void CMiniMap::DrawForReal() { SCOPED_TIMER("Draw minimap"); setSurfaceCircleFunc(DrawSurfaceCircle); setSurfaceSquareFunc(DrawSurfaceSquare); cursorIcons.Enable(false); //glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthFunc(GL_LEQUAL); if (minimized) { if (!slaveDrawMode) { DrawMinimizedButton(); } cursorIcons.Enable(true); setSurfaceCircleFunc(NULL); setSurfaceSquareFunc(NULL); return; } glViewport(xpos, ypos, width, height); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, 1.0, 0.0, 1.0, -1.0e6, +1.0e6); glMatrixMode(GL_MODELVIEW); glColor4f(0.6f, 0.6f, 0.6f, 1.0f); // draw the map glDisable(GL_BLEND); readmap->DrawMinimap(); glEnable(GL_BLEND); // move some of the transform to the GPU glTranslatef(0.0f, +1.0f, 0.0f); glScalef(+1.0f / (gs->mapx * SQUARE_SIZE), -1.0f / (gs->mapy * SQUARE_SIZE), 1.0); glEnable(GL_TEXTURE_2D); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.0f); // draw the units std::list<CUnit*>::iterator ui; for (ui = uh->activeUnits.begin(); ui != uh->activeUnits.end(); ui++) { DrawUnit(*ui); } // highlight the selected unit CUnit* unit = GetSelectUnit(GetMapPosition(mouse->lastx, mouse->lasty)); if (unit != NULL) { DrawUnitHighlight(unit); } glDisable(GL_ALPHA_TEST); glDisable(GL_TEXTURE_2D); left.clear(); // add restraints for camera sides GetFrustumSide(cam2->bottom); GetFrustumSide(cam2->top); GetFrustumSide(cam2->rightside); GetFrustumSide(cam2->leftside); if (!minimap->maximized) { // draw the camera lines std::vector<fline>::iterator fli,fli2; for(fli=left.begin();fli!=left.end();fli++){ for(fli2=left.begin();fli2!=left.end();fli2++){ if(fli==fli2) continue; float colz=0; if(fli->dir-fli2->dir==0) continue; colz=-(fli->base-fli2->base)/(fli->dir-fli2->dir); if(fli2->left*(fli->dir-fli2->dir)>0){ if(colz>fli->minz && colz<400096) fli->minz=colz; } else { if(colz<fli->maxz && colz>-10000) fli->maxz=colz; } } } glColor4f(1,1,1,0.5f); glBegin(GL_LINES); for(fli = left.begin(); fli != left.end(); fli++) { if(fli->minz < fli->maxz) { DrawInMap2D(fli->base + (fli->dir * fli->minz), fli->minz); DrawInMap2D(fli->base + (fli->dir * fli->maxz), fli->maxz); } } glEnd(); } glRotatef(-90.0f, +1.0f, 0.0f, 0.0f); // real 'world' coordinates // draw the projectiles if (drawProjectiles && ph->ps.size()>0) { CVertexArray* lines=GetVertexArray(); CVertexArray* points=GetVertexArray(); lines->Initialize(); lines->EnlargeArrays(ph->ps.size()*2,0,VA_SIZE_C); points->Initialize(); points->EnlargeArrays(ph->ps.size(),0,VA_SIZE_C); static unsigned char red[4] = {255,0,0,255}; static unsigned char redA[4] = {255,0,0,128}; static unsigned char yellow[4] = {255,255,0,255}; static unsigned char green[4] = {0,255,0,25}; static unsigned char white[4] = {255,255,255,25}; Projectile_List::iterator psi; for(psi = ph->ps.begin(); psi != ph->ps.end(); ++psi) { CProjectile* p = *psi; if ((p->owner && (p->owner->allyteam == gu->myAllyTeam)) || gu->spectatingFullView || loshandler->InLos(p, gu->myAllyTeam)) { if (dynamic_cast<CGeoThermSmokeProjectile*>(p)) { } else if (dynamic_cast<CGfxProjectile*>(p)) {//Nano-piece points->AddVertexQC(p->pos,green); } else if (dynamic_cast<CBeamLaserProjectile*>(p)) { CBeamLaserProjectile& beam = *(CBeamLaserProjectile*)p; unsigned