void TerrainRenderer::VisibilityChanged(const MapPoint pt, const GameWorldViewer& gwv) { /// Noch kein Terrain gebaut? abbrechen if(vertices.empty()) return; UpdateVertexColor(pt, gwv); for(unsigned i = 0; i < 6; ++i) UpdateVertexColor(gwv.GetNeighbour(pt, i), gwv); // und für die Ränder UpdateBorderVertex(pt, gwv); for(unsigned i = 0; i < 6; ++i) UpdateBorderVertex(gwv.GetNeighbour(pt, i), gwv); // den selbst sowieso die Punkte darum updaten, da sich bei letzteren die Schattierung geändert haben könnte UpdateTriangleColor(pt, gwv, true); for(unsigned i = 0; i < 6; ++i) UpdateTriangleColor(gwv.GetNeighbour(pt, i), gwv, true); // und für die Ränder UpdateBorderTriangleColor(pt, gwv, true); for(unsigned i = 0; i < 6; ++i) UpdateBorderTriangleColor(gwv.GetNeighbour(pt, i), gwv, true); }
void TerrainRenderer::UpdateTriangleColor(const MapPoint pt, const GameWorldViewer& gwv, const bool update) { unsigned int pos = GetTriangleIdx(pt); Color& clr0 = gl_colors[pos][0]; Color& clr1 = gl_colors[pos][1]; Color& clr2 = gl_colors[pos][2]; clr0.r = clr0.g = clr0.b = GetColor(gwv.GetNeighbour(pt, 4)); clr1.r = clr1.g = clr1.b = GetColor(pt); clr2.r = clr2.g = clr2.b = GetColor(gwv.GetNeighbour(pt, 5)); ++pos; Color& clr3 = gl_colors[pos][0]; Color& clr4 = gl_colors[pos][1]; Color& clr5 = gl_colors[pos][2]; clr3.r = clr3.g = clr3.b = GetColor(pt); clr4.r = clr4.g = clr4.b = GetColor(gwv.GetNeighbour(pt, 4)); clr5.r = clr5.g = clr5.b = GetColor(gwv.GetNeighbour(pt, 3)); /// Bei Vertexbuffern das die Daten aktualisieren if(update && vboBuffersUsed) { glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo_colors); glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, (pos - 1) * sizeof(ColorTriangle), 2 * sizeof(ColorTriangle), &gl_colors[pos - 1]); } }
/// erzeugt Rand-Vertex void TerrainRenderer::UpdateBorderVertex(const MapPoint pt, const GameWorldViewer& gwv) { /// @todo GetTerrainX und Co durch GetTerrainXA ausdrücken Vertex& vertex = GetVertex(pt); vertex.borderPos[0] = ( GetTerrainAround(pt, 5) + GetTerrain(pt) + GetTerrainAround(pt, 4) ) / 3.0f; vertex.borderColor[0] = ( GetColor(gwv.GetNeighbour(pt, 5)) + GetColor(pt) + GetColor(gwv.GetNeighbour(pt, 4)) ) / 3.0f; vertex.borderPos[1] = ( GetTerrainAround(pt, 3) + GetTerrain(pt) + GetTerrainAround(pt, 4) ) / 3.0f; vertex.borderColor[1] = ( GetColor(gwv.GetNeighbour(pt, 3)) + GetColor(pt) + GetColor(gwv.GetNeighbour(pt, 4)) ) / 3.0f; }
iwDiplomacy::iwDiplomacy(const GameWorldViewer& gwv, GameCommandFactory& gcFactory): IngameWindow(CGI_DIPLOMACY, (unsigned short) - 1, (unsigned short) - 1, 500, FIRST_LINE_Y + gwv.GetWorld().GetPlayerCount() * (CELL_HEIGHT + SPACE_HEIGHT) + 20, _("Diplomacy"), LOADER.GetImageN("resource", 41)), gwv(gwv), gcFactory(gcFactory) { // "Header" der Tabelle AddText(0, LINE_DISTANCE_TO_MARGINS + PING_FIELD_POS, HEADER_Y, _("Ping"), COLOR_YELLOW, glArchivItem_Font::DF_CENTER, NormalFont); AddText(1, LINE_DISTANCE_TO_MARGINS + TREATIES_POS, HEADER_Y, _("Treaties"), COLOR_YELLOW, glArchivItem_Font::DF_CENTER, NormalFont); for(unsigned i = 0; i < gwv.GetWorld().GetPlayerCount(); ++i) { const GamePlayer& player = gwv.GetWorld().GetPlayer(i); if(player.isUsed()) { // Einzelne Spielernamen AddText(100 + i, LINE_DISTANCE_TO_MARGINS + 10, FIRST_LINE_Y + i * (CELL_HEIGHT + SPACE_HEIGHT) + CELL_HEIGHT / 2, player.name, player.color, glArchivItem_Font::DF_VCENTER, NormalFont); if(player.ps == PS_OCCUPIED) // Ping AddDeepening(200 + i, LINE_DISTANCE_TO_MARGINS + PING_FIELD_POS - PING_FIELD_WIDTH / 2, FIRST_LINE_Y + i * (CELL_HEIGHT + SPACE_HEIGHT) + CELL_HEIGHT / 2 - 11, PING_FIELD_WIDTH, 22, TC_GREY, "0", NormalFont, COLOR_YELLOW); // An sich selber braucht man keine Bündnisse zu schließen if(gwv.GetPlayerId() != i) { // Bündnisvertrag-Button glArchivItem_Bitmap* image = LOADER.GetImageN("io", 61); ctrlButton* button = AddImageButton(300 + i, LINE_DISTANCE_TO_MARGINS + TREATIES_POS - TREATIE_BUTTON_SPACE / 2 - (image->getWidth() + 8), FIRST_LINE_Y + i * (CELL_HEIGHT + SPACE_HEIGHT) + CELL_HEIGHT / 2 - 40 / 2, 40, 40, TC_GREY, image, _("Treaty of alliance")); // Verbleibende Zeit unter dem Button AddText(500 + i, button->GetX(false) + button->GetWidth() / 2, button->GetY(false) + button->GetHeight() + 4, "", COLOR_YELLOW, glArchivItem_Font::DF_CENTER, SmallFont); // Nichtangriffspakt image = LOADER.GetImageN("io", 100); button = AddImageButton(400 + i, LINE_DISTANCE_TO_MARGINS + TREATIES_POS + TREATIE_BUTTON_SPACE / 2, FIRST_LINE_Y + i * (CELL_HEIGHT + SPACE_HEIGHT) + CELL_HEIGHT / 2 - 40 / 2, 40, 40, TC_GREY, image, _("Non-aggression pact")); // Verbleibende Zeit unter dem Button AddText(600 + i, button->GetX(false) + button->GetWidth() / 2, button->GetY(false) + button->GetHeight() + 4, "", COLOR_YELLOW, glArchivItem_Font::DF_CENTER, SmallFont); } } } // Farben festlegen Msg_PaintAfter(); }
iwDiplomacy::iwDiplomacy(const GameWorldViewer& gwv, GameCommandFactory& gcFactory) : IngameWindow(CGI_DIPLOMACY, IngameWindow::posLastOrCenter, Extent(500, FIRST_LINE_Y + gwv.GetWorld().GetNumPlayers() * (CELL_HEIGHT + SPACE_HEIGHT) + 20), _("Diplomacy"), LOADER.GetImageN("resource", 41)), gwv(gwv), gcFactory(gcFactory) { // "Header" der Tabelle AddText(0, DrawPoint(LINE_DISTANCE_TO_MARGINS + PING_FIELD_POS, HEADER_Y), _("Ping"), COLOR_YELLOW, FontStyle::CENTER, NormalFont); AddText(1, DrawPoint(LINE_DISTANCE_TO_MARGINS + TREATIES_POS, HEADER_Y), _("Treaties"), COLOR_YELLOW, FontStyle::CENTER, NormalFont); DrawPoint curTxtPos(LINE_DISTANCE_TO_MARGINS + 10, FIRST_LINE_Y + CELL_HEIGHT / 2 - CELL_HEIGHT - SPACE_HEIGHT); for(unsigned i = 0; i < gwv.GetWorld().GetNumPlayers(); ++i) { const GamePlayer& player = gwv.GetWorld().GetPlayer(i); curTxtPos.y += CELL_HEIGHT + SPACE_HEIGHT; if(!player.isUsed()) continue; // Einzelne Spielernamen AddText(100 + i, curTxtPos, player.name, player.color, FontStyle::VCENTER, NormalFont); if(player.ps == PS_OCCUPIED) { // Ping DrawPoint pingPos(LINE_DISTANCE_TO_MARGINS + PING_FIELD_POS - PING_FIELD_SIZE.x / 2, curTxtPos.y); AddTextDeepening(200 + i, pingPos, PING_FIELD_SIZE, TC_GREY, "0", NormalFont, COLOR_YELLOW); } // An sich selber braucht man keine Bündnisse zu schließen if(gwv.GetPlayerId() == i) continue; // Bündnisvertrag-Button glArchivItem_Bitmap* image = LOADER.GetImageN("io", 61); Extent btSize(40, 40); DrawPoint btPos(LINE_DISTANCE_TO_MARGINS + TREATIES_POS - TREATIE_BUTTON_SPACE / 2 - (image->getWidth() + 8), curTxtPos.y - btSize.y / 2); ctrlButton* button = AddImageButton(300 + i, btPos, btSize, TC_GREY, image, _("Treaty of alliance")); // Verbleibende Zeit unter dem Button DrawPoint