Example #1
0
void CButton::Draw() 
{
	float bz = GetBufferedZ();

	CGUISpriteInstance *sprite, *sprite_over, *sprite_pressed, *sprite_disabled;
	int cell_id;

	// Statically initialise some strings, so we don't have to do
	// lots of allocation every time this function is called
	static CStr strSprite("sprite");
	static CStr strSpriteOver("sprite_over");
	static CStr strSpritePressed("sprite_pressed");
	static CStr strSpriteDisabled("sprite_disabled");
	static CStr strCellId("cell_id");

	GUI<CGUISpriteInstance>::GetSettingPointer(this, strSprite, sprite);
	GUI<CGUISpriteInstance>::GetSettingPointer(this, strSpriteOver, sprite_over);
	GUI<CGUISpriteInstance>::GetSettingPointer(this, strSpritePressed, sprite_pressed);
	GUI<CGUISpriteInstance>::GetSettingPointer(this, strSpriteDisabled, sprite_disabled);
	GUI<int>::GetSetting(this, strCellId, cell_id);

	DrawButton(m_CachedActualSize,
			   bz,
			   *sprite,
			   *sprite_over,
			   *sprite_pressed,
			   *sprite_disabled,
			   cell_id);

	CColor color = ChooseColor();
	IGUITextOwner::Draw(0, color, m_TextPos, bz+0.1f);
}
Example #2
0
void IGUIObject::ChooseMouseOverAndClosest(IGUIObject*& pObject)
{
	if (!MouseOver())
		return;

	// Check if we've got competition at all
	if (pObject == NULL)
	{
		pObject = this;
		return;
	}

	// Or if it's closer
	if (GetBufferedZ() >= pObject->GetBufferedZ())
	{
		pObject = this;
		return;
	}
}
Example #3
0
void CDropDown::HandleMessage(SGUIMessage& Message)
{
	// Important

	switch (Message.type)
	{
	case GUIM_SETTINGS_UPDATED:
	{
		// Update cached list rect
		if (Message.value == "size" ||
			Message.value == "absolute" ||
			Message.value == "dropdown_size" ||
			Message.value == "dropdown_buffer" ||
			Message.value == "scrollbar_style" ||
			Message.value == "button_width")
		{
			SetupListRect();
		}

		break;
	}

	case GUIM_MOUSE_MOTION:
	{
		if (!m_Open)
			break;

		CPos mouse = GetMousePos();

		if (!GetListRect().PointInside(mouse))
			break;

		bool scrollbar;
		CGUIList* pList;
		GUI<bool>::GetSetting(this, "scrollbar", scrollbar);
		GUI<CGUIList>::GetSettingPointer(this, "list", pList);
		float scroll = 0.f;
		if (scrollbar)
			scroll = GetScrollBar(0).GetPos();

		CRect rect = GetListRect();
		mouse.y += scroll;
		int set = -1;
		for (int i = 0; i < (int)pList->m_Items.size(); ++i)
		{
			if (mouse.y >= rect.top + m_ItemsYPositions[i] &&
				mouse.y < rect.top + m_ItemsYPositions[i+1] &&
				// mouse is not over scroll-bar
				!(mouse.x >= GetScrollBar(0).GetOuterRect().left &&
				mouse.x <= GetScrollBar(0).GetOuterRect().right))
			{
				set = i;
			}
		}

		if (set != -1)
		{
			m_ElementHighlight = set;
			//UpdateAutoScroll();
		}

		break;
	}

	case GUIM_MOUSE_ENTER:
	{
		bool enabled;
		GUI<bool>::GetSetting(this, "enabled", enabled);
		if (!enabled)
			break;

		CStrW soundPath;
		if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_enter", soundPath) == PSRETURN_OK && !soundPath.empty())
			g_SoundManager->PlayAsUI(soundPath.c_str(), false);
		break;
	}

	case GUIM_MOUSE_LEAVE:
	{
		GUI<int>::GetSetting(this, "selected", m_ElementHighlight);

		bool enabled;
		GUI<bool>::GetSetting(this, "enabled", enabled);
		if (!enabled)
			break;

