[Gameplay] Reduce loom cost
[0ad.git] / source / graphics / TerritoryTexture.cpp
blob40eaef59e7a46b1b84e3c0b8d27aaee09e2038ef
1 /* Copyright (C) 2022 Wildfire Games.
2 * This file is part of 0 A.D.
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.
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.
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/>.
18 #include "precompiled.h"
20 #include "TerritoryTexture.h"
22 #include "graphics/Color.h"
23 #include "graphics/Terrain.h"
24 #include "lib/bits.h"
25 #include "ps/Profile.h"
26 #include "renderer/backend/IDevice.h"
27 #include "renderer/backend/IDeviceCommandContext.h"
28 #include "renderer/Renderer.h"
29 #include "simulation2/Simulation2.h"
30 #include "simulation2/helpers/Grid.h"
31 #include "simulation2/helpers/Pathfinding.h"
32 #include "simulation2/components/ICmpPlayer.h"
33 #include "simulation2/components/ICmpPlayerManager.h"
34 #include "simulation2/components/ICmpTerrain.h"
35 #include "simulation2/components/ICmpTerritoryManager.h"
37 // TODO: There's a lot of duplication with CLOSTexture - might be nice to refactor a bit
39 CTerritoryTexture::CTerritoryTexture(CSimulation2& simulation) :
40 m_Simulation(simulation), m_DirtyID(0), m_MapSize(0)
44 CTerritoryTexture::~CTerritoryTexture()
46 DeleteTexture();
49 void CTerritoryTexture::DeleteTexture()
51 m_Texture.reset();
54 bool CTerritoryTexture::UpdateDirty()
56 CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(m_Simulation, SYSTEM_ENTITY);
57 return cmpTerritoryManager && cmpTerritoryManager->NeedUpdateTexture(&m_DirtyID);
60 Renderer::Backend::ITexture* CTerritoryTexture::GetTexture()
62 ENSURE(!UpdateDirty());
63 return m_Texture.get();
66 const CMatrix3D& CTerritoryTexture::GetTextureMatrix()
68 ENSURE(!UpdateDirty());
69 return m_TextureMatrix;
72 const CMatrix3D& CTerritoryTexture::GetMinimapTextureMatrix()
74 ENSURE(!UpdateDirty());
75 return m_MinimapTextureMatrix;
78 void CTerritoryTexture::ConstructTexture(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
80 CmpPtr<ICmpTerrain> cmpTerrain(m_Simulation, SYSTEM_ENTITY);
81 if (!cmpTerrain)
82 return;
84 // Convert size from terrain tiles to territory tiles
85 m_MapSize = cmpTerrain->GetMapSize() * Pathfinding::NAVCELL_SIZE_INT / ICmpTerritoryManager::NAVCELLS_PER_TERRITORY_TILE;
87 const uint32_t textureSize = round_up_to_pow2(static_cast<uint32_t>(m_MapSize));
89 m_Texture = deviceCommandContext->GetDevice()->CreateTexture2D("TerritoryTexture",
90 Renderer::Backend::ITexture::Usage::TRANSFER_DST |
91 Renderer::Backend::ITexture::Usage::SAMPLED,
92 Renderer::Backend::Format::R8G8B8A8_UNORM, textureSize, textureSize,
93 Renderer::Backend::Sampler::MakeDefaultSampler(
94 Renderer::Backend::Sampler::Filter::LINEAR,
95 Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE));
97 // Initialise texture with transparency, for the areas we don't
98 // overwrite with uploading later.
