tibia-client/src/otclient/core/mapview.cpp

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/*
* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "mapview.h"
#include <framework/graphics/graphics.h>
#include <framework/graphics/framebuffer.h>
#include <framework/graphics/paintershaderprogram.h>
#include <framework/graphics/paintershadersources.h>
#include "creature.h"
#include "map.h"
#include "tile.h"
#include "statictext.h"
#include "animatedtext.h"
MapView::MapView()
{
int frameBufferSize = std::min(g_graphics.getMaxTextureSize(), (int)DEFAULT_FRAMBUFFER_SIZE);
m_framebuffer = FrameBufferPtr(new FrameBuffer(Size(frameBufferSize, frameBufferSize)));
m_framebuffer->setClearColor(Fw::black);
m_lockedFirstVisibleFloor = -1;
setVisibleDimension(Size(15, 11));
m_shaderProgram = PainterShaderProgramPtr(new PainterShaderProgram);
m_shaderProgram->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
m_shaderProgram->addShaderFromSourceFile(Shader::Fragment, "/game_shaders/map.frag");
assert(m_shaderProgram->link());
}
void MapView::draw(const Rect& rect)
{
// update visible tiles cache when needed
bool updated = updateVisibleTilesCache();
float scaleFactor = m_tileSize/(float)Otc::TILE_PIXELS;
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Position cameraPosition = getCameraPosition();
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int tileDrawFlags = 0;
if(isNearView())
tileDrawFlags = Otc::DrawGround | Otc::DrawWalls | Otc::DrawCommonItems | Otc::DrawCreatures | Otc::DrawEffects;
else if(isMidView())
tileDrawFlags = Otc::DrawGround | Otc::DrawWalls | Otc::DrawCommonItems | Otc::DrawCreatures;
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else if(isFarView())
tileDrawFlags = Otc::DrawGround | Otc::DrawWalls;
else // huge far view
tileDrawFlags = Otc::DrawGround;
bool animate = m_animated;
// avoid animation of mid/far views
if(!isNearView())
animate = false;
if(updated || animate) {
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m_framebuffer->bind();
for(const TilePtr& tile : m_cachedVisibleTiles) {
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tile->draw(transformPositionTo2D(tile->getPosition()), scaleFactor, tileDrawFlags);
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//TODO: restore missiles
}
m_framebuffer->generateMipmaps();
m_framebuffer->release();
}
g_painter.setCustomProgram(m_shaderProgram);
g_painter.setColor(Fw::white);
Point drawOffset(m_tileSize, m_tileSize);
if(m_followingCreature)
drawOffset += m_followingCreature->getWalkOffset() * scaleFactor;
Rect srcRect = Rect(drawOffset, m_visibleDimension * m_tileSize);
m_framebuffer->draw(rect, srcRect);
g_painter.releaseCustomProgram();
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// this could happen if the player position is not known yet
if(!cameraPosition.isValid())
return;
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float horizontalStretchFactor = rect.width() / (float)(m_visibleDimension.width() * m_tileSize);
float verticalStretchFactor = rect.height() / (float)(m_visibleDimension.height() * m_tileSize);
Size tileStretchedSize = Size(m_tileSize * horizontalStretchFactor, m_tileSize * verticalStretchFactor);
// avoid drawing texts on map in far zoom outs
if(tileStretchedSize.width() >= 24) {
for(const CreaturePtr& creature : m_cachedFloorVisibleCreatures) {
const TilePtr& tile = creature->getCurrentTile();
Position pos = tile->getPosition();
Point p = transformPositionTo2D(pos) - drawOffset;
p += (creature->getWalkOffset()-tile->getDrawElevation() + Point(8, -8)) * scaleFactor;
p.x = p.x * horizontalStretchFactor;
p.y = p.y * verticalStretchFactor;
p += rect.topLeft();
creature->drawInformation(p, g_map.isCovered(pos, m_cachedFirstVisibleFloor), rect);
}
for(const StaticTextPtr& staticText : g_map.getStaticTexts()) {
Position pos = staticText->getPosition();
// ony draw static texts from current camera floor, unless yells