		CStrW soundPath;
		if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_leave", soundPath) == PSRETURN_OK && !soundPath.empty())
			g_SoundManager->PlayAsUI(soundPath.c_str(), false);
		break;
	}

	// We can't inherent this routine from CList, because we need to include
	// a mouse click to open the dropdown, also the coordinates are changed.
	case GUIM_MOUSE_PRESS_LEFT:
	{
		bool enabled;
		GUI<bool>::GetSetting(this, "enabled", enabled);
		if (!enabled)
		{
			CStrW soundPath;
			if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_disabled", soundPath) == PSRETURN_OK && !soundPath.empty())
				g_SoundManager->PlayAsUI(soundPath.c_str(), false);
			break;
		}

		if (!m_Open)
		{
			CGUIList* pList;
			GUI<CGUIList>::GetSettingPointer(this, "list", pList);
			if (pList->m_Items.empty())
				return;

			m_Open = true;
			GetScrollBar(0).SetZ(GetBufferedZ());
			GUI<int>::GetSetting(this, "selected", m_ElementHighlight);

			// Start at the position of the selected item, if possible.
			GetScrollBar(0).SetPos(m_ItemsYPositions.empty() ? 0 : m_ItemsYPositions[m_ElementHighlight] - 60);

			CStrW soundPath;
			if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_opened", soundPath) == PSRETURN_OK && !soundPath.empty())
				g_SoundManager->PlayAsUI(soundPath.c_str(), false);

			return; // overshadow
		}
		else
		{
			CPos mouse = GetMousePos();

			// If the regular area is pressed, then abort, and close.
			if (m_CachedActualSize.PointInside(mouse))
			{
				m_Open = false;
				GetScrollBar(0).SetZ(GetBufferedZ());

				CStrW soundPath;
				if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_closed", soundPath) == PSRETURN_OK && !soundPath.empty())
					g_SoundManager->PlayAsUI(soundPath.c_str(), false);

				return; // overshadow
			}

			if (!(mouse.x >= GetScrollBar(0).GetOuterRect().left &&
				mouse.x <= GetScrollBar(0).GetOuterRect().right) &&
				mouse.y >= GetListRect().top)
			{
				m_Open = false;
				GetScrollBar(0).SetZ(GetBufferedZ());
			}
		}
		break;
	}

	case GUIM_MOUSE_WHEEL_DOWN:
	{
		bool enabled;
		GUI<bool>::GetSetting(this, "enabled", enabled);

		// Don't switch elements by scrolling when open, causes a confusing interaction between this and the scrollbar.
		if (m_Open || !enabled)
			break;

		GUI<int>::GetSetting(this, "selected", m_ElementHighlight);
		if (m_ElementHighlight + 1 >= (int)m_ItemsYPositions.size() - 1)
			break;

		++m_ElementHighlight;
		GUI<int>::SetSetting(this, "selected", m_ElementHighlight);
		break;
	}

	case GUIM_MOUSE_WHEEL_UP:
	{
		bool enabled;
		GUI<bool>::GetSetting(this, "enabled", enabled);

		// Don't switch elements by scrolling when open, causes a confusing interaction between this and the scrollbar.
		if (m_Open || !enabled)
			break;

		GUI<int>::GetSetting(this, "selected", m_ElementHighlight);
		if (m_ElementHighlight - 1 < 0)
			break;

		m_ElementHighlight--;
		GUI<int>::SetSetting(this, "selected", m_ElementHighlight);
		break;
	}

	case GUIM_LOST_FOCUS:
	{
		if (m_Open)
		{
			CStrW soundPath;
			if (g_SoundManager && GUI<CStrW>::GetSetting(this, "sound_closed", soundPath) == PSRETURN_OK && !soundPath.empty())
				g_SoundManager->PlayAsUI(soundPath.c_str(), false);
		}
		m_Open = false;
		break;
	}

	case GUIM_LOAD:
		SetupListRect();
		break;

	default:
		break;
	}

	// Important that this is after, so that overshadowed implementations aren't processed
	CList::HandleMessage(Message);

