Position MapView::getCameraPosition() { if(isFollowingCreature()) return m_followingCreature->getPosition(); return m_customCameraPosition; }
Rect MapView::calcFramebufferSource(const Size& destSize) { float scaleFactor = m_tileSize/(float)Otc::TILE_PIXELS; Point drawOffset = ((m_drawDimension - m_visibleDimension - Size(1,1)).toPoint()/2) * m_tileSize; if(isFollowingCreature()) drawOffset += m_followingCreature->getWalkOffset() * scaleFactor; Size srcSize = destSize; Size srcVisible = m_visibleDimension * m_tileSize; srcSize.scale(srcVisible, Fw::KeepAspectRatio); drawOffset.x += (srcVisible.width() - srcSize.width()) / 2; drawOffset.y += (srcVisible.height() - srcSize.height()) / 2; return Rect(drawOffset, srcSize); }
void MapView::draw(const Rect& rect) { // update visible tiles cache when needed if(m_mustUpdateVisibleTilesCache || m_updateTilesPos > 0) updateVisibleTilesCache(m_mustUpdateVisibleTilesCache ? 0 : m_updateTilesPos); float scaleFactor = m_tileSize/(float)Otc::TILE_PIXELS; Position cameraPosition = getCameraPosition(); int drawFlags = 0; if(m_viewMode == NEAR_VIEW) drawFlags = Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls | Otc::DrawItems | Otc::DrawCreatures | Otc::DrawEffects | Otc::DrawMissiles | Otc::DrawAnimations; else drawFlags = Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls | Otc::DrawItems; Size tileSize = Size(1,1) * m_tileSize; if(m_mustDrawVisibleTilesCache || (drawFlags & Otc::DrawAnimations)) { m_framebuffer->bind(); if(m_mustCleanFramebuffer) { Rect clearRect = Rect(0, 0, m_drawDimension * m_tileSize); g_painter->setColor(Color::black); g_painter->drawFilledRect(clearRect); } g_painter->setColor(Color::white); auto it = m_cachedVisibleTiles.begin(); auto end = m_cachedVisibleTiles.end(); for(int z=m_cachedLastVisibleFloor;z>=m_cachedFirstVisibleFloor;--z) { while(it != end) { const TilePtr& tile = *it; Position tilePos = tile->getPosition(); if(tilePos.z != z) break; else ++it; if(!m_drawMinimapColors) tile->draw(transformPositionTo2D(tilePos, cameraPosition), scaleFactor, drawFlags); else { uint8 c = tile->getMinimapColorByte(); if(c == 0) continue; g_painter->setColor(Color::from8bit(c)); g_painter->drawFilledRect(Rect(transformPositionTo2D(tilePos, cameraPosition), tileSize)); } } if(drawFlags & Otc::DrawMissiles && !m_drawMinimapColors) { for(const MissilePtr& missile : g_map.getFloorMissiles(z)) { missile->draw(transformPositionTo2D(missile->getPosition(), cameraPosition), scaleFactor, drawFlags & Otc::DrawAnimations); } } } m_framebuffer->release(); // generating mipmaps each frame can be slow in older cards //m_framebuffer->getTexture()->buildHardwareMipmaps(); m_mustDrawVisibleTilesCache = false; } Point drawOffset = ((m_drawDimension - m_visibleDimension - Size(1,1)).toPoint()/2) * m_tileSize; if(isFollowingCreature()) drawOffset += m_followingCreature->getWalkOffset() * scaleFactor; Size srcSize = rect.size(); Size srcVisible = m_visibleDimension * m_tileSize; srcSize.scale(srcVisible, Fw::KeepAspectRatio); drawOffset.x += (srcVisible.width() - srcSize.width()) / 2; drawOffset.y += (srcVisible.height() - srcSize.height()) / 2; Rect srcRect = Rect(drawOffset, srcSize); g_painter->setColor(Color::white); glDisable(GL_BLEND); g_painter->setShaderProgram(m_shader); #if 0 // debug source area g_painter->saveAndResetState(); m_framebuffer->bind(); g_painter->setColor(Color::green); g_painter->drawBoundingRect(srcRect, 2); m_framebuffer->release(); g_painter->restoreSavedState(); m_framebuffer->draw(rect); #else m_framebuffer->draw(rect, srcRect); #endif g_painter->resetShaderProgram(); glEnable(GL_BLEND); // this could happen if the player position is not known yet if(!cameraPosition.isValid()) return; float horizontalStretchFactor = rect.width() / (float)srcRect.width(); float verticalStretchFactor = rect.height() / (float)srcRect.height(); // avoid drawing texts on map in far zoom outs if(m_viewMode == NEAR_VIEW && m_drawTexts) { for(const CreaturePtr& creature : m_cachedFloorVisibleCreatures) { Point creatureOffset = Point(16 - creature->getDisplacementX(), -3 - creature->getDisplacementY()); Position pos = creature->getPosition(); Point p = transformPositionTo2D(pos, cameraPosition) - drawOffset; p += (creature->getDrawOffset() + creatureOffset) * scaleFactor; p.x = p.x * horizontalStretchFactor; p.y = p.y * verticalStretchFactor; p += rect.topLeft(); creature->drawInformation(p, g_map.isCovered(pos, m_cachedFirstVisibleFloor), rect); } for(const StaticTextPtr& staticText : g_map.getStaticTexts()) { Position pos = staticText->getPosition(); // ony draw static texts from current camera floor, unless yells //if(pos.z != cameraPosition.z && !staticText->isYell()) // continue; Point p = transformPositionTo2D(pos, cameraPosition) - drawOffset; p.x = p.x * horizontalStretchFactor; p.y = p.y * verticalStretchFactor; p += rect.topLeft(); staticText->drawText(p, rect); } for(const AnimatedTextPtr& animatedText : g_map.getAnimatedTexts()) { Position pos = animatedText->getPosition(); // only draw animated texts from visible floors if(pos.z < m_cachedFirstVisibleFloor || pos.z > m_cachedLastVisibleFloor) continue; // dont draw animated texts from covered tiles if(pos.z != cameraPosition.z && g_map.isCovered(pos, m_cachedFirstVisibleFloor)) continue; Point p = transformPositionTo2D(pos, cameraPosition) - drawOffset; p.x = p.x * horizontalStretchFactor; p.y = p.y * verticalStretchFactor; p += rect.topLeft(); animatedText->drawText(p, rect); } } else if(m_viewMode > NEAR_VIEW) { // draw a cross in the center instead of our creature /* Known Issue: Changing Z axis causes the cross to go off a little bit. */ Rect vRect(0, 0, 2, 10); Rect hRect(0, 0, 10, 2); g_painter->setColor(Color::white); if(!m_follow && m_followingCreature) { Position pos = m_followingCreature->getPosition(); Point p = transformPositionTo2D(pos, cameraPosition) - drawOffset; p.x = p.x * horizontalStretchFactor; p.y = p.y * verticalStretchFactor; p += rect.topLeft(); vRect.setX(p.x); vRect.setY(p.y - 4); hRect.setX(p.x - 4); hRect.setY(p.y); hRect.setWidth(10); hRect.setHeight(2); vRect.setWidth(2); vRect.setHeight(10); } else { vRect.moveCenter(rect.center()); hRect.moveCenter(rect.center()); } g_painter->drawFilledRect(vRect); g_painter->drawFilledRect(hRect); } }