if(pos.z != getCameraPosition().z && !staticText->isYell())
continue;
Point p = transformPositionTo2D(pos) - drawOffset;
p.x = p.x * horizontalStretchFactor;
p.y = p.y * verticalStretchFactor;
p += rect.topLeft();
staticText->draw(p, rect);
}
for(const AnimatedTextPtr& animatedText : g_map.getAnimatedTexts()) {
Position pos = animatedText->getPosition();
// only draw animated texts from visible floors
if(pos.z < m_cachedFirstVisibleFloor || pos.z > m_cachedLastVisibleFloor)
continue;
Point p = transformPositionTo2D(pos) - drawOffset;
p.x = p.x * horizontalStretchFactor;
p.y = p.y * verticalStretchFactor;
p += rect.topLeft();
animatedText->draw(p, rect);
}
}
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// draw a arrow for position the center in non near views
if(!isNearView()) {
g_painter.setColor(Fw::red);
g_painter.drawFilledRect(Rect(rect.center(), 4, 4));
}
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}
bool MapView::updateVisibleTilesCache()
{
// update only when needed
if(!m_mustUpdateVisibleTilesCache)
return false;
int firstFloor = getFirstVisibleFloor();
int lastFloor = getLastVisibleFloor();
if(lastFloor < firstFloor)
lastFloor = firstFloor;
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m_cachedFirstVisibleFloor = firstFloor;
m_cachedLastVisibleFloor = lastFloor;
Position cameraPosition = getCameraPosition();
// clear current visible tiles cache
m_cachedVisibleTiles.clear();
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m_cachedFloorVisibleCreatures.clear();
// there is no tile to render on invalid positions
if(!cameraPosition.isValid())
return true;
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// cache visible tiles in draw order
// draw from last floor (the lower) to first floor (the higher)
for(int iz = m_cachedLastVisibleFloor; iz >= m_cachedFirstVisibleFloor; --iz) {
// draw tiles like linus pauling's rule order
const int numDiagonals = m_drawDimension.width() + m_drawDimension.height() - 1;
for(int diagonal = 0; diagonal < numDiagonals; ++diagonal) {
// loop through / diagonal tiles
for(int ix = std::min(diagonal, m_drawDimension.width() - 1), iy = std::max(diagonal - m_drawDimension.width() + 1, 0); ix >= 0 && iy < m_drawDimension.height(); --ix, ++iy) {
// position on current floor
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Position tilePos = cameraPosition.translated(ix - m_virtualCenterOffset.x, iy - m_virtualCenterOffset.y);
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// adjust tilePos to the wanted floor
tilePos.coveredUp(cameraPosition.z - iz);
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if(const TilePtr& tile = g_map.getTile(tilePos)) {
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// skip tiles that have nothing
if(tile->getThingCount() == 0)
continue;
// skip tiles that are completely behind another tile
if(g_map.isCompletelyCovered(tilePos, firstFloor))
continue;
m_cachedVisibleTiles.push_back(tile);
}
}
}
}
m_cachedFloorVisibleCreatures = g_map.getSpectators(cameraPosition, false);
m_mustUpdateVisibleTilesCache = false;
return true;
}
void MapView::recalculateTileSize()
{
int possiblesTileSizes[] = {32,16,8,4,2,1};
int foundSize = 0;
for(int candidateTileSize : possiblesTileSizes) {
Size candidateFramebufferSize = m_drawDimension * candidateTileSize;
// found a valid size
if(candidateFramebufferSize.width() <= m_framebuffer->getSize().width() && candidateFramebufferSize.height() <= m_framebuffer->getSize().height()) {
foundSize = candidateTileSize;
break;
}
}
assert(foundSize > 0);
m_tileSize = foundSize;
}
void MapView::onTileUpdate(const Position& pos)
{
requestVisibleTilesCacheUpdate();
}
void MapView::lockFirstVisibleFloor(int firstVisibleFloor)
{
m_lockedFirstVisibleFloor = firstVisibleFloor;
requestVisibleTilesCacheUpdate();
}
void MapView::unlockFirstVisibleFloor()
{
m_lockedFirstVisibleFloor = -1;
requestVisibleTilesCacheUpdate();
