0ad/source/gui/MiniMap.cpp
Ykkrosh a3f168b887 Initial support for GLSL generic vertex attributes in shader API, for GLES compatibility.
Specify GLSL version in shader files, for better error detection.

This was SVN commit r11040.
2012-02-09 17:55:25 +00:00

543 lines
15 KiB
C++

/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include <math.h>
#include "MiniMap.h"
#include "graphics/GameView.h"
#include "graphics/LOSTexture.h"
#include "graphics/MiniPatch.h"
#include "graphics/Terrain.h"
#include "graphics/TerrainTextureEntry.h"
#include "graphics/TerrainTextureManager.h"
#include "graphics/TerritoryTexture.h"
#include "lib/ogl.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/bits.h"
#include "lib/timer.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "renderer/WaterManager.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpMinimap.h"
#include "simulation2/components/ICmpTerritoryManager.h"
bool g_GameRestarted = false;
static unsigned int ScaleColor(unsigned int color, float x)
{
unsigned int r = unsigned(float(color & 0xff) * x);
unsigned int g = unsigned(float((color>>8) & 0xff) * x);
unsigned int b = unsigned(float((color>>16) & 0xff) * x);
return (0xff000000 | r | g<<8 | b<<16);
}
CMiniMap::CMiniMap() :
m_TerrainTexture(0), m_TerrainData(0), m_MapSize(0), m_Terrain(0), m_TerrainDirty(true), m_MapScale(1.f)
{
AddSetting(GUIST_CColor, "fov_wedge_color");
AddSetting(GUIST_CStrW, "tooltip");
AddSetting(GUIST_CStr, "tooltip_style");
m_Clicking = false;
m_Hovering = false;
}
CMiniMap::~CMiniMap()
{
Destroy();
}
void CMiniMap::HandleMessage(SGUIMessage &Message)
{
switch(Message.type)
{
case GUIM_MOUSE_PRESS_LEFT:
{
if (m_Hovering)
{
SetCameraPos();
m_Clicking = true;
}
break;
}
case GUIM_MOUSE_RELEASE_LEFT:
{
if(m_Hovering && m_Clicking)
{
SetCameraPos();
}
m_Clicking = false;
break;
}
case GUIM_MOUSE_DBLCLICK_LEFT:
{
if(m_Hovering && m_Clicking)
{
SetCameraPos();
}
m_Clicking = false;
break;
}
case GUIM_MOUSE_ENTER:
{
m_Hovering = true;
break;
}
case GUIM_MOUSE_LEAVE:
{
m_Clicking = false;
m_Hovering = false;
break;
}
case GUIM_MOUSE_RELEASE_RIGHT:
{
CMiniMap::FireWorldClickEvent(SDL_BUTTON_RIGHT, 1);
break;
}
case GUIM_MOUSE_DBLCLICK_RIGHT:
{
CMiniMap::FireWorldClickEvent(SDL_BUTTON_RIGHT, 2);
break;
}
case GUIM_MOUSE_MOTION:
{
if (m_Hovering && m_Clicking)
{
SetCameraPos();
}
break;
}
case GUIM_MOUSE_WHEEL_DOWN:
case GUIM_MOUSE_WHEEL_UP:
Message.Skip();
break;
default:
break;
} // switch
}
void CMiniMap::GetMouseWorldCoordinates(float& x, float& z)
{
// Determine X and Z according to proportion of mouse position and minimap
CPos mousePos = GetMousePos();
float px = (mousePos.x - m_CachedActualSize.left) / m_CachedActualSize.GetWidth();
float py = (m_CachedActualSize.bottom - mousePos.y) / m_CachedActualSize.GetHeight();
float angle = GetAngle();
// Scale world coordinates for shrunken square map
x = TERRAIN_TILE_SIZE * m_MapSize * (m_MapScale * (cos(angle)*(px-0.5) - sin(angle)*(py-0.5)) + 0.5);
z = TERRAIN_TILE_SIZE * m_MapSize * (m_MapScale * (cos(angle)*(py-0.5) + sin(angle)*(px-0.5)) + 0.5);
}
void CMiniMap::SetCameraPos()
{
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
CVector3D target;
GetMouseWorldCoordinates(target.X, target.Z);
target.Y = terrain->GetExactGroundLevel(target.X, target.Z);
g_Game->GetView()->MoveCameraTarget(target);
}
float CMiniMap::GetAngle()
{
CVector3D cameraIn = m_Camera->m_Orientation.GetIn();
return -atan2(cameraIn.X, cameraIn.Z);
}
void CMiniMap::FireWorldClickEvent(int button, int clicks)
{
float x, z;
GetMouseWorldCoordinates(x, z);
CScriptValRooted coords;
g_ScriptingHost.GetScriptInterface().Eval("({})", coords);
g_ScriptingHost.GetScriptInterface().SetProperty(coords.get(), "x", x, false);
g_ScriptingHost.GetScriptInterface().SetProperty(coords.get(), "z", z, false);
ScriptEvent("worldclick", coords);
UNUSED2(button);
UNUSED2(clicks);
}
#if CONFIG2_GLES
#warning TODO: implement minimap for GLES
void CMiniMap::Draw()
{
}
#else
// 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.
