forked from 0ad/0ad
312 lines
9.6 KiB
C++
Executable File
312 lines
9.6 KiB
C++
Executable File
#include "precompiled.h"
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#include "gui/MiniMap.h"
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#include "ps/Game.h"
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#include "ogl.h"
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#include "renderer/Renderer.h"
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#include "graphics/TextureEntry.h"
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#include "graphics/TextureManager.h"
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#include "graphics/Unit.h"
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#include "Bound.h"
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#include "Model.h"
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static unsigned int ScaleColor(unsigned int color,float x)
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{
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unsigned int r=uint(float(color & 0xff)*x);
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unsigned int g=uint(float((color>>8) & 0xff)*x);
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unsigned int b=uint(float((color>>16) & 0xff)*x);
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return (0xff000000 | r | g<<8 | b<<16);
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}
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static int RoundUpToPowerOf2(int x)
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{
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if ((x & (x-1))==0) return x;
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int d=x;
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while (d & (d-1)) {
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d&=(d-1);
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}
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return d<<1;
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}
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CMiniMap::CMiniMap()
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: m_Handle(0), m_Data(NULL), m_MapSize(0), m_Terrain(0),
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m_UnitManager(0)
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{
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AddSetting(GUIST_CColor, "fov_wedge_color");
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AddSetting(GUIST_CStr, "tooltip");
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AddSetting(GUIST_CStr, "tooltip_style");
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}
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CMiniMap::~CMiniMap()
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{
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Destroy();
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}
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void CMiniMap::Draw()
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{
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// The terrain isn't actually initialized until the map is loaded, which
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// happens when the game is started
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if(GetGUI() && g_Game && g_Game->IsGameStarted())
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{
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if(!m_Handle)
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GenerateMiniMapTexture();
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g_Renderer.BindTexture(0, m_Handle);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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float texCoordMax = ((float)m_MapSize - 1) / ((float)m_TextureSize);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(m_CachedActualSize.left, m_CachedActualSize.top, GetBufferedZ());
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glTexCoord2f(texCoordMax, 0.0f);
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glVertex3f(m_CachedActualSize.right, m_CachedActualSize.top, GetBufferedZ());
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glTexCoord2f(texCoordMax, texCoordMax);
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glVertex3f(m_CachedActualSize.right, m_CachedActualSize.bottom, GetBufferedZ());
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glTexCoord2f(0.0f, texCoordMax);
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glVertex3f(m_CachedActualSize.left, m_CachedActualSize.bottom, GetBufferedZ());
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glEnd();
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float x = m_CachedActualSize.left;
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float y = m_CachedActualSize.top;
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std::vector<CUnit *> units = m_UnitManager->GetUnits();
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std::vector<CUnit *>::iterator iter = units.begin();
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CUnit *unit = NULL;
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CVector2D pos;
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_POINT_SMOOTH);
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glDisable(GL_TEXTURE_2D);
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glPointSize(3.0f);
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// REMOVED: glColor3f(1.0f, 1.0f, 1.0f);
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glBegin(GL_POINTS);
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for(; iter != units.end(); iter++)
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{
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unit = (CUnit *)(*iter);
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if(unit && unit->GetEntity())
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{
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// EDIT: John M. Mena // Set the player colour
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const SPlayerColour& colour = unit->GetEntity()->GetPlayer()->GetColour();
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glColor3f(colour.r, colour.g, colour.b);
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pos = GetMapSpaceCoords(unit->GetEntity()->m_position);
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// TODO: Investigate why player position must be reversed with map.
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// EDIT: John M. Mena // Reversed x and y addition
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// Not quite sure what the problems is here.
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glVertex3f(x + pos.y, y + pos.x, GetBufferedZ());
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}
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}
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glEnd();
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// render view rect : John M. Mena
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// This sets up and draws the rectangle on the mini-map
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// which represents the view of the camera in the world.