}
void MapView::followCreature(const CreaturePtr& creature)
{
m_followingCreature = creature;
m_customCameraPosition = Position();
requestVisibleTilesCacheUpdate();
}
void MapView::setCameraPosition(const Position& pos)
{
m_customCameraPosition = pos;
m_followingCreature = nullptr;
requestVisibleTilesCacheUpdate();
}
void MapView::setVisibleDimension(const Size& visibleDimension)
{
if(visibleDimension.width() % 2 != 1 || visibleDimension.height() % 2 != 1) {
logTraceError("visible dimension must be odd");
return;
}
if(visibleDimension.width() <= 3 || visibleDimension.height() <= 3) {
logTraceError("cannot render less than 3x3 tiles");
return;
}
m_visibleDimension = visibleDimension;
m_drawDimension = visibleDimension + Size(3,3);
m_virtualCenterOffset = (m_drawDimension/2 - Size(1,1)).toPoint();
recalculateTileSize();
requestVisibleTilesCacheUpdate();
}
int MapView::getFirstVisibleFloor()
{
// return forced first visible floor
if(m_lockedFirstVisibleFloor != -1)
return m_lockedFirstVisibleFloor;
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Position cameraPosition = getCameraPosition();
// avoid rendering multile floors on far views
if(!isNearView())
return cameraPosition.z;
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// if nothing is limiting the view, the first visible floor is 0
int firstFloor = 0;
// limits to underground floors while under sea level
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if(cameraPosition.z > Otc::SEA_FLOOR)
firstFloor = cameraPosition.z - Otc::AWARE_UNDEGROUND_FLOOR_RANGE;
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// loop in 3x3 tiles around the camera
for(int ix = -1; ix <= 1 && firstFloor < cameraPosition.z; ++ix) {
for(int iy = -1; iy <= 1 && firstFloor < cameraPosition.z; ++iy) {
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Position pos = cameraPosition.translated(ix, iy);
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// process tiles that we can look through, e.g. windows, doors
if((ix == 0 && iy == 0) || g_map.isLookPossible(pos)) {
Position upperPos = pos;
Position coveredPos = pos;
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while(coveredPos.coveredUp() && upperPos.up() && upperPos.z >= firstFloor) {
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// check tiles physically above
TilePtr tile = g_map.getTile(upperPos);
if(tile && tile->limitsFloorsView()) {
firstFloor = upperPos.z + 1;
break;
}
// check tiles geometrically above
tile = g_map.getTile(coveredPos);
if(tile && tile->limitsFloorsView()) {
firstFloor = coveredPos.z + 1;
break;
}
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if(upperPos.z == 0)
break;
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}
}
}
}
return firstFloor;
}
int MapView::getLastVisibleFloor()
{
Position cameraPosition = getCameraPosition();
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// avoid rendering multile floors on far views
if(!isNearView())
return cameraPosition.z;
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// view only underground floors when below sea level
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if(cameraPosition.z > Otc::SEA_FLOOR)
return cameraPosition.z + Otc::AWARE_UNDEGROUND_FLOOR_RANGE;
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else
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return Otc::SEA_FLOOR;
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}
Position MapView::getCameraPosition()
{
if(m_followingCreature)
return m_followingCreature->getPosition();
return m_customCameraPosition;
}
Point MapView::transformPositionTo2D(const Position& position)
{
Position cameraPosition = getCameraPosition();
return Point((m_virtualCenterOffset.x + (position.x - cameraPosition.x) - (cameraPosition.z - position.z)) * m_tileSize,
(m_virtualCenterOffset.y + (position.y - cameraPosition.y) - (cameraPosition.z - position.z)) * m_tileSize);
}