remainingTimePos = button->GetPos() + DrawPoint(btSize.x / 2, btSize.y + 4); AddText(500 + i, remainingTimePos, "", COLOR_YELLOW, FontStyle::CENTER, SmallFont); // Nichtangriffspakt image = LOADER.GetImageN("io", 100); btPos.x = LINE_DISTANCE_TO_MARGINS + TREATIES_POS + TREATIE_BUTTON_SPACE / 2; button = AddImageButton(400 + i, btPos, btSize, TC_GREY, image, _("Non-aggression pact")); // Verbleibende Zeit unter dem Button remainingTimePos = button->GetPos() + DrawPoint(btSize.x / 2, btSize.y + 4); AddText(600 + i, remainingTimePos, "", COLOR_YELLOW, FontStyle::CENTER, SmallFont); } // Farben festlegen Msg_PaintAfter(); }
void TerrainRenderer::UpdateVertexColor(const MapPoint pt, const GameWorldViewer& gwv) { switch(gwv.GetVisibility(pt)) { // Unsichtbar -> schwarz case VIS_INVISIBLE: GetVertex(pt).color = 0.0f; break; // Fog of War -> abgedunkelt case VIS_FOW: GetVertex(pt).color = float(gwv.GetNode(pt).shadow + 0x40) / float(0xFF) / 2; break; // Normal sichtbar case VIS_VISIBLE: GetVertex(pt).color = float(gwv.GetNode(pt).shadow + 0x40) / float(0xFF); break; } }
iwTrade::iwTrade(const nobBaseWarehouse& wh, const GameWorldViewer& gwv, GameCommandFactory& gcFactory) : IngameWindow(wh.CreateGUIID(), (unsigned short) - 2, (unsigned short) - 2, 400, 194, _("Trade"), LOADER.GetImageN("resource", 41)), wh(wh), gwv(gwv), gcFactory(gcFactory), possibleSrcWarehouses(gwv.GetPlayer().GetWarehousesForTrading(wh)) { // Get title of the player SetTitle(_("Trade with %s") + gwv.GetWorld().GetPlayer(wh.GetPlayer()).name); // Gebäudebild und dessen Schatten AddImage( 0, 100, 144, LOADER.GetNationImage(wh.GetNation(), 250 + 5 * wh.GetBuildingType())); const unsigned left_column = 200; this->AddComboBox(4, left_column, 84, 160, 18, TC_GREY, NormalFont, 90); // Ware/Figure names this->AddText(1, left_column, 30, "Deal in:", COLOR_YELLOW, glArchivItem_Font::DF_LEFT, NormalFont); ctrlComboBox* box = this->AddComboBox(2, left_column, 44, 160, 18, TC_GREY, NormalFont, 200); // Ware or figure? box->AddString(_("Wares")); box->AddString(_("Settlers")); this->AddText(3, left_column, 70, "Type:", COLOR_YELLOW, glArchivItem_Font::DF_LEFT, NormalFont); // Create possible wares, figures for(unsigned i = 0; i < WARE_TYPES_COUNT; ++i) { // Only add one shield type if(GoodType(i) != ConvertShields(GoodType(i))) continue; // Don't add nothing or empty water if(i == GD_NOTHING || i == GD_WATEREMPTY) continue; wares.push_back(GoodType(i)); } for(unsigned i = 0; i < JOB_TYPES_COUNT; ++i) { // Can't trade boat carriers if(i == JOB_BOATCARRIER) continue; jobs.push_back(Job(i)); } AddImage(5, left_column + 20, 130, NULL, _("Ware you like to trade")); AddEdit(6, left_column + 34, 120, 39 , 20, TC_GREY, NormalFont)->SetNumberOnly(true); AddText(7, left_column + 75, 125, "/ 20", COLOR_YELLOW, glArchivItem_Font::DF_LEFT, NormalFont); AddTextButton(8, left_column, 150, 150, 22, TC_GREEN2, _("Send"), NormalFont); // Choose wares at first box->SetSelection(0); Msg_ComboSelectItem(2, 0); }
