
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bool m_TerrainTextureDirty = true;
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bool m_FinalTextureDirty = true;
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double m_LastFinalTextureUpdate = 0.0;
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// minimap texture handles
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std::unique_ptr<Renderer::Backend::GL::CTexture>
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m_TerrainTexture, m_FinalTexture;
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std::unique_ptr<Renderer::Backend::GL::CFramebuffer>
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m_FinalTextureFramebuffer;
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// texture data
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std::unique_ptr<u32[]> m_TerrainData;
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// map size
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ssize_t m_MapSize = 0;
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// Maximal water height to allow the passage of a unit (for underwater shallows).
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float m_ShallowPassageHeight = 0.0f;
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float m_WaterHeight = 0.0f;
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VertexIndexArray m_IndexArray;
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VertexArray m_VertexArray;
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VertexArray::Attribute m_AttributePos;
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VertexArray::Attribute m_AttributeColor;
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size_t m_EntitiesDrawn = 0;
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double m_PingDuration = 25.0;
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double m_HalfBlinkDuration = 0.0;
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double m_NextBlinkTime = 0.0;
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bool m_BlinkState = false;
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std::vector<Icon> m_Icons;
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};
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#endif // INCLUDED_MINIMAPTEXTURE
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