	// As HandleMessage functions return void, we need to manually verify
	// whether the child list's items were modified.
	if (CList::GetModified())
		SetupText();
}
Example #4
0
void CList::SetupText()
{
	if (!GetGUI())
		return;

	m_Modified = true;
	CGUIList* pList;
	GUI<CGUIList>::GetSettingPointer(this, "list", pList);

	//ENSURE(m_GeneratedTexts.size()>=1);

	m_ItemsYPositions.resize(pList->m_Items.size()+1);

	// Delete all generated texts. Some could probably be saved,
	//  but this is easier, and this function will never be called
	//  continuously, or even often, so it'll probably be okay.
	for (SGUIText* const& t : m_GeneratedTexts)
		delete t;
	m_GeneratedTexts.clear();

	CStrW font;
	if (GUI<CStrW>::GetSetting(this, "font", font) != PSRETURN_OK || font.empty())
		// Use the default if none is specified
		// TODO Gee: (2004-08-14) Don't define standard like this. Do it with the default style.
		font = L"default";

	bool scrollbar;
	GUI<bool>::GetSetting(this, "scrollbar", scrollbar);

	float width = GetListRect().GetWidth();
	// remove scrollbar if applicable
	if (scrollbar && GetScrollBar(0).GetStyle())
		width -= GetScrollBar(0).GetStyle()->m_Width;

	float buffer_zone = 0.f;
	GUI<float>::GetSetting(this, "buffer_zone", buffer_zone);

	// Generate texts
	float buffered_y = 0.f;

	for (size_t i = 0; i < pList->m_Items.size(); ++i)
	{
		// Create a new SGUIText. Later on, input it using AddText()
		SGUIText* text = new SGUIText();

		*text = GetGUI()->GenerateText(pList->m_Items[i], font, width, buffer_zone, this);

		m_ItemsYPositions[i] = buffered_y;
		buffered_y += text->m_Size.cy;

		AddText(text);
	}

	m_ItemsYPositions[pList->m_Items.size()] = buffered_y;

	// Setup scrollbar
	if (scrollbar)
	{
		GetScrollBar(0).SetScrollRange(m_ItemsYPositions.back());
		GetScrollBar(0).SetScrollSpace(GetListRect().GetHeight());

		CRect rect = GetListRect();
		GetScrollBar(0).SetX(rect.right);
		GetScrollBar(0).SetY(rect.top);
		GetScrollBar(0).SetZ(GetBufferedZ());
		GetScrollBar(0).SetLength(rect.bottom - rect.top);
	}
}
Example #5
0
void CList::DrawList(const int& selected, const CStr& _sprite, const CStr& _sprite_selected, const CStr& _textcolor)
{
	float bz = GetBufferedZ();

	// First call draw on ScrollBarOwner
	bool scrollbar;
	GUI<bool>::GetSetting(this, "scrollbar", scrollbar);

	if (scrollbar)
		IGUIScrollBarOwner::Draw();

	if (GetGUI())
	{
		CRect rect = GetListRect();

		CGUISpriteInstance* sprite = NULL;
		CGUISpriteInstance* sprite_selectarea = NULL;
		int cell_id;
		GUI<CGUISpriteInstance>::GetSettingPointer(this, _sprite, sprite);
		GUI<CGUISpriteInstance>::GetSettingPointer(this, _sprite_selected, sprite_selectarea);
		GUI<int>::GetSetting(this, "cell_id", cell_id);

		CGUIList* pList;
		GUI<CGUIList>::GetSettingPointer(this, "list", pList);

		GetGUI()->DrawSprite(*sprite, cell_id, bz, rect);

		float scroll = 0.f;
		if (scrollbar)
			scroll = GetScrollBar(0).GetPos();

		if (selected != -1)
		{
			ENSURE(selected >= 0 && selected+1 < (int)m_ItemsYPositions.size());

