Pyrogenesis HEAD
Pyrogenesis, a RTS Engine
LOSTexture.h
Go to the documentation of this file.
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_LOSTEXTURE
19#define INCLUDED_LOSTEXTURE
20
22#include "maths/Matrix3D.h"
28
29#include <memory>
30
31class CLosQuerier;
32class CSimulation2;
33
34/**
35 * Maintains the LOS (fog-of-war / shroud-of-darkness) texture, used for
36 * rendering and for the minimap.
37 */
39{
41 friend class TestLOSTexture;
42
43public:
44 CLOSTexture(CSimulation2& simulation);
46
47 /**
48 * Marks the LOS texture as needing recomputation. Call this after each
49 * simulation update, to ensure responsive updates.
50 */
51 void MakeDirty();
52
53 /**
54 * Recomputes the LOS texture if necessary, and returns the texture handle.
55 * Also potentially switches the current active texture unit, and enables texturing on it.
56 * The texture is in 8-bit ALPHA format.
57 */
60
62
63 /**
64 * Returns a matrix to map (x,y,z) world coordinates onto (u,v) LOS texture
65 * coordinates, in the form expected by a matrix uniform.
66 * This must only be called after InterpolateLOS.
67 */
69
70 /**
71 * Returns a matrix to map (0,0)-(1,1) texture coordinates onto LOS texture
72 * coordinates, in the form expected by a matrix uniform.
73 * This must only be called after InterpolateLOS.
74 */
76
77private:
78 void DeleteTexture();
79 bool CreateShader();
82
83 size_t GetBitmapSize(size_t w, size_t h, size_t* pitch);
84 void GenerateBitmap(const CLosQuerier& los, u8* losData, size_t w, size_t h, size_t pitch);
85
87
88 bool m_Dirty = true;
89
90 bool m_ShaderInitialized = false;
91
92 // We need to choose the smallest format. We always use the red channel but
93 // R8_UNORM might be unavailable on some platforms. So we fallback to
94 // R8G8B8A8_UNORM.
98 std::unique_ptr<Renderer::Backend::ITexture>
101
104
105 // We update textures once a frame, so we change a Framebuffer once a frame.
106 // That allows us to use two ping-pong FBOs instead of checking completeness
107 // of Framebuffer each frame.
108 std::unique_ptr<Renderer::Backend::IFramebuffer>
111
112 size_t m_MapSize = 0; // vertexes per side
113
116};
117
118#endif // INCLUDED_LOSTEXTURE
std::shared_ptr< CShaderTechnique > CShaderTechniquePtr
Definition: ShaderTechniquePtr.h:28
Maintains the LOS (fog-of-war / shroud-of-darkness) texture, used for rendering and for the minimap.
Definition: LOSTexture.h:39
uint32_t m_WhichTexture
Definition: LOSTexture.h:102
const CMatrix3D & GetTextureMatrix()
Returns a matrix to map (x,y,z) world coordinates onto (u,v) LOS texture coordinates,...
Definition: LOSTexture.cpp:224
void ConstructTexture(Renderer::Backend::IDeviceCommandContext *deviceCommandContext)
Definition: LOSTexture.cpp:236
CMatrix3D m_TextureMatrix
Definition: LOSTexture.h:114
size_t m_TextureFormatStride
Definition: LOSTexture.h:97
size_t GetBitmapSize(size_t w, size_t h, size_t *pitch)
Definition: LOSTexture.cpp:405
std::unique_ptr< Renderer::Backend::IFramebuffer > m_SmoothFramebuffers[2]
Definition: LOSTexture.h:109
~CLOSTexture()
Definition: LOSTexture.cpp:72
void DeleteTexture()
Definition: LOSTexture.cpp:107
void InterpolateLOS(Renderer::Backend::IDeviceCommandContext *deviceCommandContext)
Definition: LOSTexture.cpp:127
CMatrix3D m_MinimapTextureMatrix
Definition: LOSTexture.h:115
const CMatrix3D & GetMinimapTextureMatrix()
Returns a matrix to map (0,0)-(1,1) texture coordinates onto LOS texture coordinates,...
Definition: LOSTexture.cpp:230
bool m_ShaderInitialized
Definition: LOSTexture.h:90
double m_LastTextureRecomputeTime
Definition: LOSTexture.h:103
std::unique_ptr< Renderer::Backend::ITexture > m_SmoothTextures[2]
Definition: LOSTexture.h:99
bool m_Dirty
Definition: LOSTexture.h:88
NONCOPYABLE(CLOSTexture)
void RecomputeTexture(Renderer::Backend::IDeviceCommandContext *deviceCommandContext)
Definition: LOSTexture.cpp:341
bool CreateShader()
Definition: LOSTexture.cpp:82
void MakeDirty()
Marks the LOS texture as needing recomputation.
Definition: LOSTexture.cpp:114
size_t m_MapSize
Definition: LOSTexture.h:112
CShaderTechniquePtr m_SmoothTech
Definition: LOSTexture.h:110
Renderer::Backend::ITexture * GetTextureSmooth()
Definition: LOSTexture.cpp:119
void GenerateBitmap(const CLosQuerier &los, u8 *losData, size_t w, size_t h, size_t pitch)
Definition: LOSTexture.cpp:411
std::unique_ptr< Renderer::Backend::ITexture > m_Texture
Definition: LOSTexture.h:99
Renderer::Backend::Format m_TextureFormat
Definition: LOSTexture.h:95
Renderer::Backend::IVertexInputLayout * m_VertexInputLayout
Definition: LOSTexture.h:100
friend class TestLOSTexture
Definition: LOSTexture.h:41
CLOSTexture(CSimulation2 &simulation)
Definition: LOSTexture.cpp:65
Renderer::Backend::ITexture * GetTexture()
Recomputes the LOS texture if necessary, and returns the texture handle.
Definition: LOSTexture.cpp:218
CSimulation2 & m_Simulation
Definition: LOSTexture.h:86
Object providing efficient abstracted access to the LOS state.
Definition: Los.h:47
Definition: Matrix3D.h:34
Public API for simulation system.
Definition: Simulation2.h:47
Definition: IDeviceCommandContext.h:42
Definition: ITexture.h:34
IVertexInputLayout stores precompiled list of vertex attributes.
Definition: IShaderProgram.h:74
Format
Definition: Format.h:28
uint8_t u8
Definition: types.h:37
unsigned int uint32_t
Definition: wposix_types.h:53