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forked from 0ad/0ad
0ad/source/gui/MiniMap.cpp

815 lines
23 KiB
C++

/* Copyright (C) 2013 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 "gui/GUI.h"
#include "gui/GUIManager.h"
#include "lib/ogl.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/bits.h"
#include "lib/timer.h"
#include "ps/ConfigDB.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/system/ParamNode.h"
bool g_GameRestarted = false;
// Set max drawn entities to UINT16_MAX for now, which is more than enough
// TODO: we should be cleverer about drawing them to reduce clutter
const u16 MAX_ENTITIES_DRAWN = 65535;
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 | b | g<<8 | r<<16);
}
CMiniMap::CMiniMap() :
m_TerrainTexture(0), m_TerrainData(0), m_MapSize(0), m_Terrain(0), m_TerrainDirty(true), m_MapScale(1.f),
m_EntitiesDrawn(0), m_IndexArray(GL_STATIC_DRAW), m_VertexArray(GL_DYNAMIC_DRAW),
m_NextBlinkTime(0.0), m_PingDuration(25.0), m_BlinkState(false)
{
AddSetting(GUIST_CColor, "fov_wedge_color");
AddSetting(GUIST_CStrW, "tooltip");
AddSetting(GUIST_CStr, "tooltip_style");
m_Clicking = false;
m_MouseHovering = false;
// Get the maximum height for unit passage in water.
CParamNode externalParamNode;
CParamNode::LoadXML(externalParamNode, L"simulation/data/pathfinder.xml");
const CParamNode pathingSettings = externalParamNode.GetChild("Pathfinder").GetChild("PassabilityClasses");
if (pathingSettings.GetChild("default").IsOk() && pathingSettings.GetChild("default").GetChild("MaxWaterDepth").IsOk())
m_ShallowPassageHeight = pathingSettings.GetChild("default").GetChild("MaxWaterDepth").ToFloat();
else
m_ShallowPassageHeight = 0.0f;
m_AttributePos.type = GL_FLOAT;
m_AttributePos.elems = 2;
m_VertexArray.AddAttribute(&m_AttributePos);
m_AttributeColor.type = GL_UNSIGNED_BYTE;
m_AttributeColor.elems = 4;
m_VertexArray.AddAttribute(&m_AttributeColor);
m_VertexArray.SetNumVertices(MAX_ENTITIES_DRAWN);
m_VertexArray.Layout();
m_IndexArray.SetNumVertices(MAX_ENTITIES_DRAWN);
m_IndexArray.Layout();
VertexArrayIterator<u16> index = m_IndexArray.GetIterator();
for (u16 i = 0; i < MAX_ENTITIES_DRAWN; ++i)
{
*index++ = i;
}
m_IndexArray.Upload();
m_IndexArray.FreeBackingStore();
VertexArrayIterator<float[2]> attrPos = m_AttributePos.GetIterator<float[2]>();
VertexArrayIterator<u8[4]> attrColor = m_AttributeColor.GetIterator<u8[4]>();
for (u16 i = 0; i < MAX_ENTITIES_DRAWN; i++)
{
(*attrColor)[0] = 0;
(*attrColor)[1] = 0;
(*attrColor)[2] = 0;
(*attrColor)[3] = 0;
++attrColor;
(*attrPos)[0] = -10000.0f;
(*attrPos)[1] = -10000.0f;
++attrPos;
}
m_VertexArray.Upload();
double blinkDuration = 1.0;
// Tests won't have config initialised
if (CConfigDB::IsInitialised())
{
CFG_GET_VAL("gui.session.minimap.pingduration", Double, m_PingDuration);
CFG_GET_VAL("gui.session.minimap.blinkduration", Double, blinkDuration);
}
m_HalfBlinkDuration = blinkDuration/2;
}
CMiniMap::~CMiniMap()
{
Destroy();
}
void CMiniMap::HandleMessage(SGUIMessage &Message)
{
switch(Message.type)
{
case GUIM_MOUSE_PRESS_LEFT:
{
if (m_MouseHovering)
{
SetCameraPos();
m_Clicking = true;
}
break;
}
case GUIM_MOUSE_RELEASE_LEFT:
{
if(m_MouseHovering && m_Clicking)
SetCameraPos();
m_Clicking = false;
break;
}
case GUIM_MOUSE_DBLCLICK_LEFT:
{
if(m_MouseHovering && m_Clicking)
SetCameraPos();
m_Clicking = false;
break;
}
case GUIM_MOUSE_ENTER:
{
m_MouseHovering = true;
break;
}
case GUIM_MOUSE_LEAVE:
{
m_Clicking = false;
m_MouseHovering = 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_MouseHovering && m_Clicking)
SetCameraPos();
break;
}
case GUIM_MOUSE_WHEEL_DOWN:
case GUIM_MOUSE_WHEEL_UP:
Message.Skip();
break;
default:
break;
} // switch
}
bool CMiniMap::MouseOver()
{
// Get the mouse position.
