mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-01 15:35:47 +00:00
8472718fb7
This untangles some of the gigantic kitchen sink headers in an attempt to split things into smaller files. Also don't include gl.h, glext.h, windows.h, and other such nonsense *everywhere*. Lots of cleanups on the way too. More dead/unused code removal. Remove incrFlag(), decrFlag() Lua functions.
808 lines
19 KiB
C++
808 lines
19 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "GridRender.h"
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#include "Game.h"
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#include "Avatar.h"
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#include "RenderBase.h"
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namespace MiniMapRenderSpace
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{
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typedef std::vector<Quad*> Buttons;
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Buttons buttons;
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const int BUTTON_RADIUS = 15;
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// Total minimap size in virtual pixels
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const float miniMapSize = 200;
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// View area radius in virtual pixels
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const float miniMapRadius = 80;
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// Minimap scale (actual distance / displayed distance)
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const float miniMapScale = 40;
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// View area radius in world tiles
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const float miniMapTileRadius = miniMapRadius * miniMapScale / TILE_SIZE;
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// 1/2 size (width/height) of minimap GUI
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const float miniMapGuiSize = miniMapRadius * 1.5f;
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// Base radius of texture (texWaterBit) used to indicate open areas
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const float waterBitSize = 10;
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// Distance in tiles between adjacent water bits
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const int tileStep = 12;
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// Base size of warp/save icons
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const float iconBaseSize = 14;
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// Additional radius added (or subtracted) by "throb" effect
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const float iconThrobSize = 6;
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// Maximum offset of warp/save/cooking icons from center of minimap
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const float iconMaxOffset = miniMapRadius * miniMapScale * (7.0f/8.0f);
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// Distance at which the icon decreases to minimum size
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const float iconMaxDistance = iconMaxOffset * 3;
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// Scale of the icon at minimum size
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const float iconMinScale = 0.6;
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// Radius of the health bar circle
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const int healthBarRadius = miniMapRadius + 4;
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// Number of steps around health bar at which to draw bits
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const int healthSteps = 64;
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// 1/2 size (width/height) used for drawing health bar bits
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const int healthBitSizeLarge = 32;
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const int healthBitSizeSmall = 10;
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// 1/2 size (width/height) used for drawing the maximum health marker
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const int healthMarkerSize = 20;
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CountedPtr<Texture> texWaterBit = 0;
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CountedPtr<Texture> texMinimapBtm = 0;
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CountedPtr<Texture> texMinimapTop = 0;
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CountedPtr<Texture> texNaija = 0;
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CountedPtr<Texture> texHealthBar = 0;
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CountedPtr<Texture> texMarker = 0;
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float waterSin = 0;
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int jumpOff = 0;
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float jumpTimer = 0.5;
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const float jumpTime = 1.5;
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float incr = 0;
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int *heightLookup;
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const int heightLookupLimit = miniMapTileRadius + tileStep;
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float *bitSizeLookup;
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const int bitSizeLookupPeriod = 256;
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float *healthLookupAngle, *healthLookupX, *healthLookupY;
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}
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using namespace MiniMapRenderSpace;
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const Vector MinimapIcon::defaultSize(iconBaseSize, iconBaseSize);
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MinimapIcon::MinimapIcon()
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: color(1,1,1), alpha(1), size(defaultSize), throbMult(iconThrobSize), scaleWithDistance(true)
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{
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}
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void MinimapIcon::update(float dt)
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{
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color.update(dt);
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alpha.update(dt);
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size.update(dt);
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}
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// pretty much copied from RenderObject::setTexture()
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static bool _setTex(CountedPtr<Texture> &tex, std::string name)
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{
