#include "precompiled.h" #include "gui/MiniMap.h" #include "ps/Game.h" #include #include "ogl.h" #include "renderer/Renderer.h" #include "graphics/TextureEntry.h" #include "graphics/TextureManager.h" #include "graphics/Unit.h" #include "UnitManager.h" #include "Entity.h" #include "Bound.h" #include "Model.h" extern bool mouse_buttons[5]; extern int g_mouse_x, g_mouse_y; extern float g_MaxZoomHeight, g_YMinOffset; bool HasClicked=false; static unsigned int ScaleColor(unsigned int color,float x) { unsigned int r=uint(float(color & 0xff)*x); unsigned int g=uint(float((color>>8) & 0xff)*x); unsigned int b=uint(float((color>>16) & 0xff)*x); return (0xff000000 | r | g<<8 | b<<16); } static int RoundUpToPowerOf2(int x) { if ((x & (x-1))==0) return x; int d=x; while (d & (d-1)) { d&=(d-1); } return d<<1; } CMiniMap::CMiniMap() : m_Handle(0), m_Data(NULL), m_MapSize(0), m_Terrain(0), m_UnitManager(0) { AddSetting(GUIST_CColor, "fov_wedge_color"); AddSetting(GUIST_CStr, "tooltip"); AddSetting(GUIST_CStr, "tooltip_style"); } CMiniMap::~CMiniMap() { Destroy(); } void CMiniMap::Draw() { // The terrain isn't actually initialized until the map is loaded, which // happens when the game is started if(GetGUI() && g_Game && g_Game->IsGameStarted()) { if(!m_Handle) GenerateMiniMapTexture(); g_Renderer.BindTexture(0, m_Handle); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); float texCoordMax = ((float)m_MapSize - 1) / ((float)m_TextureSize); float z = GetBufferedZ(); glBegin(GL_QUADS); // Draw the main textured quad glTexCoord2f(0.0f, 0.0f); glVertex3f(m_CachedActualSize.left, m_CachedActualSize.bottom, z); glTexCoord2f(texCoordMax, 0.0f); glVertex3f(m_CachedActualSize.right, m_CachedActualSize.bottom, z); glTexCoord2f(texCoordMax, texCoordMax); glVertex3f(m_CachedActualSize.right, m_CachedActualSize.top, z); glTexCoord2f(0.0f, texCoordMax); glVertex3f(m_CachedActualSize.left, m_CachedActualSize.top, z); glEnd(); float x = m_CachedActualSize.left; float y = m_CachedActualSize.bottom; const std::vector &units = m_UnitManager->GetUnits(); std::vector::const_iterator iter = units.begin(); CUnit *unit = NULL; CVector2D pos; glDisable(GL_DEPTH_TEST); glEnable(GL_POINT_SMOOTH); glDisable(GL_TEXTURE_2D); glPointSize(3.0f); // REMOVED: glColor3f(1.0f, 1.0f, 1.0f); glBegin(GL_POINTS); for(; iter != units.end(); ++iter) { unit = (CUnit *)(*iter); if(unit && unit->GetEntity()) { CEntity* entity = unit->GetEntity(); CStrW& type = entity->m_minimapType; if(type==L"Unit" || type==L"Structure" || type==L"Hero") { // Set the player colour const SPlayerColour& colour = unit->GetEntity()->GetPlayer()->GetColour(); glColor3f(colour.r, colour.g, colour.b); } else { glColor3f(entity->m_minimapR/255.0f, entity->m_minimapG/255.0f, entity->m_minimapB/255.0f); } pos = GetMapSpaceCoords(unit->GetEntity()->m_position); glVertex3f(x + pos.x, y - pos.y, z); } } glEnd(); //================================================================ //INTERACTIVE MINIMAP STARTS //Have questions on ^. Send email to ajdecker1022@msn.com //Get Camera handle CCamera &g_Camera=*g_Game->GetView()->GetCamera(); //Check for a click if(mouse_buttons[0]==true) { HasClicked=true; } //Check to see if left button is false (meaning it's been lifted) if (mouse_buttons[0]==false && HasClicked==true) { //Is cursor inside Minimap boundaries? if(g_mouse_x > m_CachedActualSize.left && g_mouse_x < m_CachedActualSize.right && g_mouse_y > m_CachedActualSize.top && g_mouse_y < m_CachedActualSize.bottom) { CTerrain *MMTerrain=g_Game->GetWorld()->GetTerrain(); CVector3D CamOrient=g_Camera.m_Orientation.GetTranslation(); //get center point of screen CVector3D ScreenMiddle=g_Camera.GetWorldCoordinates( g_Renderer.GetWidth()/2,g_Renderer.GetHeight()/2); //Get Vector required to go from camera position to ScreenMiddle CVector3D TransVector; TransVector.X=CamOrient.X-ScreenMiddle.X; TransVector.Z=CamOrient.Z-ScreenMiddle.Z; //world position of where mouse clicked CVector3D Destination; //X and Z according to proportion of mouse position and minimap Destination.X=(CELL_SIZE*m_MapSize)* ((g_mouse_x-m_CachedActualSize.left)/m_CachedActualSize.GetWidth()); Destination.Z=(CELL_SIZE*m_MapSize)*((m_CachedActualSize.bottom-g_mouse_y) /m_CachedActualSize.GetHeight()); g_Camera.m_Orientation._14=Destination.X; g_Camera.m_Orientation._34=Destination.Z; g_Camera.m_Orientation._14+=TransVector.X; g_Camera.m_Orientation._34+=TransVector.Z; //Lock