vladislavbelov
62e589ab76
Comments By: phosit, Stan Tested By: Langbart, phosit Differential Revision: https://code.wildfiregames.com/D4636 This was SVN commit r26858.
627 lines
20 KiB
C++
627 lines
20 KiB
C++
/* Copyright (C) 2022 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "MiniMapTexture.h"
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#include "graphics/GameView.h"
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#include "graphics/LOSTexture.h"
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#include "graphics/MiniPatch.h"
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#include "graphics/ShaderManager.h"
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#include "graphics/ShaderProgramPtr.h"
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#include "graphics/Terrain.h"
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#include "graphics/TerrainTextureEntry.h"
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#include "graphics/TerrainTextureManager.h"
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#include "graphics/TerritoryTexture.h"
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#include "graphics/TextureManager.h"
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#include "lib/bits.h"
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#include "lib/timer.h"
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#include "maths/Vector2D.h"
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#include "ps/ConfigDB.h"
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#include "ps/CStrInternStatic.h"
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#include "ps/Filesystem.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "ps/XML/Xeromyces.h"
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#include "renderer/backend/IDevice.h"
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#include "renderer/Renderer.h"
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#include "renderer/RenderingOptions.h"
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#include "renderer/SceneRenderer.h"
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#include "renderer/WaterManager.h"
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#include "scriptinterface/Object.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpMinimap.h"
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#include "simulation2/components/ICmpRangeManager.h"
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#include "simulation2/system/ParamNode.h"
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namespace
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{
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// Set max drawn entities to 64K / 4 for now, which is more than enough.
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// 4 is the number of vertices per entity.
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// TODO: we should be cleverer about drawing them to reduce clutter,
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// f.e. use instancing.
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const size_t MAX_ENTITIES_DRAWN = 65536 / 4;
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const size_t MAX_ICON_COUNT = 128;
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const size_t FINAL_TEXTURE_SIZE = 512;
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unsigned int ScaleColor(unsigned int color, float x)
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{
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unsigned int r = unsigned(float(color & 0xff) * x);
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unsigned int g = unsigned(float((color >> 8) & 0xff) * x);
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unsigned int b = unsigned(float((color >> 16) & 0xff) * x);
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return (0xff000000 | b | g << 8 | r << 16);
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}
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void DrawTexture(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
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{
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const float quadUVs[] =
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{
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 1.0f,
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0.0f, 0.0f
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};
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const float quadVertices[] =
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{
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f
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};
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deviceCommandContext->SetVertexAttributeFormat(
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Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, 0, 0);
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deviceCommandContext->SetVertexAttributeFormat(
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Renderer::Backend::VertexAttributeStream::UV0,
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Renderer::Backend::Format::R32G32_SFLOAT, 0, 0, 1);
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deviceCommandContext->SetVertexBufferData(0, quadVertices);
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deviceCommandContext->SetVertexBufferData(1, quadUVs);
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deviceCommandContext->Draw(0, 6);
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}
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struct MinimapUnitVertex
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{
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// This struct is copyable for convenience and because to move is to copy for primitives.
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u8 r, g, b, a;
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CVector2D position;
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};
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// Adds a vertex to the passed VertexArray
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inline void AddEntity(const MinimapUnitVertex& v,
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VertexArrayIterator<u8[4]>& attrColor,
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VertexArrayIterator<float[2]>& attrPos,
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const float entityRadius)
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{
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const CVector2D offsets[4] =
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{
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{-entityRadius, 0.0f},
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{0.0f, -entityRadius},
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{entityRadius, 0.0f},
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{0.0f, entityRadius}
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};
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for (const CVector2D& offset : offsets)
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{
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(*attrColor)[0] = v.r;
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(*attrColor)[1] = v.g;
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(*attrColor)[2] = v.b;
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(*attrColor)[3] = v.a;
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++attrColor;
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(*attrPos)[0] = v.position.X + offset.X;
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(*attrPos)[1] = v.position.Y + offset.Y;
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++attrPos;
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}
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}
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} // anonymous namespace
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CMiniMapTexture::CMiniMapTexture(CSimulation2& simulation)
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: m_Simulation(simulation), m_IndexArray(false),
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m_VertexArray(Renderer::Backend::IBuffer::Type::VERTEX, true)
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{
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// Register Relax NG validator.