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stringToLowerUserData(name);
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if (name.empty())
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{
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tex = NULL;
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return false;
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}
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if(tex && tex->getLoadResult() == TEX_SUCCESS && name == tex->name)
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return true; // no texture change
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tex = core->addTexture(name);
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return tex && tex->getLoadResult() == TEX_SUCCESS;
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}
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bool MinimapIcon::setTexture(std::string name)
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{
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return _setTex(tex, name);
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}
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bool MiniMapRender::setWaterBitTex(const std::string& name)
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{
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return _setTex(texWaterBit, name);
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}
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bool MiniMapRender::setTopTex(const std::string& name)
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{
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return _setTex(texMinimapTop, name);
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}
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bool MiniMapRender::setBottomTex(const std::string& name)
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{
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return _setTex(texMinimapBtm, name);
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}
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bool MiniMapRender::setAvatarTex(const std::string& name)
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{
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return _setTex(texNaija, name);
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}
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bool MiniMapRender::setHealthBarTex(const std::string& name)
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{
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return _setTex(texHealthBar, name);
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}
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bool MiniMapRender::setMaxHealthMarkerTex(const std::string& name)
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{
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return _setTex(texMarker, name);
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}
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MiniMapRender::MiniMapRender() : RenderObject()
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{
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toggleOn = 1;
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radarHide = false;
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doubleClickDelay = 0;
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mouseDown = false;
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_isCursorIn = false;
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lastCursorIn = false;
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followCamera = 1;
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doRender = true;
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float shade = 0.75;
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color = Vector(shade, shade, shade);
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cull = false;
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lightLevel = 1.0;
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texWaterBit = core->addTexture("gui/minimap/waterbit");
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texMinimapBtm = core->addTexture("gui/minimap/btm");
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texMinimapTop = core->addTexture("gui/minimap/top");
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texNaija = core->addTexture("gems/naija-token");
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texHealthBar = core->addTexture("particles/glow-masked");
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texMarker = core->addTexture("gui/minimap/marker");
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buttons.clear();
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Quad *q = 0;
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q = new Quad();
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q->setTexture("gui/open-menu");
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q->scale = Vector(1.5, 1.5);
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buttons.push_back(q);
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q->position = Vector(miniMapRadius, miniMapRadius);
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addChild(q, PM_POINTER, RBP_OFF);
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heightLookup = new int[heightLookupLimit];
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for (int i = 0; i < heightLookupLimit; i++)
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{
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if (i < miniMapTileRadius)
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{
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const float heightFrac = cosf(float(i) / miniMapTileRadius * (PI/2));
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heightLookup[i] = int(ceilf(miniMapTileRadius * heightFrac));
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}
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else
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{
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heightLookup[i] = 0;
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}
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}
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bitSizeLookup = new float[bitSizeLookupPeriod];
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for (int i = 0; i < bitSizeLookupPeriod; i++)
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bitSizeLookup[i] = (1+fabsf(sinf((i*(2*PI)) / bitSizeLookupPeriod))) * waterBitSize;
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healthLookupAngle = new float[healthSteps+1];
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healthLookupX = new float[healthSteps+1];
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healthLookupY = new float[healthSteps+1];
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for (int i = 0; i <= healthSteps; i++)
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{
