LCOV - code coverage report
Current view: top level - source/graphics - MiniMapTexture.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 0 5 0.0 %
Date: 2023-01-19 00:18:29 Functions: 0 7 0.0 %

          Line data    Source code
       1             : /* Copyright (C) 2023 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : #ifndef INCLUDED_MINIMAPTEXTURE
      19             : #define INCLUDED_MINIMAPTEXTURE
      20             : 
      21             : #include "graphics/Color.h"
      22             : #include "graphics/ShaderTechniquePtr.h"
      23             : #include "graphics/Texture.h"
      24             : #include "maths/Vector2D.h"
      25             : #include "renderer/backend/IDeviceCommandContext.h"
      26             : #include "renderer/backend/IShaderProgram.h"
      27             : #include "renderer/backend/ITexture.h"
      28             : #include "renderer/VertexArray.h"
      29             : 
      30             : #include <memory>
      31             : #include <string>
      32             : #include <unordered_map>
      33             : #include <vector>
      34             : 
      35             : class CLOSTexture;
      36             : class CSimulation2;
      37             : class CTerrain;
      38             : class CTerritoryTexture;
      39             : 
      40             : class CMiniMapTexture
      41             : {
      42             :     NONCOPYABLE(CMiniMapTexture);
      43             : public:
      44             :     CMiniMapTexture(CSimulation2& simulation);
      45             :     ~CMiniMapTexture();
      46             : 
      47             :     /**
      48             :      * Marks the texture as dirty if it's old enough to redraw it on Render.
      49             :      */
      50             :     void Update(const float deltaRealTime);
      51             : 
      52             :     /**
      53             :      * Redraws the texture if it's dirty.
      54             :      */
      55             :     void Render(
      56             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
      57             :         CLOSTexture& losTexture, CTerritoryTexture& territoryTexture);
      58             : 
      59           0 :     const CTexturePtr& GetTexture() const { return m_FinalTexture; }
      60             : 
      61           0 :     bool IsFlipped() const { return m_Flipped; }
      62             : 
      63             :     /**
      64             :      * @return The maximum height for unit passage in water.
      65             :      */
      66             :     static float GetShallowPassageHeight();
      67             : 
      68           0 :     struct Icon
      69             :     {
      70             :         CTexturePtr texture;
      71             :         CColor color;
      72             :         CVector2D worldPosition;
      73             :         float halfSize;
      74             :     };
      75             :     // Returns icons for corresponding entities on the minimap texture.
      76           0 :     const std::vector<Icon>& GetIcons() { return m_Icons; }
      77             : 
      78             : private:
      79             :     void CreateTextures(
      80             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
      81             :         const CTerrain* terrain);
      82             :     void DestroyTextures();
      83             :     void RebuildTerrainTexture(
      84             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
      85             :         const CTerrain* terrain);
      86             :     void RenderFinalTexture(
      87             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
      88             :         CLOSTexture& losTexture, CTerritoryTexture& territoryTexture);
      89             :     void UpdateAndUploadEntities(
      90             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
      91             :         const float entityRadius, const double& currentTime);
      92             :     void DrawEntities(
      93             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
      94             :         const float entityRadius);
      95             : 
      96             :     CSimulation2& m_Simulation;
      97             : 
      98             :     bool m_TerrainTextureDirty = true;
      99             :     bool m_FinalTextureDirty = true;
     100             :     double m_LastFinalTextureUpdate = 0.0;
     101             :     bool m_Flipped = false;
     102             : 
     103             :     // minimap texture handles
     104             :     std::unique_ptr<Renderer::Backend::ITexture> m_TerrainTexture;
     105             : 
     106             :     CTexturePtr m_FinalTexture;
     107             : 
     108             :     std::unique_ptr<Renderer::Backend::IFramebuffer>
     109             :         m_FinalTextureFramebuffer;
     110             : 
     111             :     // texture data
     112             :     std::unique_ptr<u32[]> m_TerrainData;
     113             : 
     114             :     // map size
     115             :     ssize_t m_MapSize = 0;
     116             : 
     117             :     // Maximal water height to allow the passage of a unit (for underwater shallows).
     118             :     float m_ShallowPassageHeight = 0.0f;
     119             :     float m_WaterHeight = 0.0f;
     120             : 
     121             :     Renderer::Backend::IVertexInputLayout* m_QuadVertexInputLayout = nullptr;
     122             :     Renderer::Backend::IVertexInputLayout* m_EntitiesVertexInputLayout = nullptr;
     123             : 
     124             :     VertexIndexArray m_IndexArray;
     125             :     VertexArray m_VertexArray;
     126             :     VertexArray::Attribute m_AttributePos;
     127             :     VertexArray::Attribute m_AttributeColor;
     128             : 
     129             :     bool m_UseInstancing = false;
     130             :     // Vertex data if instancing is supported.
     131             :     VertexArray m_InstanceVertexArray;
     132             :     VertexArray::Attribute m_InstanceAttributePosition;
     133             : 
     134             :     CShaderTechniquePtr m_TerritoryTechnique;
     135             : 
     136             :     size_t m_EntitiesDrawn = 0;
     137             : 
     138             :     double m_PingDuration = 25.0;
     139             :     double m_HalfBlinkDuration = 0.0;
     140             :     double m_NextBlinkTime = 0.0;
     141             :     bool m_BlinkState = false;
     142             : 
     143             :     std::vector<Icon> m_Icons;
     144             :     // We store the map as a member to avoid redundant reallocations on each
     145             :     // update. We use a grid approach to combine icons by distance.
     146           0 :     struct CellIconKey
     147             :     {
     148             :         std::string path;
     149             :         u8 r, g, b;
     150             :     };
     151             :     struct CellIconKeyHash
     152             :     {
     153             :         size_t operator()(const CellIconKey& key) const;
     154             :     };
     155             :     struct CellIconKeyEqual
     156             :     {
     157             :         bool operator()(const CellIconKey& lhs, const CellIconKey& rhs) const;
     158             :     };
     159             :     struct CellIcon
     160             :     {
     161             :         // TODO: use CVector2DI.
     162             :         u16 gridX, gridY;
     163             :         float halfSize;
     164             :         CVector2D worldPosition;
     165             :     };
     166             :     std::unordered_map<CellIconKey, std::vector<CellIcon>, CellIconKeyHash, CellIconKeyEqual> m_IconsCache;
     167             : };
     168             : 
     169             : #endif // INCLUDED_MINIMAPTEXTURE

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