iwMilitary::iwMilitary(const GameWorldViewer& gwv, GameCommandFactory& gcFactory): IngameWindow(CGI_MILITARY, IngameWindow::posAtMouse, 168, 330, _("Military"), LOADER.GetImageN("io", 5)), gwv(gwv), gcFactory(gcFactory), settings_changed(false) { // Einzelne Balken AddProgress(0, 17, 25, 132, 26, TC_GREY, 119, 120, MILITARY_SETTINGS_SCALE[0], "", 4, 4, 0, _("Fewer recruits"), _("More recruits")); /* pitch: 4, 4 */ AddProgress(1, 17, 57, 132, 26, TC_GREY, 121, 122, MILITARY_SETTINGS_SCALE[1], "", 4, 4, 0, _("Weak defense"), _("Strong defense")); AddProgress(2, 17, 89, 132, 26, TC_GREY, 123, 124, MILITARY_SETTINGS_SCALE[2], "", 4, 4, 0, _("Fewer defenders"), _("More defenders")); AddProgress(3, 17, 121, 132, 26, TC_GREY, 209, 210, MILITARY_SETTINGS_SCALE[3], "", 4, 4, 0, _("Less attackers"), _("More attackers")); AddProgress(4, 17, 153, 132, 26, TC_GREY, 129, 130, MILITARY_SETTINGS_SCALE[4], "", 4, 4, 0, _("Interior"), _("Interior")); AddProgress(5, 17, 185, 132, 26, TC_GREY, 127, 128, MILITARY_SETTINGS_SCALE[5], "", 4, 4, 0, _("Center of country"), _("Center of country")); AddProgress(6, 17, 217, 132, 26, TC_GREY, 1000, 1001, MILITARY_SETTINGS_SCALE[6], "", 4, 4, 0, _("Near harbor points"), _("Near harbor points")); AddProgress(7, 17, 249, 132, 26, TC_GREY, 125, 126, MILITARY_SETTINGS_SCALE[7], "", 4, 4, 0, _("Border areas"), _("Border areas")); // unteren 2 Buttons AddImageButton(20, 18, 282, 30, 32, TC_GREY, LOADER.GetImageN("io", 225), _("Help")); AddImageButton(21, 120, 282, 30, 32, TC_GREY, LOADER.GetImageN("io", 191), _("Default")); // Falls Verteidiger ändern verboten ist, einfach die Bar ausblenden if (gwv.GetWorld().GetGGS().getSelection(AddonId::DEFENDER_BEHAVIOR) == 1) { GetCtrl<ctrlProgress>(2)->SetVisible(false); } // Absendetimer, in 2s-Abschnitten wird jeweils das ganze als Netzwerknachricht ggf. abgeschickt AddTimer(22, 2000); UpdateSettings(); }
iwTrade::iwTrade(const nobBaseWarehouse& wh, const GameWorldViewer& gwv, GameCommandFactory& gcFactory) : IngameWindow(wh.CreateGUIID(), IngameWindow::posAtMouse, Extent(400, 194), _("Trade"), LOADER.GetImageN("resource", 41)), wh(wh), gwv(gwv), gcFactory(gcFactory), possibleSrcWarehouses(gwv.GetPlayer().GetWarehousesForTrading(wh)) { // Get title of the player SetTitle((boost::format(_("Trade with %s")) % gwv.GetWorld().GetPlayer(wh.GetPlayer()).name).str()); // Gebäudebild und dessen Schatten AddImage(0, DrawPoint(100, 144), LOADER.GetNationImage(wh.GetNation(), 250 + 5 * wh.GetBuildingType())); const unsigned left_column = 200; AddComboBox(4, DrawPoint(left_column, 84), Extent(160, 18), TC_GREY, NormalFont, 90); // Ware/Figure names AddText(1, DrawPoint(left_column, 30), "Deal in:", COLOR_YELLOW, FontStyle::LEFT, NormalFont); ctrlComboBox* box = this->AddComboBox(2, DrawPoint(left_column, 44), Extent(160, 18), TC_GREY, NormalFont, 200); // Ware or figure? box->AddString(_("Wares")); box->AddString(_("Settlers")); AddText(3, DrawPoint(left_column, 70), "Type:", COLOR_YELLOW, FontStyle::LEFT, NormalFont); // Create possible wares, figures for(unsigned i = 0; i < NUM_WARE_TYPES; ++i) { // Only add one shield type if(GoodType(i) != ConvertShields(GoodType(i))) continue; // Don't add empty water if(i == GD_WATEREMPTY) continue; wares.push_back(GoodType(i)); } for(unsigned i = 0; i < NUM_JOB_TYPES; ++i) { // Can't trade boat carriers if(i == JOB_BOATCARRIER) continue; jobs.push_back(Job(i)); } AddImage(5, DrawPoint(left_column + 20, 130), static_cast<ITexture*>(nullptr), _("Ware you like to trade")); AddEdit(6, DrawPoint(left_column + 34, 120), Extent(39, 20), TC_GREY, NormalFont)->SetNumberOnly(true); AddText(7, DrawPoint(left_column + 75, 125), "/ 20", COLOR_YELLOW, FontStyle::LEFT, NormalFont); AddTextButton(8, DrawPoint(left_column, 150), Extent(150, 22), TC_GREEN2, _("Send"), NormalFont); // Choose wares at first box->SetSelection(0); Msg_ComboSelectItem(2, 0); }
