void CCamera::GetFrustumSides(float miny, float maxy, float scale, bool negSide) { ClearFrustumSides(); // note: order does not matter GetFrustumSide(topFrustumSideDir, ZeroVector, miny, maxy, scale, (topFrustumSideDir.y > 0.0f), negSide); GetFrustumSide(botFrustumSideDir, ZeroVector, miny, maxy, scale, (botFrustumSideDir.y > 0.0f), negSide); GetFrustumSide(lftFrustumSideDir, ZeroVector, miny, maxy, scale, (lftFrustumSideDir.y > 0.0f), negSide); GetFrustumSide(rgtFrustumSideDir, ZeroVector, miny, maxy, scale, (rgtFrustumSideDir.y > 0.0f), negSide); }
void CShadowHandler::CalcMinMaxView(void) { left.clear(); //Add restraints for camera sides GetFrustumSide(cam2->bottom,false); GetFrustumSide(cam2->top,true); GetFrustumSide(cam2->rightside,false); GetFrustumSide(cam2->leftside,false); 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<gs->mapy*SQUARE_SIZE+20000) fli->minz=colz; } else { if(colz<fli->maxz && colz>-20000) fli->maxz=colz; } } } x1=-100; x2=100; y1=-100; y2=100; //if someone could figure out how the frustum and nonlinear shadow transform really works (and not use the SJan trial and error method) //so that we can skip this sort of fudge factors it would be good float borderSize=270; float maxSize=gu->viewRange*0.75f; if(shadowMapSize==1024){ borderSize*=1.5f; maxSize*=1.2f; } if(!left.empty()){ std::vector<fline>::iterator fli; for(fli=left.begin();fli!=left.end();fli++){ if(fli->minz<fli->maxz){ float3 p[5]; p[0]=float3(fli->base+fli->dir*fli->minz,0,fli->minz); p[1]=float3(fli->base+fli->dir*fli->maxz,0,fli->maxz); p[2]=float3(fli->base+fli->dir*fli->minz,readmap->maxheight+200,fli->minz); p[3]=float3(fli->base+fli->dir*fli->maxz,readmap->maxheight+200,fli->maxz); p[4]=float3(camera->pos.x,0,camera->pos.z); for(int a=0;a<5;++a){ float xd=(p[a]-centerPos).dot(cross1); float yd=(p[a]-centerPos).dot(cross2); if(xd+borderSize>x2) x2=xd+borderSize; if(xd-borderSize<x1) x1=xd-borderSize; if(yd+borderSize>y2) y2=yd+borderSize; if(yd-borderSize<y1) y1=yd-borderSize; } } } if(x1<-maxSize) x1=-maxSize; if(x2>maxSize) x2=maxSize; if(y1<-maxSize) y1=-maxSize; if(y2>maxSize) y2=maxSize; } else { x1=-maxSize; x2=maxSize; y1=-maxSize; y2=maxSize; } }
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::Draw() { glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); if(minimized){ glColor4f(1,1,1,0.5); glDisable(GL_TEXTURE_2D); glViewport(0,gu->screeny-10,10,10); glBegin(GL_QUADS); glVertex2f(0,0); glVertex2f(1,0); glVertex2f(1,1); glVertex2f(0,1); glEnd(); glViewport(0,0,gu->screenx,gu->screeny); return; } glViewport(xpos,ypos,width,height); glLoadIdentity(); // Reset The Current Modelview Matrix glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix gluOrtho2D(0,1,0,1); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glColor4f(0.6,0.6,0.6,1); readmap->DrawMinimap (); glEnable(GL_BLEND); glBindTexture(GL_TEXTURE_2D, unitBlip); glBegin(GL_QUADS); float size=0.2f/sqrt((float)width+height); list<CUnit*>::iterator ui; for(ui=uh->activeUnits.begin();ui!=uh->activeUnits.end();ui++){ DrawUnit(*ui,size); } glEnd(); glDisable(GL_TEXTURE_2D); left.clear(); //Add restraints for camera sides GetFrustumSide(cam2->bottom); GetFrustumSide(cam2->top); GetFrustumSide(cam2->rightside); GetFrustumSide(cam2->leftside); 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(1,1,1,0.5); glBegin(GL_LINES); for(fli=left.begin();fli!=left.end();fli++){ if(fli->minz<fli->maxz){ DrawInMap(float3(fli->base+fli->dir*fli->minz,0,fli->minz)); DrawInMap(float3(fli->base+fli->dir*fli->maxz,0,fli->maxz)); } } glEnd(); glColor4f(1,1,1,0.0002f*(width+height)); glBegin(GL_POINTS); 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) || loshandler->InLos(p,gu->myAllyTeam)){ DrawInMap((*psi)->pos); } } glEnd(); for(set<CUnit*>::iterator si=selectedUnits.selectedUnits.begin();si!