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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Game/GlobalUnsynced.h"
#include "Game/SelectedUnits.h"
#include "Game/UI/GuiHandler.h"
#include "Map/BaseGroundDrawer.h"
#include "Map/Ground.h"
#include "Map/ReadMap.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Misc/LosHandler.h"
#include "Sim/MoveTypes/MoveInfo.h"
#include "Sim/MoveTypes/MoveMath/MoveMath.h"
#include "Sim/Units/BuildInfo.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitHandler.h"
#include "Sim/Units/UnitDef.h"
#include "Sim/Units/UnitDefHandler.h"
// FIXME
#define private public
#include "Sim/Path/Default/IPath.h"
#include "Sim/Path/Default/PathFinder.h"
#include "Sim/Path/Default/PathFinderDef.h"
#include "Sim/Path/Default/PathEstimator.h"
#include "Sim/Path/Default/PathManager.h"
#undef private
#include "Rendering/glFont.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/DefaultPathDrawer.h"
#include "Rendering/GL/myGL.h"
#include "Rendering/GL/glExtra.h"
#include "System/myMath.h"
#include "System/Color.h"
#include "System/Util.h"
#define PE_EXTRA_DEBUG_OVERLAYS 1
static CPathManager* pm = NULL;
static const MoveData* GetMoveData() {
const MoveData* md = NULL;
const CUnitSet& unitSet = selectedUnits.selectedUnits;
if (moveinfo->moveData.empty()) {
return md;
}
md = moveinfo->moveData[0];
if (!unitSet.empty()) {
const CUnit* unit = *(unitSet.begin());
const UnitDef* unitDef = unit->unitDef;
if (unitDef->movedata != NULL) {
md = unitDef->movedata;
}
}
return md;
}
static inline float GetSpeedMod(const MoveData* md, const CMoveMath* mm, int sqx, int sqy) {
float m = 0.0f;
#if 0
const int hmIdx = sqy * gs->mapxp1 + sqx;
const int cnIdx = sqy * gs->mapx + sqx;
const float height = hm[hmIdx];
const float slope = 1.0f - cn[cnIdx].y;
if (md->moveFamily == MoveData::Ship) {
// only check water depth
m = (height >= (-md->depth))? 0.0f: m;
} else {
// check depth and slope (if hover, only over land)
m = std::max(0.0f, 1.0f - (slope / (md->maxSlope + 0.1f)));
m = (height < (-md->depth))? 0.0f: m;
m = (height <= 0.0f && md->moveFamily == MoveData::Hover)? 1.0f: m;
}
#else
// NOTE: these values are not necessarily in [0, 1]
m = mm->GetPosSpeedMod(md, sqx, sqy);
#endif
return m;
}
static inline SColor GetSpeedModColor(const float& m) {
SColor col(120, 0, 80);
if (m > 0.0f) {
col.r = 255 - ((m <= 1.0f) ? (m * 255) : 255);
col.g = 255 - col.r;
col.b = 0;
}
return col;
}
static const SColor buildColors[] = {
SColor(138, 138, 138), // nolos
SColor( 0, 210, 0), // free
SColor(190, 180, 0), // objblocked
SColor(210, 0, 0), // terrainblocked
};
static inline const SColor& GetBuildColor(const DefaultPathDrawer::BuildSquareStatus& status) {
return buildColors[status];
}
DefaultPathDrawer::DefaultPathDrawer() {
pm = dynamic_cast<CPathManager*>(pathManager);
}
void DefaultPathDrawer::DrawAll() const {
// CPathManager is not thread-safe
if (!GML::SimEnabled() && globalRendering->drawdebug && (gs->cheatEnabled || gu->spectating)) {
glPushAttrib(GL_ENABLE_BIT);
Draw();
Draw(pm->maxResPF);
Draw(pm->medResPE);
Draw(pm->lowResPE);
glPopAttrib();
}
}
void DefaultPathDrawer::UpdateExtraTexture(int extraTex, int starty, int endy, int offset, unsigned char* texMem) const {
switch (extraTex) {
