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0ad/source/gui/MiniMap.cpp

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#include "precompiled.h"
#include "gui/MiniMap.h"
#include "ps/Game.h"
#include <math.h>
#include "ogl.h"
#include "renderer/Renderer.h"
#include "graphics/TextureEntry.h"
#include "graphics/TextureManager.h"
#include "graphics/Unit.h"
#include "UnitManager.h"
#include "Entity.h"
#include "Bound.h"
#include "Model.h"
#include "Terrain.h"
#include "Profile.h"
#include "LOSManager.h"
#include "graphics/GameView.h"
#include "renderer/WaterManager.h"
bool g_TerrainModified = false;
// used by GetMapSpaceCoords (precalculated as an optimization).
// this was formerly access via inline asm, which required it to be
// static data instead of a class member. that is no longer the case,
// but we leave it because this is slightly more efficient.
static float m_scaleX, m_scaleY;
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);
}
CMiniMap::CMiniMap()
: m_TerrainTexture(0), m_TerrainData(0), m_MapSize(0), m_Terrain(0),
m_LOSTexture(0), m_LOSData(0), m_UnitManager(0)
{
AddSetting(GUIST_CColor, "fov_wedge_color");
AddSetting(GUIST_CStr, "tooltip");
AddSetting(GUIST_CStr, "tooltip_style");
}
CMiniMap::~CMiniMap()
{
Destroy();
}
void CMiniMap::HandleMessage(const SGUIMessage &Message)
{
switch(Message.type)
{
case GUIM_MOUSE_PRESS_LEFT:
{
CTerrain *MMTerrain=g_Game->GetWorld()->GetTerrain();
CVector3D CamOrient=m_Camera->m_Orientation.GetTranslation();
//get center point of screen
int x = (int)g_Renderer.GetWidth()/2.f, y = (int)g_Renderer.GetHeight()/2.f;
CVector3D ScreenMiddle=m_Camera->GetWorldCoordinates(x,y);
//Get Vector required to go from camera position to ScreenMiddle
CVector3D TransVector;
TransVector.X=CamOrient.X-ScreenMiddle.X;
TransVector.Z=CamOrient.Z-ScreenMiddle.Z;
//world position of where mouse clicked
CVector3D Destination;
//X and Z according to proportion of mouse position and minimap
Destination.X=(CELL_SIZE*m_MapSize)*
((g_mouse_x-m_CachedActualSize.left)/m_CachedActualSize.GetWidth());
Destination.Z=(CELL_SIZE*m_MapSize)*((m_CachedActualSize.bottom-g_mouse_y)
/m_CachedActualSize.GetHeight());
m_Camera->m_Orientation._14=Destination.X;
m_Camera->m_Orientation._34=Destination.Z;
m_Camera->m_Orientation._14+=TransVector.X;
m_Camera->m_Orientation._34+=TransVector.Z;
//Lock Y coord. No risk of zoom exceeding limit-Y does not increase
float Height=MMTerrain->getExactGroundLevel(
m_Camera->m_Orientation._14, m_Camera->m_Orientation._34) + g_YMinOffset;
if (m_Camera->m_Orientation._24 < Height)
{
m_Camera->m_Orientation._24=Height;
}
m_Camera->UpdateFrustum();
}
break;
default:
break;
} // switch
}
// 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()
{
// Get correct world coordinates based off corner of screen start
// at Bottom Left and going CW
CVector3D hitPt[4];
hitPt[0]=m_Camera->GetWorldCoordinates(0,g_Renderer.GetHeight());
hitPt[1]=m_Camera->GetWorldCoordinates(g_Renderer.GetWidth(),g_Renderer.GetHeight());
hitPt[2]=m_Camera->GetWorldCoordinates(g_Renderer.GetWidth(),0);
hitPt[3]=m_Camera->GetWorldCoordinates(0,0);
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));
}
// 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);
glEnable(GL_LINE_SMOOTH);
glLineWidth(2);
glColor3f(1.0f, 0.3f, 0.3f);
// Draw the viewing rectangle with the ScEd's conversion algorithm
const float x = m_CachedActualSize.left, y = m_CachedActualSize.bottom;
glBegin(GL_LINE_LOOP);
glVertex2f(x+ViewRect[0][0], y-ViewRect[0][1]);
glVertex2f(x+ViewRect[1][0], y-ViewRect[1][1]);
glVertex2f(x+ViewRect[2][0], y-ViewRect[2][1]);
glVertex2f(x+ViewRect[3][0], y-ViewRect[3][1]);
glEnd();
// restore state
glDisable(GL_SCISSOR_TEST);
glDisable(GL_POINT_SMOOTH);
glLineWidth(1.0f);
}
void CMiniMap::Draw()
{
// 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;
// Set our globals in case they hadn't been set before
m_Camera = g_Game->GetView()->GetCamera();
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);
m_MapSize = m_Terrain->GetVerticesPerSide();
m_TextureSize = round_up_to_pow2(m_MapSize);
m_scaleX = float(m_Width) / float(m_MapSize - 1);
m_scaleY = float(m_Height) / float(m_MapSize - 1);
if(!m_TerrainTexture)
CreateTextures();
// do not limit this as with LOS updates below - we must update
// immediately after changes are reported because this flag will be
// reset at the end of the frame.
