vladislavbelov
a17fad722a
Tested By: Langbart, nwtour Differential Revision: https://code.wildfiregames.com/D4475 This was SVN commit r26302.
109 lines
3.3 KiB
C++
109 lines
3.3 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_LOSTEXTURE
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#define INCLUDED_LOSTEXTURE
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#include "graphics/ShaderTechniquePtr.h"
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#include "maths/Matrix3D.h"
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#include "renderer/backend/gl/DeviceCommandContext.h"
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#include "renderer/backend/gl/Framebuffer.h"
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#include "renderer/backend/gl/Texture.h"
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#include <memory>
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class CLosQuerier;
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class CSimulation2;
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/**
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* Maintains the LOS (fog-of-war / shroud-of-darkness) texture, used for
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* rendering and for the minimap.
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*/
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class CLOSTexture
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{
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NONCOPYABLE(CLOSTexture);
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friend class TestLOSTexture;
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public:
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CLOSTexture(CSimulation2& simulation);
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~CLOSTexture();
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/**
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* Marks the LOS texture as needing recomputation. Call this after each
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* simulation update, to ensure responsive updates.
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*/
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void MakeDirty();
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/**
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* Recomputes the LOS 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 8-bit ALPHA format.
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*/
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Renderer::Backend::GL::CTexture* GetTexture();
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Renderer::Backend::GL::CTexture* GetTextureSmooth();
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void InterpolateLOS(Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext);
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/**
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* Returns a matrix to map (x,y,z) world coordinates onto (u,v) LOS texture
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* coordinates, in the form expected by a matrix uniform.
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* This must only be called after InterpolateLOS.
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*/
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const CMatrix3D& GetTextureMatrix();
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/**
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* Returns a matrix to map (0,0)-(1,1) texture coordinates onto LOS texture
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* coordinates, in the form expected by a matrix uniform.
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* This must only be called after InterpolateLOS.
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*/
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const CMatrix3D& GetMinimapTextureMatrix();
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private:
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void DeleteTexture();
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bool CreateShader();
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void ConstructTexture(Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext);
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void RecomputeTexture(Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext);
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size_t GetBitmapSize(size_t w, size_t h, size_t* pitch);
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void GenerateBitmap(const CLosQuerier& los, u8* losData, size_t w, size_t h, size_t pitch);
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CSimulation2& m_Simulation;
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bool m_Dirty = true;
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bool m_ShaderInitialized = false;
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std::unique_ptr<Renderer::Backend::GL::CTexture>
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m_Texture, m_SmoothTextures[2];
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uint32_t m_WhichTexture = 0;
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// We update textures once a frame, so we change a Framebuffer once a frame.
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// That allows us to use two ping-pong FBOs instead of checking completeness
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// of Framebuffer each frame.
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std::unique_ptr<Renderer::Backend::GL::CFramebuffer>
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m_SmoothFramebuffers[2];
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CShaderTechniquePtr m_SmoothTech;
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size_t m_MapSize = 0; // vertexes per side
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CMatrix3D m_TextureMatrix;
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CMatrix3D m_MinimapTextureMatrix;
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};
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#endif // INCLUDED_LOSTEXTURE
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