case CBaseGroundDrawer::drawPathTraversability: {
bool useCurrentBuildOrder = true;
if (guihandler->inCommand <= 0) {
useCurrentBuildOrder = false;
}
if (guihandler->inCommand >= guihandler->commands.size()) {
useCurrentBuildOrder = false;
}
if (useCurrentBuildOrder && guihandler->commands[guihandler->inCommand].type != CMDTYPE_ICON_BUILDING) {
useCurrentBuildOrder = false;
}
if (useCurrentBuildOrder) {
for (int ty = starty; ty < endy; ++ty) {
for (int tx = 0; tx < gs->hmapx; ++tx) {
const float3 pos(tx * (SQUARE_SIZE << 1) + SQUARE_SIZE, 0.0f, ty * (SQUARE_SIZE << 1) + SQUARE_SIZE);
const int idx = ((ty * (gs->pwr2mapx >> 1)) + tx) * 4 - offset;
BuildSquareStatus status = FREE;
if (!loshandler->InLos(pos, gu->myAllyTeam)) {
status = NOLOS;
} else {
const UnitDef* ud = unitDefHandler->GetUnitDefByID(-guihandler->commands[guihandler->inCommand].id);
const BuildInfo bi(ud, pos, guihandler->buildFacing);
CFeature* f = NULL;
GML_RECMUTEX_LOCK(quad); // UpdateExtraTexture - testunitbuildsquare accesses features in the quadfield
if (uh->TestUnitBuildSquare(bi, f, gu->myAllyTeam, false)) {
if (f != NULL) {
status = OBJECTBLOCKED;
}
} else {
status = TERRAINBLOCKED;
}
}
const SColor& col = GetBuildColor(status);
texMem[idx + CBaseGroundDrawer::COLOR_R] = col.r;
texMem[idx + CBaseGroundDrawer::COLOR_G] = col.g;
texMem[idx + CBaseGroundDrawer::COLOR_B] = col.b;
texMem[idx + CBaseGroundDrawer::COLOR_A] = col.a;
}
}
} else {
const MoveData* md = NULL;
const CMoveMath* mm = NULL;
const bool los = (gs->cheatEnabled || gu->spectating);
{
GML_RECMUTEX_LOCK(sel); // UpdateExtraTexture
const CUnitSet& selUnits = selectedUnits.selectedUnits;
const CUnit* selUnit = NULL;
// use the first selected unit, if it has the ability to move
if (!selUnits.empty()) {
selUnit = *selUnits.begin();
md = selUnit->unitDef->movedata;
mm = (md != NULL)? md->moveMath: NULL;
}
}
for (int ty = starty; ty < endy; ++ty) {
for (int tx = 0; tx < gs->hmapx; ++tx) {
const int sqx = (tx << 1);
const int sqy = (ty << 1);
const int texIdx = ((ty * (gs->pwr2mapx >> 1)) + tx) * 4 - offset;
if (md != NULL) {
float s = 1.0f;
if (los || loshandler->InLos(sqx, sqy, gu->myAllyTeam)) {
if (mm->IsBlocked(*md, sqx, sqy ) & CMoveMath::BLOCK_STRUCTURE) { s -= 0.25f; }
if (mm->IsBlocked(*md, sqx + 1, sqy ) & CMoveMath::BLOCK_STRUCTURE) { s -= 0.25f; }
if (mm->IsBlocked(*md, sqx, sqy + 1) & CMoveMath::BLOCK_STRUCTURE) { s -= 0.25f; }
if (mm->IsBlocked(*md, sqx + 1, sqy + 1) & CMoveMath::BLOCK_STRUCTURE) { s -= 0.25f; }
}
const float& m = GetSpeedMod(md, mm, sqx, sqy);
const SColor& c = GetSpeedModColor(m * s);
texMem[texIdx + CBaseGroundDrawer::COLOR_R] = c.r;
texMem[texIdx + CBaseGroundDrawer::COLOR_G] = c.g;
texMem[texIdx + CBaseGroundDrawer::COLOR_B] = c.b;
texMem[texIdx + CBaseGroundDrawer::COLOR_A] = c.a;
} else {
// we have nothing to show
// -> draw a dark red overlay
texMem[texIdx + CBaseGroundDrawer::COLOR_R] = 100;
texMem[texIdx + CBaseGroundDrawer::COLOR_G] = 0;
texMem[texIdx + CBaseGroundDrawer::COLOR_B] = 0;
texMem[texIdx + CBaseGroundDrawer::COLOR_A] = 255;
}
}
}
}
} break;
case CBaseGroundDrawer::drawPathHeat: {
for (int ty = starty; ty < endy; ++ty) {
for (int tx = 0; tx < gs->hmapx; ++tx) {
const int texIdx = ((ty * (gs->pwr2mapx >> 1)) + tx) * 4 - offset;