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// Get a handle to the camera
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CCamera &g_Camera=*g_Game->GetView()->GetCamera();
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CVector3D pos3D[4];
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CVector2D pos2D[4];
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// Get the far plane corner coordinates
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g_Camera.GetCameraPlanePoints(g_Camera.GetFarPlane(), pos3D);
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// transform to the plane coords to world space
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CVector3D wPts[4];
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for (int i=0;i<4;i++) wPts[i]=g_Camera.m_Orientation.Transform(pos3D[i]);
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// TODO: Move this into the constructor
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float h=128*HEIGHT_SCALE;
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CPlane TerrainPlane;
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TerrainPlane.Set( CVector3D( 0.0f, h, 0.0f ),
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CVector3D( float(CELL_SIZE*m_MapSize), h, 0.0f ),
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CVector3D( 0.0f, h, float(CELL_SIZE*m_MapSize) ) );
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TerrainPlane.Normalize();
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// END TODO
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// now intersect a ray from the camera through each point
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CVector3D rayOrigin=g_Camera.m_Orientation.GetTranslation();
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CVector3D rayDir=g_Camera.m_Orientation.GetIn();
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CVector3D hitPt[4];
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for (int i=0;i<4;i++) {
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CVector3D rayDir=wPts[i]-rayOrigin;
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rayDir.Normalize();
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// get intersection point
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TerrainPlane.FindRayIntersection( rayOrigin, rayDir, &hitPt[i] );
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}
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// This is the way the ScEd converts to mini-map space.
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// When attempting to use the supplied one for this class, the lines
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// would stretch to unknown locations on the screen causing the
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// rectangle to distort.
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// TODO: Calculate this correctly.
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// Currently the rectangle isn't drawing to the proper scale.
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float ViewRect[4][2];
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for (int i=0;i<4;i++) {
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// convert to minimap space
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float px=hitPt[i].X;
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float pz=hitPt[i].Z;
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ViewRect[i][0]=(m_CachedActualSize.GetWidth()*px/float(CELL_SIZE*m_MapSize));
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ViewRect[i][1]=(m_CachedActualSize.GetHeight()*pz/float(CELL_SIZE*m_MapSize));
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}
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// This is the alternate way that converts to mini-map space.
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//for (int i = 0; i < 4; i++)
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// pos2D[i] = GetMapSpaceCoords(hitPt[i]);
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// END TODO
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// Enable Scissoring as to restrict the rectangle
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// to only the mini-map below by retrieving the mini-maps
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// screen coords.
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glScissor((int)m_CachedActualSize.left, 0, (int)m_CachedActualSize.right, (int)m_CachedActualSize.GetHeight());
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glEnable(GL_SCISSOR_TEST);
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glLineWidth(2);
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glColor3f(1.0f,0.3f,0.3f);
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// For some reason the coordinates need to be reversed on the x
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// and y axis or everything is backwards. Perhaps this has something
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// to do with the location of the viewing rectangle being in the wrong
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// place?