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const float angle = -PI + ((float(i)/healthSteps) * (2*PI));
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healthLookupAngle[i] = angle;
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healthLookupX[i] = cosf(angle)*healthBarRadius+2;
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healthLookupY[i] = -sinf(angle)*healthBarRadius;
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}
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}
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void MiniMapRender::destroy()
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{
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RenderObject::destroy();
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UNREFTEX(texWaterBit);
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UNREFTEX(texMinimapBtm);
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UNREFTEX(texMinimapTop);
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UNREFTEX(texNaija);
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UNREFTEX(texHealthBar);
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UNREFTEX(texMarker);
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delete[] heightLookup;
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heightLookup = 0;
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delete[] bitSizeLookup;
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bitSizeLookup = 0;
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delete[] healthLookupAngle;
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healthLookupAngle = 0;
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delete[] healthLookupX;
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healthLookupX = 0;
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delete[] healthLookupY;
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healthLookupY = 0;
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}
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bool MiniMapRender::isCursorIn()
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{
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return _isCursorIn || lastCursorIn;
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}
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void MiniMapRender::slide(int slide)
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{
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switch(slide)
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{
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case 0:
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offset.interpolateTo(Vector(0, 0), 0.28, 0, 0, 1);
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break;
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case 1:
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offset.interpolateTo(Vector(0, getMiniMapHeight()+5-600), 0.28, 0, 0, 1);
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break;
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}
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}
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bool MiniMapRender::isCursorInButtons()
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{
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for (Buttons::iterator i = buttons.begin(); i != buttons.end(); i++)
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{
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if ((core->mouse.position - (*i)->getWorldPosition()).isLength2DIn(BUTTON_RADIUS))
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{
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return true;
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}
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}
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return ((core->mouse.position - position).isLength2DIn(50));
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}
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void MiniMapRender::clickEffect(int type)
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{
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dsq->clickRingEffect(getWorldPosition(), type);
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}
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void MiniMapRender::toggle(int t)
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{
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toggleOn = t;
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}
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float MiniMapRender::getMiniMapWidth() const
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{
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return scale.x * miniMapSize;
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}
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float MiniMapRender::getMiniMapHeight() const
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{
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return scale.y * miniMapSize;
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}
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void MiniMapRender::onUpdate(float dt)
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{
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RenderObject::onUpdate(dt);
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position.x = core->getVirtualWidth() - core->getVirtualOffX() - getMiniMapWidth()/2;
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position.y = 600 - getMiniMapHeight()/2;
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position.z = 2.9;
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waterSin += dt * (bitSizeLookupPeriod / (2*PI));
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waterSin = fmodf(waterSin, bitSizeLookupPeriod);
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if (doubleClickDelay > 0)
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{
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doubleClickDelay -= dt;
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}
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radarHide = false;
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if (dsq->darkLayer.isUsed() && dsq->game->avatar)
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{
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const SeeMapMode mapmode = dsq->game->avatar->getSeeMapMode();
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if(mapmode == SEE_MAP_ALWAYS)
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radarHide = false;
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else if(mapmode == SEE_MAP_NEVER)
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radarHide = true;
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else if (dsq->continuity.form != FORM_SUN && dsq->game->avatar->isInDarkness())
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{