texMem[texIdx + CBaseGroundDrawer::COLOR_R] = Clamp(8 * pm->GetHeatOnSquare(tx << 1, ty << 1), 32, 255);
texMem[texIdx + CBaseGroundDrawer::COLOR_G] = 32;
texMem[texIdx + CBaseGroundDrawer::COLOR_B] = 32;
texMem[texIdx + CBaseGroundDrawer::COLOR_A] = 255;
}
}
} break;
case CBaseGroundDrawer::drawPathCost: {
const PathNodeStateBuffer& maxResStates = pm->maxResPF->squareStates;
const PathNodeStateBuffer& medResStates = pm->medResPE->blockStates;
const PathNodeStateBuffer& lowResStates = pm->lowResPE->blockStates;
const unsigned int medResBlockSize = pm->medResPE->BLOCK_SIZE, medResBlocksX = pm->medResPE->nbrOfBlocksX;
const unsigned int lowResBlockSize = pm->lowResPE->BLOCK_SIZE, lowResBlocksX = pm->lowResPE->nbrOfBlocksX;
const float gCostMax[3] = {
std::max(1.0f, maxResStates.GetMaxGCost()),
std::max(1.0f, medResStates.GetMaxGCost()),
std::max(1.0f, lowResStates.GetMaxGCost()),
};
for (int ty = starty; ty < endy; ++ty) {
for (int tx = 0; tx < gs->hmapx; ++tx) {
const unsigned int texIdx = ((ty * (gs->pwr2mapx >> 1)) + tx) * 4 - offset;
// NOTE:
// tx is in [0, gs->hmapx>
// ty is in [0, gs->hmapy> (highResInfoTexWanted == false)
const unsigned int hx = tx << 1;
const unsigned int hy = ty << 1;
float gCost[3] = {
maxResStates.gCost[hy * gs->mapx + hx],
medResStates.gCost[(hy / medResBlockSize) * medResBlocksX + (hx / medResBlockSize)],
lowResStates.gCost[(hy / lowResBlockSize) * lowResBlocksX + (hx / lowResBlockSize)],
};
if (math::isinf(gCost[0])) { gCost[0] = gCostMax[0]; }
if (math::isinf(gCost[1])) { gCost[1] = gCostMax[1]; }
if (math::isinf(gCost[2])) { gCost[2] = gCostMax[2]; }
// NOTE:
// the normalisation means each extraTextureUpdate block
// of rows gets assigned different colors when units are
// moving (so view it while paused)
texMem[texIdx + CBaseGroundDrawer::COLOR_R] = (gCost[0] / gCostMax[0]) * 255;
texMem[texIdx + CBaseGroundDrawer::COLOR_G] = (gCost[1] / gCostMax[1]) * 255;
texMem[texIdx + CBaseGroundDrawer::COLOR_B] = (gCost[2] / gCostMax[2]) * 255;
texMem[texIdx + CBaseGroundDrawer::COLOR_A] = 255;
}
}
} break;
default: {
} break;
}
}
void DefaultPathDrawer::Draw() const {
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glLineWidth(3);
const std::map<unsigned int, CPathManager::MultiPath*>& pathMap = pm->pathMap;
std::map<unsigned int, CPathManager::MultiPath*>::const_iterator pi;
for (pi = pathMap.begin(); pi != pathMap.end(); ++pi) {
const CPathManager::MultiPath* path = pi->second;
glBegin(GL_LINE_STRIP);
typedef IPath::path_list_type::const_iterator PathIt;
// draw low-res segments of <path> (green)
glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
for (PathIt pvi = path->lowResPath.path.begin(); pvi != path->lowResPath.path.end(); ++pvi) {
float3 pos = *pvi; pos.y += 5; glVertexf3(pos);
}
// draw med-res segments of <path> (blue)
glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
for (PathIt pvi = path->medResPath.path.begin(); pvi != path->medResPath.path.end(); ++pvi) {
float3 pos = *pvi; pos.y += 5; glVertexf3(pos);
}
// draw max-res segments of <path> (red)
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
for (PathIt pvi = path->maxResPath.path.begin(); pvi != path->maxResPath.path.end(); ++pvi) {
float3 pos = *pvi; pos.y += 5; glVertexf3(pos);
}
glEnd();
