1
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forked from 0ad/0ad
0ad/source/gui/MiniMap.cpp
2005-02-02 17:03:37 +00:00

312 lines
9.6 KiB
C++
Executable File

#include "precompiled.h"
#include "gui/MiniMap.h"
#include "ps/Game.h"
#include "ogl.h"
#include "renderer/Renderer.h"
#include "graphics/TextureEntry.h"
#include "graphics/TextureManager.h"
#include "graphics/Unit.h"
#include "Bound.h"
#include "Model.h"
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);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(m_CachedActualSize.left, m_CachedActualSize.top, GetBufferedZ());
glTexCoord2f(texCoordMax, 0.0f);
glVertex3f(m_CachedActualSize.right, m_CachedActualSize.top, GetBufferedZ());
glTexCoord2f(texCoordMax, texCoordMax);
glVertex3f(m_CachedActualSize.right, m_CachedActualSize.bottom, GetBufferedZ());
glTexCoord2f(0.0f, texCoordMax);
glVertex3f(m_CachedActualSize.left, m_CachedActualSize.bottom, GetBufferedZ());
glEnd();
float x = m_CachedActualSize.left;
float y = m_CachedActualSize.top;
std::vector<CUnit *> units = m_UnitManager->GetUnits();
std::vector<CUnit *>::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())
{
// EDIT: John M. Mena // Set the player colour
const SPlayerColour& colour = unit->GetEntity()->GetPlayer()->GetColour();
glColor3f(colour.r, colour.g, colour.b);
pos = GetMapSpaceCoords(unit->GetEntity()->m_position);
// TODO: Investigate why player position must be reversed with map.
// EDIT: John M. Mena // Reversed x and y addition
// Not quite sure what the problems is here.
glVertex3f(x + pos.y, y + pos.x, GetBufferedZ());
}
}
glEnd();
// 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
CCamera &g_Camera=*g_Game->GetView()->GetCamera();
CVector3D pos3D[4];
CVector2D pos2D[4];
// Get the far plane corner coordinates
g_Camera.GetCameraPlanePoints(g_Camera.GetFarPlane(), pos3D);
// transform to the plane coords to world space
CVector3D wPts[4];
for (int i=0;i<4;i++) wPts[i]=g_Camera.m_Orientation.Transform(pos3D[i]);
// TODO: Move this into the constructor
float h=128*HEIGHT_SCALE;
CPlane TerrainPlane;
TerrainPlane.Set( CVector3D( 0.0f, h, 0.0f ),
CVector3D( float(CELL_SIZE*m_MapSize), h, 0.0f ),
CVector3D( 0.0f, h, float(CELL_SIZE*m_MapSize) ) );
TerrainPlane.Normalize();
// END TODO
// now intersect a ray from the camera through each point
CVector3D rayOrigin=g_Camera.m_Orientation.GetTranslation();
CVector3D rayDir=g_Camera.m_Orientation.GetIn();
CVector3D hitPt[4];
for (int i=0;i<4;i++) {
CVector3D rayDir=wPts[i]-rayOrigin;
rayDir.Normalize();
// get intersection point
TerrainPlane.FindRayIntersection( rayOrigin, rayDir, &hitPt[i] );
}
// This is the way the ScEd converts to mini-map space.
// When attempting to use the supplied one for this class, the lines
// would stretch to unknown locations on the screen causing the
// rectangle to distort.
// TODO: Calculate this correctly.
// Currently the rectangle isn't drawing to the proper scale.
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));
}
// This is the alternate way that converts to mini-map space.
//for (int i = 0; i < 4; i++)
// pos2D[i] = GetMapSpaceCoords(hitPt[i]);
// END TODO
// 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);
glLineWidth(2);
glColor3f(1.0f,0.3f,0.3f);
// For some reason the coordinates need to be reversed on the x
// and y axis or everything is backwards. Perhaps this has something
// to do with the location of the viewing rectangle being in the wrong
// place?
// Draw the viewing rectangle with the ScEd's conversion algorithm
glBegin(GL_LINE_LOOP);
glVertex2f(x+ViewRect[0][1],y+ViewRect[0][0]);
glVertex2f(x+ViewRect[1][1],y+ViewRect[1][0]);
glVertex2f(x+ViewRect[2][1],y+ViewRect[2][0]);
glVertex2f(x+ViewRect[3][1],y+ViewRect[3][0]);
glEnd();
// Draw the viewing rectangle with the class' conversion algorithm
//glBegin(GL_LINE_LOOP);
//glVertex2f(x+pos2D[0].y, y+pos2D[0].x);
//glVertex2f(x+pos2D[1].y, y+pos2D[1].x);
//glVertex2f(x+pos2D[2].y, y+pos2D[2].x);
//glVertex2f(x+pos2D[3].y, y+pos2D[3].x);
//glEnd();
glDisable(GL_SCISSOR_TEST);
// Reset everything back to normal
glPointSize(1.0f);
glLineWidth(1.0f);
glEnable(GL_TEXTURE_2D);
glDisable(GL_POINT_SMOOTH);
glEnable(GL_DEPTH_TEST);
/*glLineWidth(2);
glColor3f(0.4f,0.35f,0.8f);
glBegin(GL_LINE_LOOP);
glVertex3f(m_CachedActualSize.left, m_CachedActualSize.top, GetBufferedZ());
glVertex3f(m_CachedActualSize.right, m_CachedActualSize.top, GetBufferedZ());
glVertex3f(m_CachedActualSize.right, m_CachedActualSize.bottom, GetBufferedZ());
glVertex3f(m_CachedActualSize.left, m_CachedActualSize.bottom, GetBufferedZ());
glEnd();*/
}
}
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);
}