0ad/source/graphics/MiniMapTexture.h
vladislavbelov e0fd3b532f Cleanups MiniMapTexture a bit.
This was SVN commit r25630.
2021-06-01 19:50:15 +00:00

78 lines
1.9 KiB
C++

/* Copyright (C) 2021 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_MINIMAPTEXTURE
#define INCLUDED_MINIMAPTEXTURE
#include "lib/ogl.h"
class CSimulation2;
class CTerrain;
class CMiniMapTexture
{
NONCOPYABLE(CMiniMapTexture);
public:
CMiniMapTexture(CSimulation2& simulation);
~CMiniMapTexture();
/**
* Marks the texture as dirty if it's old enough to redraw it on Render.
*/
void Update(const float deltaRealTime);
/**
* Redraws the texture if it's dirty.
*/
void Render();
GLuint GetTerrainTexture() const { return m_TerrainTexture; }
GLsizei GetTerrainTextureSize() const { return m_TextureSize; }
/**
* @return The maximum height for unit passage in water.
*/
static float GetShallowPassageHeight();
private:
void CreateTextures();
void DestroyTextures();
void RebuildTerrainTexture(const CTerrain* terrain);
CSimulation2& m_Simulation;
bool m_Dirty = true;
// minimap texture handles
GLuint m_TerrainTexture = 0;
// texture data
u32* m_TerrainData = nullptr;
// map size
ssize_t m_MapSize = 0;
// texture size
GLsizei m_TextureSize = 0;
// Maximal water height to allow the passage of a unit (for underwater shallows).
float m_ShallowPassageHeight = 0.0f;
float m_WaterHeight = 0.0f;
};
#endif // INCLUDED_MINIMAPTEXTURE