示例#1
0
void Health::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    //draw background
    //engine.draw( tile.picture(), screenPos );

    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();

    int healthLevel = -1;
    if( _isVisibleObject( overlay->type() ) )
    {
      // Base set of visible objects
      needDrawAnimations = true;
    }
    else if( _flags.count( overlay->type() ) )
    {
      needDrawAnimations = true;
      //city::Helper helper( _city() );
      //drawArea( engine, helper.getArea( overlay ), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }
    else if( overlay->type() == object::house )
    {
      HousePtr house = ptr_cast<House>( overlay );
      healthLevel = _getLevelValue( house );

      needDrawAnimations = (house->spec().level() == 1) && (house->habitants().empty());

      if( !needDrawAnimations )
      {
        drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase );
      }
    }
    else  //other buildings
    {
      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( healthLevel > 0 )
    {
      drawColumn( engine, screenPos, healthLevel );
    }
  }

  tile.setWasDrawn();
}
示例#2
0
void Unemployed::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    //draw background
    //engine.draw( tile.picture(), screenPos );

    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();
    WorkingBuildingPtr workBuilding = overlay.as<WorkingBuilding>();
    int worklessPercent = 0;

    if( _isVisibleObject( overlay->type() ) )
    {
      needDrawAnimations = true;
    }
    else if( overlay->type() == object::house )
    {
      HousePtr house = overlay.as<House>();

      int worklessNumber = (int)house->getServiceValue( Service::recruter );
      int matureNumber = (int)house->habitants().mature_n();
      worklessPercent = math::percentage( worklessNumber, matureNumber );
      needDrawAnimations = (house->spec().level() == 1) && house->habitants().empty();

      if( !needDrawAnimations )
      {
        drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase );
      }
    }
    else if( workBuilding.isValid() )
    {
      worklessPercent = math::percentage( workBuilding->needWorkers(), workBuilding->maximumWorkers() );
      needDrawAnimations = workBuilding->needWorkers() > 0;
      if( !needDrawAnimations )
        drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( worklessPercent > 0 )
    {
      drawColumn( engine, screenPos, worklessPercent );
    }
  }

  tile.setWasDrawn();
}
void Religion::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    //draw background
    //engine.draw( tile.picture(), screenPos );
    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();

    int religionLevel = -1;
    if( _isVisibleObject( overlay->type() ) )
    {
      // Base set of visible objects
      needDrawAnimations = true;      
    }
    else if( overlay->type() == object::house )
    {
      HousePtr house = ptr_cast<House>( overlay );
      religionLevel = (int) house->getServiceValue(Service::religionMercury);
      religionLevel += house->getServiceValue(Service::religionVenus);
      religionLevel += house->getServiceValue(Service::religionMars);
      religionLevel += house->getServiceValue(Service::religionNeptune);
      religionLevel += house->getServiceValue(Service::religionCeres);
      religionLevel = math::clamp( religionLevel / (house->spec().minReligionLevel()+1), 0, 100 );
      needDrawAnimations = (house->spec().level() == 1) && house->habitants().empty();

      if( !needDrawAnimations )
      {
        drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase );
      }
    }
    else
    {
      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( religionLevel > 0 )
    {
      drawColumn( engine, screenPos, religionLevel );
    }
  }

  tile.setWasDrawn();
}
示例#4
0
void Tax::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    //draw background
    //engine.draw( tile.picture(), screenPos );

    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();

    int taxLevel = -1;
    if( _isVisibleObject( overlay->type() ) )
    {
    // Base set of visible objects
      needDrawAnimations = true;
    }
    else if( overlay->type() == object::house )
    {
      auto house = overlay.as<House>();
      int taxAccess = house->getServiceValue( Service::forum );
      taxLevel = math::clamp<int>( house->taxesThisYear(), 0, 100 );
      needDrawAnimations = ((house->level() <= HouseLevel::hovel && house->habitants().empty())
                            || taxAccess < 25);

      if( !needDrawAnimations )
      {
        drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase );
      }
    }
    else
    {
      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( taxLevel > 0 )
    {
      drawColumn( engine, screenPos, taxLevel );
    }
  }

  tile.setRendered();
}
示例#5
0
void Fire::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    //draw background
    //engine.draw( tile.picture(), screenPos );

    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();
    int fireLevel = 0;
    if( _isVisibleObject( overlay->type() ) )
    {
      // Base set of visible objects
      needDrawAnimations = true;
    }
    else if( overlay->type() == object::house )
    {
      HousePtr house = ptr_cast<House>( overlay );
      fireLevel = (int)house->state( pr::fire );
      needDrawAnimations = (house->spec().level() == 1) && house->habitants().empty();
      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase  );
    }
    else //other buildings
    {
      ConstructionPtr constr = ptr_cast<Construction>( overlay );
      if( constr != 0 )
      {
        fireLevel = (int)constr->state( pr::fire );
      }

