2006-04-24 01:14:18 +02:00
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#include "precompiled.h"
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#include "TerrainOverlay.h"
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2008-06-25 01:35:46 +02:00
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#include "ps/Overlay.h"
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2006-04-24 01:14:18 +02:00
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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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#include <algorithm>
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2007-10-09 09:27:45 +02:00
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#include "ps/GameSetup/Config.h"
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2006-04-24 01:14:18 +02:00
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// Handy things for STL:
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/// Functor for sorting pairs, using the <-ordering of their second values.
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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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/// Functor for comparing the firsts of pairs to a specified value.
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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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/// Functor for calling ->Render on pairs' firsts.
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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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2007-10-09 09:27:45 +02:00
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2008-06-25 01:35:46 +02:00
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#if 0
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2007-10-09 09:27:45 +02:00
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//initial test to draw out entity boundaries
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//it shows how to retrieve object boundary postions for triangulation
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//NOTE: it's a test to see how to retrieve bounadry locations for static objects on the terrain.
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//disabled
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void TerrainOverlay::RenderEntityEdges()
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{
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//Kai: added for line drawing
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//use a function to encapsulate all the entity boundaries
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std::vector<CEntity*> results;
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g_EntityManager.GetExtant(results);
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glColor3f( 1, 1, 1 ); // Colour outline with player colour
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2007-12-20 20:57:41 +01:00
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for(size_t i =0 ; i < results.size(); i++)
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2007-10-09 09:27:45 +02:00
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{
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glBegin(GL_LINE_LOOP);
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CEntity* tempHandle = results[i];
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debug_printf("Entity position: %f %f %f\n", tempHandle->m_position.X,tempHandle->m_position.Y,tempHandle->m_position.Z);
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CVector2D p, q;
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CVector2D u, v;
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q.x = tempHandle->m_position.X;
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q.y = tempHandle->m_position.Z;
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float d = ((CBoundingBox*)tempHandle->m_bounds)->m_d;
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float w = ((CBoundingBox*)tempHandle->m_bounds)->m_w;
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u.x = sin( tempHandle->m_graphics_orientation.Y );
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u.y = cos( tempHandle->m_graphics_orientation.Y );
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v.x = u.y;
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v.y = -u.x;
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CBoundingObject* m_bounds = tempHandle->m_bounds;
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switch( m_bounds->m_type )
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{
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case CBoundingObject::BOUND_CIRCLE:
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{
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break;
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}
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case CBoundingObject::BOUND_OABB:
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{
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//glVertex3f( tempHandle->m_position.X, tempHandle->GetAnchorLevel( tempHandle->m_position.X, tempHandle->m_position.Z ) + 10.0f, tempHandle->m_position.Z ); // lower left vertex
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//glVertex3f( 5, tempHandle->GetAnchorLevel( 5, 5 ) + 0.25f, 5 ); // upper vertex
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p = q + u * d + v * w;
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glVertex3f( p.x, tempHandle->GetAnchorLevel( p.x, p.y ) + + 10.0f, p.y );
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p = q - u * d + v * w ;
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glVertex3f( p.x, tempHandle->GetAnchorLevel( p.x, p.y ) + + 10.0f, p.y );
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p = q - u * d - v * w;
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glVertex3f( p.x, tempHandle->GetAnchorLevel( p.x, p.y ) + + 10.0f, p.y );
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p = q + u * d - v * w;
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glVertex3f( p.x, tempHandle->GetAnchorLevel( p.x, p.y ) + + 10.0f, p.y );
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break;
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}
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}//end switch
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glEnd();
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}//end for loop
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CTerrain* m_Terrain = g_Game->GetWorld()->GetTerrain();
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CEntity* tempHandle = results[0];
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glBegin(GL_LINE_LOOP);
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int width = m_Terrain->GetVerticesPerSide()*4;
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glVertex3f( 0, tempHandle->GetAnchorLevel( 0, 0 ) + 0.25f, 0 );
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glVertex3f( width, tempHandle->GetAnchorLevel( width, 0 ) + 0.25f, 0 );
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glVertex3f( width, tempHandle->GetAnchorLevel(width,width ) + 0.25f,width );
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glVertex3f( 0, tempHandle->GetAnchorLevel( 0, width ) + 0.25f, width );
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glEnd();
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//----------------------
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}
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2008-06-25 01:35:46 +02:00
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#endif
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2007-10-09 09:27:45 +02:00
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2006-04-24 01:14:18 +02:00
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void TerrainOverlay::RenderOverlays()
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{
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if (g_TerrainOverlayList.size() == 0)
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return;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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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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2006-07-12 16:49:10 +02:00
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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2006-04-24 01:14:18 +02:00
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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 changes
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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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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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2007-10-09 09:27:45 +02:00
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//Kai: invoking the auxiliary function to draw out entity edges
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//RenderEntityEdges();
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2006-04-24 01:14:18 +02:00
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}
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//////////////////////////////////////////////////////////////////////////
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void TerrainOverlay::GetTileExtents(
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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ssize_t& min_i_inclusive, ssize_t& min_j_inclusive,
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ssize_t& max_i_inclusive, ssize_t& max_j_inclusive)
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2006-04-24 01:14:18 +02:00
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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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2007-12-01 19:05:46 +01:00
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m_Terrain = g_Game->GetWorld()->GetTerrain();
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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ssize_t min_i, min_j, max_i, max_j;
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2007-12-01 19:05:46 +01:00
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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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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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min_i = clamp(min_i, ssize_t(0), m_Terrain->GetTilesPerSide());
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min_j = clamp(min_j, ssize_t(0), m_Terrain->GetTilesPerSide());
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max_i = clamp(max_i, ssize_t(-1), m_Terrain->GetTilesPerSide()-1);
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max_j = clamp(max_j, ssize_t(-1), m_Terrain->GetTilesPerSide()-1);
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2007-12-01 19:05:46 +01:00
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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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2006-04-24 01:14:18 +02:00
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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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