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CXeromyces::AddValidator(g_VFS, "pathfinder", "simulation/data/pathfinder.rng");
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m_ShallowPassageHeight = GetShallowPassageHeight();
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double blinkDuration = 1.0;
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// Tests won't have config initialised
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if (CConfigDB::IsInitialised())
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{
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CFG_GET_VAL("gui.session.minimap.blinkduration", blinkDuration);
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CFG_GET_VAL("gui.session.minimap.pingduration", m_PingDuration);
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}
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m_HalfBlinkDuration = blinkDuration / 2.0;
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m_AttributePos.format = Renderer::Backend::Format::R32G32_SFLOAT;
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m_VertexArray.AddAttribute(&m_AttributePos);
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m_AttributeColor.format = Renderer::Backend::Format::R8G8B8A8_UNORM;
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m_VertexArray.AddAttribute(&m_AttributeColor);
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m_VertexArray.SetNumberOfVertices(MAX_ENTITIES_DRAWN * 4);
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m_VertexArray.Layout();
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m_IndexArray.SetNumberOfVertices(MAX_ENTITIES_DRAWN * 6);
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m_IndexArray.Layout();
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VertexArrayIterator<u16> index = m_IndexArray.GetIterator();
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for (size_t i = 0; i < m_IndexArray.GetNumberOfVertices(); ++i)
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*index++ = 0;
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m_IndexArray.Upload();
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VertexArrayIterator<float[2]> attrPos = m_AttributePos.GetIterator<float[2]>();
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VertexArrayIterator<u8[4]> attrColor = m_AttributeColor.GetIterator<u8[4]>();
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for (size_t i = 0; i < m_VertexArray.GetNumberOfVertices(); ++i)
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{
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(*attrColor)[0] = 0;
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(*attrColor)[1] = 0;
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(*attrColor)[2] = 0;
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(*attrColor)[3] = 0;
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++attrColor;
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(*attrPos)[0] = -10000.0f;
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(*attrPos)[1] = -10000.0f;
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++attrPos;
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}
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m_VertexArray.Upload();
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}
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CMiniMapTexture::~CMiniMapTexture()
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{
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DestroyTextures();
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}
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void CMiniMapTexture::Update(const float UNUSED(deltaRealTime))
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{
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if (m_WaterHeight != g_Renderer.GetSceneRenderer().GetWaterManager().m_WaterHeight)
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{
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m_TerrainTextureDirty = true;
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m_FinalTextureDirty = true;
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}
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}
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void CMiniMapTexture::Render(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
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{
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const CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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if (!terrain)
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return;
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if (!m_TerrainTexture)
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CreateTextures(deviceCommandContext, terrain);
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if (m_TerrainTextureDirty)
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RebuildTerrainTexture(deviceCommandContext, terrain);
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RenderFinalTexture(deviceCommandContext);
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}
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void CMiniMapTexture::CreateTextures(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const CTerrain* terrain)
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{
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DestroyTextures();
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m_MapSize = terrain->GetVerticesPerSide();
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const size_t textureSize = round_up_to_pow2(static_cast<size_t>(m_MapSize));
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const Renderer::Backend::Sampler::Desc defaultSamplerDesc =
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Renderer::Backend::Sampler::MakeDefaultSampler(
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Renderer::Backend::Sampler::Filter::LINEAR,
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Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
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Renderer::Backend::IDevice* backendDevice = deviceCommandContext->GetDevice();
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// Create terrain texture
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m_TerrainTexture = backendDevice->CreateTexture2D("MiniMapTerrainTexture",
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Renderer::Backend::Format::R8G8B8A8_UNORM, textureSize, textureSize, defaultSamplerDesc);
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// Initialise texture with solid black, for the areas we don't
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// overwrite with uploading later.