      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base  );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( fireLevel >= 0)
    {
      _addColumn( screenPos, fireLevel );
    }
  }

  tile.setWasDrawn();
}
示例#6
0
void Sentiment::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    //draw background
    //engine.draw( tile.picture(), screenPos );

    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();
    int sentimentLevel = 0;

    if( _isVisibleObject( overlay->type() ) )
    {
      needDrawAnimations = true;
    }
    else if( overlay->type() == object::house )
    {
      HousePtr house = overlay.as<House>();

      sentimentLevel = (int)house->state( pr::happiness );
      needDrawAnimations = (house->spec().level() == 1) && house->habitants().empty();

      if( !needDrawAnimations )
      {
        drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase );
      }
    }
    else
    {
      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( sentimentLevel > 0 )
    {
      drawColumn( engine, screenPos, 100 - sentimentLevel );
    }
  }

  tile.setWasDrawn();
}
void Entertainment::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();

    int entertainmentLevel = -1;
    if( _isVisibleObject( overlay->type() ) )
    {
      // Base set of visible objects
      needDrawAnimations = true;
    }
    else if( _flags.count( overlay->type() ) > 0 )
    {
      needDrawAnimations = true;
    }
    else if( overlay->type() == object::house )
    {
      auto house = overlay.as<House>();
      entertainmentLevel = _getLevelValue( house );

      needDrawAnimations = (house->level() <= HouseLevel::hovel) && (house->habitants().empty());
      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase );
    }
    else
    {
      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( entertainmentLevel > 0 )
    {
      drawColumn( engine, screenPos, entertainmentLevel );
    }
  }

  tile.setRendered();
}
void MarketAccess::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();
    int accessLevel = 0;

    if( _isVisibleObject( overlay->type() ) )
    {
      needDrawAnimations = true;
    }
    else if( overlay->type() == object::house )
    {
      auto house = overlay.as<House>();
      accessLevel = (int)house->getServiceValue( Service::market );
      needDrawAnimations = (house->level() <= HouseLevel::hovel) && house->habitants().empty();

      if( !needDrawAnimations )
      {
        drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase );
      }
    }
    else
    {
      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( accessLevel >= 0 )
    {
      drawColumn( engine, screenPos, accessLevel );
    }
  }

  tile.setRendered();
}
示例#9
0
void Aborigens::drawTile(Engine& engine, Tile& tile, const Point& offset)
{
  Point screenPos = tile.mappos() + offset;

  if( tile.overlay().isNull() )
  {
    //draw background
    //engine.draw( tile.picture(), screenPos );
    drawPass( engine, tile, offset, Renderer::ground );
    drawPass( engine, tile, offset, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();
    int discontentLevel = 0;
    if( _isVisibleObject( overlay->type() ) )
    {
      needDrawAnimations = true;
    }
    else if( overlay->type() == object::native_hut )
    {
      auto nativeHut = overlay.as<NativeHut>();
      discontentLevel = (int)nativeHut->discontent();
      needDrawAnimations = false;

      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::inHouseBase );
    }
    else
    {
      drawArea( engine, overlay->area(), offset, ResourceGroup::foodOverlay, OverlayPic::base );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( engine, tile, offset );
      registerTileForRendering( tile );
    }
    else if( discontentLevel >= 0 )
    {
      drawColumn( engine, screenPos, discontentLevel );
    }
  }

  tile.setRendered();
}
示例#10
0
void Crime::drawTile( const RenderInfo& rinfo, Tile& tile)
{
  if( tile.overlay().isNull() )
  {
    drawPass( rinfo, tile, Renderer::ground );
    drawPass( rinfo, tile, Renderer::groundAnimation );
  }
  else
  {
    bool needDrawAnimations = false;
    OverlayPtr overlay = tile.overlay();
    int crime = -1;

    if( _isVisibleObject( overlay->type() ) )
    {
      needDrawAnimations = true;
    }
    else if( overlay->type() == object::house )
    {
      auto house = overlay.as<House>();
      crime = (int)house->getServiceValue( Service::crime );
      needDrawAnimations = (house->level() <= HouseLevel::hovel) && house->habitants().empty(); // In case of vacant terrain

      drawArea( rinfo, overlay->area(), config::layer.ground, config::tile.house  );
    }
    else
    {
      drawArea( rinfo, overlay->area(), config::layer.ground, config::tile.constr  );
    }

    if( needDrawAnimations )
    {
      Layer::drawTile( rinfo, tile );
      registerTileForRendering( tile );
    }
    else if( crime >= 0)
    {
      Point screenPos = tile.mappos() + rinfo.offset;
      drawColumn( rinfo, screenPos, crime );
    }
  }

  tile.setRendered();
}
void OGLRenderer::renderScene(void)const{
	
	shader->bind();
	{
		fboPass();
		drawPass();
	}
	shader->unbind();
	
	glwsSwapBuffers();
}
示例#12
0
void MapChunk::drawContour()
{
	if (!DrawMapContour)
		return;
	glColor4f(1, 1, 1, 1);
	glActiveTexture(GL_TEXTURE0);
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glDisable(GL_ALPHA_TEST);
	if (Contour == 0)
		GenerateContourMap();
	glBindTexture(GL_TEXTURE_2D, Contour);

	glEnable(GL_TEXTURE_GEN_S);
	glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
	glTexGenfv(GL_S, GL_OBJECT_PLANE, CoordGen);

	drawPass(-1);
	glDisable(GL_TEXTURE_2D);
	glDisable(GL_TEXTURE_GEN_S);
}
示例#13
0
void MapChunk::draw()
{

	if (!gWorld->frustum.intersects(vmin, vmax))
		return;

	float mydist = (gWorld->camera - vcenter).length() - r;

	if (mydist > (mapdrawdistance * mapdrawdistance))
		return;

