/* Copyright (C) 2013 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "TerritoryTexture.h"
#include "graphics/Terrain.h"
#include "lib/bits.h"
#include "ps/Profile.h"
#include "ps/Shapes.h"
#include "renderer/Renderer.h"
#include "simulation2/Simulation2.h"
#include "simulation2/helpers/Pathfinding.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/components/ICmpPlayerManager.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/components/ICmpTerritoryManager.h"
// TODO: There's a lot of duplication with CLOSTexture - might be nice to refactor a bit
CTerritoryTexture::CTerritoryTexture(CSimulation2& simulation) :
m_Simulation(simulation), m_DirtyID(0), m_Texture(0), m_MapSize(0), m_TextureSize(0)
{
}
CTerritoryTexture::~CTerritoryTexture()
{
if (m_Texture)
DeleteTexture();
}
void CTerritoryTexture::DeleteTexture()
{
glDeleteTextures(1, &m_Texture);
m_Texture = 0;
}
bool CTerritoryTexture::UpdateDirty()
{
CmpPtr cmpTerritoryManager(m_Simulation, SYSTEM_ENTITY);
if (!cmpTerritoryManager)
return false;
return cmpTerritoryManager->NeedUpdate(&m_DirtyID);
}
void CTerritoryTexture::BindTexture(int unit)
{
if (UpdateDirty())
RecomputeTexture(unit);
g_Renderer.BindTexture(unit, m_Texture);
}
GLuint CTerritoryTexture::GetTexture()
{
if (UpdateDirty())
RecomputeTexture(0);
return m_Texture;
}
const float* CTerritoryTexture::GetTextureMatrix()
{
ENSURE(!UpdateDirty());
return &m_TextureMatrix._11;
}
const CMatrix3D* CTerritoryTexture::GetMinimapTextureMatrix()
{
ENSURE(!UpdateDirty());
return &m_MinimapTextureMatrix;
}
void CTerritoryTexture::ConstructTexture(int unit)
{
CmpPtr cmpTerrain(m_Simulation, SYSTEM_ENTITY);
if (!cmpTerrain)
return;
// Convert size from terrain tiles to territory tiles
m_MapSize = cmpTerrain->GetTilesPerSide() * Pathfinding::NAVCELLS_PER_TILE / ICmpTerritoryManager::NAVCELLS_PER_TERRITORY_TILE;
m_TextureSize = (GLsizei)round_up_to_pow2((size_t)m_MapSize);
glGenTextures(1, &m_Texture);
g_Renderer.BindTexture(unit, m_Texture);
// Initialise texture with transparency, for the areas we don't
// overwrite with glTexSubImage2D later
u8* texData = new u8[m_TextureSize * m_TextureSize * 4];
memset(texData, 0x00, m_TextureSize * m_TextureSize * 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_TextureSize, m_TextureSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
delete[] texData;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
{
// Texture matrix: We want to map
// world pos (0, y, 0) (i.e. bottom-left of first tile)
// onto texcoord (0, 0) (i.e. bottom-left of first texel);
// world pos (mapsize*cellsize, y, mapsize*cellsize) (i.e. top-right of last tile)
// onto texcoord (mapsize / texsize, mapsize / texsize) (i.e. top-right of last texel)
float s = 1.f / (float)(m_TextureSize * TERRAIN_TILE_SIZE);
float t = 0.f;
m_TextureMatrix.SetZero();
m_TextureMatrix._11 = s;
m_TextureMatrix._23 = s;
m_TextureMatrix._14 = t;
m_TextureMatrix._24 = t;
m_TextureMatrix._44 = 1;
}
{
// Minimap matrix: We want to map UV (0,0)-(1,1) onto (0,0)-(mapsize/texsize, mapsize/texsize)
float s = m_MapSize / (float)m_TextureSize;
m_MinimapTextureMatrix.SetZero();
m_MinimapTextureMatrix._11 = s;
m_MinimapTextureMatrix._22 = s;
m_MinimapTextureMatrix._44 = 1;
}
}
