Fix infinite loop detection when placing players randomly on the newer random map...
[0ad.git] / source / graphics / TerritoryTexture.h
blob46d2dc3cd45142ff3ac3702dd441a45e39c4614a
1 /* Copyright (C) 2011 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 "lib/ogl.h"
20 #include "maths/Matrix3D.h"
21 #include "simulation2/helpers/Grid.h"
23 class CSimulation2;
25 /**
26 * Maintains the territory boundary texture, used for
27 * rendering and for the minimap.
29 class CTerritoryTexture
31 NONCOPYABLE(CTerritoryTexture);
33 public:
34 CTerritoryTexture(CSimulation2& simulation);
35 ~CTerritoryTexture();
37 /**
38 * Recomputes the territory texture if necessary, and binds it to the requested
39 * texture unit.
40 * Also switches the current active texture unit, and enables texturing on it.
41 * The texture is in 32-bit BGRA format.
43 void BindTexture(int unit);
45 /**
46 * Recomputes the territory texture if necessary, and returns the texture handle.
47 * Also potentially switches the current active texture unit, and enables texturing on it.
48 * The texture is in 32-bit BGRA format.
50 GLuint GetTexture();
52 /**
53 * Returns a matrix to map (x,y,z) world coordinates onto (u,v) texture
54 * coordinates, in the form expected by glLoadMatrixf.
55 * This must only be called after BindTexture.
57 const float* GetTextureMatrix();
59 /**
60 * Returns a matrix to map (0,0)-(1,1) texture coordinates onto texture
61 * coordinates, in the form expected by glLoadMatrixf.
62 * This must only be called after BindTexture.
64 const CMatrix3D* GetMinimapTextureMatrix();
66 private:
67 /**
68 * Returns true if the territory state has changed since the last call to this function
70 bool UpdateDirty();
72 void DeleteTexture();
73 void ConstructTexture(int unit);
74 void RecomputeTexture(int unit);
76 void GenerateBitmap(const Grid<u8>& territories, u8* bitmap, ssize_t w, ssize_t h);
78 CSimulation2& m_Simulation;
80 size_t m_DirtyID;
82 GLuint m_Texture;
84 ssize_t m_MapSize; // tiles per side
85 GLsizei m_TextureSize; // texels per side
87 CMatrix3D m_TextureMatrix;
88 CMatrix3D m_MinimapTextureMatrix;