vladislavbelov
7c84c23114
Comments By: phosit, Stan Differential Revision: https://code.wildfiregames.com/D4876 This was SVN commit r27412.
170 lines
4.7 KiB
C++
170 lines
4.7 KiB
C++
/* Copyright (C) 2023 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/ShaderTechniquePtr.h"
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#include "graphics/Texture.h"
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#include "maths/Vector2D.h"
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#include "renderer/backend/IDeviceCommandContext.h"
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#include "renderer/backend/IShaderProgram.h"
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#include "renderer/backend/ITexture.h"
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#include "renderer/VertexArray.h"
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <vector>
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class CLOSTexture;
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class CSimulation2;
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class CTerrain;
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class CTerritoryTexture;
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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(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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CLOSTexture& losTexture, CTerritoryTexture& territoryTexture);
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const CTexturePtr& GetTexture() const { return m_FinalTexture; }
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bool IsFlipped() const { return m_Flipped; }
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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::IDeviceCommandContext* 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::IDeviceCommandContext* deviceCommandContext,
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const CTerrain* terrain);
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void RenderFinalTexture(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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CLOSTexture& losTexture, CTerritoryTexture& territoryTexture);
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void UpdateAndUploadEntities(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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const float entityRadius, const double& currentTime);
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void DrawEntities(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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const float entityRadius);
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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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bool m_Flipped = false;
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// minimap texture handles
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std::unique_ptr<Renderer::Backend::ITexture> m_TerrainTexture;
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CTexturePtr m_FinalTexture;
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std::unique_ptr<Renderer::Backend::IFramebuffer>
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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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Renderer::Backend::IVertexInputLayout* m_QuadVertexInputLayout = nullptr;
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Renderer::Backend::IVertexInputLayout* m_EntitiesVertexInputLayout = nullptr;
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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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bool m_UseInstancing = false;
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// Vertex data if instancing is supported.
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VertexArray m_InstanceVertexArray;
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VertexArray::Attribute m_InstanceAttributePosition;
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CShaderTechniquePtr m_TerritoryTechnique;
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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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// We store the map as a member to avoid redundant reallocations on each
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// update. We use a grid approach to combine icons by distance.
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struct CellIconKey
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{
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std::string path;
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u8 r, g, b;
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};
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struct CellIconKeyHash
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{
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size_t operator()(const CellIconKey& key) const;
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};
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struct CellIconKeyEqual
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{
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bool operator()(const CellIconKey& lhs, const CellIconKey& rhs) const;
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};
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struct CellIcon
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{
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// TODO: use CVector2DI.
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u16 gridX, gridY;
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float halfSize;
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CVector2D worldPosition;
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};
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std::unordered_map<CellIconKey, std::vector<CellIcon>, CellIconKeyHash, CellIconKeyEqual> m_IconsCache;
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};
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#endif // INCLUDED_MINIMAPTEXTURE
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