void CTerritoryTexture::RecomputeTexture(int unit)
{
// If the map was resized, delete and regenerate the texture
if (m_Texture)
{
CmpPtr cmpTerrain(m_Simulation, SYSTEM_ENTITY);
if (cmpTerrain && m_MapSize != (ssize_t)cmpTerrain->GetVerticesPerSide())
DeleteTexture();
}
if (!m_Texture)
ConstructTexture(unit);
PROFILE("recompute territory texture");
std::vector bitmap;
bitmap.resize(m_MapSize * m_MapSize * 4);
CmpPtr cmpTerritoryManager(m_Simulation, SYSTEM_ENTITY);
if (!cmpTerritoryManager)
return;
const Grid territories = cmpTerritoryManager->GetTerritoryGrid();
GenerateBitmap(territories, &bitmap[0], m_MapSize, m_MapSize);
g_Renderer.BindTexture(unit, m_Texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_MapSize, m_MapSize, GL_RGBA, GL_UNSIGNED_BYTE, &bitmap[0]);
}
void CTerritoryTexture::GenerateBitmap(const Grid& territories, u8* bitmap, ssize_t w, ssize_t h)
{
int alphaMax = 0xC0;
int alphaFalloff = 0x20;
CmpPtr cmpPlayerManager(m_Simulation, SYSTEM_ENTITY);
std::vector colors;
i32 numPlayers = cmpPlayerManager->GetNumPlayers();
for (i32 p = 0; p < numPlayers; ++p)
{
CColor color(1, 0, 1, 1);
CmpPtr cmpPlayer(m_Simulation, cmpPlayerManager->GetPlayerByID(p));
if (cmpPlayer)
color = cmpPlayer->GetColor();
colors.push_back(color);
}
u8* p = bitmap;
for (ssize_t j = 0; j < h; ++j)
{
for (ssize_t i = 0; i < w; ++i)
{
u8 val = territories.get(i, j) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK;
CColor color(1, 0, 1, 1);
// Force neutral territories to pure white, so that later we can omit them from the texture
if (val == 0)
color = CColor(1, 1, 1, 0);
else if (val < colors.size())
color = colors[val];
*p++ = (int)(color.r*255.f);
*p++ = (int)(color.g*255.f);
*p++ = (int)(color.b*255.f);
if ((i > 0 && (territories.get(i-1, j) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK) != val)
|| (i < w-1 && (territories.get(i+1, j) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK) != val)
|| (j > 0 && (territories.get(i, j-1) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK) != val)
|| (j < h-1 && (territories.get(i, j+1) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK) != val)
)
{
*p++ = alphaMax;
}
else
{
*p++ = 0x00;
}
}
}
// Do a low-quality cheap blur effect
for (ssize_t j = 0; j < h; ++j)
{
int a;
a = 0;
for (ssize_t i = 0; i < w; ++i)
{
a = std::max(a - alphaFalloff, (int)bitmap[(j*w+i)*4 + 3]);
bitmap[(j*w+i)*4 + 3] = a;
}
a = 0;
for (ssize_t i = w-1; i >= 0; --i)
{
a = std::max(a - alphaFalloff, (int)bitmap[(j*w+i)*4 + 3]);
bitmap[(j*w+i)*4 + 3] = a;
}
}
for (ssize_t i = 0; i < w; ++i)
{
int a;
a = 0;
for (ssize_t j = 0; j < w; ++j)
{
a = std::max(a - alphaFalloff, (int)bitmap[(j*w+i)*4 + 3]);
bitmap[(j*w+i)*4 + 3] = a;
}
a = 0;
for (ssize_t j = w-1; j >= 0; --j)
{
a = std::max(a - alphaFalloff, (int)bitmap[(j*w+i)*4 + 3]);
bitmap[(j*w+i)*4 + 3] = a;
}
}
// Add a gap between the boundaries, by deleting the max-alpha tiles
for (ssize_t j = 0; j < h; ++j)
{
for (ssize_t i = 0; i < w; ++i)
{
if (bitmap[(j*w+i)*4 + 3] == alphaMax)
bitmap[(j*w+i)*4 + 3] = 0;
}
}
// Don't show neutral territory boundaries
for (ssize_t j = 0; j < h; ++j)
{
for (ssize_t i = 0; i < w; ++i)
{
ssize_t idx = (j*w+i)*4;
if (bitmap[idx] == 255 && bitmap[idx+1] == 255 && bitmap[idx+2] == 255)
bitmap[idx+3] = 0;
}
}
}