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radarHide = true;
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}
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if(!radarHide)
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{
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for (Path *p = dsq->game->getFirstPathOfType(PATH_RADARHIDE); p; p = p->nextOfType)
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{
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if (p->active && p->isCoordinateInside(dsq->game->avatar->position))
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{
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radarHide = true;
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break;
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}
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}
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}
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float t = dt*2;
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if (radarHide)
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{
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lightLevel -= t;
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if (lightLevel < 0)
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lightLevel = 0;
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}
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else
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{
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lightLevel += t;
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if (lightLevel > 1)
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lightLevel = 1;
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}
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}
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else
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{
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lightLevel = 1;
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}
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if (dsq->game->avatar && dsq->game->avatar->isInputEnabled())
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{
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float v = dsq->game->avatar->health/5.0f;
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if (v < 0)
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v = 0;
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if (!lerp.isInterpolating() && lerp.x != v)
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lerp.interpolateTo(v, 0.1);
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lerp.update(dt);
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jumpTimer += dt*0.5f;
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if (jumpTimer > jumpTime)
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{
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jumpTimer = 0.5;
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}
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incr += dt*2;
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if (incr > PI)
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incr -= PI;
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}
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_isCursorIn = false;
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if (alpha.x == 1)
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{
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if (!dsq->game->isInGameMenu() && (!dsq->game->isPaused() || (dsq->game->isPaused() && dsq->game->worldMapRender->isOn())))
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{
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if (isCursorInButtons())
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{
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if (!core->mouse.buttons.left || mouseDown)
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_isCursorIn = true;
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}
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if (_isCursorIn || lastCursorIn)
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{
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if (core->mouse.buttons.left && !mouseDown)
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{
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mouseDown = true;
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}
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else if (!core->mouse.buttons.left && mouseDown)
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{
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mouseDown = false;
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bool btn=false;
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if (!dsq->game->worldMapRender->isOn())
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{
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for (int i = 0; i < buttons.size(); i++)
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{
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if ((buttons[i]->getWorldPosition() - core->mouse.position).isLength2DIn(BUTTON_RADIUS))
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{
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switch(i)
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{
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case 0:
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{
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doubleClickDelay = 0;
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if (!core->isStateJumpPending())
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dsq->game->action(ACTION_TOGGLEMENU, 1, -1);
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btn = true;
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}
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break;
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}
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}
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if (btn) break;
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}
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}
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if (!btn && !radarHide && (!dsq->mod.isActive() || dsq->mod.hasWorldMap()))
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{
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if (dsq->game->worldMapRender->isOn())
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{
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dsq->game->worldMapRender->toggle(false);
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clickEffect(1);
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}
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else
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{
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if (doubleClickDelay > 0 && !core->isStateJumpPending())