if(g_TerrainModified)
RebuildTerrainTexture();
// only update 10x / second
// (note: since units only move a few pixels per second on the minimap,
// we can get away with infrequent updates; this is slow, ~20ms)
static double last_time;
const double cur_time = get_time();
if(cur_time - last_time > 100e-3) // 10 updates/sec
{
last_time = cur_time;
CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
if(losMgr->m_LOSSetting != CLOSManager::ALL_VISIBLE)
RebuildLOSTexture();
}
const float texCoordMax = ((float)m_MapSize - 1) / ((float)m_TextureSize);
const float x = m_CachedActualSize.left, y = m_CachedActualSize.bottom;
const float x2 = m_CachedActualSize.right, y2 = m_CachedActualSize.top;
const float z = GetBufferedZ();
// 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);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(x, y, z);
glTexCoord2f(texCoordMax, 0.0f);
glVertex3f(x2, y, z);
glTexCoord2f(texCoordMax, texCoordMax);
glVertex3f(x2, y2, z);
glTexCoord2f(0.0f, texCoordMax);
glVertex3f(x, y2, z);
glEnd();
// Draw the LOS quad in black, using alpha values from the LOS texture
g_Renderer.BindTexture(0, m_LOSTexture);
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_SRC_ALPHA);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_QUADS);
glColor3f(0.0f, 0.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(x, y, z);
glTexCoord2f(texCoordMax, 0.0f);
glVertex3f(x2, y, z);
glTexCoord2f(texCoordMax, texCoordMax);
glVertex3f(x2, y2, z);
glTexCoord2f(0.0f, texCoordMax);
glVertex3f(x, y2, z);
glEnd();
glDisable(GL_BLEND);
// Draw unit points
const std::vector<CUnit *> &units = m_UnitManager->GetUnits();
std::vector<CUnit *>::const_iterator iter = units.begin();
CUnit *unit = 0;
CVector2D pos;
CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
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() && losMgr->GetUnitStatus(unit, g_Game->GetLocalPlayer()) != UNIT_HIDDEN)
{
CEntity* entity = unit->GetEntity();
CStrW& type = entity->m_minimapType;
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if(type==L"Unit" || type==L"Structure" || type==L"Hero") {
// Use the player colour
const SPlayerColour& colour = unit->GetEntity()->GetPlayer()->GetColour();
glColor3f(colour.r, colour.g, colour.b);
}
else {
glColor3f(entity->m_minimapR/255.0f, entity->m_minimapG/255.0f, entity->m_minimapB/255.0f);
}
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pos = GetMapSpaceCoords(unit->GetEntity()->m_position);
glVertex3f(x + pos.x, y - pos.y, z);
}
}
glEnd();
DrawViewRect();
// Reset everything back to normal
glPointSize(1.0f);
glDisable(GL_LINE_SMOOTH);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
}
void CMiniMap::CreateTextures()
{
Destroy();
// Create terrain texture
glGenTextures(1, (GLuint *)&m_TerrainTexture);
g_Renderer.BindTexture(0, m_TerrainTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_TextureSize, m_TextureSize, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, 0);
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);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
// Create LOS texture
glGenTextures(1, (GLuint *)&m_LOSTexture);
g_Renderer.BindTexture(0, m_LOSTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, m_TextureSize, m_TextureSize, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0);
m_LOSData = new u8[(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 and upload both of them
RebuildTerrainTexture();
RebuildLOSTexture();
}
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;
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 = 0;
CMiniPatch *mp = m_Terrain->GetTile(x + i, y + j);
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);
}
}
}
// 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);
}
TIMER_ADD_CLIENT(tc_minimap_rebuildlos);
void CMiniMap::RebuildLOSTexture()
{
PROFILE_START("rebuild minimap: los");
TIMER_ACCRUE(tc_minimap_rebuildlos);
CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
CPlayer* player = g_Game->GetLocalPlayer();
u32 x = 0;
u32 y = 0;
u32 w = m_MapSize - 1;
u32 h = m_MapSize - 1;
for(u32 j = 0; j < h; j++)
{
u8 *dataPtr = m_LOSData + ((y + j) * (m_MapSize - 1)) + x;
for(u32 i = 0; i < w; i++)
{
ELOSStatus status = losMgr->GetStatus((int) i, (int) j, player);
if(status == LOS_UNEXPLORED)
{
*dataPtr++ = 0xff;
}
else if(status == LOS_EXPLORED)
{
*dataPtr++ = (u8) (0xff * 0.3f);
}
else {
*dataPtr++ = 0;
}
}
}
// Upload the texture
g_Renderer.BindTexture(0, m_LOSTexture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_MapSize - 1, m_MapSize - 1, GL_ALPHA, GL_UNSIGNED_BYTE, m_LOSData);
PROFILE_END("rebuild minimap: los");
}
void CMiniMap::Destroy()
{
if(m_TerrainTexture)
glDeleteTextures(1, (GLuint *)&m_TerrainTexture);
if(m_LOSTexture)
glDeleteTextures(1, (GLuint *)&m_LOSTexture);
delete[] m_TerrainData; m_TerrainData = 0;
delete[] m_LOSData; m_LOSData = 0;
}
CVector2D CMiniMap::GetMapSpaceCoords(CVector3D worldPos)
{
float x = rintf(worldPos.X / CELL_SIZE);
float y = rintf(worldPos.Z / CELL_SIZE);
// Entity's Z coordinate is really its longitudinal coordinate on the terrain
// Calculate map space scale
return CVector2D(x * m_scaleX, y * m_scaleY);
}