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std::unique_ptr<u32[]> texData = std::make_unique<u32[]>(textureSize * textureSize);
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for (size_t i = 0; i < textureSize * textureSize; ++i)
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texData[i] = 0xFF000000;
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deviceCommandContext->UploadTexture(
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m_TerrainTexture.get(), Renderer::Backend::Format::R8G8B8A8_UNORM,
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texData.get(), textureSize * textureSize * 4);
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texData.reset();
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m_TerrainData = std::make_unique<u32[]>((m_MapSize - 1) * (m_MapSize - 1));
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m_FinalTexture = backendDevice->CreateTexture2D("MiniMapFinalTexture",
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Renderer::Backend::Format::R8G8B8A8_UNORM, FINAL_TEXTURE_SIZE, FINAL_TEXTURE_SIZE, defaultSamplerDesc);
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m_FinalTextureFramebuffer = backendDevice->CreateFramebuffer("MiniMapFinalFramebuffer",
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m_FinalTexture.get(), nullptr);
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ENSURE(m_FinalTextureFramebuffer);
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}
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void CMiniMapTexture::DestroyTextures()
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{
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m_TerrainTexture.reset();
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m_FinalTexture.reset();
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m_TerrainData.reset();
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}
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void CMiniMapTexture::RebuildTerrainTexture(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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const CTerrain* terrain)
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{
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const u32 x = 0;
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const u32 y = 0;
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const u32 width = m_MapSize - 1;
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const u32 height = m_MapSize - 1;
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m_WaterHeight = g_Renderer.GetSceneRenderer().GetWaterManager().m_WaterHeight;
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m_TerrainTextureDirty = false;
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for (u32 j = 0; j < height; ++j)
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{
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u32* dataPtr = m_TerrainData.get() + ((y + j) * width) + x;
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for (u32 i = 0; i < width; ++i)
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{
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const float avgHeight = ( terrain->GetVertexGroundLevel((int)i, (int)j)
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+ terrain->GetVertexGroundLevel((int)i+1, (int)j)
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+ terrain->GetVertexGroundLevel((int)i, (int)j+1)
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+ terrain->GetVertexGroundLevel((int)i+1, (int)j+1)
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) / 4.0f;
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if (avgHeight < m_WaterHeight && avgHeight > m_WaterHeight - m_ShallowPassageHeight)
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{
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// shallow water
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*dataPtr++ = 0xffc09870;
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}
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else if (avgHeight < m_WaterHeight)
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{
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// Set water as constant color for consistency on different maps
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*dataPtr++ = 0xffa07850;
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}
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else
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{
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int hmap = ((int)terrain->GetHeightMap()[(y + j) * m_MapSize + x + i]) >> 8;
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int val = (hmap / 3) + 170;
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u32 color = 0xFFFFFFFF;
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CMiniPatch* mp = terrain->GetTile(x + i, y + j);
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if (mp)
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{
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CTerrainTextureEntry* tex = mp->GetTextureEntry();
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if (tex)
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{
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// If the texture can't be loaded yet, set the dirty flags
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// so we'll try regenerating the terrain texture again soon
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if (!tex->GetTexture()->TryLoad())
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m_TerrainTextureDirty = true;
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color = tex->GetBaseColor();
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}
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}
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*dataPtr++ = ScaleColor(color, float(val) / 255.0f);
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}
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}
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}
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// Upload the texture
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deviceCommandContext->UploadTextureRegion(
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m_TerrainTexture.get(), Renderer::Backend::Format::R8G8B8A8_UNORM,
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m_TerrainData.get(), width * height * 4, 0, 0, width, height);
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}
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void CMiniMapTexture::RenderFinalTexture(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
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{
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// only update 2x / second
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// (note: since units only move a few pixels per second on the minimap,
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// we can get away with infrequent updates; this is slow)
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// TODO: Update all but camera at same speed as simulation
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const double currentTime = timer_Time();
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const bool doUpdate = (currentTime - m_LastFinalTextureUpdate > 0.5) || m_FinalTextureDirty;
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if (doUpdate)
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m_LastFinalTextureUpdate = currentTime;
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else
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return;
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m_FinalTextureDirty = false;
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GPU_SCOPED_LABEL(deviceCommandContext, "Render minimap texture");
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deviceCommandContext->SetFramebuffer(m_FinalTextureFramebuffer.get());
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const SViewPort oldViewPort = g_Renderer.GetViewport();
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const SViewPort viewPort = { 0, 0, FINAL_TEXTURE_SIZE, FINAL_TEXTURE_SIZE };
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g_Renderer.SetViewport(viewPort);