=selectedUnits.selectedUnits.end();++si){ if((*si)->radarRadius && !(*si)->beingBuilt && (*si)->activated){ glColor3f(0.3f,1,0.3f); glBegin(GL_LINE_STRIP); int numSegments=(int)(sqrtf(height)*(*si)->radarRadius*(SQUARE_SIZE*RADAR_SIZE)/2000)+8; for(int a=0;a<=numSegments;++a){ DrawInMap((*si)->pos+float3(sin(a*2*PI/numSegments),0,cos(a*2*PI/numSegments))*(*si)->radarRadius*(SQUARE_SIZE*RADAR_SIZE)); } glEnd(); } if((*si)->sonarRadius && !(*si)->beingBuilt && (*si)->activated){ glColor3f(0.3f,1,0.3f); glBegin(GL_LINE_STRIP); int numSegments=(int)(sqrtf(height)*(*si)->sonarRadius*(SQUARE_SIZE*RADAR_SIZE)/2000)+8; for(int a=0;a<=numSegments;++a){ DrawInMap((*si)->pos+float3(sin(a*2*PI/numSegments),0,cos(a*2*PI/numSegments))*(*si)->sonarRadius*(SQUARE_SIZE*RADAR_SIZE)); } glEnd(); } if((*si)->jammerRadius && !(*si)->beingBuilt && (*si)->activated){ glColor3f(1.0f,0.2f,0.2f); glBegin(GL_LINE_STRIP); int numSegments=(int)(sqrtf(height)*(*si)->jammerRadius*(SQUARE_SIZE*RADAR_SIZE)/2000)+8; for(int a=0;a<=numSegments;++a){ DrawInMap((*si)->pos+float3(sin(a*2*PI/numSegments),0,cos(a*2*PI/numSegments))*(*si)->jammerRadius*(SQUARE_SIZE*RADAR_SIZE)); } glEnd(); } if((*si)->stockpileWeapon && (*si)->stockpileWeapon->weaponDef->interceptor){ //change if someone someday create a non stockpiled interceptor CWeapon* w=(*si)->stockpileWeapon; if(w->numStockpiled) glColor4f(1.0f,1.0f,1.0f,1.0f); else glColor4f(0.0f,0.0f,0.0f,0.6f); glBegin(GL_LINE_STRIP); int numSegments=(int)(sqrtf(height)*w->weaponDef->coverageRange/2000)+8; for(int a=0;a<=numSegments;++a){ DrawInMap((*si)->pos+float3(sin(a*2*PI/numSegments),0,cos(a*2*PI/numSegments))*w->weaponDef->coverageRange); } glEnd(); } } DrawNotes(); glColor4f(1,1,1,0.5); glViewport(xpos,ypos,10,10); glBegin(GL_QUADS); glVertex2f(0,0); glVertex2f(1,0); glVertex2f(1,1); glVertex2f(0,1); glEnd(); glViewport(xpos+width-10,ypos,10,10); glBegin(GL_QUADS); glVertex2f(0,0); glVertex2f(1,0); glVertex2f(1,1); glVertex2f(0,1); glEnd(); glViewport(xpos+width-10,ypos+height-10,10,10); glBegin(GL_QUADS); glVertex2f(0,0); glVertex2f(1,0); glVertex2f(1,1); glVertex2f(0,1); glEnd(); glViewport(xpos,ypos+height-10,10,10); glBegin(GL_QUADS); glVertex2f(0,0); glVertex2f(1,0); glVertex2f(1,1); glVertex2f(0,1); glEnd(); glViewport(0,0,gu->screenx,gu->screeny); }
void GUIminimap::PrivateDraw() { if(parent) { w=parent->w; h=parent->h; } int xpos=x; int ypos=y; int width=w; int height=h; GUIframe *p=parent; while(p) { xpos+=p->x; ypos+=p->y; p=p->parent; } ypos=gu->screeny-ypos-height; glPushAttrib(GL_ALL_ATTRIB_BITS|GL_VIEWPORT_BIT); glMatrixMode(GL_PROJECTION); glPushMatrix(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glViewport(xpos,ypos,width,height); glLoadIdentity(); // Reset The Current Modelview Matrix glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix gluOrtho2D(0,1,0,1); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glColor4f(0.6,0.6,0.6,1); glEnable(GL_TEXTURE_2D); glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glBindTexture(GL_TEXTURE_2D, ((CSmfReadMap*)readmap)->shadowTex); glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE0_RGB_ARB,GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE1_RGB_ARB,GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_RGB_ARB,GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV,GL_RGB_SCALE_ARB,2); glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_ARB); glActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, readmap->minimapTex); glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); glActiveTextureARB(GL_TEXTURE0_ARB); if((groundDrawer->drawExtraTex)){ glActiveTextureARB(GL_TEXTURE2_ARB); glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_RGB_ARB,GL_ADD_SIGNED_ARB); glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_ARB); glBindTexture(GL_TEXTURE_2D, groundDrawer->infoTex); glActiveTextureARB(GL_TEXTURE0_ARB); } float isx=2*gs->hmapx/float(gs->pwr2mapx); float isy=2*gs->hmapy/float(gs->pwr2mapy); glBegin(GL_QUADS); glTexCoord2f(0,isy); glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,1); glMultiTexCoord2fARB(GL_TEXTURE2_ARB,0,isy); glVertex2f(0,0); glTexCoord2f(0,0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0); glMultiTexCoord2fARB(GL_TEXTURE2_ARB,0,0); glVertex2f(0,1); glTexCoord2f(isx,0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,0); glMultiTexCoord2fARB(GL_TEXTURE2_ARB,isx,0); glVertex2f(1,1); glTexCoord2f(isx,isy); glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,1); glMultiTexCoord2fARB(GL_TEXTURE2_ARB,isx,isy); glVertex2f(1,0); glEnd(); glTexEnvi(GL_TEXTURE_ENV,GL_RGB_SCALE_ARB,1); glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); glActiveTextureARB(GL_TEXTURE1_ARB); glDisable(GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE2_ARB); glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); glDisable(GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE0_ARB); glEnable(GL_BLEND); glBindTexture(GL_TEXTURE_2D, unitBlip); glBegin(GL_QUADS); float size=0.2f/sqrt((float)width+height); list<CUnit*>::iterator ui; for(ui=uh->activeUnits.begin();ui!=uh->activeUnits.end();ui++){ DrawUnit(*ui,size); } glEnd(); glDisable(GL_TEXTURE_2D); left.clear(); //Add restraints for camera sides GetFrustumSide(cam2->bottom); GetFrustumSide(cam2->top); GetFrustumSide(cam2->rightside); GetFrustumSide(cam2->leftside); 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(1,1,1,0.5); glBegin(GL_LINES); for(fli=left.begin();fli!=left.end();fli++){ if(fli->minz<fli->maxz){ DrawInMap(float3(fli->base+fli->dir*fli->minz,0,fli->minz)); DrawInMap(float3(fli->base+fli->dir*fli->maxz,0,fli->maxz)); } } glEnd(); glColor4f(1,1,1,0.0002f*(width+height)); glBegin(GL_POINTS); Projectile_List::iterator psi; for(psi=ph->ps.begin();psi != ph->ps.end();++psi){ DrawInMap((*psi)->pos); } glEnd(); for(set<CUnit*>::iterator si=selectedUnits.selectedUnits.begin();si!=selectedUnits.selectedUnits.end();++si){ if((*si)->radarRadius){ glColor3f(0.3f,1,0.3f); glBegin(GL_LINE_STRIP); int numSegments=(int)(sqrtf(height)*(*si)->radarRadius*(SQUARE_SIZE*RADAR_SIZE)/2000)+8; for(int a=0;a<=numSegments;++a){ DrawInMap((*si)->pos+float3(sin(a*2*PI/numSegments),0,cos(a*2*PI/numSegments))*(*si)->radarRadius*(SQUARE_SIZE*RADAR_SIZE)); } glEnd(); } if((*si)->sonarRadius){ glColor3f(0.3f,1,0.3f); glBegin(GL_LINE_STRIP); int numSegments=(int)(sqrtf(height)*(*si)->sonarRadius*(SQUARE_SIZE*RADAR_SIZE)/2000)+8; for(int a=0;a<=numSegments;++a){ DrawInMap((*si)->pos+float3(sin(a*2*PI/numSegments),0,cos(a*2*PI/numSegments))*(*si)->sonarRadius*(SQUARE_SIZE*RADAR_SIZE)); } glEnd(); } if((*si)->jammerRadius){ glColor3f(1.0f,0.2f,0.2f); glBegin(GL_LINE_STRIP); int numSegments=(int)(sqrtf(height)*(*si)->jammerRadius*(SQUARE_SIZE*RADAR_SIZE)/2000)+8; for(int a=0;a<=numSegments;++a){ DrawInMap((*si)->pos+float3(sin(a*2*PI/numSegments),0,cos(a*2*PI/numSegments))*(*si)->jammerRadius*(SQUARE_SIZE*RADAR_SIZE)); } glEnd(); } if((*si)->stockpileWeapon && (*si)->stockpileWeapon->weaponDef->interceptor){ //change if someone someday create a non stockpiled interceptor CWeapon* w=(*si)->stockpileWeapon; if(w->numStockpiled) glColor4f(1.0f,1.0f,1.0f,1.0f); else glColor4f(0.0f,0.0f,0.0f,0.6f); glBegin(GL_LINE_STRIP); int numSegments=(int)(sqrtf(height)*w->weaponDef->coverageRange/2000)+8; for(int a=0;a<=numSegments;++a){ DrawInMap((*si)->pos+float3(sin(a*2*PI/numSegments),0,cos(a*2*PI/numSegments))*w->weaponDef->coverageRange); } glEnd(); } } DrawNotes(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glPopAttrib(); }