void CMiniMap::DrawViewRect()
{
// Compute the camera frustum intersected with a fixed-height plane.
// TODO: Currently we hard-code the height, so this'll be dodgy when maps aren't the
// expected height - how can we make it better without the view rect wobbling in
// size while the player scrolls?
float h = 16384.f * HEIGHT_SCALE;
CVector3D hitPt[4];
hitPt[0]=m_Camera->GetWorldCoordinates(0, g_Renderer.GetHeight(), h);
hitPt[1]=m_Camera->GetWorldCoordinates(g_Renderer.GetWidth(), g_Renderer.GetHeight(), h);
hitPt[2]=m_Camera->GetWorldCoordinates(g_Renderer.GetWidth(), 0, h);
hitPt[3]=m_Camera->GetWorldCoordinates(0, 0, h);
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(TERRAIN_TILE_SIZE*m_MapSize));
ViewRect[i][1]=(m_CachedActualSize.GetHeight()*pz/float(TERRAIN_TILE_SIZE*m_MapSize));
}
// Enable Scissoring as to restrict the rectangle
// to only the mini-map below by retrieving the mini-maps
// screen coords.
const float x = m_CachedActualSize.left, y = m_CachedActualSize.bottom;
glScissor((int)x, g_Renderer.GetHeight()-(int)y, (int)m_CachedActualSize.GetWidth(), (int)m_CachedActualSize.GetHeight());
glEnable(GL_SCISSOR_TEST);
glEnable(GL_LINE_SMOOTH);
glLineWidth(2.0f);
glColor3f(1.0f, 0.3f, 0.3f);
// Draw the viewing rectangle with the ScEd's conversion algorithm
glBegin(GL_LINE_LOOP);
glVertex2f(ViewRect[0][0], -ViewRect[0][1]);
glVertex2f(ViewRect[1][0], -ViewRect[1][1]);
glVertex2f(ViewRect[2][0], -ViewRect[2][1]);
glVertex2f(ViewRect[3][0], -ViewRect[3][1]);
glEnd();
// restore state
glDisable(GL_SCISSOR_TEST);
glDisable(GL_LINE_SMOOTH);
glLineWidth(1.0f);
}
struct MinimapUnitVertex
{
u8 r, g, b, a;
float x, y;
};
void CMiniMap::DrawTexture(float coordMax, float angle, float x, float y, float x2, float y2, float z)
{
// Rotate the texture coordinates (0,0)-(coordMax,coordMax) around their center point (m,m)
// Scale square maps to fit in circular minimap area
const float s = sin(angle) * m_MapScale;
const float c = cos(angle) * m_MapScale;
const float m = coordMax / 2.f;
glBegin(GL_QUADS);
glTexCoord2f(m*(-c + s + 1.f), m*(-c + -s + 1.f));
glVertex3f(x, y, z);
glTexCoord2f(m*(c + s + 1.f), m*(-c + s + 1.f));
glVertex3f(x2, y, z);
glTexCoord2f(m*(c + -s + 1.f), m*(c + s + 1.f));
glVertex3f(x2, y2, z);
glTexCoord2f(m*(-c + -s + 1.f), m*(c + -s + 1.f));
glVertex3f(x, y2, z);
glEnd();
}
void CMiniMap::Draw()
{
PROFILE3("render minimap");
// The terrain isn't actually initialized until the map is loaded, which
// happens when the game is started, so abort until then.