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// Draw the viewing rectangle with the ScEd's conversion algorithm
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glBegin(GL_LINE_LOOP);
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glVertex2f(x+ViewRect[0][1],y+ViewRect[0][0]);
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glVertex2f(x+ViewRect[1][1],y+ViewRect[1][0]);
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glVertex2f(x+ViewRect[2][1],y+ViewRect[2][0]);
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glVertex2f(x+ViewRect[3][1],y+ViewRect[3][0]);
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glEnd();
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// Draw the viewing rectangle with the class' conversion algorithm
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//glBegin(GL_LINE_LOOP);
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//glVertex2f(x+pos2D[0].y, y+pos2D[0].x);
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//glVertex2f(x+pos2D[1].y, y+pos2D[1].x);
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//glVertex2f(x+pos2D[2].y, y+pos2D[2].x);
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//glVertex2f(x+pos2D[3].y, y+pos2D[3].x);
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//glEnd();
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glDisable(GL_SCISSOR_TEST);
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// Reset everything back to normal
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glPointSize(1.0f);
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glLineWidth(1.0f);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_POINT_SMOOTH);
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glEnable(GL_DEPTH_TEST);
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/*glLineWidth(2);
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glColor3f(0.4f,0.35f,0.8f);
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glBegin(GL_LINE_LOOP);
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glVertex3f(m_CachedActualSize.left, m_CachedActualSize.top, GetBufferedZ());
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glVertex3f(m_CachedActualSize.right, m_CachedActualSize.top, GetBufferedZ());
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glVertex3f(m_CachedActualSize.right, m_CachedActualSize.bottom, GetBufferedZ());
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glVertex3f(m_CachedActualSize.left, m_CachedActualSize.bottom, GetBufferedZ());
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glEnd();*/
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}
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}
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void CMiniMap::GenerateMiniMapTexture()
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{
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m_Terrain = g_Game->GetWorld()->GetTerrain();
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m_UnitManager = g_Game->GetWorld()->GetUnitManager();
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m_Width = (u32)(m_CachedActualSize.right - m_CachedActualSize.left);
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m_Height = (u32)(m_CachedActualSize.bottom - m_CachedActualSize.top);
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Destroy();
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glGenTextures(1, (GLuint *)&m_Handle);
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g_Renderer.BindTexture(0, m_Handle);
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m_MapSize = m_Terrain->GetVerticesPerSide();
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m_TextureSize = RoundUpToPowerOf2(m_MapSize);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_TextureSize, m_TextureSize, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, 0);
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m_Data = new u32[(m_MapSize - 1) * (m_MapSize - 1)];
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
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Rebuild();
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}
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void CMiniMap::Rebuild()
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{
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u32 mapSize = m_Terrain->GetVerticesPerSide();
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u32 x = 0;
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u32 y = 0;
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u32 w = m_MapSize - 1;
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u32 h = m_MapSize - 1;
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for(u32 j = 0; j < h; j++)
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{
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u32 *dataPtr = m_Data + ((y + j) * (mapSize - 1)) + x;
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for(u32 i = 0; i < w; i++)
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{
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int hmap = ((int)m_Terrain->GetHeightMap()[(y + j) * mapSize + x + i]) >> 8;
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int val = (hmap / 3) + 170;
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CMiniPatch *mp = m_Terrain->GetTile(x + i, y + j);
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u32 color = 0;
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if(mp)
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{
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CTextureEntry *tex = mp->Tex1 ? g_TexMan.FindTexture(mp->Tex1) : 0;
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color = tex ? tex->GetBaseColor() : 0xffffffff;
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}
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else
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color = 0xffffffff;
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*dataPtr++ = ScaleColor(color, ((float)val) / 255.0f);
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}
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}
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UploadTexture();
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}
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void CMiniMap::UploadTexture()
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{
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g_Renderer.BindTexture(0, m_Handle);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_MapSize - 1, m_MapSize - 1, GL_BGRA_EXT, GL_UNSIGNED_BYTE, m_Data);
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}
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void CMiniMap::Destroy()
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{
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if(m_Handle)
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glDeleteTextures(1, (GLuint *)&m_Handle);
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if(m_Data)
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{
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delete[] m_Data;
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m_Data = NULL;
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}
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}
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/*
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* Calefaction
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* TODO: Speed this up. There has to be some mathematical way to make
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* this more efficient. This works for now.
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*/
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CVector2D CMiniMap::GetMapSpaceCoords(CVector3D worldPos)
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{
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u32 x = (u32)(worldPos.X / CELL_SIZE);
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// Entity's Z coordinate is really its longitudinal coordinate on the terrain
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u32 y = (u32)(worldPos.Z / CELL_SIZE);
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// Calculate map space scale
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float scaleX = float(m_Width) / float(m_MapSize - 1);
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float scaleY = float(m_Height) / float(m_MapSize - 1);
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return CVector2D(float(x) * scaleX, float(y) * scaleY);
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}
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