/// erzeugt Vertex void TerrainRenderer::UpdateVertexPos(const MapPoint pt, const GameWorldViewer& gwv) { int x = pt.x * TR_W; if(pt.y & 1) x += TR_W / 2; GetVertex(pt).pos.x = float(x); GetVertex(pt).pos.y = float(pt.y * TR_H - HEIGHT_FACTOR * gwv.GetNode(pt).altitude + HEIGHT_FACTOR * 0x0A ); }
void TerrainRenderer::AltitudeChanged(const MapPoint pt, const GameWorldViewer& gwv) { // den selbst sowieso die Punkte darum updaten, da sich bei letzteren die Schattierung geändert haben könnte UpdateVertexPos(pt, gwv); UpdateVertexColor(pt, gwv); for(unsigned i = 0; i < 6; ++i) UpdateVertexColor(gwv.GetNeighbour(pt, i), gwv); // und für die Ränder UpdateBorderVertex(pt, gwv); for(unsigned i = 0; i < 6; ++i) UpdateBorderVertex(gwv.GetNeighbour(pt, i), gwv); // den selbst sowieso die Punkte darum updaten, da sich bei letzteren die Schattierung geändert haben könnte UpdateTrianglePos(pt, gwv, true); UpdateTriangleColor(pt, gwv, true); for(unsigned i = 0; i < 6; ++i) { UpdateTrianglePos(gwv.GetNeighbour(pt, i), gwv, true); UpdateTriangleColor(gwv.GetNeighbour(pt, i), gwv, true); } // Auch im zweiten Kreis drumherum die Dreiecke neu berechnen, da die durch die Schattenänderung der umliegenden // Punkte auch geändert werden könnten for(unsigned i = 0; i < 12; ++i) UpdateTriangleColor(gwv.GetNeighbour2(pt, i), gwv, true); // und für die Ränder UpdateBorderTrianglePos(pt, gwv, true); UpdateBorderTriangleColor(pt, gwv, true); for(unsigned i = 0; i < 6; ++i) { UpdateBorderTrianglePos(gwv.GetNeighbour(pt, i), gwv, true); UpdateBorderTriangleColor(gwv.GetNeighbour(pt, i), gwv, true); } for(unsigned i = 0; i < 12; ++i) UpdateBorderTriangleColor(gwv.GetNeighbour2(pt, i), gwv, true); }
iwMapDebug::iwMapDebug(GameWorldViewer& gwv): IngameWindow(CGI_MAP_DEBUG, 0xFFFF, 0xFFFF, 300, 200, _("Map Debug"), LOADER.GetImageN("resource", 41)), gwv(gwv), printer(new DebugPrinter(gwv)) { gwv.GetView()->SetDebugNodePrinter(printer); ctrlCheck* cbShowCoords = AddCheckBox(0, 15, 30, 250, 20, TC_GREY, _("Show coordinates"), NormalFont); cbShowCoords->SetCheck(true); ctrlComboBox* data = AddComboBox(1, 15, 60, 250, 20, TC_GREY, NormalFont, 100); data->AddString(_("Nothing")); data->AddString(_("Reserved")); data->AddString(_("Altitude")); data->AddString(_("Resources")); data->AddString(_("Sea Id")); data->SetSelection(1); printer->showCoords = cbShowCoords->GetCheck(); printer->showDataIdx = data->GetSelection(); }
iwBuildOrder::iwBuildOrder(const GameWorldViewer& gwv) : IngameWindow(CGI_BUILDORDER, IngameWindow::posLastOrCenter, Extent(320, 300), _("Building sequence"), LOADER.GetImageN("io", 5)), gwv(gwv), settings_changed(false) { ctrlList* list = AddList(0, DrawPoint(15, 60), Extent(150, 220), TC_GREY, NormalFont); // Liste füllen BuildOrders buildOrders = GAMECLIENT.visual_settings.build_order; for(auto& buildOrder : buildOrders) list->AddString(_(BUILDING_NAMES[buildOrder])); //-V807 // Nach ganz oben AddImageButton(1, DrawPoint(250, 194), Extent(48, 20), TC_GREY, LOADER.GetImageN("io", 