char color[4] = {beam.kocolstart[0],beam.kocolstart[1],beam.kocolstart[2],255}; lines->AddVertexQC(beam.startPos,color); lines->AddVertexQC(beam.endPos,color); } else if (dynamic_cast<CLargeBeamLaserProjectile*>(p)) { CLargeBeamLaserProjectile& beam = *(CLargeBeamLaserProjectile*)p; unsigned char color[4] = {beam.kocolstart[0],beam.kocolstart[1],beam.kocolstart[2],255}; lines->AddVertexQC(beam.startPos,color); lines->AddVertexQC(beam.endPos,color); } else if (dynamic_cast<CLightingProjectile*>(p)) { CLightingProjectile& beam = *(CLightingProjectile*)p; unsigned char color[4] = {(unsigned char)beam.color[0]*255,(unsigned char)beam.color[1]*255,(unsigned char)beam.color[2]*255,255}; lines->AddVertexQC(beam.pos,color); lines->AddVertexQC(beam.endPos,color); } else if (dynamic_cast<CPieceProjectile*>(p)) { points->AddVertexQC(p->pos,red); } else if (dynamic_cast<CWreckProjectile*>(p)) { points->AddVertexQC(p->pos,redA); } else if (dynamic_cast<CWeaponProjectile*>(p)) { points->AddVertexQC(p->pos,yellow); } else { points->AddVertexQC(p->pos,white); } } } lines->DrawArrayC(GL_LINES); points->DrawArrayC(GL_POINTS); } // draw the queued commands // // NOTE: this needlessly adds to the CursorIcons list, but at least // they are not drawn (because the input receivers are drawn // after the command queues) LuaUnsyncedCtrl::DrawUnitCommandQueues(); if ((drawCommands > 0) && guihandler->GetQueueKeystate()) { selectedUnits.DrawCommands(); } glDisable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // draw the selection shape, and some ranges if (drawCommands > 0) { guihandler->DrawMapStuff(!!drawCommands); } // draw unit ranges const float radarSquare = (SQUARE_SIZE * RADAR_SIZE); CUnitSet& selUnits = selectedUnits.selectedUnits; for(CUnitSet::iterator si = selUnits.begin(); si != selUnits.end(); ++si) { CUnit* unit = *si; if (unit->radarRadius && !unit->beingBuilt && unit->activated) { glColor3fv(cmdColors.rangeRadar); DrawCircle(unit->pos, (unit->radarRadius * radarSquare)); } if (unit->sonarRadius && !unit->beingBuilt && unit->activated) { glColor3fv(cmdColors.rangeSonar); DrawCircle(unit->pos, (unit->sonarRadius * radarSquare)); } if (unit->jammerRadius && !unit->beingBuilt && unit->activated) { glColor3fv(cmdColors.rangeJammer); DrawCircle(unit->pos, (unit->jammerRadius * radarSquare)); } // change if someone someday create a non stockpiled interceptor const CWeapon* w = unit->stockpileWeapon; if((w != NULL) && w->weaponDef->interceptor) { if (w->numStockpiled) { glColor3fv(cmdColors.rangeInterceptorOn); } else { glColor3fv(cmdColors.rangeInterceptorOff); } DrawCircle(unit->pos, w->weaponDef->coverageRange); } } glRotatef(+90.0f, +1.0f, 0.0f, 0.0f); // revert to the 2d xform // selection box glColor4f(1.0f, 1.0f, 1.0f, 1.0f); CMouseHandler::ButtonPress& bp = mouse->buttons[SDL_BUTTON_LEFT]; if (selecting && fullProxy && (bp.movement > 4)) { const float3 oldPos = GetMapPosition(bp.x, bp.y); const float3 newPos = GetMapPosition(mouse->lastx, mouse->lasty); glColor4fv(cmdColors.mouseBox); glBlendFunc((GLenum)cmdColors.MouseBoxBlendSrc(), (GLenum)cmdColors.MouseBoxBlendDst()); glLineWidth(cmdColors.MouseBoxLineWidth()); glBegin(GL_LINE_LOOP); DrawInMap2D(oldPos.x, oldPos.z); DrawInMap2D(newPos.x, oldPos.z); DrawInMap2D(newPos.x, newPos.z); DrawInMap2D(oldPos.x, newPos.z); glEnd(); glLineWidth(1.0f); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } DrawNotes(); // allow