// visualize the path definition (goal, radius)
Draw(path->peDef);
}
glLineWidth(1);
}
void DefaultPathDrawer::Draw(const CPathFinderDef* pfd) const {
glColor4f(0.0f, 1.0f, 1.0f, 1.0f);
glSurfaceCircle(pfd->goal, sqrt(pfd->sqGoalRadius), 20);
}
void DefaultPathDrawer::Draw(const CPathFinder* pf) const {
glColor3f(0.7f, 0.2f, 0.2f);
glDisable(GL_TEXTURE_2D);
glBegin(GL_LINES);
for (unsigned int idx = 0; idx < pf->openSquareBuffer.GetSize(); idx++) {
const PathNode* os = pf->openSquareBuffer.GetNode(idx);
const int2 sqr = os->nodePos;
const int square = os->nodeNum;
if (pf->squareStates.nodeMask[square] & PATHOPT_START)
continue;
float3 p1;
p1.x = sqr.x * SQUARE_SIZE;
p1.z = sqr.y * SQUARE_SIZE;
p1.y = ground->GetHeightAboveWater(p1.x, p1.z, false) + 15;
float3 p2;
const int dir = pf->squareStates.nodeMask[square] & PATHOPT_DIRECTION;
const int obx = sqr.x - pf->dirVectors2D[dir].x;
const int obz = sqr.y - pf->dirVectors2D[dir].y;
const int obsquare = obz * gs->mapx + obx;
if (obsquare >= 0) {
p2.x = obx * SQUARE_SIZE;
p2.z = obz * SQUARE_SIZE;
p2.y = ground->GetHeightAboveWater(p2.x, p2.z, false) + 15;
glVertexf3(p1);
glVertexf3(p2);
}
}
glEnd();
}
void DefaultPathDrawer::Draw(const CPathEstimator* pe) const {
GML_RECMUTEX_LOCK(sel); // Draw
const MoveData* md = GetMoveData();
const PathNodeStateBuffer& blockStates = pe->blockStates;
glDisable(GL_TEXTURE_2D);
glColor3f(1.0f, 1.0f, 0.0f);
#if (PE_EXTRA_DEBUG_OVERLAYS == 1)
const int overlayPeriod = GAME_SPEED * 5;
const int overlayNumber = (gs->frameNum % (overlayPeriod * 3)) / overlayPeriod;
const bool extraOverlay =
(overlayNumber == 0 && pe == pm->medResPE) ||
(overlayNumber == 1 && pe == pm->lowResPE);
const int peNumBlocks = pe->nbrOfBlocksX * pe->nbrOfBlocksZ;
const float peBlueValue = (pe == pm->lowResPE)? 1.0f: 0.0f;
// alternate between the extra debug-overlays
// (normally TMI, but useful to keep the code
// compiling)
if (extraOverlay && false) {
glBegin(GL_LINES);
for (int z = 0; z < pe->nbrOfBlocksZ; z++) {
for (int x = 0; x < pe->nbrOfBlocksX; x++) {
const int blockNr = z * pe->nbrOfBlocksX + x;
float3 p1;
p1.x = (blockStates.peNodeOffsets[blockNr][md->pathType].x) * SQUARE_SIZE;
p1.z = (blockStates.peNodeOffsets[blockNr][md->pathType].y) * SQUARE_SIZE;
p1.y = ground->GetHeightAboveWater(p1.x, p1.z, false) + 10.0f;
glColor3f(1.0f, 1.0f, peBlueValue);
glVertexf3(p1);
glVertexf3(p1 - UpVector * 10.0f);
for (int dir = 0; dir < CPathEstimator::PATH_DIRECTION_VERTICES; dir++) {
const int obx = x + pe->directionVector[dir].x;
const int obz = z + pe->directionVector[dir].y;
if (obx < 0) continue;
if (obz < 0) continue;
if (obx >= pe->nbrOfBlocksX) continue;
if (obz >= pe->nbrOfBlocksZ) continue;
const int obBlockNr = obz * pe->nbrOfBlocksX + obx;
const int vertexNr =
md->pathType * (peNumBlocks) * CPathEstimator::PATH_DIRECTION_VERTICES +
blockNr * CPathEstimator::PATH_DIRECTION_VERTICES + pe->directionVertex[dir];
const float cost = pe->vertices[vertexNr] / pe->BLOCK_SIZE;
float3 p2;
p2.x = (blockStates.peNodeOffsets[obBlockNr][md->pathType].x) * SQUARE_SIZE;
p2.z = (blockStates.peNodeOffsets[obBlockNr][md->pathType].y) * SQUARE_SIZE;
p2.y = ground->GetHeightAboveWater(p2.x, p2.z, false) + 10.0f;
glColor3f(1.0f / math::sqrtf(cost), 1.0f / cost, peBlueValue);