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CmpPtr<ICmpRangeManager> cmpRangeManager(m_Simulation, SYSTEM_ENTITY);
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ENSURE(cmpRangeManager);
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CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture();
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const float invTileMapSize = 1.0f / static_cast<float>(TERRAIN_TILE_SIZE * m_MapSize);
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const float texCoordMax = m_TerrainTexture ? static_cast<float>(m_MapSize - 1) / m_TerrainTexture->GetWidth() : 1.0f;
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Renderer::Backend::IShaderProgram* shader = nullptr;
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CShaderTechniquePtr tech;
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CShaderDefines baseDefines;
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baseDefines.Add(str_MINIMAP_BASE, str_1);
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tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, baseDefines);
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Renderer::Backend::GraphicsPipelineStateDesc pipelineStateDesc =
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tech->GetGraphicsPipelineStateDesc();
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deviceCommandContext->SetGraphicsPipelineState(pipelineStateDesc);
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deviceCommandContext->BeginPass();
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shader = tech->GetShader();
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if (m_TerrainTexture)
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{
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deviceCommandContext->SetTexture(
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shader->GetBindingSlot(str_baseTex), m_TerrainTexture.get());
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}
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CMatrix3D baseTransform;
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baseTransform.SetIdentity();
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CMatrix3D baseTextureTransform;
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baseTextureTransform.SetIdentity();
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CMatrix3D terrainTransform;
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terrainTransform.SetIdentity();
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terrainTransform.Scale(texCoordMax, texCoordMax, 1.0f);
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deviceCommandContext->SetUniform(
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shader->GetBindingSlot(str_transform), baseTransform.AsFloatArray());
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deviceCommandContext->SetUniform(
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shader->GetBindingSlot(str_textureTransform), terrainTransform.AsFloatArray());
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if (m_TerrainTexture)
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DrawTexture(deviceCommandContext);
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deviceCommandContext->EndPass();
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pipelineStateDesc.blendState.enabled = true;
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pipelineStateDesc.blendState.srcColorBlendFactor = pipelineStateDesc.blendState.srcAlphaBlendFactor =
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Renderer::Backend::BlendFactor::SRC_ALPHA;
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pipelineStateDesc.blendState.dstColorBlendFactor = pipelineStateDesc.blendState.dstAlphaBlendFactor =
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Renderer::Backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
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pipelineStateDesc.blendState.colorBlendOp = pipelineStateDesc.blendState.alphaBlendOp =
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Renderer::Backend::BlendOp::ADD;
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pipelineStateDesc.blendState.colorWriteMask =
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Renderer::Backend::ColorWriteMask::RED |
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Renderer::Backend::ColorWriteMask::GREEN |
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Renderer::Backend::ColorWriteMask::BLUE;
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deviceCommandContext->SetGraphicsPipelineState(pipelineStateDesc);
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deviceCommandContext->BeginPass();
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// Draw territory boundaries
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CTerritoryTexture& territoryTexture = g_Game->GetView()->GetTerritoryTexture();
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deviceCommandContext->SetTexture(
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shader->GetBindingSlot(str_baseTex), territoryTexture.GetTexture());
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deviceCommandContext->SetUniform(
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shader->GetBindingSlot(str_transform), baseTransform.AsFloatArray());
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deviceCommandContext->SetUniform(
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shader->GetBindingSlot(str_textureTransform),
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territoryTexture.GetMinimapTextureMatrix().AsFloatArray());
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DrawTexture(deviceCommandContext);
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deviceCommandContext->EndPass();
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pipelineStateDesc.blendState.enabled = false;
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pipelineStateDesc.blendState.colorWriteMask =
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Renderer::Backend::ColorWriteMask::ALPHA;
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deviceCommandContext->SetGraphicsPipelineState(pipelineStateDesc);
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deviceCommandContext->BeginPass();
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deviceCommandContext->SetTexture(
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shader->GetBindingSlot(str_baseTex), losTexture.GetTexture());
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deviceCommandContext->SetUniform(
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shader->GetBindingSlot(str_transform), baseTransform.AsFloatArray());
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deviceCommandContext->SetUniform(
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shader->GetBindingSlot(str_textureTransform),
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losTexture.GetMinimapTextureMatrix().AsFloatArray());
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DrawTexture(deviceCommandContext);
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deviceCommandContext->EndPass();
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CShaderDefines pointDefines;
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pointDefines.Add(str_MINIMAP_POINT, str_1);
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tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, pointDefines);
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deviceCommandContext->SetGraphicsPipelineState(
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tech->GetGraphicsPipelineStateDesc());
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deviceCommandContext->BeginPass();
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shader = tech->GetShader();
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deviceCommandContext->SetUniform(
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shader->GetBindingSlot(str_transform), baseTransform.AsFloatArray());
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CMatrix3D unitMatrix;
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unitMatrix.SetIdentity();
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// Convert world space coordinates into [0, 2].
