18 #ifndef INCLUDED_MINIMAPTEXTURE 19 #define INCLUDED_MINIMAPTEXTURE 32 #include <unordered_map> 50 void Update(
const float deltaRealTime);
91 const float entityRadius,
const double& currentTime);
94 const float entityRadius);
108 std::unique_ptr<Renderer::Backend::IFramebuffer>
169 #endif // INCLUDED_MINIMAPTEXTURE CVector2D worldPosition
Definition: MiniMapTexture.h:72
CSimulation2 & m_Simulation
Definition: MiniMapTexture.h:96
VertexArray::Attribute m_AttributePos
Definition: MiniMapTexture.h:126
double m_LastFinalTextureUpdate
Definition: MiniMapTexture.h:100
CShaderTechniquePtr m_TerritoryTechnique
Definition: MiniMapTexture.h:134
std::string path
Definition: MiniMapTexture.h:148
bool m_UseInstancing
Definition: MiniMapTexture.h:129
Definition: MiniMapTexture.h:146
Renderer::Backend::IVertexInputLayout * m_EntitiesVertexInputLayout
Definition: MiniMapTexture.h:122
uint16_t u16
Definition: types.h:38
Definition: MiniMapTexture.h:40
const std::vector< Icon > & GetIcons()
Definition: MiniMapTexture.h:76
Definition: MiniMapTexture.h:151
Definition: MiniMapTexture.h:155
void DrawEntities(Renderer::Backend::IDeviceCommandContext *deviceCommandContext, const float entityRadius)
Definition: MiniMapTexture.cpp:799
bool m_TerrainTextureDirty
Definition: MiniMapTexture.h:98
VertexIndexArray m_IndexArray
Definition: MiniMapTexture.h:124
double m_HalfBlinkDuration
Definition: MiniMapTexture.h:139
void RebuildTerrainTexture(Renderer::Backend::IDeviceCommandContext *deviceCommandContext, const CTerrain *terrain)
Definition: MiniMapTexture.cpp:429
std::unordered_map< CellIconKey, std::vector< CellIcon >, CellIconKeyHash, CellIconKeyEqual > m_IconsCache
Definition: MiniMapTexture.h:166
uint8_t u8
Definition: types.h:37
VertexArray::Attribute m_AttributeColor
Definition: MiniMapTexture.h:127
Definition: MiniMapTexture.h:68
float m_ShallowPassageHeight
Definition: MiniMapTexture.h:118
Public API for simulation system.
Definition: Simulation2.h:46
A VertexArray that is specialised to handle 16-bit array indices.
Definition: VertexArray.h:219
CTexturePtr m_FinalTexture
Definition: MiniMapTexture.h:106
size_t m_EntitiesDrawn
Definition: MiniMapTexture.h:136
Renderer::Backend::IVertexInputLayout * m_QuadVertexInputLayout
Definition: MiniMapTexture.h:121
VertexArray m_VertexArray
Definition: MiniMapTexture.h:125
CMiniMapTexture(CSimulation2 &simulation)
Definition: MiniMapTexture.cpp:192
const CTexturePtr & GetTexture() const
Definition: MiniMapTexture.h:59
void Render(Renderer::Backend::IDeviceCommandContext *deviceCommandContext, CLOSTexture &losTexture, CTerritoryTexture &territoryTexture)
Redraws the texture if it's dirty.
Definition: MiniMapTexture.cpp:355
u8 r
Definition: MiniMapTexture.h:149
Definition: VertexArray.h:140
void RenderFinalTexture(Renderer::Backend::IDeviceCommandContext *deviceCommandContext, CLOSTexture &losTexture, CTerritoryTexture &territoryTexture)
Definition: MiniMapTexture.cpp:495
~CMiniMapTexture()
Definition: MiniMapTexture.cpp:341
CTexturePtr texture
Definition: MiniMapTexture.h:70
void CreateTextures(Renderer::Backend::IDeviceCommandContext *deviceCommandContext, const CTerrain *terrain)
Definition: MiniMapTexture.cpp:372
std::unique_ptr< Renderer::Backend::ITexture > m_TerrainTexture
Definition: MiniMapTexture.h:104
pthread_key_t key
Definition: wpthread.cpp:140
float m_WaterHeight
Definition: MiniMapTexture.h:119
Definition: VertexArray.h:137
VertexArray m_InstanceVertexArray
Definition: MiniMapTexture.h:131
NONCOPYABLE(CMiniMapTexture)
VertexArray::Attribute m_InstanceAttributePosition
Definition: MiniMapTexture.h:132
float halfSize
Definition: MiniMapTexture.h:73
CVector2D worldPosition
Definition: MiniMapTexture.h:164
std::unique_ptr< Renderer::Backend::IFramebuffer > m_FinalTextureFramebuffer
Definition: MiniMapTexture.h:109
bool m_Flipped
Definition: MiniMapTexture.h:101
intptr_t ssize_t
Definition: wposix_types.h:82
bool IsFlipped() const
Definition: MiniMapTexture.h:61
Definition: MiniMapTexture.h:159
float halfSize
Definition: MiniMapTexture.h:163
Definition: Vector2D.h:31
void Update(const float deltaRealTime)
Marks the texture as dirty if it's old enough to redraw it on Render.
Definition: MiniMapTexture.cpp:346
bool m_BlinkState
Definition: MiniMapTexture.h:141
CColor color
Definition: MiniMapTexture.h:71
static float GetShallowPassageHeight()
Definition: MiniMapTexture.cpp:866
void UpdateAndUploadEntities(Renderer::Backend::IDeviceCommandContext *deviceCommandContext, const float entityRadius, const double ¤tTime)
Definition: MiniMapTexture.cpp:621
ssize_t m_MapSize
Definition: MiniMapTexture.h:115
u16 gridY
Definition: MiniMapTexture.h:162
std::shared_ptr< CShaderTechnique > CShaderTechniquePtr
Definition: ShaderTechniquePtr.h:27
Maintains the LOS (fog-of-war / shroud-of-darkness) texture, used for rendering and for the minimap...
Definition: LOSTexture.h:38
Definition: IDeviceCommandContext.h:40
std::shared_ptr< CTexture > CTexturePtr
Definition: Texture.h:22
Maintains the territory boundary texture, used for rendering and for the minimap. ...
Definition: TerritoryTexture.h:30
void DestroyTextures()
Definition: MiniMapTexture.cpp:422
std::vector< Icon > m_Icons
Definition: MiniMapTexture.h:143
std::unique_ptr< u32[]> m_TerrainData
Definition: MiniMapTexture.h:112
double m_NextBlinkTime
Definition: MiniMapTexture.h:140
bool m_FinalTextureDirty
Definition: MiniMapTexture.h:99
double m_PingDuration
Definition: MiniMapTexture.h:138