/* * 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" 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; if(updated || m_animated) { m_framebuffer->bind(); for(const TilePtr& tile : m_cachedVisibleTiles) { tile->draw(transformPositionTo2D(tile->getPosition()), scaleFactor); //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(); 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); } } } bool MapView::updateVisibleTilesCache() { // update only when needed if(!m_mustUpdateVisibleTilesCache) return false; int firstFloor = getFirstVisibleFloor(); int lastFloor = getLastVisibleFloor(); m_cachedFirstVisibleFloor = firstFloor; m_cachedLastVisibleFloor = lastFloor; Position cameraPosition = getCameraPosition(); // clear current visible tiles cache m_cachedVisibleTiles.clear(); // 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 Position tilePos(cameraPosition.x + (ix - m_virtualCenterOffset.x), cameraPosition.y + (iy - m_virtualCenterOffset.y), cameraPosition.z); // adjust tilePos to the wanted floor tilePos.coveredUp(cameraPosition.z - iz); if(TilePtr tile = g_map.getTile(tilePos)) { // 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(); dump << m_framebuffer->getSize(); dump << visibleDimension * m_tileSize; requestVisibleTilesCacheUpdate(); } int MapView::getFirstVisibleFloor() { // return forced first visible floor if(m_lockedFirstVisibleFloor != -1) return m_lockedFirstVisibleFloor; // if nothing is limiting the view, the first visible floor is 0 int firstFloor = 0; Position cameraPosition = getCameraPosition(); // limits to underground floors while under sea level if(cameraPosition.z > Otc::SEA_LEVEL) firstFloor = Otc::SEA_LEVEL+1; // 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.x + ix, cameraPosition.y + iy, cameraPosition.z); // 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; coveredPos.coveredUp(); upperPos.up(); while(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; } coveredPos.coveredUp(); upperPos.up(); } } } } return firstFloor; } int MapView::getLastVisibleFloor() { Position cameraPosition = getCameraPosition(); // view only underground floors when below sea level if(cameraPosition.z > Otc::SEA_LEVEL) return Otc::MAX_Z; else return Otc::SEA_LEVEL; } 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); }