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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 "ogl.h"
#include "renderer/Renderer.h"
#include "graphics/TextureEntry.h"
#include "graphics/TextureManager.h"
#include "graphics/Unit.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()
{
if(GetGUI() && g_Game)
{
if(!m_Handle)
GenerateMiniMapTexture();
if(!m_Terrain || !m_UnitManager)
return;
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);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_POINTS);
for(; iter != units.end(); iter++)
{
unit = (CUnit *)(*iter);
if(unit && unit->GetEntity())
{
pos = GetMapSpaceCoords(unit->GetEntity()->m_position);
glVertex3f(x + pos.x, y + pos.y, GetBufferedZ());
}
}
glEnd();
glPointSize(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();
if(!m_Terrain)
return;
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);
}