185 lines
5.4 KiB
C++
185 lines
5.4 KiB
C++
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#include "precompiled.h"
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#include "TerrainOverlay.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "graphics/Terrain.h"
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#include "maths/MathUtil.h"
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#include "lib/ogl.h"
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// Handy things for STL:
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/**
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* Functor for sorting pairs, using the <-ordering of their second values.
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*/
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struct compare2nd
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{
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template<typename S, typename T> bool operator()(const std::pair<S, T>& a, const std::pair<S, T>& b) const
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{
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return a.second < b.second;
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}
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};
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/**
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* Functor for comparing the firsts of pairs to a specified value.
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*/
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template<typename S> struct equal1st
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{
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const S& val;
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equal1st(const S& val) : val(val) {}
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template <typename T> bool operator()(const std::pair<S, T>& a) const
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{
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return a.first == val;
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}
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private:
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const equal1st& operator=(const equal1st& rhs);
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};
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/**
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* Functor for calling ->Render on pairs' firsts.
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*/
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struct render1st
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{
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template<typename S, typename T> void operator()(const std::pair<S, T>& a) const
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{
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a.first->Render();
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}
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};
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//////////////////////////////////////////////////////////////////////////
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// Global overlay list management:
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static std::vector<std::pair<TerrainOverlay*, int> > g_TerrainOverlayList;
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TerrainOverlay::TerrainOverlay(int priority)
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{
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// Add to global list of overlays
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g_TerrainOverlayList.push_back(std::make_pair(this, priority));
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// Sort by overlays by priority. Do stable sort so that adding/removing
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// overlays doesn't randomly disturb all the existing ones (which would
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// be noticeable if they have the same priority and overlap).
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std::stable_sort(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(),
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compare2nd());
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}
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TerrainOverlay::~TerrainOverlay()
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{
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std::vector<std::pair<TerrainOverlay*, int> >::iterator newEnd =
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std::remove_if(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(),
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equal1st<TerrainOverlay*>(this));
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g_TerrainOverlayList.erase(newEnd, g_TerrainOverlayList.end());
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}
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void TerrainOverlay::RenderOverlays()
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthFunc(GL_LEQUAL);
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glDepthMask(GL_FALSE);
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// To ensure that outlines are drawn on top of the terrain correctly (and
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// don't Z-fight and flicker nastily), draw them as QUADS with the LINE
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// PolygonMode, and use PolygonOffset to pull them towards the camera.
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// (See e.g. http://www.opengl.org/resources/faq/technical/polygonoffset.htm)
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glPolygonOffset(-1.f, -1.f);
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glEnable(GL_POLYGON_OFFSET_LINE);
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std::for_each(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(),
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render1st());
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// Clean up state to at least be consistent
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_POLYGON_OFFSET_LINE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glDisable(GL_BLEND);
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}
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//////////////////////////////////////////////////////////////////////////
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void TerrainOverlay::GetTileExtents(
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int& min_i_inclusive, int& min_j_inclusive,
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int& max_i_inclusive, int& max_j_inclusive)
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{
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// Default to whole map
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min_i_inclusive = min_j_inclusive = 0;
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max_i_inclusive = max_j_inclusive = m_Terrain->GetTilesPerSide()-1;
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}
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void TerrainOverlay::Render()
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{
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m_Terrain = g_Game->GetWorld()->GetTerrain();
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int min_i, min_j, max_i, max_j;
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GetTileExtents(min_i, min_j, max_i, max_j);
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// Clamp the min to 0, but the max to -1 - so tile -1 can never be rendered,
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// but if unclamped_max<0 then no tiles at all will be rendered. And the same
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// for the upper limit.
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min_i = clamp(min_i, 0, (int)m_Terrain->GetTilesPerSide());
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min_j = clamp(min_j, 0, (int)m_Terrain->GetTilesPerSide());
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max_i = clamp(max_i, -1, (int)m_Terrain->GetTilesPerSide()-1);
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max_j = clamp(max_j, -1, (int)m_Terrain->GetTilesPerSide()-1);
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for (m_j = min_j; m_j <= max_j; ++m_j)
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for (m_i = min_i; m_i <= max_i; ++m_i)
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ProcessTile(m_i, m_j);
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}
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void TerrainOverlay::RenderTile(const CColor& colour, bool draw_hidden)
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{
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// TODO: if this is unpleasantly slow, make it much more efficient
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// (e.g. buffering data and making a single draw call? or at least
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// far fewer calls than it makes now)
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if (draw_hidden)
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{
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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}
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else
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{
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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}
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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CVector3D pos;
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glBegin(GL_QUADS);
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glColor4fv(colour.FloatArray());
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m_Terrain->CalcPosition(m_i, m_j, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(m_i+1, m_j, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(m_i+1, m_j+1, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(m_i, m_j+1, pos); glVertex3fv(pos.GetFloatArray());
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glEnd();
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}
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void TerrainOverlay::RenderTileOutline(const CColor& colour, int line_width, bool draw_hidden)
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{
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if (draw_hidden)
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{
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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}
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else
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{
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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}
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glLineWidth((float)line_width);
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CVector3D pos;
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glBegin(GL_QUADS);
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glColor4fv(colour.FloatArray());
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m_Terrain->CalcPosition(m_i, m_j, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(m_i+1, m_j, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(m_i+1, m_j+1, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(m_i, m_j+1, pos); glVertex3fv(pos.GetFloatArray());
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glEnd();
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}
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