the LUA scripts to draw into the minimap eventHandler.DrawInMiniMap(); // reset the modelview glLoadIdentity(); if (!slaveDrawMode) { DrawButtons(); // outline glLineWidth(1.51f); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glViewport(xpos - 1, ypos - 1, width + 2, height + 2); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glRectf(0.0f, 0.0f, 1.0f, 1.0f); glViewport(xpos - 2, ypos - 2, width + 4, height + 4); glColor4f(0.0f, 0.0f, 0.0f, 1.0f); glRectf(0.0f, 0.0f, 1.0f, 1.0f); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glLineWidth(1.0f); } glViewport(gu->viewPosX, 0, gu->viewSizeX, gu->viewSizeY); cursorIcons.Enable(true); setSurfaceCircleFunc(NULL); setSurfaceSquareFunc(NULL); }
void CMiniMap::DrawForReal(bool use_geo) { SCOPED_TIMER("MiniMap::DrawForReal"); //glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glPushAttrib(GL_DEPTH_BUFFER_BIT); glDisable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glDepthMask(GL_FALSE); glDisable(GL_TEXTURE_2D); glMatrixMode(GL_MODELVIEW); if (minimized) { if (!slaveDrawMode) { DrawMinimizedButton(); } glPopAttrib(); glEnable(GL_TEXTURE_2D); return; } // draw the frameborder if (!slaveDrawMode && !globalRendering->dualScreenMode && !maximized) { glEnable(GL_BLEND); DrawFrame(); glDisable(GL_BLEND); } bool resetTextureMatrix = false; if (use_geo) { glPushMatrix(); // switch to normalized minimap coords if (globalRendering->dualScreenMode) { glViewport(xpos, ypos, width, height); glScalef(width * globalRendering->pixelX, height * globalRendering->pixelY, 1.0f); } else { glTranslatef(xpos * globalRendering->pixelX, ypos * globalRendering->pixelY, 0.0f); glScalef(width * globalRendering->pixelX, height * globalRendering->pixelY, 1.0f); } /* FIXME: fix mouse handling too and make it fully customizable, so Lua can rotate the minimap to any angle CCameraController* camController = &camHandler->GetCurrentController(); COverheadController* taCam = dynamic_cast<COverheadController*>(camController); SmoothController* smCam = dynamic_cast<SmoothController*>(camController); if ((taCam && taCam->flipped) || (smCam && smCam->flipped)) { glTranslatef(1.0f, 1.0f, 0.0f); glScalef(-1.0f, -1.0f, 1.0f); glMatrixMode(GL_TEXTURE); glPushMatrix(); glTranslatef(1.0f, 1.0f, 0.0f); glScalef(-1.0f, -1.0f, 1.0f); glMatrixMode(GL_MODELVIEW); resetTextureMatrix = true; }*/ } setSurfaceCircleFunc(DrawSurfaceCircle); setSurfaceSquareFunc(DrawSurfaceSquare); cursorIcons.Enable(false); glColor4f(0.6f, 0.6f, 0.6f, 1.0f); // don't mirror the map texture with flipped cameras glMatrixMode(GL_TEXTURE); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); // draw the map glDisable(GL_BLEND); readmap->DrawMinimap(); glEnable(GL_BLEND); glMatrixMode(GL_TEXTURE); glPopMatrix(); glMatrixMode(GL_MODELVIEW); // clip everything outside of the minimap box { const double plane0[4] = {0,-1,0,1}; const double plane1[4] = {0,1,0,0}; const double plane2[4] = {-1,0,0,1}; const double