glVertexf3(p1);
glVertexf3(p2);
}
}
}
glEnd();
for (int z = 0; z < pe->nbrOfBlocksZ; z++) {
for (int x = 0; x < pe->nbrOfBlocksX; x++) {
const int blockNr = z * pe->nbrOfBlocksX + x;
float3 p1;
p1.x = (blockStates.peNodeOffsets[blockNr][md->pathType].x) * SQUARE_SIZE;
p1.z = (blockStates.peNodeOffsets[blockNr][md->pathType].y) * SQUARE_SIZE;
p1.y = ground->GetHeightAboveWater(p1.x, p1.z, false) + 10.0f;
for (int dir = 0; dir < CPathEstimator::PATH_DIRECTION_VERTICES; dir++) {
const int obx = x + pe->directionVector[dir].x;
const int obz = z + pe->directionVector[dir].y;
if (obx < 0) continue;
if (obz < 0) continue;
if (obx >= pe->nbrOfBlocksX) continue;
if (obz >= pe->nbrOfBlocksZ) continue;
const int obBlockNr = obz * pe->nbrOfBlocksX + obx;
const int vertexNr =
md->pathType * (peNumBlocks) * CPathEstimator::PATH_DIRECTION_VERTICES +
blockNr * CPathEstimator::PATH_DIRECTION_VERTICES + pe->directionVertex[dir];
const float cost = pe->vertices[vertexNr] / pe->BLOCK_SIZE;
float3 p2;
p2.x = (blockStates.peNodeOffsets[obBlockNr][md->pathType].x) * SQUARE_SIZE;
p2.z = (blockStates.peNodeOffsets[obBlockNr][md->pathType].y) * SQUARE_SIZE;
p2.y = ground->GetHeightAboveWater(p2.x, p2.z, false) + 10.0f;
p2 = (p1 + p2) / 2.0f;
if (camera->pos.SqDistance(p2) >= (4000.0f * 4000.0f))
continue;
font->SetTextColor(1.0f, 1.0f / cost, peBlueValue, 1.0f);
font->glWorldPrint(p2, 5.0f, FloatToString(cost, "f(%.2f)"));
}
}
}
}
#endif
if (pe == pm->medResPE) {
glColor3f(0.2f, 0.7f, 0.2f);
} else {
glColor3f(0.2f, 0.2f, 0.7f);
}
{
glBegin(GL_LINES);
for (unsigned int idx = 0; idx < pe->openBlockBuffer.GetSize(); idx++) {
const PathNode* ob = pe->openBlockBuffer.GetNode(idx);
const int blockNr = ob->nodeNum;
const int obx = blockStates.peParentNodePos[ob->nodeNum].x;
const int obz = blockStates.peParentNodePos[ob->nodeNum].y;
const int obBlockNr = obz * pe->nbrOfBlocksX + obx;
if (obBlockNr < 0)
continue;
float3 p1;
p1.x = (blockStates.peNodeOffsets[blockNr][md->pathType].x) * SQUARE_SIZE;
p1.z = (blockStates.peNodeOffsets[blockNr][md->pathType].y) * SQUARE_SIZE;
p1.y = ground->GetHeightAboveWater(p1.x, p1.z, false) + 15.0f;
float3 p2;
p2.x = (blockStates.peNodeOffsets[obBlockNr][md->pathType].x) * SQUARE_SIZE;
p2.z = (blockStates.peNodeOffsets[obBlockNr][md->pathType].y) * SQUARE_SIZE;
p2.y = ground->GetHeightAboveWater(p2.x, p2.z, false) + 15.0f;
glVertexf3(p1);
glVertexf3(p2);
}
glEnd();
}
#if (PE_EXTRA_DEBUG_OVERLAYS == 1)
if (extraOverlay && false) {
const PathNodeBuffer& openBlockBuffer = pe->openBlockBuffer;
char blockCostsStr[32];
for (unsigned int blockIdx = 0; blockIdx < openBlockBuffer.GetSize(); blockIdx++) {
const PathNode* ob = openBlockBuffer.GetNode(blockIdx);
const int blockNr = ob->nodeNum;
float3 p1;
p1.x = (blockStates.peNodeOffsets[blockNr][md->pathType].x) * SQUARE_SIZE;
p1.z = (blockStates.peNodeOffsets[blockNr][md->pathType].y) * SQUARE_SIZE;
p1.y = ground->GetHeightAboveWater(p1.x, p1.z, false) + 35.0f;
if (camera->pos.SqDistance(p1) >= (4000.0f * 4000.0f))
continue;
SNPRINTF(blockCostsStr, sizeof(blockCostsStr), "f(%.2f) g(%.2f)", ob->fCost, ob->gCost);
font->SetTextColor(1.0f, 0.7f, peBlueValue, 1.0f);
font->glWorldPrint(p1, 5.0f, blockCostsStr);
}
}
#endif
}
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