if(!(GetGUI() && g_Game && g_Game->IsGameStarted()))
return;
CSimulation2* sim = g_Game->GetSimulation2();
CmpPtr<ICmpRangeManager> cmpRangeManager(*sim, SYSTEM_ENTITY);
ENSURE(cmpRangeManager);
// Set our globals in case they hadn't been set before
m_Camera = g_Game->GetView()->GetCamera();
m_Terrain = g_Game->GetWorld()->GetTerrain();
m_Width = (u32)(m_CachedActualSize.right - m_CachedActualSize.left);
m_Height = (u32)(m_CachedActualSize.bottom - m_CachedActualSize.top);
m_MapSize = m_Terrain->GetVerticesPerSide();
m_TextureSize = (GLsizei)round_up_to_pow2((size_t)m_MapSize);
m_MapScale = (cmpRangeManager->GetLosCircular() ? 1.f : 1.414f);
if(!m_TerrainTexture || g_GameRestarted)
CreateTextures();
// only update 2x / second
// (note: since units only move a few pixels per second on the minimap,
// we can get away with infrequent updates; this is slow)
static double last_time;
const double cur_time = timer_Time();
if(cur_time - last_time > 0.5)
{
last_time = cur_time;
if(m_TerrainDirty)
RebuildTerrainTexture();
}
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
CMatrix3D matrix = GetDefaultGuiMatrix();
glLoadMatrixf(&matrix._11);
const float x = m_CachedActualSize.left, y = m_CachedActualSize.bottom;
const float x2 = m_CachedActualSize.right, y2 = m_CachedActualSize.top;
const float z = GetBufferedZ();
const float texCoordMax = (float)(m_MapSize - 1) / (float)m_TextureSize;
const float angle = GetAngle();
// Draw the main textured quad
g_Renderer.BindTexture(0, m_TerrainTexture);
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);
DrawTexture(texCoordMax, angle, x, y, x2, y2, z);
// Draw territory boundaries
CTerritoryTexture& territoryTexture = g_Game->GetView()->GetTerritoryTexture();
territoryTexture.BindTexture(0);
glEnable(GL_BLEND);
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(territoryTexture.GetMinimapTextureMatrix());
glMatrixMode(GL_MODELVIEW);
DrawTexture(1.0f, angle, x, y, x2, y2, z);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_BLEND);
// Draw the LOS quad in black, using alpha values from the LOS texture
CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture();
losTexture.BindTexture(0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(0.0f, 0.0f, 0.0f);
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(losTexture.GetMinimapTextureMatrix());
glMatrixMode(GL_MODELVIEW);
DrawTexture(1.0f, angle, x, y, x2, y2, z);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_BLEND);
// Set up the matrix for drawing points and lines
glPushMatrix();
glTranslatef(x, y, z);
// Rotate around the center of the map
glTranslatef((x2-x)/2.f, (y2-y)/2.f, 0.f);
// Scale square maps to fit in circular minimap area
float unitScale = (cmpRangeManager->GetLosCircular() ? 1.f : m_MapScale/2.f);
glScalef(unitScale, unitScale, 1.f);
glRotatef(angle * 180.f/M_PI, 0.f, 0.f, 1.f);
glTranslatef(-(x2-x)/2.f, -(y2-y)/2.f, 0.f);
PROFILE_START("minimap units");
// Don't enable GL_POINT_SMOOTH because it's far too slow
// (~70msec/frame on a GF4 rendering a thousand points)
glPointSize(3.f);
float sx = (float)m_Width / ((m_MapSize - 1) * TERRAIN_TILE_SIZE);
float sy = (float)m_Height / ((m_MapSize - 1) * TERRAIN_TILE_SIZE);
CSimulation2::InterfaceList ents = sim->GetEntitiesWithInterface(IID_Minimap);
std::vector<MinimapUnitVertex> vertexArray;
vertexArray.reserve(ents.size());