215), _("Top")); // Hoch AddImageButton(2, DrawPoint(250, 216), Extent(48, 20), TC_GREY, LOADER.GetImageN("io", 33), _("Up")); // Runter AddImageButton(3, DrawPoint(250, 238), Extent(48, 20), TC_GREY, LOADER.GetImageN("io", 34), _("Down")); // Nach ganz unten AddImageButton(4, DrawPoint(250, 260), Extent(48, 20), TC_GREY, LOADER.GetImageN("io", 216), _("Bottom")); // Bild der Auswahl AddImage(5, DrawPoint(240, 150), LOADER.GetNationImage(gwv.GetPlayer().nation, 250 + buildOrders[0] * 5)); ctrlComboBox* combo = AddComboBox(6, DrawPoint(15, 30), Extent(290, 20), TC_GREY, NormalFont, 100); combo->AddString(_("Sequence of given order")); // "Reihenfolge der Auftraggebung" combo->AddString(_("After the following order")); // "Nach folgender Reihenfolge" // Eintrag in Combobox auswählen combo->SetSelection(GAMECLIENT.visual_settings.useCustomBuildOrder ? 1 : 0); // Standard AddImageButton(10, DrawPoint(200, 250), Extent(48, 30), TC_GREY, LOADER.GetImageN("io", 191), _("Default")); // Absendetimer, in 2s-Abschnitten wird jeweils das ganze als Netzwerknachricht ggf. abgeschickt AddTimer(11, 2000); list->SetSelection(0); }
void TerrainRenderer::UpdateTriangleTerrain(const MapPoint pt, const GameWorldViewer& gwv, const bool update) { const MapNode& node = gwv.GetNode(pt); unsigned int pos = GetTriangleIdx(pt); Triangle& texCoord = gl_texcoords[pos]; if(!TerrainData::IsAnimated(node.t1)) { texCoord[1].x = 0.225f; texCoord[1].y = 0.f; texCoord[2].x = 0.f; //-V807 texCoord[2].y = 0.45f; texCoord[0].x = 0.45f; texCoord[0].y = texCoord[2].y; }else { // We use the full texture as it already consists of 2 triangles // But we need to make sure to only use the correct part of it (texture sizes are powers of 2) // Note: Better would be to use the actual textures, but they are not loaded when this is called during game start Rect texRect = TerrainData::GetPosInTexture(node.t1); int w = texRect.right - texRect.left; int h = texRect.bottom - texRect.top; assert(w > 0 && h > 0); unsigned texW = helpers::roundToNextPowerOfTwo(w); unsigned texH = helpers::roundToNextPowerOfTwo(h); float texScaleW = 1.f / texW; float texScaleH = 1.f / texH; // Tip of the triangle is in the middle in x texCoord[1].x = (w + 1) / 2.f * texScaleW; texCoord[1].y = 0.f; // Bottom of the triangle is in the middle in y texCoord[2].x = 0.f; texCoord[2].y = (h + 1) / 2.f * texScaleH; texCoord[0].x = (w - 1) * texScaleW; texCoord[0].y = texCoord[2].y; } Triangle& texCoord2 = gl_texcoords[pos+1]; if(!TerrainData::IsAnimated(node.t2)) { texCoord2[1].x = 0.235f; texCoord2[1].y = 0.45f; texCoord2[2].x = 0.47f; //-V807 texCoord2[2].y = 0.0f; texCoord2[0].x = 0.0f; texCoord2[0].y = texCoord2[2].y; }else { Rect texRect = TerrainData::GetPosInTexture(node.t1); int w = texRect.right - texRect.left; int h = texRect.bottom - texRect.top; assert(w > 0 && h > 0); unsigned texW = helpers::roundToNextPowerOfTwo(w); unsigned texH = helpers::roundToNextPowerOfTwo(h); float texScaleW = 1.f / texW; float texScaleH = 1.f / texH; // Bottom tip of the triangle is in the middle in x texCoord2[1].x = (w + 1) / 2.f * texScaleW; texCoord2[1].y = (h - 1) * texScaleH; // Top of the triangle is in the middle in y texCoord2[2].x = (w - 1) * texScaleW; texCoord2[2].y = (h + 1) / 2.f * texScaleH; texCoord2[0].x = 0.f; texCoord2[0].y = texCoord2[2].y; } /// Bei Vertexbuffern das die Daten aktualisieren if(update && vboBuffersUsed) { glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo_texcoords); glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, (pos - 1) * sizeof(Triangle), 2 * sizeof(Triangle), &gl_texcoords[pos - 1]); } }
