/* * Copyright (c) 2010-2012 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 #include #include #include #include "creature.h" #include "map.h" #include "tile.h" #include "statictext.h" #include "animatedtext.h" #include MapView::MapView() { Size frameBufferSize(std::min(g_graphics.getMaxTextureSize(), (int)DEFAULT_FRAMBUFFER_WIDTH), std::min(g_graphics.getMaxTextureSize(), (int)DEFAULT_FRAMBUFFER_HEIGHT)); m_framebuffer = FrameBufferPtr(new FrameBuffer(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 if(m_mustUpdateVisibleTilesCache) updateVisibleTilesCache(); float scaleFactor = m_tileSize/(float)Otc::TILE_PIXELS; Position cameraPosition = getCameraPosition(); int tileDrawFlags = 0; if(m_viewRange == NEAR_VIEW) tileDrawFlags = Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls | Otc::DrawCommonItems | Otc::DrawCreatures | Otc::DrawEffects | Otc::DrawAnimations; else if(m_viewRange == MID_VIEW) tileDrawFlags = Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls | Otc::DrawCommonItems; else if(m_viewRange == FAR_VIEW) tileDrawFlags = Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls; else if(m_tileSize >= 4) // HUGE_VIEW 1 tileDrawFlags = Otc::DrawGround | Otc::DrawGroundBorders; else // HUGE_VIEW 2 tileDrawFlags = Otc::DrawGround; bool animate = m_animated; // only animate in near views if(m_viewRange != NEAR_VIEW) animate = false; if(m_mustDrawVisibleTilesCache || animate) { m_framebuffer->bind(m_mustCleanFramebuffer); for(const TilePtr& tile : m_cachedVisibleTiles) { tile->draw(transformPositionTo2D(tile->getPosition()), scaleFactor, tileDrawFlags); //TODO: restore missiles } m_framebuffer->generateMipmaps(); m_framebuffer->release(); m_mustDrawVisibleTilesCache = false; } g_painter.setCustomProgram(m_shaderProgram); g_painter.setColor(Fw::white); Point drawOffset = ((m_drawDimension - m_visibleDimension - Size(1,1)).toPoint()/2) * 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(); // this could happen if the player position is not known yet if(!cameraPosition.isValid()) return; 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(m_viewRange == NEAR_VIEW) { for(const CreaturePtr& creature : m_cachedFloorVisibleCreatures) { const TilePtr& tile = creature->getTile(); Position pos = tile->getPosition(); Point p = transformPositionTo2D(pos) - drawOffset; p += (creature->getWalkOffset()-tile->getDrawElevation() + Point(8, -10)) * 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; // dont draw animated texts from covered tiles if(pos.z != cameraPosition.z && g_map.isCovered(pos, m_cachedFirstVisibleFloor)) continue; Point p = transformPositionTo2D(pos) - drawOffset; p.x = p.x * horizontalStretchFactor; p.y = p.y * verticalStretchFactor; p += rect.topLeft(); animatedText->draw(p, rect); } } else { // draw a cross in the center instead of our creature Rect vRect(0, 0, 2, 10); Rect hRect(0, 0, 10, 2); vRect.moveCenter(rect.center()); hRect.moveCenter(rect.center()); g_painter.setColor(Fw::white); g_painter.drawFilledRect(vRect); g_painter.drawFilledRect(hRect); } } void MapView::updateVisibleTilesCache(int start) { if(start == 0) { if(m_updateTilesCacheEvent) { m_updateTilesCacheEvent->cancel(); m_updateTilesCacheEvent = nullptr; } m_cachedFirstVisibleFloor = getFirstVisibleFloor(); m_cachedLastVisibleFloor = getLastVisibleFloor(); if(m_cachedLastVisibleFloor < m_cachedFirstVisibleFloor) m_cachedLastVisibleFloor = m_cachedFirstVisibleFloor; m_cachedFloorVisibleCreatures.clear(); m_cachedVisibleTiles.clear(); m_mustCleanFramebuffer = true; m_mustDrawVisibleTilesCache = true; m_mustUpdateVisibleTilesCache = false; } else m_mustCleanFramebuffer = false; // there is no tile to render on invalid positions Position cameraPosition = getCameraPosition(); if(!cameraPosition.isValid()) return; int count = 0; bool stop = false; // clear current visible tiles cache m_cachedVisibleTiles.clear(); m_mustDrawVisibleTilesCache = true; // 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 && !stop; --iz) { if(m_viewRange <= FAR_VIEW) { // draw tiles like linus pauling's rule order const int numDiagonals = m_drawDimension.width() + m_drawDimension.height() - 1; for(int diagonal = 0; diagonal < numDiagonals && !stop; ++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() && !stop; --ix, ++iy) { // only start really looking tiles in the desired start if(count < start) { count++; continue; } // avoid rendering too much tiles at once on far views if(count - start + 1 > MAX_TILE_UPDATES && m_viewRange >= HUGE_VIEW) { stop = true; break; } // position on current floor //TODO: check position limits Position tilePos = cameraPosition.translated(ix - m_virtualCenterOffset.x, iy - m_virtualCenterOffset.y); // adjust tilePos to the wanted floor tilePos.coveredUp(cameraPosition.z - iz); if(const TilePtr& tile = g_map.getTile(tilePos)) { // skip tiles that have nothing if(tile->isEmpty()) continue; // skip tiles that are completely behind another tile if(g_map.isCompletelyCovered(tilePos, m_cachedFirstVisibleFloor)) continue; m_cachedVisibleTiles.push_back(tile); } count++; } } } else { static std::vector points; points.clear(); assert(m_drawDimension.width() % 2 == 0 && m_drawDimension.height() % 2 == 0); Point quadTopLeft(m_drawDimension.width()/2 - 1, m_drawDimension.height()/2 - 1); for(int step = 1; !