1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249
|
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "System/mmgr.h"
#include "InMapDrawView.h"
#include "Rendering/Colors.h"
#include "Rendering/glFont.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/GlobalRendering.h"
#include "Game/Camera.h"
#include "Game/InMapDrawModel.h"
#include "Map/ReadMap.h"
#include "Sim/Misc/TeamHandler.h"
CInMapDrawView* inMapDrawerView = NULL;
/**
* how far on the way between x and y [0.0f, 1.0f]
*/
static inline unsigned char smoothStep(int x, int y, int a) {
return (unsigned char)((x * (1.0f - a)) + (y * a));
}
CInMapDrawView::CInMapDrawView()
{
unsigned char tex[64][128][4];
for (int y = 0; y < 64; y++) {
for (int x = 0; x < 128; x++) {
tex[y][x][0] = 0;
tex[y][x][1] = 0;
tex[y][x][2] = 0;
tex[y][x][3] = 0;
}
}
for (int y = 0; y < 64; y++) {
// circular thingy
for (int x = 0; x < 64; x++) {
float dist = sqrt((float)(x - 32) * (x - 32) + (y - 32) * (y - 32));
if (dist > 31.0f) {
// do nothing - leave transparent
} else if (dist > 30.0f) {
// interpolate (outline -> nothing)
float a = (dist - 30.0f);
tex[y][x][3] = smoothStep(255, 0, a);
} else if (dist > 24.0f) {
// black outline
tex[y][x][3] = 255;
} else if (dist > 23.0f) {
// interpolate (inner -> outline)
float a = (dist - 23.0f);
tex[y][x][0] = smoothStep(255, 0, a);
tex[y][x][1] = smoothStep(255, 0, a);
tex[y][x][2] = smoothStep(255, 0, a);
tex[y][x][3] = smoothStep(200, 255, a);
} else {
tex[y][x][0] = 255;
tex[y][x][1] = 255;
tex[y][x][2] = 255;
tex[y][x][3] = 200;
}
}
}
for (int y = 0; y < 64; y++) {
// linear falloff
for (int x = 64; x < 128; x++) {
float dist = abs(y - 32);
if (dist > 31.0f) {
// do nothing - leave transparent
} else if (dist > 30.0f) {
// interpolate (outline -> nothing)
float a = (dist - 30.0f);
tex[y][x][3] = smoothStep(255, 0, a);
} else if (dist > 24.0f) {
// black outline
tex[y][x][3] = 255;
} else if (dist > 23.0f) {
// interpolate (inner -> outline)
float a = (dist - 23.0f);
tex[y][x][0] = smoothStep(255, 0, a);
tex[y][x][1] = smoothStep(255, 0, a);
tex[y][x][2] = smoothStep(255, 0, a);
tex[y][x][3] = smoothStep(200, 255, a);
} else {
tex[y][x][0] = 255;
tex[y][x][1] = 255;
tex[y][x][2] = 255;
tex[y][x][3] = 200;
}
}
}
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBuildMipmaps(GL_TEXTURE_2D, GL_RGBA8, 128, 64, GL_RGBA, GL_UNSIGNED_BYTE, tex[0]);
}
CInMapDrawView::~CInMapDrawView()
{
glDeleteTextures(1, &texture);
}
struct InMapDraw_QuadDrawer: public CReadMap::IQuadDrawer
{
CVertexArray* pointsVa;
CVertexArray* linesVa;
std::vector<const CInMapDrawModel::MapPoint*>* visibleLabels;
void DrawQuad(int x, int y);
private:
void DrawPoint(const CInMapDrawModel::MapPoint* point) const;
void DrawLine(const CInMapDrawModel::MapLine* line) const;
};
void InMapDraw_QuadDrawer::DrawPoint(const CInMapDrawModel::MapPoint* point) const
{
const float3& pos = point->GetPos();
const float3 dif = (pos - camera->pos).ANormalize();
const float3 dir1 = (dif.cross(UpVector)).ANormalize();
const float3 dir2 = (dif.cross(dir1));
const unsigned char* color = point->IsBySpectator() ? color4::white : teamHandler->Team(point->GetTeamID())->color;
const unsigned char col[4] = {
color[0],
color[1],
color[2],
200
};
const float size = 6.0f;
const float3 pos1(pos.x, pos.y + 5.0f, pos.z);
const float3 pos2(pos1.x, pos1.y + 100.0f, pos1.z);