void TerrainRenderer::UpdateVertexTerrain(const MapPoint pt, const GameWorldViewer& gwv) { const MapNode& node = gwv.GetNode(pt); GetVertex(pt).terrain[0] = node.t1; GetVertex(pt).terrain[1] = node.t2; }
/** * * @author OLiver */ IngameMinimap::IngameMinimap(const GameWorldViewer& gwv) : Minimap(gwv.GetWidth(),gwv.GetHeight()), gwv(gwv), nodes_updated(gwv.GetWidth()*gwv.GetHeight(),false), dos(gwv.GetWidth()*gwv.GetHeight(),DO_INVALID), territory(true), houses(true), roads(true) { CreateMapTexture(&gwv); }
/** * erzeugt die OpenGL-Vertices. * * @author OLiver * @author FloSoft */ void TerrainRenderer::GenerateOpenGL(const GameWorldViewer& gwv) { width = gwv.GetWidth(); height = gwv.GetHeight(); LandscapeType lt = gwv.GetLandscapeType(); GenerateVertices(gwv); // We have 2 triangles per map point unsigned int triangleCount = width * height * 2; // Ränder zählen borders.resize(width * height); for(MapCoord y = 0; y < height; ++y) { for(MapCoord x = 0; x < width; ++x) { MapPoint pt(x, y); TerrainType t1 = gwv.GetNode(pt).t1; //-V807 TerrainType t2 = gwv.GetNode(pt).t2; unsigned int pos = GetVertexIdx(pt); if( (borders[pos].left_right[0] = TerrainData::GetEdgeType(lt, t2, t1)) ) borders[pos].left_right_offset[0] = triangleCount++; if( (borders[pos].left_right[1] = TerrainData::GetEdgeType(lt, t1, t2)) ) borders[pos].left_right_offset[1] = triangleCount++; t1 = gwv.GetNodeAround(pt, 3).t1; if( (borders[pos].right_left[0] = TerrainData::GetEdgeType(lt, t1, t2)) ) borders[pos].right_left_offset[0] = triangleCount++; if( (borders[pos].right_left[1] = TerrainData::GetEdgeType(lt, t2, t1)) ) borders[pos].right_left_offset[1] = triangleCount++; t1 = gwv.GetNode(pt).t1; t2 = gwv.GetNodeAround(pt, 5).t2; if( (borders[pos].top_down[0] = TerrainData::GetEdgeType(lt, t2, t1)) ) borders[pos].top_down_offset[0] = triangleCount++; if( (borders[pos].top_down[1] = TerrainData::GetEdgeType(lt, t1, t2)) ) borders[pos].top_down_offset[1] = triangleCount++; } } gl_vertices.resize(triangleCount); gl_texcoords.resize(triangleCount); gl_colors.resize(triangleCount); // Normales Terrain erzeugen for(MapCoord y = 0; y < height; ++y) { for(MapCoord x = 0; x < width; ++x) { MapPoint pt(x, y); UpdateTrianglePos(pt, gwv, false); UpdateTriangleColor(pt, gwv, false); UpdateTriangleTerrain(pt, gwv, false); } } // Ränder erzeugen for(MapCoord y = 0; y < height; ++y) { for(MapCoord x = 0; x < width; ++x) { MapPoint pt(x, y); UpdateBorderTrianglePos(pt, gwv, false); UpdateBorderTriangleColor(pt, gwv, false); UpdateBorderTriangleTerrain(pt, gwv, false); } } if(SETTINGS.video.vbo) { // Generiere und Binde den Vertex Buffer glGenBuffersARB(1, (GLuint*)&vbo_vertices); glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo_vertices); glBufferDataARB(GL_ARRAY_BUFFER_ARB, gl_vertices.size() * sizeof(Triangle), &gl_vertices.front(), GL_STATIC_DRAW_ARB); glVertexPointer(2, GL_FLOAT, 0, NULL); // Generiere und Binde den Textur Koordinaten Buffer