			// Get rectangle of selection:
			CRect rect_sel(rect.left, rect.top + m_ItemsYPositions[selected] - scroll,
					       rect.right, rect.top + m_ItemsYPositions[selected+1] - scroll);

			if (rect_sel.top <= rect.bottom &&
				rect_sel.bottom >= rect.top)
			{
				if (rect_sel.bottom > rect.bottom)
					rect_sel.bottom = rect.bottom;
				if (rect_sel.top < rect.top)
					rect_sel.top = rect.top;

				if (scrollbar)
				{
					// Remove any overlapping area of the scrollbar.
					if (rect_sel.right > GetScrollBar(0).GetOuterRect().left &&
						rect_sel.right <= GetScrollBar(0).GetOuterRect().right)
						rect_sel.right = GetScrollBar(0).GetOuterRect().left;

					if (rect_sel.left >= GetScrollBar(0).GetOuterRect().left &&
						rect_sel.left < GetScrollBar(0).GetOuterRect().right)
						rect_sel.left = GetScrollBar(0).GetOuterRect().right;
				}

				GetGUI()->DrawSprite(*sprite_selectarea, cell_id, bz+0.05f, rect_sel);
			}
		}

		CColor color;
		GUI<CColor>::GetSetting(this, _textcolor, color);

		for (size_t i = 0; i < pList->m_Items.size(); ++i)
		{
			if (m_ItemsYPositions[i+1] - scroll < 0 ||
				m_ItemsYPositions[i] - scroll > rect.GetHeight())
				continue;

			// Clipping area (we'll have to substract the scrollbar)
			CRect cliparea = GetListRect();

			if (scrollbar)
			{
				if (cliparea.right > GetScrollBar(0).GetOuterRect().left &&
					cliparea.right <= GetScrollBar(0).GetOuterRect().right)
					cliparea.right = GetScrollBar(0).GetOuterRect().left;

				if (cliparea.left >= GetScrollBar(0).GetOuterRect().left &&
					cliparea.left < GetScrollBar(0).GetOuterRect().right)
					cliparea.left = GetScrollBar(0).GetOuterRect().right;
			}

			DrawText(i, color, rect.TopLeft() - CPos(0.f, scroll - m_ItemsYPositions[i]), bz+0.1f, cliparea);
		}
	}
}
Example #6
0
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)
	static double last_time;
	const double cur_time = timer_Time();
	if(cur_time - last_time > 0.5)
	{
		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);

	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
	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(texCoordMax, angle, x, y, x2, y2, z);


	// Draw territory boundaries
	CTerritoryTexture& territoryTexture = g_Game->GetView()->GetTerritoryTexture();
	territoryTexture.BindTexture(0);
	glEnable(GL_BLEND);
	glMatrixMode(GL_TEXTURE);
	glLoadMatrixf(territoryTexture.GetMinimapTextureMatrix());
	glMatrixMode(GL_MODELVIEW);

	DrawTexture(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();
	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(1.0f, angle, x, y, x2, y2, z);

	glMatrixMode(GL_TEXTURE);
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);

	glDisable(GL_BLEND);

	// 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");

	// Don't enable GL_POINT_SMOOTH because it's far too slow
	// (~70msec/frame on a GF4 rendering a thousand points)
	glPointSize(3.f);

	float sx = (float)m_Width / ((m_MapSize - 1) * TERRAIN_TILE_SIZE);
	float sy = (float)m_Height / ((m_MapSize - 1) * TERRAIN_TILE_SIZE);

	CSimulation2::InterfaceList ents = sim->GetEntitiesWithInterface(IID_Minimap);

	std::vector<MinimapUnitVertex> vertexArray;
	vertexArray.reserve(ents.size());

	for (CSimulation2::InterfaceList::const_iterator it = ents.begin(); it != ents.end(); ++it)
	{
		MinimapUnitVertex v;
		ICmpMinimap* cmpMinimap = static_cast<ICmpMinimap*>(it->second);
		entity_pos_t posX, posZ;
		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;
				vertexArray.push_back(v);
			}
		}
	}

	if (!vertexArray.empty())
	{
		glEnableClientState(GL_VERTEX_ARRAY);
		glEnableClientState(GL_COLOR_ARRAY);
		glVertexPointer(2, GL_FLOAT, sizeof(MinimapUnitVertex), &vertexArray[0].x);
		glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(MinimapUnitVertex), &vertexArray[0].r);

		glDrawArrays(GL_POINTS, 0, (GLsizei)vertexArray.size());

		glDisableClientState(GL_COLOR_ARRAY);
		glDisableClientState(GL_VERTEX_ARRAY);
	}