pointsVa->AddVertexQTC(pos1 - dir1 * size, 0.25f, 0, col);
pointsVa->AddVertexQTC(pos1 + dir1 * size, 0.25f, 1, col);
pointsVa->AddVertexQTC(pos1 + dir1 * size + dir2 * size, 0.00f, 1, col);
pointsVa->AddVertexQTC(pos1 - dir1 * size + dir2 * size, 0.00f, 0, col);
pointsVa->AddVertexQTC(pos1 - dir1 * size, 0.75f, 0, col);
pointsVa->AddVertexQTC(pos1 + dir1 * size, 0.75f, 1, col);
pointsVa->AddVertexQTC(pos2 + dir1 * size, 0.75f, 1, col);
pointsVa->AddVertexQTC(pos2 - dir1 * size, 0.75f, 0, col);
pointsVa->AddVertexQTC(pos2 - dir1 * size, 0.25f, 0, col);
pointsVa->AddVertexQTC(pos2 + dir1 * size, 0.25f, 1, col);
pointsVa->AddVertexQTC(pos2 + dir1 * size - dir2 * size, 0.00f, 1, col);
pointsVa->AddVertexQTC(pos2 - dir1 * size - dir2 * size, 0.00f, 0, col);
if (!point->GetLabel().empty()) {
visibleLabels->push_back(point);
}
}
void InMapDraw_QuadDrawer::DrawLine(const CInMapDrawModel::MapLine* line) const
{
const unsigned char* color = line->IsBySpectator() ? color4::white : teamHandler->Team(line->GetTeamID())->color;
linesVa->AddVertexQC(line->GetPos1() - (line->GetPos1() - camera->pos).ANormalize() * 26, color);
linesVa->AddVertexQC(line->GetPos2() - (line->GetPos2() - camera->pos).ANormalize() * 26, color);
}
void InMapDraw_QuadDrawer::DrawQuad(int x, int y)
{
const CInMapDrawModel::DrawQuad* dq = inMapDrawerModel->GetDrawQuad(x, y);
pointsVa->EnlargeArrays(dq->points.size() * 12, 0, VA_SIZE_TC);
//! draw point markers
for (std::list<CInMapDrawModel::MapPoint>::const_iterator pi = dq->points.begin(); pi != dq->points.end(); ++pi) {
if (pi->IsLocalPlayerAllowedToSee(inMapDrawerModel)) {
DrawPoint(&*pi);
}
}
linesVa->EnlargeArrays(dq->lines.size() * 2, 0, VA_SIZE_C);
//! draw line markers
for (std::list<CInMapDrawModel::MapLine>::const_iterator li = dq->lines.begin(); li != dq->lines.end(); ++li) {
if (li->IsLocalPlayerAllowedToSee(inMapDrawerModel)) {
DrawLine(&*li);
}
}
}
void CInMapDrawView::Draw()
{
GML_STDMUTEX_LOCK(inmap); //! Draw
CVertexArray* pointsVa = GetVertexArray();
pointsVa->Initialize();
CVertexArray* linesVa = GetVertexArray();
linesVa->Initialize();
InMapDraw_QuadDrawer drawer;
drawer.linesVa = linesVa;
drawer.pointsVa = pointsVa;
drawer.visibleLabels = &visibleLabels;
glDepthMask(0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, texture);
readmap->GridVisibility(camera, CInMapDrawModel::DRAW_QUAD_SIZE, 1e9, &drawer);
glDisable(GL_TEXTURE_2D);
glLineWidth(3.f);
linesVa->DrawArrayC(GL_LINES); //! draw lines
// XXX hopeless drivers, retest in a year or so...
// width greater than 2 causes GUI flicker on ATI hardware as of driver version 9.3
// so redraw lines with width 1
if (globalRendering->atiHacks) {
glLineWidth(1.f);
linesVa->DrawArrayC(GL_LINES);
}
// draw points
glLineWidth(1);
glEnable(GL_TEXTURE_2D);
pointsVa->DrawArrayTC(GL_QUADS); //! draw point markers
if (!visibleLabels.empty()) {
font->SetColors(); //! default
//! draw point labels
for (std::vector<const CInMapDrawModel::MapPoint*>::const_iterator pi = visibleLabels.begin(); pi != visibleLabels.end(); ++pi) {
float3 pos = (*pi)->GetPos();
pos.y += 111.0f;
const unsigned char* color = (*pi)->IsBySpectator() ? color4::white : teamHandler->Team((*pi)->GetTeamID())->color;
font->SetTextColor(color[0]/255.0f, color[1]/255.0f, color[2]/255.0f, 1.0f); //FIXME (overload!)
font->glWorldPrint(pos, 26.0f, (*pi)->GetLabel());
}
visibleLabels.clear();
}
glDepthMask(1);
}
|