Y coord. No risk of zoom exceeding limit-Y does not increase float Height=MMTerrain->getExactGroundLevel( g_Camera.m_Orientation._14, g_Camera.m_Orientation._34) + g_YMinOffset; if (g_Camera.m_Orientation._24 < Height) { g_Camera.m_Orientation._24=Height; } g_Camera.UpdateFrustum(); } HasClicked=false; } //END OF INTERACTIVE MINIMAP //==================================================================== // render view rect : John M. Mena // This sets up and draws the rectangle on the mini-map // which represents the view of the camera in the world. // Get a handle to the camera //Get correct world coordinates based off corner of screen start //at Bottom Left and going CW CVector3D hitPt[4]; hitPt[0]=g_Camera.GetWorldCoordinates(0,g_Renderer.GetHeight()); hitPt[1]=g_Camera.GetWorldCoordinates(g_Renderer.GetWidth(),g_Renderer.GetHeight()); hitPt[2]=g_Camera.GetWorldCoordinates(g_Renderer.GetWidth(),0); hitPt[3]=g_Camera.GetWorldCoordinates(0,0); float ViewRect[4][2]; for (int i=0;i<4;i++) { // convert to minimap space float px=hitPt[i].X; float pz=hitPt[i].Z; ViewRect[i][0]=(m_CachedActualSize.GetWidth()*px/float(CELL_SIZE*m_MapSize)); ViewRect[i][1]=(m_CachedActualSize.GetHeight()*pz/float(CELL_SIZE*m_MapSize)); } // Enable Scissoring as to restrict the rectangle // to only the mini-map below by retrieving the mini-maps // screen coords. glScissor((int)m_CachedActualSize.left, 0, (int)m_CachedActualSize.right, (int)m_CachedActualSize.GetHeight()); glEnable(GL_SCISSOR_TEST); glEnable(GL_LINE_SMOOTH); glLineWidth(2); glColor3f(1.0f,0.3f,0.3f); // Draw the viewing rectangle with the ScEd's conversion algorithm glBegin(GL_LINE_LOOP); glVertex2f(x+ViewRect[0][0], y-ViewRect[0][1]); glVertex2f(x+ViewRect[1][0], y-ViewRect[1][1]); glVertex2f(x+ViewRect[2][0], y-ViewRect[2][1]); glVertex2f(x+ViewRect[3][0], y-ViewRect[3][1]); glEnd(); glDisable(GL_SCISSOR_TEST); // Reset everything back to normal glPointSize(1.0f); glDisable(GL_LINE_SMOOTH); glLineWidth(1.0f); glEnable(GL_TEXTURE_2D); glDisable(GL_POINT_SMOOTH); glEnable(GL_DEPTH_TEST); } } void CMiniMap::GenerateMiniMapTexture() { m_Terrain = g_Game->GetWorld()->GetTerrain(); m_UnitManager = g_Game->GetWorld()->GetUnitManager(); m_Width = (u32)(m_CachedActualSize.right - m_CachedActualSize.left); m_Height = (u32)(m_CachedActualSize.bottom - m_CachedActualSize.top); Destroy(); glGenTextures(1, (GLuint *)&m_Handle); g_Renderer.BindTexture(0, m_Handle); m_MapSize = m_Terrain->GetVerticesPerSide(); m_TextureSize = RoundUpToPowerOf2(m_MapSize); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_TextureSize, m_TextureSize, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, 0); m_Data = new u32[(m_MapSize - 1) * (m_MapSize - 1)]; glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP); Rebuild(); } void CMiniMap::Rebuild() { u32 mapSize = m_Terrain->GetVerticesPerSide(); u32 x = 0; u32 y = 0; u32 w = m_MapSize - 1; u32 h = m_MapSize - 1; for(u32 j = 0; j < h; j++) { u32 *dataPtr = m_Data + ((y + j) * (mapSize - 1)) + x; for(u32 i = 0; i < w; i++) { int hmap = ((int)m_Terrain->GetHeightMap()[(y + j) * mapSize + x + i]) >> 8; int val = (hmap / 3) + 170; CMiniPatch *mp = m_Terrain->GetTile(x + i, y + j); u32 color = 0; if(mp) { CTextureEntry *tex = mp->Tex1 ? g_TexMan.FindTexture(mp->Tex1) : 0; color = tex ? tex->GetBaseColor() : 0xffffffff; } else color = 0xffffffff; *dataPtr++ = ScaleColor(color, ((float)val) / 255.0f); } } UploadTexture(); } void CMiniMap::UploadTexture() { g_Renderer.BindTexture(0, m_Handle); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_MapSize - 1, m_MapSize - 1, GL_BGRA_EXT, GL_UNSIGNED_BYTE, m_Data); } void CMiniMap::Destroy() { if(m_Handle) glDeleteTextures(1, (GLuint *)&m_Handle); if(m_Data) { delete[] m_Data; m_Data = NULL; } } /* * Calefaction * TODO: Speed this up. There has to be some mathematical way to make * this more efficient. This works for now. */ CVector2D CMiniMap::GetMapSpaceCoords(CVector3D worldPos) { u32 x = (u32)(worldPos.X / CELL_SIZE); // Entity's Z coordinate is really its longitudinal coordinate on the terrain u32 y = (u32)(worldPos.Z / CELL_SIZE); // Calculate map space scale float scaleX = float(m_Width) / float(m_MapSize - 1); float scaleY = float(m_Height) / float(m_MapSize - 1); return CVector2D(float(x) * scaleX, float(y) * scaleY); }