	PROFILE_END("minimap units");

	DrawViewRect();

	glPopMatrix();


	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();

	// Reset everything back to normal
	glPointSize(1.0f);
	glEnable(GL_TEXTURE_2D);
	glDepthMask(1);
}
Example #7
0
// 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);
}
Example #8
0
void CDropDown::Draw() 
{
	if (!GetGUI())
		return;

	float bz = GetBufferedZ();

	float dropdown_size, button_width;
	GUI<float>::GetSetting(this, "dropdown_size", dropdown_size);
	GUI<float>::GetSetting(this, "button_width", button_width);

	CGUISpriteInstance *sprite, *sprite2, *sprite2_second;
	int cell_id, selected=0;
	CColor color;

	GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite", sprite);
	GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite2", sprite2);
	GUI<int>::GetSetting(this, "cell_id", cell_id);
	GUI<int>::GetSetting(this, "selected", selected);
	GUI<CColor>::GetSetting(this, "textcolor", color);


	bool enabled;
	GUI<bool>::GetSetting(this, "enabled", enabled);

	GetGUI()->DrawSprite(*sprite, cell_id, bz, m_CachedActualSize);

	if (button_width > 0.f)
	{
		CRect rect(m_CachedActualSize.right-button_width, m_CachedActualSize.top,
				   m_CachedActualSize.right, m_CachedActualSize.bottom);

		if (!enabled)
		{
			GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite2_disabled", sprite2_second);
			GetGUI()->DrawSprite(GUI<>::FallBackSprite(*sprite2_second, *sprite2), cell_id, bz+0.05f, rect);
		}
		else
		if (m_Open)
		{
			GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite2_pressed", sprite2_second);
			GetGUI()->DrawSprite(GUI<>::FallBackSprite(*sprite2_second, *sprite2), cell_id, bz+0.05f, rect);
		}
		else
		if (m_MouseHovering)
		{
			GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite2_over", sprite2_second);
			GetGUI()->DrawSprite(GUI<>::FallBackSprite(*sprite2_second, *sprite2), cell_id, bz+0.05f, rect);
		}
		else 
			GetGUI()->DrawSprite(*sprite2, cell_id, bz+0.05f, rect);
	}

	if (selected != -1) // TODO: Maybe check validity completely?
	{
		// figure out clipping rectangle
		CRect cliparea(m_CachedActualSize.left, m_CachedActualSize.top,
					   m_CachedActualSize.right-button_width, m_CachedActualSize.bottom);

		CPos pos(m_CachedActualSize.left, m_CachedActualSize.top);
		DrawText(selected, color, pos, bz+0.1f, cliparea);
	}

	bool *scrollbar=NULL, old;
	GUI<bool>::GetSettingPointer(this, "scrollbar", scrollbar);

	old = *scrollbar;

	if (m_Open)
	{
		if (m_HideScrollBar)
            *scrollbar = false;

		DrawList(m_ElementHighlight, "sprite_list", "sprite_selectarea", "textcolor");
		
		if (m_HideScrollBar)
			*scrollbar = old;
	}
}
Example #9
0
void CChart::Draw()
{
	PROFILE3("render chart");

	if (!GetGUI())
		return;

	if (m_Series.empty())
		return;

	const float bz = GetBufferedZ();
	CRect rect = GetChartRect();
	const float width = rect.GetWidth();
	const float height = rect.GetHeight();

	// Disable depth updates to prevent apparent z-fighting-related issues
	//  with some drivers causing units to get drawn behind the texture.
	glDepthMask(0);

	// Setup the render state
	CMatrix3D transform = GetDefaultGuiMatrix();
	CShaderDefines lineDefines;
	CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid, g_Renderer.GetSystemShaderDefines(), lineDefines);
	tech->BeginPass();
	CShaderProgramPtr shader = tech->GetShader();
	shader->Uniform(str_transform, transform);