	// setup vertex buffers
	glBindBuffer(GL_ARRAY_BUFFER, vertices);
	glVertexPointer(3, GL_FLOAT, 0, 0);
	glBindBuffer(GL_ARRAY_BUFFER, normals);
	glNormalPointer(GL_FLOAT, 0, 0);
	// ASSUME: texture coordinates set up already

	// first pass: base texture
	if (textureSet->num() == 0U)
	{
		OpenGL::Texture::setActiveTexture(0);
		OpenGL::Texture::disableTexture();

		OpenGL::Texture::setActiveTexture(1);
		OpenGL::Texture::disableTexture();

		glColor3f(1.0f, 1.0f, 1.0f);
	}
	else
	{
		textureSet->bindTexture(0, 0);

		OpenGL::Texture::setActiveTexture(1);
		OpenGL::Texture::disableTexture();
	}

	glEnable(GL_LIGHTING);
	drawPass(-1);
	
	if (textureSet->num() > 1U) {
		//glDepthFunc(GL_EQUAL); // GL_LEQUAL is fine too...?
		glDepthMask(GL_FALSE);
	}

	// additional passes: if required
	for (size_t i = 1; i < textureSet->num(); ++i)
	{
		// this time, use blending:
		textureSet->bindTexture(i, 0);
		textureSet->bindAlphamap(i - 1, 1);

		drawPass(i);
	}

	if (textureSet->num() > 1U)
	{
		//glDepthFunc(GL_LEQUAL);
		glDepthMask(GL_TRUE);
	}

	// shadow map
	glActiveTexture(GL_TEXTURE0);
	glDisable(GL_TEXTURE_2D);
	glDisable(GL_LIGHTING);

	Vec3D shc = gWorld->skies->colorSet[WATER_COLOR_DARK] * 0.3f;
	glColor4f(shc.x, shc.y, shc.z, 1);

	//glColor4f(1,1,1,1);

	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, shadow);
	glEnable(GL_TEXTURE_2D);

	drawPass(-1);

	glDisable(GL_TEXTURE_2D);
	glDisable(GL_LIGHTING);

	drawContour();

	if (terrainMode == 5)
	{
		// draw chunk white if impassible flag is set
		if (Flags & FLAG_IMPASS)
		{
			glColor4f(1, 1, 1, 0.6f);
			drawPass(-1);
		}
	}

	if (terrainMode == 6)
	{
		if (water)
		{
			glColor4f(0.2f, 0.2f, 0.8f, 0.6f);
			drawPass(-1);
		}
	}

	if (terrainMode == 4)
	{
		// draw chunks in color depending on AreaID and list color from environment
		if (Environment::getInstance()->areaIDColors.find(areaID) != Environment::getInstance()->areaIDColors.end())
		{
			Vec3D colorValues = Environment::getInstance()->areaIDColors.find(areaID)->second;
			glColor4f(colorValues.x, colorValues.y, colorValues.z, 0.7f);
			drawPass(-1);
		}
	}

	if (terrainMode == 8)
	{
		glBindBuffer(GL_ARRAY_BUFFER, mccvEntry);
		glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0);

		glEnableClientState(GL_COLOR_ARRAY);
		drawPass(-1);
		glDisableClientState(GL_COLOR_ARRAY);
	}

	if (Environment::getInstance()->cursorType == 3)
	{
		if (gWorld->IsSelection(eEntry_MapChunk) && gWorld->GetCurrentSelection()->data.mapchunk == this && terrainMode != 3)
		{
			int poly = gWorld->GetCurrentSelectedTriangle();

			glColor4f(1.0f, 1.0f, 0.0f, 1.0f);

			glPushMatrix();

			glDisable(GL_CULL_FACE);
			glDepthMask(false);
			glDisable(GL_DEPTH_TEST);
			glBegin(GL_TRIANGLES);
			glVertex3fv(mVertices[gWorld->mapstrip2[poly + 0]]);
			glVertex3fv(mVertices[gWorld->mapstrip2[poly + 1]]);
			glVertex3fv(mVertices[gWorld->mapstrip2[poly + 2]]);
			glEnd();
			glEnable(GL_CULL_FACE);
			glEnable(GL_DEPTH_TEST);
			glDepthMask(true);

			glPopMatrix();
		}
	}


	glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

	glEnable(GL_LIGHTING);
	glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}