glGenBuffersARB(1, (GLuint*)&vbo_texcoords); glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo_texcoords); glBufferDataARB(GL_ARRAY_BUFFER_ARB, gl_texcoords.size() * sizeof(Triangle), &gl_texcoords.front(), GL_STATIC_DRAW_ARB ); glTexCoordPointer(2, GL_FLOAT, 0, NULL); // Generiere und Binde den Color Buffer glGenBuffersARB(1, (GLuint*)&vbo_colors); glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo_colors); glBufferDataARB(GL_ARRAY_BUFFER_ARB, gl_colors.size() * sizeof(ColorTriangle), &gl_colors.front(), GL_STATIC_DRAW_ARB ); glColorPointer(3, GL_FLOAT, 0, NULL); vboBuffersUsed = true; } else { glVertexPointer(2, GL_FLOAT, 0, &gl_vertices.front()); glTexCoordPointer(2, GL_FLOAT, 0, &gl_texcoords.front()); glColorPointer(3, GL_FLOAT, 0, &gl_colors.front()); } }
void TerrainRenderer::UpdateBorderTriangleColor(const MapPoint pt, const GameWorldViewer& gwv, const bool update) { unsigned int pos = GetVertexIdx(pt); // Für VBO-Aktualisierung: // Erzeugte Ränder zählen unsigned count_borders = 0; // Erstes Offset merken unsigned first_offset = 0; // Rand links - rechts for(unsigned char i = 0; i < 2; ++i) { if(!borders[pos].left_right[i]) continue; unsigned int offset = borders[pos].left_right_offset[i]; if(!first_offset) first_offset = offset; gl_colors[offset][i ? 0 : 2].r = gl_colors[offset][i ? 0 : 2].g = gl_colors[offset][i ? 0 : 2].b = GetColor(pt); //-V807 gl_colors[offset][1 ].r = gl_colors[offset][1 ].g = gl_colors[offset][1 ].b = GetColor(gwv.GetNeighbour(pt, 4)); //-V807 gl_colors[offset][i ? 2 : 0].r = gl_colors[offset][i ? 2 : 0].g = gl_colors[offset][i ? 2 : 0].b = GetBColor(pt, i); //-V807 ++count_borders; } // Rand rechts - links for(unsigned char i = 0; i < 2; ++i) { if(!borders[pos].right_left[i]) continue; unsigned int offset = borders[pos].right_left_offset[i]; if(!first_offset) first_offset = offset; gl_colors[offset][i ? 2 : 0].r = gl_colors[offset][i ? 2 : 0].g = gl_colors[offset][i ? 2 : 0].b = GetColor(gwv.GetNeighbour(pt, 4)); gl_colors[offset][1 ].r = gl_colors[offset][1 ].g = gl_colors[offset][1 ].b = GetColor(gwv.GetNeighbour(pt, 3)); MapPoint pt2(pt.x + i, pt.y); if(pt2.x >= width) pt2.x -= width; gl_colors[offset][i ? 0 : 2].r = gl_colors[offset][i ? 0 : 2].g = gl_colors[offset][i ? 0 : 2].b = GetBColor(pt2, i ? 0 : 1); ++count_borders; } // Rand oben - unten for(unsigned char i = 0; i < 2; ++i) { if(!borders[pos].top_down[i]) continue; unsigned int offset = borders[pos].top_down_offset[i]; if(!first_offset) first_offset = offset; gl_colors[offset][i ? 2 : 0].r = gl_colors[offset][i ? 2 : 0].g = gl_colors[offset][i ? 2 : 0].b = GetColor(gwv.GetNeighbour(pt, 5)); gl_colors[offset][1 ].r = gl_colors[offset][1 ].g = gl_colors[offset][1 ].b = GetColor(gwv.GetNeighbour(pt, 4)); if(i == 0) gl_colors[offset][2].r = gl_colors[offset][2].g = gl_colors[offset][2].b = GetBColor(pt, i); //-V807 else gl_colors[offset][0].r = gl_colors[offset][0].g = gl_colors[offset][0].b = GetBColor(gwv.GetNeighbour(pt, 5), i); //-V807 ++count_borders; } /// Bei Vertexbuffern das die Daten aktualisieren if(update && vboBuffersUsed) { glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo_colors); glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, first_offset * sizeof(ColorTriangle), count_borders * sizeof(ColorTriangle), &gl_colors[first_offset]); } }