CPos mousePos = GetMousePos();
// Get the position of the center of the minimap.
CPos minimapCenter = CPos(m_CachedActualSize.left + m_CachedActualSize.GetWidth() / 2.0, m_CachedActualSize.bottom - m_CachedActualSize.GetHeight() / 2.0);
// Take the magnitude of the difference of the mouse position and minimap center.
double distFromCenter = sqrt(pow((mousePos.x - minimapCenter.x), 2) + pow((mousePos.y - minimapCenter.y), 2));
// If the distance is less then the radius of the minimap (half the width) the mouse is over the minimap.
if (distFromCenter < m_CachedActualSize.GetWidth() / 2.0)
return true;
else
return false;
}
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_GUI->GetActiveGUI()->GetScriptInterface()->Eval("({})", coords);
g_GUI->GetActiveGUI()->GetScriptInterface()->SetProperty(coords.get(), "x", x, false);
g_GUI->GetActiveGUI()->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];
const float invTileMapSize = 1.0f/float(TERRAIN_TILE_SIZE*m_MapSize);
for (int i=0;i<4;i++) {
// convert to minimap space
const float px=hitPt[i].X;
const float pz=hitPt[i].Z;
ViewRect[i][0]=(m_CachedActualSize.GetWidth()*px*invTileMapSize);
ViewRect[i][1]=(m_CachedActualSize.GetHeight()*pz*invTileMapSize);
}
// 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;
};
// Adds a vertex to the passed VertexArray
static void inline addVertex(const MinimapUnitVertex& v,
VertexArrayIterator<u8[4]>& attrColor,
VertexArrayIterator<float[2]>& attrPos)
{
(*attrColor)[0] = v.r;
(*attrColor)[1] = v.g;
(*attrColor)[2] = v.b;
(*attrColor)[3] = v.a;
++attrColor;
(*attrPos)[0] = v.x;
(*attrPos)[1] = v.y;
++attrPos;
}
void CMiniMap::DrawTexture(CShaderProgramPtr shader, 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;
float quadTex[] = {
m*(-c + s + 1.f), m*(-c + -s + 1.f),
m*(c + s + 1.f), m*(-c + s + 1.f),
m*(c + -s + 1.f), m*(c + s + 1.f),
m*(c + -s + 1.f), m*(c + s + 1.f),
m*(-c + -s + 1.f), m*(c + -s + 1.f),
m*(-c + s + 1.f), m*(-c + -s + 1.f)
};
float quadVerts[] = {
x, y, z,
x2, y, z,
x2, y2, z,
x2, y2, z,
x, y2, z,
x, y, z
};
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
{
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
shader->VertexPointer(3, GL_FLOAT, 0, quadVerts);
shader->AssertPointersBound();
}
else
{
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, quadTex);
glVertexPointer(3, GL_FLOAT, 0, quadVerts);
}
glDrawArrays(GL_TRIANGLES, 0, 6);
if (g_Renderer.GetRenderPath() == CRenderer::RP_FIXED)
{
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
// TODO: render the minimap in a framebuffer and just draw the frambuffer texture
// most of the time, updating the framebuffer twice a frame.
// Here it updates as ping-pong either texture or vertex array each sec to lower gpu stalling
// (those operations cause a gpu sync, which slows down the way gpu works)
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)
// TODO: store frequency in a config file?