99 std::unique_ptr<u8[]> texData = std::make_unique<u8[]>(textureSize * textureSize * 4);
100 memset(texData.get(), 0x00, textureSize * textureSize * 4);
101 deviceCommandContext->UploadTexture(
102 m_Texture.get(), Renderer::Backend::Format::R8G8B8A8_UNORM,
103 texData.get(), textureSize * textureSize * 4);
104 texData.reset();
107 // Texture matrix: We want to map
108 // world pos (0, y, 0) (i.e. bottom-left of first tile)
109 // onto texcoord (0, 0) (i.e. bottom-left of first texel);
110 // world pos (mapsize*cellsize, y, mapsize*cellsize) (i.e. top-right of last tile)
111 // onto texcoord (mapsize / texsize, mapsize / texsize) (i.e. top-right of last texel)
113 float s = 1.f / static_cast<float>(textureSize * TERRAIN_TILE_SIZE);
114 float t = 0.f;
115 m_TextureMatrix.SetZero();
116 m_TextureMatrix._11 = s;
117 m_TextureMatrix._23 = s;
118 m_TextureMatrix._14 = t;
119 m_TextureMatrix._24 = t;
120 m_TextureMatrix._44 = 1;
124 // Minimap matrix: We want to map UV (0,0)-(1,1) onto (0,0)-(mapsize/texsize, mapsize/texsize)
126 float s = m_MapSize / static_cast<float>(textureSize);
127 m_MinimapTextureMatrix.SetZero();
128 m_MinimapTextureMatrix._11 = s;
129 m_MinimapTextureMatrix._22 = s;
130 m_MinimapTextureMatrix._44 = 1;
134 void CTerritoryTexture::RecomputeTexture(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
136 // If the map was resized, delete and regenerate the texture
137 if (m_Texture)
139 CmpPtr<ICmpTerrain> cmpTerrain(m_Simulation, SYSTEM_ENTITY);
140 if (cmpTerrain && m_MapSize != (ssize_t)cmpTerrain->GetVerticesPerSide())
141 DeleteTexture();
144 if (!m_Texture)
145 ConstructTexture(deviceCommandContext);
147 PROFILE("recompute territory texture");
149 CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(m_Simulation, SYSTEM_ENTITY);
150 if (!cmpTerritoryManager)
151 return;
153 std::unique_ptr<u8[]> bitmap = std::make_unique<u8[]>(m_MapSize * m_MapSize * 4);
154 GenerateBitmap(cmpTerritoryManager->GetTerritoryGrid(), bitmap.get(), m_MapSize, m_MapSize);
156 deviceCommandContext->UploadTextureRegion(
157 m_Texture.get(), Renderer::Backend::Format::R8G8B8A8_UNORM, bitmap.get(), m_MapSize * m_MapSize * 4,
158 0, 0, m_MapSize, m_MapSize);
161 void CTerritoryTexture::GenerateBitmap(const Grid<u8>& territories, u8* bitmap, ssize_t w, ssize_t h)
163 int alphaMax = 0xC0;
164 int alphaFalloff = 0x20;
166 CmpPtr<ICmpPlayerManager> cmpPlayerManager(m_Simulation, SYSTEM_ENTITY);
168 std::vector<CColor> colors;
169 i32 numPlayers = cmpPlayerManager->GetNumPlayers();
170 for (i32 p = 0; p < numPlayers; ++p)
172 CColor color(1, 0, 1, 1);
173 CmpPtr<ICmpPlayer> cmpPlayer(m_Simulation, cmpPlayerManager->GetPlayerByID(p));
174 if (cmpPlayer)
175 color = cmpPlayer->GetDisplayedColor();
176 colors.push_back(color);
179 u8* p = bitmap;
180 for (ssize_t j = 0; j < h; ++j)
181 for (ssize_t i = 0; i < w; ++i)
183 u8 val = territories.get(i, j) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK;
185 CColor color(1, 0, 1, 1);
186 if (val < colors.size())
187 color = colors[val];
189 *p++ = (int)(color.r * 255.f);
190 *p++ = (int)(color.g * 255.f);
191 *p++ = (int)(color.b * 255.f);
193 // Use alphaMax for borders and gaia territory; these tiles will be deleted later
194 if (val == 0 ||
195 (i > 0 && (territories.get(i-1, j) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK) != val) ||
196 (i < w-1 && (territories.get(i+1, j) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK) != val) ||
197 (j > 0 && (territories.get(i, j-1) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK) != val) ||
198 (j < h-1 && (territories.get(i, j+1) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK) != val))
199 *p++ = alphaMax;
200 else
201 *p++ = 0x00;
204 // Do a low-quality cheap blur effect
206 for (ssize_t j = 0; j < h; ++j)
208 int a;
210 a = 0;
211 for (ssize_t i = 0; i < w; ++i)
213 a = std::max(a - alphaFalloff, (int)bitmap[(j*w+i)*4 + 3]);
214 bitmap[(j*w+i)*4 + 3] = a;
217 a = 0;
218 for (ssize_t i = w-1; i >= 0; --i)
220 a = std::max(a - alphaFalloff, (int)bitmap[(j*w+i)*4 + 3]);
221 bitmap[(j*w+i)*4 + 3] = a;
225 for (ssize_t i = 0; i < w; ++i)
227 int a;
229 a = 0;
230 for (ssize_t j = 0; j < w; ++j)
232 a = std::max(a - alphaFalloff, (int)bitmap[(j*w+i)*4 + 3]);
233 bitmap[(j*w+i)*4 + 3] = a;
236 a = 0;
237 for (ssize_t j = w-1; j >= 0; --j)
239 a = std::max(a - alphaFalloff, (int)bitmap[(j*w+i)*4 + 3]);
240 bitmap[(j*w+i)*4 + 3] = a;
244 // Add a gap between the boundaries, by deleting the max-alpha tiles
245 for (ssize_t j = 0; j < h; ++j)
246 for (ssize_t i = 0; i < w; ++i)
247 if (bitmap[(j*w+i)*4 + 3] == alphaMax)
248 bitmap[(j*w+i)*4 + 3] = 0;
251 void CTerritoryTexture::UpdateIfNeeded(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
253 if (UpdateDirty())
254 RecomputeTexture(deviceCommandContext);