/* Copyright (C) 2011 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 "lib/ogl.h"
#include "maths/Matrix3D.h"
#include "simulation2/helpers/Grid.h"
class CSimulation2;
/**
* Maintains the territory boundary texture, used for
* rendering and for the minimap.
*/
class CTerritoryTexture
{
NONCOPYABLE(CTerritoryTexture);
public:
CTerritoryTexture(CSimulation2& simulation);
~CTerritoryTexture();
/**
* Recomputes the territory texture if necessary, and binds it to the requested
* texture unit.
* Also switches the current active texture unit, and enables texturing on it.
* The texture is in 32-bit BGRA format.
*/
void BindTexture(int unit);
/**
* Recomputes the territory texture if necessary, and returns the texture handle.
* Also potentially switches the current active texture unit, and enables texturing on it.
* The texture is in 32-bit BGRA format.
*/
GLuint GetTexture();
/**
* Returns a matrix to map (x,y,z) world coordinates onto (u,v) texture
* coordinates, in the form expected by glLoadMatrixf.
* This must only be called after BindTexture.
*/
const float* GetTextureMatrix();
/**
* Returns a matrix to map (0,0)-(1,1) texture coordinates onto texture
* coordinates, in the form expected by glLoadMatrixf.
* This must only be called after BindTexture.
*/
const CMatrix3D* GetMinimapTextureMatrix();
private:
/**
* Returns true if the territory state has changed since the last call to this function
*/
bool UpdateDirty();
void DeleteTexture();
void ConstructTexture(int unit);
void RecomputeTexture(int unit);
void GenerateBitmap(const Grid& territories, u8* bitmap, ssize_t w, ssize_t h);
CSimulation2& m_Simulation;
size_t m_DirtyID;
GLuint m_Texture;
ssize_t m_MapSize; // tiles per side
GLsizei m_TextureSize; // texels per side
CMatrix3D m_TextureMatrix;
CMatrix3D m_MinimapTextureMatrix;
};