for (CSimulation2::InterfaceList::const_iterator it = ents.begin(); it != ents.end(); ++it)
{
MinimapUnitVertex v;
ICmpMinimap* cmpMinimap = static_cast<ICmpMinimap*>(it->second);
entity_pos_t posX, posZ;
if (cmpMinimap->GetRenderData(v.r, v.g, v.b, posX, posZ))
{
ICmpRangeManager::ELosVisibility vis = cmpRangeManager->GetLosVisibility(it->first, g_Game->GetPlayerID());
if (vis != ICmpRangeManager::VIS_HIDDEN)
{
v.a = 255;
v.x = posX.ToFloat()*sx;
v.y = -posZ.ToFloat()*sy;
vertexArray.push_back(v);
}
}
}
if (!vertexArray.empty())
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(MinimapUnitVertex), &vertexArray[0].x);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(MinimapUnitVertex), &vertexArray[0].r);
glDrawArrays(GL_POINTS, 0, (GLsizei)vertexArray.size());
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
PROFILE_END("minimap units");
DrawViewRect();
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
// Reset everything back to normal
glPointSize(1.0f);
glEnable(GL_TEXTURE_2D);
}
#endif // CONFIG2_GLES
void CMiniMap::CreateTextures()
{
Destroy();
// Create terrain texture
glGenTextures(1, &m_TerrainTexture);
g_Renderer.BindTexture(0, m_TerrainTexture);
// Initialise texture with solid black, for the areas we don't
// overwrite with glTexSubImage2D later
u32* texData = new u32[m_TextureSize * m_TextureSize];
for (ssize_t i = 0; i < m_TextureSize * m_TextureSize; ++i)
texData[i] = 0xFF000000;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_TextureSize, m_TextureSize, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, texData);
delete[] texData;
m_TerrainData = 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_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Rebuild and upload both of them
RebuildTerrainTexture();
}
void CMiniMap::RebuildTerrainTexture()
{
u32 x = 0;
u32 y = 0;
u32 w = m_MapSize - 1;
u32 h = m_MapSize - 1;
float waterHeight = g_Renderer.GetWaterManager()->m_WaterHeight;
m_TerrainDirty = false;
for(u32 j = 0; j < h; j++)
{
u32 *dataPtr = m_TerrainData + ((y + j) * (m_MapSize - 1)) + x;
for(u32 i = 0; i < w; i++)
{
float avgHeight = ( m_Terrain->GetVertexGroundLevel((int)i, (int)j)
+ m_Terrain->GetVertexGroundLevel((int)i+1, (int)j)
+ m_Terrain->GetVertexGroundLevel((int)i, (int)j+1)
+ m_Terrain->GetVertexGroundLevel((int)i+1, (int)j+1)
) / 4.0f;
if(avgHeight < waterHeight)
{
*dataPtr++ = 0xff304080; // TODO: perhaps use the renderer's water color?
}
else
{
int hmap = ((int)m_Terrain->GetHeightMap()[(y + j) * m_MapSize + x + i]) >> 8;
int val = (hmap / 3) + 170;
u32 color = 0xFFFFFFFF;
CMiniPatch *mp = m_Terrain->GetTile(x + i, y + j);
if(mp)
{
CTerrainTextureEntry *tex = mp->GetTextureEntry();
if(tex)
{
// If the texture can't be loaded yet, set the dirty flags
// so we'll try regenerating the terrain texture again soon
if(!tex->GetTexture()->TryLoad())
m_TerrainDirty = true;
color = tex->GetBaseColor();
}
}
*dataPtr++ = ScaleColor(color, float(val) / 255.0f);
}
}
}
// Upload the texture
g_Renderer.BindTexture(0, m_TerrainTexture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_MapSize - 1, m_MapSize - 1, GL_BGRA_EXT, GL_UNSIGNED_BYTE, m_TerrainData);
}
void CMiniMap::Destroy()
{
if(m_TerrainTexture)
{
glDeleteTextures(1, &m_TerrainTexture);
m_TerrainTexture = 0;
}
delete[] m_TerrainData;
m_TerrainData = 0;
}