plane3[4] = {1,0,0,0}; glClipPlane(GL_CLIP_PLANE0, plane0); // clip bottom glClipPlane(GL_CLIP_PLANE1, plane1); // clip top glClipPlane(GL_CLIP_PLANE2, plane2); // clip right glClipPlane(GL_CLIP_PLANE3, plane3); // clip left glEnable(GL_CLIP_PLANE0); glEnable(GL_CLIP_PLANE1); glEnable(GL_CLIP_PLANE2); glEnable(GL_CLIP_PLANE3); } // switch to top-down map/world coords (z is twisted with y compared to the real map/world coords) glPushMatrix(); glTranslatef(0.0f, +1.0f, 0.0f); glScalef(+1.0f / (gs->mapx * SQUARE_SIZE), -1.0f / (gs->mapy * SQUARE_SIZE), 1.0f); glEnable(GL_TEXTURE_2D); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.0f); { GML_RECMUTEX_LOCK(unit); // DrawForReal const std::set<CUnit*>& units = unitDrawer->GetUnsortedUnits(); for (std::set<CUnit*>::const_iterator it = units.begin(); it != units.end(); ++it) { DrawUnit(*it); } // highlight the selected unit CUnit* unit = GetSelectUnit(GetMapPosition(mouse->lastx, mouse->lasty)); if (unit != NULL) { DrawUnitHighlight(unit); } } glDisable(GL_ALPHA_TEST); glDisable(GL_TEXTURE_2D); glPushMatrix(); glRotatef(-90.0f, +1.0f, 0.0f, 0.0f); // real 'world' coordinates glScalef(1.0f, 0.0f, 1.0f); // skip the y-coord (Lua's DrawScreen is perspective and so any z-coord in it influence the x&y, too) // draw the projectiles if (drawProjectiles) { projectileDrawer->DrawProjectilesMiniMap(); } // draw the queued commands // // NOTE: this needlessly adds to the CursorIcons list, but at least // they are not drawn (because the input receivers are drawn // after the command queues) LuaUnsyncedCtrl::DrawUnitCommandQueues(); if ((drawCommands > 0) && guihandler->GetQueueKeystate()) { selectedUnits.DrawCommands(); } lineDrawer.DrawAll(); // draw the selection shape, and some ranges if (drawCommands > 0) { guihandler->DrawMapStuff(!!drawCommands); } { GML_RECMUTEX_LOCK(sel); // DrawForReal // draw unit ranges const float radarSquare = radarhandler->radarDiv; CUnitSet& selUnits = selectedUnits.selectedUnits; for(CUnitSet::iterator si = selUnits.begin(); si != selUnits.end(); ++si) { CUnit* unit = *si; if (unit->radarRadius && !unit->beingBuilt && unit->activated) { glColor3fv(cmdColors.rangeRadar); DrawCircle(unit->pos, (unit->radarRadius * radarSquare)); } if (unit->sonarRadius && !unit->beingBuilt && unit->activated) { glColor3fv(cmdColors.rangeSonar); DrawCircle(unit->pos, (unit->sonarRadius * radarSquare)); } if (unit->jammerRadius && !unit->beingBuilt && unit->activated) { glColor3fv(cmdColors.rangeJammer); DrawCircle(unit->pos, (unit->jammerRadius * radarSquare)); } // change if someone someday create a non stockpiled interceptor const CWeapon* w = unit->stockpileWeapon; if((w != NULL) && w->weaponDef->interceptor) { if (w->numStockpiled) { glColor3fv(cmdColors.rangeInterceptorOn); } else { glColor3fv(cmdColors.rangeInterceptorOff); } DrawCircle(unit->pos, w->weaponDef->coverageRange); } } } glPopMatrix(); // revert to the 2d xform if (!minimap->maximized) { // draw the camera frustum lines cam2->GetFrustumSides(0.0f, 0.0f, 1.0f, true); cam2->ClipFrustumLines(true, -10000.0f, 400096.0f); const std::vector<CCamera::FrustumLine>& negSides = cam2->negFrustumSides; const std::vector<CCamera::FrustumLine>& posSides = cam2->posFrustumSides; std::vector<CCamera::FrustumLine>::const_iterator fli; CVertexArray* va = GetVertexArray(); va->Initialize(); va->EnlargeArrays(negSides.size() * 2, 0, VA_SIZE_2D0); for (fli = negSides.begin(); fli != negSides.end(); ++fli) { if (fli->minz < fli->maxz) { va->AddVertex2dQ0(fli->base + (fli->dir * fli->minz), fli->minz); va->AddVertex2dQ0(fli->base + (fli->dir * fli->maxz), fli->maxz); } } glLineWidth(2.5f); glColor4f(0, 0, 0, 0.5f); va->DrawArray2d0(GL_LINES); glLineWidth(1.5f); glColor4f(1, 1, 1, 0.75f); va->DrawArray2d0(GL_LINES); glLineWidth(1.0f); } // selection box glColor4f(1.0f, 1.0f, 1.0f, 1.0f); CMouseHandler::ButtonPressEvt& bp = mouse->buttons[SDL_BUTTON_LEFT]; if (selecting && fullProxy && (bp.movement > 4)) { const float3 oldPos = GetMapPosition(bp.x, bp.y); const float3 newPos = GetMapPosition(mouse->lastx, mouse->lasty); glColor4fv(cmdColors.mouseBox); glBlendFunc((GLenum)cmdColors.MouseBoxBlendSrc(), (GLenum)cmdColors.MouseBoxBlendDst()); glLineWidth(cmdColors.MouseBoxLineWidth()); float verts[] = { oldPos.x, oldPos.z, newPos.x, oldPos.z, newPos.x, newPos.z, oldPos.x, newPos.z, }; glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, verts); glDrawArrays(GL_LINE_LOOP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glLineWidth(1.0f); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } DrawNotes(); // reset 1 if (resetTextureMatrix) { glMatrixMode(GL_TEXTURE_MATRIX); glPopMatrix(); } glMatrixMode(GL_MODELVIEW); if (use_geo) { glPopMatrix(); } // reset 2 glPopMatrix(); glPopAttrib(); glEnable(GL_TEXTURE_2D); { //! prepare ClipPlanes for Lua's DrawInMinimap Modelview matrix //! quote from glClipPlane spec: //! "When glClipPlane is called, equation is transformed by the inverse of the modelview matrix and stored in the resulting eye coordinates. //! Subsequent changes to the modelview matrix have no effect on the stored plane-equation components." //! -> we have to use the same modelview matrix when calling glClipPlane and later draw calls //! set the modelview matrix to the same as used in Lua's DrawInMinimap glPushMatrix(); glLoadIdentity(); glScalef(1.0f / width, 1.0f / height, 1.0f); const double plane0[4] = {0,-1,0,height}; const double plane1[4] = {0,1,0,0}; const double plane2[4] = {-1,0,0,width}; const double plane3[4] = {1,0,0,0}; glClipPlane(GL_CLIP_PLANE0, plane0); // clip bottom glClipPlane(GL_CLIP_PLANE1, plane1); // clip top glClipPlane(GL_CLIP_PLANE2, plane2); // clip right glClipPlane(GL_CLIP_PLANE3, plane3); // clip left glPopMatrix(); } //! allow the LUA scripts to draw into the minimap eventHandler.DrawInMiniMap(); if (use_geo && globalRendering->dualScreenMode) glViewport(globalRendering->viewPosX,0,globalRendering->viewSizeX,globalRendering->viewSizeY); //FIXME: Lua modifies the matrices w/o reseting it! (quite complexe to fix because ClearMatrixStack() makes it impossible to use glPushMatrix) glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0,1,0,1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // disable ClipPlanes glDisable(GL_CLIP_PLANE0); glDisable(GL_CLIP_PLANE1); glDisable(GL_CLIP_PLANE2); glDisable(GL_CLIP_PLANE3); cursorIcons.Enable(true); setSurfaceCircleFunc(NULL); setSurfaceSquareFunc(NULL); }