	CVector2D leftBottom, rightTop;
	leftBottom = rightTop = m_Series[0].m_Points[0];
	for (const CChartData& data : m_Series)
		for (const CVector2D& point : data.m_Points)
		{
			if (point.X < leftBottom.X)
				leftBottom.X = point.X;
			if (point.Y < leftBottom.Y)
				leftBottom.Y = point.Y;

			if (point.X > rightTop.X)
				rightTop.X = point.X;
			if (point.Y > rightTop.Y)
				rightTop.Y = point.Y;
		}

	CVector2D scale(width / (rightTop.X - leftBottom.X), height / (rightTop.Y - leftBottom.Y));

	for (const CChartData& data : m_Series)
	{
		if (data.m_Points.empty())
			continue;

		std::vector<float> vertices;
		vertices.reserve(data.m_Points.size() * 3);
		for (const CVector2D& point : data.m_Points)
		{
			vertices.push_back(rect.left + (point.X - leftBottom.X) * scale.X);
			vertices.push_back(rect.bottom - (point.Y - leftBottom.Y) * scale.Y);
			vertices.push_back(bz + 0.5f);
		}
		shader->Uniform(str_color, data.m_Color);
		shader->VertexPointer(3, GL_FLOAT, 0, &vertices[0]);
		shader->AssertPointersBound();

		glEnable(GL_LINE_SMOOTH);
		glLineWidth(1.1f);
		if (!g_Renderer.m_SkipSubmit)
			glDrawArrays(GL_LINE_STRIP, 0, vertices.size() / 3);
		glLineWidth(1.0f);
		glDisable(GL_LINE_SMOOTH);
	}

	tech->EndPass();

	// Reset depth mask
	glDepthMask(1);
}
Example #10
0
void CCheckBox::Draw() 
{
	////////// Gee: janwas, this is just temp to see it
	glDisable(GL_TEXTURE_2D);
	//////////

	float square_side, buffer_zone;
	CStrW font_name;
	bool checked;
	int cell_id;
	GUI<float>::GetSetting(this, "square_side", square_side);
	GUI<float>::GetSetting(this, "buffer_zone", buffer_zone);
	GUI<CStrW>::GetSetting(this, "font", font_name);
	GUI<bool>::GetSetting(this, "checked", checked);
	GUI<int>::GetSetting(this, "cell_id", cell_id);

	// Get line height
	CFont font (font_name);
	float line_height = (float)font.GetHeight();

	float bz = GetBufferedZ();

	// Get square
	CRect rect;

	rect.left =		m_CachedActualSize.left;
	rect.right =	rect.left + square_side;

	if (square_side >= line_height)
		rect.top =	m_CachedActualSize.top;
	else
		rect.top =	m_CachedActualSize.top + line_height/2.f - square_side/2.f;

	rect.bottom =	rect.top + square_side;

	CGUISpriteInstance *sprite, *sprite_over, *sprite_pressed, *sprite_disabled;

	if (checked)
	{
		GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite2", sprite);
		GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite2_over", sprite_over);
		GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite2_pressed", sprite_pressed);
		GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite2_disabled", sprite_disabled);
	}
	else
	{
		GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite", sprite);
		GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite_over", sprite_over);
		GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite_pressed", sprite_pressed);
		GUI<CGUISpriteInstance>::GetSettingPointer(this, "sprite_disabled", sprite_disabled);
	}

	DrawButton(rect, 
			   bz,
			   *sprite,
			   *sprite_over,
			   *sprite_pressed,
			   *sprite_disabled,
			   cell_id);

	CColor color = ChooseColor();

	CPos text_pos(m_CachedActualSize.left + square_side + buffer_zone, m_CachedActualSize.top);

	if (square_side > line_height)
		text_pos.y += square_side/2.f - line_height/2.f;

	IGUITextOwner::Draw(0, color, text_pos, bz+0.1f, m_CachedActualSize);
}
Example #11
0
// 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: Update all but camera at same speed as simulation
	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();
	}

	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();
	const float unitScale = (cmpRangeManager->GetLosCircular() ? 1.f : m_MapScale/2.f);

	// 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;

	CShaderDefines baseDefines;
	baseDefines.Add(str_MINIMAP_BASE, str_1);
	tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), baseDefines);
	tech->BeginPass();
	shader = tech->GetShader();

