mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
Initial mini-map check-in
This was SVN commit r1230.
This commit is contained in:
parent
6b084c3173
commit
5275dc862b
3 changed files with 260 additions and 0 deletions
|
|
@ -20,6 +20,7 @@ gee@pyro.nu
|
|||
#include "CText.h"
|
||||
#include "CCheckBox.h"
|
||||
#include "CRadioButton.h"
|
||||
#include "MiniMap.h"
|
||||
|
||||
#include "ps/Xeromyces.h"
|
||||
#include "ps/Font.h"
|
||||
|
|
@ -263,6 +264,7 @@ void CGUI::Initialize()
|
|||
AddObjectType("text", &CText::ConstructObject);
|
||||
AddObjectType("checkbox", &CCheckBox::ConstructObject);
|
||||
AddObjectType("radiobutton", &CRadioButton::ConstructObject);
|
||||
AddObjectType("minimap", &CMiniMap::ConstructObject);
|
||||
}
|
||||
|
||||
void CGUI::Process()
|
||||
|
|
|
|||
199
source/gui/MiniMap.cpp
Executable file
199
source/gui/MiniMap.cpp
Executable file
|
|
@ -0,0 +1,199 @@
|
|||
#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"
|
||||
|
||||
static unsigned int ScaleColor(unsigned int color,float x)
|
||||
{
|
||||
unsigned int r=unsigned int(float(color & 0xff)*x);
|
||||
unsigned int g=unsigned int(float((color>>8) & 0xff)*x);
|
||||
unsigned int b=unsigned int(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");
|
||||
}
|
||||
|
||||
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);
|
||||
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 effecient. This works for now.
|
||||
*/
|
||||
CVector2D CMiniMap::GetMapSpaceCoords(CVector3D worldPos)
|
||||
{
|
||||
u32 x = (u32)(worldPos.X / CELL_SIZE);
|
||||
// Entities Z coordinate is really it's longitutinale 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);
|
||||
}
|
||||
59
source/gui/MiniMap.h
Executable file
59
source/gui/MiniMap.h
Executable file
|
|
@ -0,0 +1,59 @@
|
|||
#ifndef __H_MINIMAP_H__
|
||||
#define __H_MINIMAP_H__
|
||||
|
||||
#include "GUI.h"
|
||||
#include "graphics/Terrain.h"
|
||||
#include "graphics/UnitManager.h"
|
||||
|
||||
class CMiniMap : public IGUIObject
|
||||
{
|
||||
GUI_OBJECT(CMiniMap)
|
||||
public:
|
||||
CMiniMap();
|
||||
virtual ~CMiniMap();
|
||||
protected:
|
||||
virtual void Draw();
|
||||
|
||||
// generate the mini-map texture
|
||||
void GenerateMiniMapTexture();
|
||||
|
||||
// rebuild the texture map
|
||||
void Rebuild();
|
||||
|
||||
// upload the minimap texture
|
||||
void UploadTexture();
|
||||
|
||||
// destroy and free any memory and textures
|
||||
void Destroy();
|
||||
|
||||
|
||||
// calculate the relative heightmap space coordinates
|
||||
// for a units world position
|
||||
CVector2D GetMapSpaceCoords(CVector3D worldPos);
|
||||
|
||||
// the terrain we are mini-mapping
|
||||
CTerrain *m_Terrain;
|
||||
|
||||
// the unit manager with unit positions
|
||||
CUnitManager *m_UnitManager;
|
||||
|
||||
// minimap texture handle
|
||||
u32 m_Handle;
|
||||
|
||||
// texture data
|
||||
u32 *m_Data;
|
||||
|
||||
// width
|
||||
u32 m_Width;
|
||||
|
||||
// height
|
||||
u32 m_Height;
|
||||
|
||||
// map size
|
||||
u32 m_MapSize;
|
||||
|
||||
// texture size
|
||||
u32 m_TextureSize;
|
||||
};
|
||||
|
||||
#endif
|
||||
Loading…
Reference in a new issue