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const float unitScale = invTileMapSize;
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unitMatrix.Scale(unitScale * 2.0f, unitScale * 2.0f, 1.0f);
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// Offset the coordinates to [-1, 1].
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unitMatrix.Translate(CVector3D(-1.0f, -1.0f, 0.0f));
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deviceCommandContext->SetUniform(
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shader->GetBindingSlot(str_transform), unitMatrix.AsFloatArray());
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if (doUpdate)
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{
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m_Icons.clear();
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CSimulation2::InterfaceList ents = m_Simulation.GetEntitiesWithInterface(IID_Minimap);
|
|
|
|
VertexArrayIterator<float[2]> attrPos = m_AttributePos.GetIterator<float[2]>();
|
|
VertexArrayIterator<u8[4]> attrColor = m_AttributeColor.GetIterator<u8[4]>();
|
|
|
|
m_EntitiesDrawn = 0;
|
|
MinimapUnitVertex v;
|
|
std::vector<MinimapUnitVertex> pingingVertices;
|
|
pingingVertices.reserve(MAX_ENTITIES_DRAWN / 2);
|
|
|
|
// We might scale entities properly in the vertex shader but it requires
|
|
// additional space in the vertex buffer. So we assume that we don't need
|
|
// to change an entity size so often.
|
|
const float entityRadius = static_cast<float>(m_MapSize) / 128.0f * 6.0f;
|
|
|
|
if (currentTime > m_NextBlinkTime)
|
|
{
|
|
m_BlinkState = !m_BlinkState;
|
|
m_NextBlinkTime = currentTime + m_HalfBlinkDuration;
|
|
}
|
|
|
|
bool iconsEnabled = false;
|
|
CFG_GET_VAL("gui.session.minimap.icons.enabled", iconsEnabled);
|
|
float iconsOpacity = 1.0f;
|
|
CFG_GET_VAL("gui.session.minimap.icons.opacity", iconsOpacity);
|
|
float iconsSizeScale = 1.0f;
|
|
CFG_GET_VAL("gui.session.minimap.icons.sizescale", iconsSizeScale);
|
|
|
|
bool iconsCountOverflow = false;
|
|
|
|
entity_pos_t posX, posZ;
|
|
for (CSimulation2::InterfaceList::const_iterator it = ents.begin(); it != ents.end(); ++it)
|
|
{
|
|
ICmpMinimap* cmpMinimap = static_cast<ICmpMinimap*>(it->second);
|
|
if (cmpMinimap->GetRenderData(v.r, v.g, v.b, posX, posZ))
|
|
{
|
|
LosVisibility vis = cmpRangeManager->GetLosVisibility(it->first, m_Simulation.GetSimContext().GetCurrentDisplayedPlayer());
|
|
if (vis != LosVisibility::HIDDEN)
|
|
{
|
|
v.a = 255;
|
|
v.position.X = posX.ToFloat();
|
|
v.position.Y = posZ.ToFloat();
|
|
|
|
// Check minimap pinging to indicate something
|
|
if (m_BlinkState && cmpMinimap->CheckPing(currentTime, m_PingDuration))
|
|
{
|
|
v.r = 255; // ping color is white
|
|
v.g = 255;
|
|
v.b = 255;
|
|
pingingVertices.push_back(v);
|
|
}
|
|
else
|
|
{
|
|
AddEntity(v, attrColor, attrPos, entityRadius);
|
|
++m_EntitiesDrawn;
|
|
}
|
|
|
|
if (!iconsEnabled || !cmpMinimap->HasIcon())
|
|
continue;
|
|
|
|
if (m_Icons.size() < MAX_ICON_COUNT)
|
|
{
|
|
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(
|
|
CTextureProperties(cmpMinimap->GetIconPath()));
|
|
const CColor color(v.r / 255.0f, v.g / 255.0f, v.b / 255.0f, iconsOpacity);
|
|
m_Icons.emplace_back(Icon{
|
|