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{
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if (dsq->continuity.gems.empty())
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dsq->continuity.pickupGem("Naija-Token");
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dsq->game->worldMapRender->toggle(true);
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clickEffect(0);
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doubleClickDelay = 0;
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}
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else
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{
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doubleClickDelay = DOUBLE_CLICK_DELAY;
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clickEffect(0);
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}
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}
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}
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}
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if (isCursorInButtons())
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{
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if (mouseDown)
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{
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_isCursorIn = true;
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}
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}
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}
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else
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{
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mouseDown = false;
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}
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lastCursorIn = _isCursorIn;
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}
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}
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core->getRenderObjectLayer(LR_MINIMAP)->visible =
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toggleOn && dsq->game->avatar && dsq->game->avatar->getState() != Entity::STATE_TITLE && !(dsq->disableMiniMapOnNoInput && !dsq->game->avatar->isInputEnabled());
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}
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void MiniMapRender::onRender()
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{
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glBindTexture(GL_TEXTURE_2D, 0);
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RenderObject::lastTextureApplied = 0;
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const float alphaValue = alpha.x;
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const TileVector centerTile(dsq->game->avatar->position);
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if (alphaValue > 0)
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{
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texMinimapBtm->apply();
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glBegin(GL_QUADS);
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glColor4f(lightLevel, lightLevel, lightLevel, 1);
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glTexCoord2f(0, 1);
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glVertex2f(-miniMapGuiSize, miniMapGuiSize);
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glTexCoord2f(1, 1);
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glVertex2f(miniMapGuiSize, miniMapGuiSize);
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glTexCoord2f(1, 0);
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glVertex2f(miniMapGuiSize, -miniMapGuiSize);
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glTexCoord2f(0, 0);
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glVertex2f(-miniMapGuiSize, -miniMapGuiSize);
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glEnd();
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texMinimapBtm->unbind();
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if (lightLevel > 0)
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{
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texWaterBit->apply();
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glBlendFunc(GL_SRC_ALPHA,GL_ONE);
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glColor4f(0.1, 0.2, 0.9, 0.4f*lightLevel);
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bool curColorIsWater = true;
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const int xmin = int(ceilf(dsq->game->cameraMin.x / TILE_SIZE));
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const int ymin = int(ceilf(dsq->game->cameraMin.y / TILE_SIZE));
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const int xmax = int(floorf(dsq->game->cameraMax.x / TILE_SIZE));
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const int ymax = int(floorf(dsq->game->cameraMax.y / TILE_SIZE));
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int x1 = centerTile.x - miniMapTileRadius;
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int x2 = centerTile.x + miniMapTileRadius;
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// Round all coordinates to a multiple of tileStep, so
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// the minimap doesn't change as you scroll.
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x1 = (x1 / tileStep) * tileStep;
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x2 = ((x2 + tileStep-1) / tileStep) * tileStep;
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for (int x = x1; x <= x2; x += tileStep)
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{
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if (x < xmin) continue;
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if (x > xmax) break;
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int dx = x - centerTile.x;
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if (dx < 0)
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dx = -dx;
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const int halfTileHeight = heightLookup[dx];
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int y1 = centerTile.y - halfTileHeight;
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int y2 = centerTile.y + halfTileHeight;
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y1 = (y1 / tileStep) * tileStep;
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y2 = ((y2 + tileStep-1) / tileStep) * tileStep;
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for (int y = y1; y <= y2; y += tileStep)
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{
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if (y < ymin) continue;
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if (y > ymax) break;
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TileVector tile(x, y);
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if (!dsq->game->getGrid(tile))