	// Draw the main textured quad
	shader->BindTexture(str_baseTex, m_TerrainTexture);
	const CMatrix3D baseTransform = GetDefaultGuiMatrix();
	CMatrix3D baseTextureTransform;
	baseTextureTransform.SetIdentity();
	shader->Uniform(str_transform, baseTransform);
	shader->Uniform(str_textureTransform, baseTextureTransform);

	DrawTexture(shader, texCoordMax, angle, x, y, x2, y2, z);

	// Draw territory boundaries
	glEnable(GL_BLEND);

	CTerritoryTexture& territoryTexture = g_Game->GetView()->GetTerritoryTexture();

	shader->BindTexture(str_baseTex, territoryTexture.GetTexture());
	const CMatrix3D* territoryTransform = territoryTexture.GetMinimapTextureMatrix();
	shader->Uniform(str_transform, baseTransform);
	shader->Uniform(str_textureTransform, *territoryTransform);

	DrawTexture(shader, 1.0f, angle, x, y, x2, y2, z);
	tech->EndPass();

	// Draw the LOS quad in black, using alpha values from the LOS texture
	CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture();

	CShaderDefines losDefines;
	losDefines.Add(str_MINIMAP_LOS, str_1);
	tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), losDefines);
	tech->BeginPass();
	shader = tech->GetShader();
	shader->BindTexture(str_baseTex, losTexture.GetTexture());

	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	const CMatrix3D* losTransform = losTexture.GetMinimapTextureMatrix();
	shader->Uniform(str_transform, baseTransform);
	shader->Uniform(str_textureTransform, *losTransform);

	DrawTexture(shader, 1.0f, angle, x, y, x2, y2, z);
	tech->EndPass();

	glDisable(GL_BLEND);

	PROFILE_START("minimap units");

	CShaderDefines pointDefines;
	pointDefines.Add(str_MINIMAP_POINT, str_1);
	tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), pointDefines);
	tech->BeginPass();
	shader = tech->GetShader();
	shader->Uniform(str_transform, baseTransform);
	shader->Uniform(str_pointSize, 3.f);

	CMatrix3D unitMatrix;
	unitMatrix.SetIdentity();
	// Center the minimap on the origin of the axis of rotation.
	unitMatrix.Translate(-(x2 - x) / 2.f, -(y2 - y) / 2.f, 0.f);
	// Rotate the map.
	unitMatrix.RotateZ(angle);
	// Scale square maps to fit.
	unitMatrix.Scale(unitScale, unitScale, 1.f);
	// Move the minimap back to it's starting position.
	unitMatrix.Translate((x2 - x) / 2.f, (y2 - y) / 2.f, 0.f);
	// Move the minimap to it's final location.
	unitMatrix.Translate(x, y, z);
	// Apply the gui matrix.
	unitMatrix *= GetDefaultGuiMatrix();
	// Load the transform into the shader.
	shader->Uniform(str_transform, unitMatrix);

	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);

		if (cur_time > m_NextBlinkTime)
		{
			m_BlinkState = !m_BlinkState;
			m_NextBlinkTime = cur_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(cur_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();
	}

	m_VertexArray.PrepareForRendering();

	if (m_EntitiesDrawn > 0)
	{
#if !CONFIG2_GLES
		if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
			glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
#endif

		u8* indexBase = m_IndexArray.Bind();
		u8* base = m_VertexArray.Bind();
		const GLsizei stride = (GLsizei)m_VertexArray.GetStride();

		shader->VertexPointer(2, GL_FLOAT, stride, base + m_AttributePos.offset);
		shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, base + m_AttributeColor.offset);
		shader->AssertPointersBound();

		if (!g_Renderer.m_SkipSubmit)
			glDrawElements(GL_POINTS, (GLsizei)(m_EntitiesDrawn), GL_UNSIGNED_SHORT, indexBase);

		g_Renderer.GetStats().m_DrawCalls++;
		CVertexBuffer::Unbind();

#if !CONFIG2_GLES
		if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
			glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
#endif
	}

	tech->EndPass();

	DrawViewRect(unitMatrix);

	PROFILE_END("minimap units");

	// Reset depth mask
	glDepthMask(1);
}