std::move(texture), color, v.position, cmpMinimap->GetIconSize() * iconsSizeScale * 0.5f});
|
|
}
|
|
else
|
|
{
|
|
iconsCountOverflow = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (iconsCountOverflow)
|
|
LOGWARNING("Too many minimap icons to draw: %zu/%zu", m_Icons.size(), MAX_ICON_COUNT);
|
|
|
|
// Add the pinged vertices at the end, so they are drawn on top
|
|
for (const MinimapUnitVertex& vertex : pingingVertices)
|
|
{
|
|
AddEntity(vertex, attrColor, attrPos, entityRadius);
|
|
++m_EntitiesDrawn;
|
|
}
|
|
|
|
ENSURE(m_EntitiesDrawn < MAX_ENTITIES_DRAWN);
|
|
|
|
VertexArrayIterator<u16> index = m_IndexArray.GetIterator();
|
|
for (size_t entityIndex = 0; entityIndex < m_EntitiesDrawn; ++entityIndex)
|
|
{
|
|
index[entityIndex * 6 + 0] = static_cast<u16>(entityIndex * 4 + 0);
|
|
index[entityIndex * 6 + 1] = static_cast<u16>(entityIndex * 4 + 1);
|
|
index[entityIndex * 6 + 2] = static_cast<u16>(entityIndex * 4 + 2);
|
|
index[entityIndex * 6 + 3] = static_cast<u16>(entityIndex * 4 + 0);
|
|
index[entityIndex * 6 + 4] = static_cast<u16>(entityIndex * 4 + 2);
|
|
index[entityIndex * 6 + 5] = static_cast<u16>(entityIndex * 4 + 3);
|
|
}
|
|
|
|
m_VertexArray.Upload();
|
|
m_IndexArray.Upload();
|
|
}
|
|
|
|
m_VertexArray.PrepareForRendering();
|
|
|
|
if (m_EntitiesDrawn > 0)
|
|
{
|
|
Renderer::Backend::IDeviceCommandContext::Rect scissorRect;
|
|
scissorRect.x = scissorRect.y = 1;
|
|
scissorRect.width = scissorRect.height = FINAL_TEXTURE_SIZE - 2;
|
|
deviceCommandContext->SetScissors(1, &scissorRect);
|
|
|
|
m_VertexArray.UploadIfNeeded(deviceCommandContext);
|
|
m_IndexArray.UploadIfNeeded(deviceCommandContext);
|
|
|
|
const uint32_t stride = m_VertexArray.GetStride();
|
|
const uint32_t firstVertexOffset = m_VertexArray.GetOffset() * stride;
|
|
|
|
deviceCommandContext->SetVertexAttributeFormat(
|
|
Renderer::Backend::VertexAttributeStream::POSITION,
|
|
m_AttributePos.format, firstVertexOffset + m_AttributePos.offset, stride, 0);
|
|
deviceCommandContext->SetVertexAttributeFormat(
|
|
Renderer::Backend::VertexAttributeStream::COLOR,
|
|
m_AttributeColor.format, firstVertexOffset + m_AttributeColor.offset, stride, 0);
|
|
|
|
deviceCommandContext->SetVertexBuffer(0, m_VertexArray.GetBuffer());
|
|
deviceCommandContext->SetIndexBuffer(m_IndexArray.GetBuffer());
|
|
|
|
deviceCommandContext->DrawIndexed(m_IndexArray.GetOffset(), m_EntitiesDrawn * 6, 0);
|
|
|
|
g_Renderer.GetStats().m_DrawCalls++;
|
|
|
|
deviceCommandContext->SetScissors(0, nullptr);
|
|
}
|
|
|
|
deviceCommandContext->EndPass();
|
|
deviceCommandContext->SetFramebuffer(
|
|
deviceCommandContext->GetDevice()->GetCurrentBackbuffer());
|
|
g_Renderer.SetViewport(oldViewPort);
|
|
}
|
|
|
|
// static
|
|
float CMiniMapTexture::GetShallowPassageHeight()
|
|
{
|
|
float shallowPassageHeight = 0.0f;
|
|
CParamNode externalParamNode;
|
|
CParamNode::LoadXML(externalParamNode, L"simulation/data/pathfinder.xml", "pathfinder");
|
|
const CParamNode pathingSettings = externalParamNode.GetChild("Pathfinder").GetChild("PassabilityClasses");
|
|
if (pathingSettings.GetChild("default").IsOk() && pathingSettings.GetChild("default").GetChild("MaxWaterDepth").IsOk())
|
|
shallowPassageHeight = pathingSettings.GetChild("default").GetChild("MaxWaterDepth").ToFloat();
|
|
return shallowPassageHeight;
|
|
}
|