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{
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const Vector tilePos(tile.worldVector());
|
|
if (tilePos.y < dsq->game->waterLevel.x)
|
|
{
|
|
if (curColorIsWater)
|
|
{
|
|
glColor4f(0.1, 0.2, 0.5, 0.2f*lightLevel);
|
|
curColorIsWater = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!curColorIsWater)
|
|
{
|
|
glColor4f(0.1, 0.2, 0.9, 0.4f*lightLevel);
|
|
curColorIsWater = true;
|
|
}
|
|
}
|
|
|
|
const Vector miniMapPos = Vector(tilePos - dsq->game->avatar->position) * (1.0f / miniMapScale);
|
|
|
|
glTranslatef(miniMapPos.x, miniMapPos.y, 0);
|
|
|
|
const float indexMult = bitSizeLookupPeriod / (2*PI);
|
|
const float v = waterSin
|
|
+ (tilePos.x + tilePos.y*miniMapTileRadius) * (indexMult/1000)
|
|
+ sqr(tilePos.x+tilePos.y) * (indexMult/100000);
|
|
const unsigned int sizeIndex = (unsigned int)(v) % bitSizeLookupPeriod;
|
|
const float bitSize = bitSizeLookup[sizeIndex];
|
|
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0, 1);
|
|
glVertex2f(-bitSize, bitSize);
|
|
glTexCoord2f(1, 1);
|
|
glVertex2f(bitSize, bitSize);
|
|
glTexCoord2f(1, 0);
|
|
glVertex2f(bitSize, -bitSize);
|
|
glTexCoord2f(0, 0);
|
|
glVertex2f(-bitSize, -bitSize);
|
|
glEnd();
|
|
|
|
glTranslatef(-miniMapPos.x, -miniMapPos.y, 0);
|
|
}
|
|
}
|
|
}
|
|
texWaterBit->unbind();
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
}
|
|
}
|
|
|
|
if (!radarHide)
|
|
{
|
|
for (int i = 0; i < dsq->game->getNumPaths(); i++)
|
|
{
|
|
Path *p = dsq->game->getPath(i);
|
|
if (!p->nodes.empty() && p->minimapIcon)
|
|
{
|
|
bool render = true;
|
|
Path *p2 = dsq->game->getNearestPath(p->nodes[0].position, PATH_RADARHIDE);
|
|
if (p2 && p2->isCoordinateInside(p->nodes[0].position))
|
|
{
|
|
if (!p2->isCoordinateInside(dsq->game->avatar->position))
|
|
{
|
|
render = false;
|
|
}
|
|
}
|
|
|
|
if (render)
|
|
{
|
|
renderIcon(p->minimapIcon, p->nodes[0].position);
|
|
}
|
|
}
|
|
}
|
|
|
|
FOR_ENTITIES(i)
|
|
{
|
|
Entity *e = *i;
|
|
if(e->minimapIcon)
|
|
renderIcon(e->minimapIcon, e->position);
|
|
}
|
|
}
|
|
|
|
glColor4f(1,1,1, alphaValue);
|
|
|
|
const int hsz = 20;
|
|
texNaija->apply();
|
|
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0, 1);
|
|
glVertex2f(-hsz, hsz);
|
|
glTexCoord2f(1, 1);
|
|
glVertex2f(hsz, hsz);
|
|
glTexCoord2f(1, 0);
|
|
glVertex2f(hsz, -hsz);
|
|
glTexCoord2f(0, 0);
|
|
glVertex2f(-hsz, -hsz);
|
|
glEnd();
|
|
|
|
texNaija->unbind();
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
glColor4f(1,1,1,1);
|
|
|
|
texMinimapTop->apply();
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0, 1);
|
|
glVertex2f(-miniMapGuiSize, miniMapGuiSize);
|
|
glTexCoord2f(1, 1);
|
|
glVertex2f(miniMapGuiSize, miniMapGuiSize);
|
|
glTexCoord2f(1, 0);
|
|
glVertex2f(miniMapGuiSize, -miniMapGuiSize);
|
|
glTexCoord2f(0, 0);
|
|
glVertex2f(-miniMapGuiSize, -miniMapGuiSize);
|
|
glEnd();
|
|
texMinimapTop->unbind();
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
|
|
const int curHealthSteps = int((lerp.x/2) * healthSteps);
|
|
const int maxHealthSteps = int((dsq->game->avatar->maxHealth/10.0f) * healthSteps);
|
|
|
|
Vector healthBarColor;
|
|
if (lerp.x >= 1)
|
|
{
|
|
healthBarColor = Vector(0, 1, 0.5f);
|
|
}
|
|
else
|
|
{
|
|
healthBarColor = Vector(1-lerp.x, lerp.x*1, lerp.x*0.5f);
|
|
healthBarColor.normalize2D();
|
|
}
|
|
|
|
texHealthBar->apply();
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glColor4f(healthBarColor.x, healthBarColor.y, healthBarColor.z, 0.6);
|
|
|
|
glBegin(GL_QUADS);
|
|
for (int step = 0; step <= curHealthSteps; step++)
|
|
{
|
|
const float x = healthLookupX[step];
|
|
const float y = healthLookupY[step];
|
|
|
|
glTexCoord2f(0, 1);
|
|
glVertex2f(x-healthBitSizeSmall, y+healthBitSizeSmall);
|
|
glTexCoord2f(1, 1);
|
|
glVertex2f(x+healthBitSizeSmall, y+healthBitSizeSmall);
|
|
glTexCoord2f(1, 0);
|
|
glVertex2f(x+healthBitSizeSmall, y-healthBitSizeSmall);
|
|
glTexCoord2f(0, 0);
|
|
glVertex2f(x-healthBitSizeSmall, y-healthBitSizeSmall);
|
|
}
|
|
glEnd();
|
|
|
|
|
|
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
|
|
|
|
int jump = 0;
|
|
|
|
glBegin(GL_QUADS);
|
|
for (int step = 0; step <= curHealthSteps; step++)
|
|
{
|
|
if (jump == 0)
|
|
{
|
|
const float angle = healthLookupAngle[step];
|
|
const float x = healthLookupX[step];
|
|
const float y = healthLookupY[step];
|
|
|
|
glColor4f(healthBarColor.x, healthBarColor.y, healthBarColor.z, fabsf(cosf(angle-incr))*0.3f + 0.2f);
|
|
|
|
glTexCoord2f(0, 1);
|
|
glVertex2f(x-healthBitSizeLarge, y+healthBitSizeLarge);
|
|
glTexCoord2f(1, 1);
|
|
glVertex2f(x+healthBitSizeLarge, y+healthBitSizeLarge);
|
|
glTexCoord2f(1, 0);
|
|
glVertex2f(x+healthBitSizeLarge, y-healthBitSizeLarge);
|
|
glTexCoord2f(0, 0);
|
|
glVertex2f(x-healthBitSizeLarge, y-healthBitSizeLarge);
|
|
}
|
|
|
|
jump++;
|
|
if (jump > 3)
|
|
jump = 0;
|
|
}
|
|
glEnd();
|
|
|
|
texHealthBar->unbind();
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glColor4f(1,1,1,1);
|
|
|
|
texMarker->apply();
|
|
|
|
const float x = healthLookupX[maxHealthSteps];
|
|
const float y = healthLookupY[maxHealthSteps];
|
|
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0, 1);
|
|
glVertex2f(x-healthMarkerSize, y+healthMarkerSize);
|
|
glTexCoord2f(1, 1);
|
|
glVertex2f(x+healthMarkerSize, y+healthMarkerSize);
|
|
glTexCoord2f(1, 0);
|
|
glVertex2f(x+healthMarkerSize, y-healthMarkerSize);
|
|
glTexCoord2f(0, 0);
|
|
glVertex2f(x-healthMarkerSize, y-healthMarkerSize);
|
|
glEnd();
|
|
|
|
texMarker->unbind();
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glColor4f(1,1,1,1);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
}
|
|
|
|
void MiniMapRender::renderIcon(MinimapIcon *ico, const Vector& pos)
|
|
{
|
|
if(!ico->tex)
|
|
return;
|
|
Vector d = pos - dsq->game->avatar->position;
|
|
const float len = d.getLength2D();
|
|
float iconScale = 1;
|
|
if (len >= iconMaxOffset)
|
|
{
|
|
d *= iconMaxOffset / len; // clamp to outer circle distance
|
|
if(ico->scaleWithDistance)
|
|
{
|
|
float k;
|
|
if (len < iconMaxDistance)
|
|
k = ((iconMaxDistance - len) / (iconMaxDistance - iconMaxOffset));
|
|
else
|
|
k = 0;
|
|
iconScale = iconMinScale + k*(1-iconMinScale);
|
|
}
|
|
}
|
|
|
|
ico->tex->apply();
|
|
const Vector c = ico->color;
|
|
const float a = ico->alpha.x * this->alpha.x;
|
|
glColor4f(c.x, c.y, c.z, a);
|
|
|
|
const Vector miniMapPos = Vector(d)*Vector(1.0f/miniMapScale, 1.0f/miniMapScale);
|
|
const float factor = sinf(game->getTimer()*PI);
|
|
const float addSize = factor * ico->throbMult;
|
|
const Vector sz = (ico->size + Vector(addSize, addSize)) * iconScale;
|
|
glPushMatrix();
|
|
glTranslatef(miniMapPos.x, miniMapPos.y, 0);
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0, 1);
|
|
glVertex2f(-sz.x, sz.y);
|
|
glTexCoord2f(1, 1);
|
|
glVertex2f(sz.x, sz.y);
|
|
glTexCoord2f(1, 0);
|
|
glVertex2f(sz.x, -sz.y);
|
|
glTexCoord2f(0, 0);
|
|
glVertex2f(-sz.x, -sz.y);
|
|
glEnd();
|
|
glPopMatrix();
|
|
}
|