(quadTopLeft.x < 0 && quadTopLeft.y < 0) && !stop; ++step) { int quadWidth = std::min(2*step, m_drawDimension.width()); int quadHeight = std::min(2*step, m_drawDimension.height()); int fillWidth = (quadTopLeft.x >= 0) ? quadWidth-1 : quadWidth; int fillHeight = (quadTopLeft.x >= 0) ? quadHeight-1 : quadHeight; if(quadTopLeft.y >= 0) { for(int qx=0;qx MAX_TILE_UPDATES) { stop = true; break; } points.push_back(Point(std::max(quadTopLeft.x, 0) + qx, quadTopLeft.y)); count++; } } if(quadTopLeft.x >= 0) { for(int qy=0;qy MAX_TILE_UPDATES) { stop = true; break; } points.push_back(Point(quadTopLeft.x + quadWidth-1, std::max(quadTopLeft.y, 0) + qy)); count++; } } if(quadTopLeft.y >= 0) { for(int qx=0;qx MAX_TILE_UPDATES) { stop = true; break; } points.push_back(Point(std::max(quadTopLeft.x, 0) + quadWidth-qx-1, quadTopLeft.y + quadHeight-1)); count++; } } if(quadTopLeft.x >= 0) { for(int qy=0;qy MAX_TILE_UPDATES) { stop = true; break; } points.push_back(Point(quadTopLeft.x, std::max(quadTopLeft.y, 0) + quadHeight-qy-1)); count++; } } quadTopLeft -= Point(1,1); } for(const Point& point : points) { Position tilePos = cameraPosition.translated(point.x - m_virtualCenterOffset.x, point.y - m_virtualCenterOffset.y); // adjust tilePos to the wanted floor tilePos.coveredUp(cameraPosition.z - iz); if(const TilePtr& tile = g_map.getTile(tilePos)) { // skip tiles that have nothing if(tile->isEmpty()) continue; m_cachedVisibleTiles.push_back(tile); } } } } if(stop) { // schedule next update continuation m_updateTilesCacheEvent = g_dispatcher.addEvent(std::bind(&MapView::updateVisibleTilesCache, asMapView(), count)); } if(start == 0) m_cachedFloorVisibleCreatures = g_map.getSpectators(cameraPosition, false); } void MapView::onTileUpdate(const Position& pos) { //if(m_viewRange == NEAR_VIEW) 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("reach max zoom in"); return; } int possiblesTileSizes[] = {32,16,8,4,2,1}; int tileSize = 0; Size drawDimension = visibleDimension + Size(3,3); for(int candidateTileSize : possiblesTileSizes) { Size candidateDrawSize = drawDimension * candidateTileSize; // found a valid size if(candidateDrawSize <= m_framebuffer->getSize()) { tileSize = candidateTileSize; break; } } if(tileSize == 0) { logTraceError("reached max zoom out"); return; } Point virtualCenterOffset = (drawDimension/2 - Size(1,1)).toPoint(); ViewRange viewRange; if(tileSize >= 32 && visibleDimension.area() <= NEAR_VIEW_AREA) viewRange = NEAR_VIEW; else if(tileSize >= 16 && visibleDimension.area() <= MID_VIEW_AREA) viewRange = MID_VIEW; else if(tileSize >= 8 && visibleDimension.area() <= FAR_VIEW_AREA) viewRange = FAR_VIEW; else viewRange = HUGE_VIEW; // draw actually more than what is needed to avoid massive recalculations on far views if(viewRange >= FAR_VIEW) { Size oldDimension = drawDimension; drawDimension = (m_framebuffer->getSize() / tileSize); virtualCenterOffset += (drawDimension - oldDimension).toPoint() / 2; } bool mustUpdate = (m_drawDimension != drawDimension || m_viewRange != viewRange || m_virtualCenterOffset != virtualCenterOffset || m_tileSize != tileSize); m_visibleDimension = visibleDimension; m_drawDimension = drawDimension; m_tileSize = tileSize; m_viewRange = viewRange; m_virtualCenterOffset = virtualCenterOffset; if(mustUpdate) requestVisibleTilesCacheUpdate(); } int MapView::getFirstVisibleFloor() { // return forced first visible floor if(m_lockedFirstVisibleFloor != -1) return m_lockedFirstVisibleFloor; Position cameraPosition = getCameraPosition(); // avoid rendering multifloors in far views if(m_viewRange >= FAR_VIEW) return cameraPosition.z; // if nothing is limiting the view, the first visible floor is 0 int firstFloor = 0; // limits to underground floors while under sea level if(cameraPosition.z > Otc::SEA_FLOOR) firstFloor = std::max(cameraPosition.z - Otc::AWARE_UNDEGROUND_FLOOR_RANGE, (int)Otc::UNDERGROUND_FLOOR); // 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) { Position pos = cameraPosition.translated(ix, iy); // process tiles that we can look through, e.g. windows, doors if((ix == 0 && iy == 0) || (/*(std::abs(ix) != std::abs(iy)) && */g_map.isLookPossible(pos))) { Position upperPos = pos; Position coveredPos = pos; while(coveredPos.coveredUp() && upperPos.up() && upperPos.z >= firstFloor) { // 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; } } } } } return firstFloor; } int MapView::getLastVisibleFloor() { Position cameraPosition = getCameraPosition(); // avoid rendering multifloors in far views if(m_viewRange >= FAR_VIEW) return cameraPosition.z; // view only underground floors when below sea level if(cameraPosition.z > Otc::SEA_FLOOR) return cameraPosition.z + Otc::AWARE_UNDEGROUND_FLOOR_RANGE; else return Otc::SEA_FLOOR; } 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); }