static double last_time;
const double cur_time = timer_Time();
const bool doUpdate = cur_time - last_time > 0.5;
if(doUpdate)
{
last_time = cur_time;
if(m_TerrainDirty)
RebuildTerrainTexture();
}
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
CMatrix3D matrix = GetDefaultGuiMatrix();
glLoadMatrixf(&matrix._11);
// Disable depth updates to prevent apparent z-fighting-related issues
// with some drivers causing units to get drawn behind the texture
glDepthMask(0);
CShaderProgramPtr shader;
CShaderTechniquePtr tech;
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
{
CShaderDefines defines;
defines.Add(str_MINIMAP_BASE, str_1);
tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), defines);
tech->BeginPass();
shader = tech->GetShader();
}
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
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
shader->BindTexture(str_baseTex, m_TerrainTexture);
else
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(shader, texCoordMax, angle, x, y, x2, y2, z);
// Draw territory boundaries
CTerritoryTexture& territoryTexture = g_Game->GetView()->GetTerritoryTexture();
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
shader->BindTexture(str_baseTex, territoryTexture.GetTexture());
else
territoryTexture.BindTexture(0);
glEnable(GL_BLEND);
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(territoryTexture.GetMinimapTextureMatrix());
glMatrixMode(GL_MODELVIEW);
DrawTexture(shader, 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();
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
{
tech->EndPass();
CShaderDefines defines;
defines.Add(str_MINIMAP_LOS, str_1);
tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), defines);
tech->BeginPass();
shader = tech->GetShader();
shader->BindTexture(str_baseTex, losTexture.GetTexture());
}
else
{
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(shader, 1.0f, angle, x, y, x2, y2, z);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_BLEND);
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
{
tech->EndPass();
CShaderDefines defines;
defines.Add(str_MINIMAP_POINT, str_1);
tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), defines);
tech->BeginPass();
shader = tech->GetShader();
}
// 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");
const float sx = (float)m_Width / ((m_MapSize - 1) * TERRAIN_TILE_SIZE);
const float sy = (float)m_Height / ((m_MapSize - 1) * TERRAIN_TILE_SIZE);
CSimulation2::InterfaceList ents = sim->GetEntitiesWithInterface(IID_Minimap);
if (doUpdate)
{
VertexArrayIterator<float[2]> attrPos = m_AttributePos.GetIterator<float[2]>();
VertexArrayIterator<u8[4]> attrColor = m_AttributeColor.GetIterator<u8[4]>();
m_EntitiesDrawn = 0;
MinimapUnitVertex v;
std::vector<MinimapUnitVertex> pingingVertices;
pingingVertices.reserve(MAX_ENTITIES_DRAWN/2);
const double time = timer_Time();
if (time > m_NextBlinkTime)
{
m_BlinkState = !m_BlinkState;
m_NextBlinkTime = time + m_HalfBlinkDuration;
}
entity_pos_t posX, posZ;
for (CSimulation2::InterfaceList::const_iterator it = ents.begin(); it != ents.end(); ++it)
{
ICmpMinimap* cmpMinimap = static_cast<ICmpMinimap*>(it->second);
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;
// Check minimap pinging to indicate something
if (m_BlinkState && cmpMinimap->CheckPing(time, m_PingDuration))
{
v.r = 255; // ping color is white
v.g = 255;
v.b = 255;
pingingVertices.push_back(v);
}
else
{
addVertex(v, attrColor, attrPos);
++m_EntitiesDrawn;
}
}
}
}
// Add the pinged vertices at the end, so they are drawn on top
for (size_t v = 0; v < pingingVertices.size(); ++v)
{
addVertex(pingingVertices[v], attrColor, attrPos);
++m_EntitiesDrawn;
}
ENSURE(m_EntitiesDrawn < MAX_ENTITIES_DRAWN);
m_VertexArray.Upload();
}
if (m_EntitiesDrawn > 0)
{
// Don't enable GL_POINT_SMOOTH because it's far too slow
// (~70msec/frame on a GF4 rendering a thousand points)
glPointSize(3.f);
u8* indexBase = m_IndexArray.Bind();
u8* base = m_VertexArray.Bind();
const GLsizei stride = (GLsizei)m_VertexArray.GetStride();
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
{
shader->VertexPointer(2, GL_FLOAT, stride, base + m_AttributePos.offset);
shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, base + m_AttributeColor.offset);
shader->AssertPointersBound();
}
else
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDisable(GL_TEXTURE_2D);
glVertexPointer(2, GL_FLOAT, stride, base + m_AttributePos.offset);
glColorPointer(4, GL_UNSIGNED_BYTE, stride, base + m_AttributeColor.offset);
}
if (!g_Renderer.m_SkipSubmit)
{
glDrawElements(GL_POINTS, (GLsizei)(m_EntitiesDrawn), GL_UNSIGNED_SHORT, indexBase);
}
g_Renderer.GetStats().m_DrawCalls++;
CVertexBuffer::Unbind();
}
PROFILE_END("minimap units");
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
{
tech->EndPass();
CShaderDefines defines;
defines.Add(str_MINIMAP_LINE, str_1);
tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), defines);
tech->BeginPass();
shader = tech->GetShader();
}
else
{
glEnable(GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
DrawViewRect();
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
{
tech->EndPass();
}
// Reset everything back to normal
glPointSize(1.0f);
glEnable(GL_TEXTURE_2D);
glDepthMask(1);
}
#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_RGBA, 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 && avgHeight > waterHeight - m_ShallowPassageHeight)
{
// shallow water
*dataPtr++ = 0xffc09870;
}
else if (avgHeight < waterHeight)
{
// Set water as constant color for consistency on different maps
*dataPtr++ = 0xffa07850;
}
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_RGBA, GL_UNSIGNED_BYTE, m_TerrainData);
}
void CMiniMap::Destroy()
{
if(m_TerrainTexture)
{
glDeleteTextures(1, &m_TerrainTexture);
m_TerrainTexture = 0;
}
delete[] m_TerrainData;
m_TerrainData = 0;
}