mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
Rewrite minimap to use pre-baked BLP tile textures from MPQ archives
Replace the 3D top-down rendered minimap with WoW's native pre-rendered BLP tile textures loaded via md5translate.trs. Tiles are composited into a 3x3 grid FBO with proper axis transposition matching the ADT terrain convention. The screen shader provides camera-rotation, circular mask, directional player arrow, and 20% transparency. Minimap is now on by default with the N toggle key removed.
This commit is contained in:
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4 changed files with 435 additions and 129 deletions
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@ -4,13 +4,15 @@
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#include <glm/glm.hpp>
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#include <chrono>
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#include <memory>
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#include <string>
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#include <unordered_map>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace rendering {
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class Shader;
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class Camera;
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class TerrainRenderer;
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class Minimap {
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public:
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@ -20,7 +22,8 @@ public:
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bool initialize(int size = 200);
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void shutdown();
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void setTerrainRenderer(TerrainRenderer* tr) { terrainRenderer = tr; }
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void setAssetManager(pipeline::AssetManager* am) { assetManager = am; }
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void setMapName(const std::string& name);
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void render(const Camera& playerCamera, const glm::vec3& centerWorldPos,
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int screenWidth, int screenHeight);
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@ -32,15 +35,33 @@ public:
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void setViewRadius(float radius) { viewRadius = radius; }
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private:
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void renderTerrainToFBO(const Camera& playerCamera, const glm::vec3& centerWorldPos);
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void renderQuad(int screenWidth, int screenHeight);
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void parseTRS();
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GLuint getOrLoadTileTexture(int tileX, int tileY);
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void compositeTilesToFBO(const glm::vec3& centerWorldPos);
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void renderQuad(const Camera& playerCamera, const glm::vec3& centerWorldPos,
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int screenWidth, int screenHeight);
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TerrainRenderer* terrainRenderer = nullptr;
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pipeline::AssetManager* assetManager = nullptr;
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std::string mapName = "Azeroth";
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// FBO for offscreen rendering
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GLuint fbo = 0;
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GLuint fboTexture = 0;
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GLuint fboDepth = 0;
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// TRS lookup: "Azeroth\map32_49" → "e7f0dea73ee6baca78231aaf4b7e772a"
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std::unordered_map<std::string, std::string> trsLookup;
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bool trsParsed = false;
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// Tile texture cache: hash → GL texture ID
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std::unordered_map<std::string, GLuint> tileTextureCache;
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GLuint noDataTexture = 0; // dark fallback for missing tiles
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// Composite FBO (3x3 tiles = 768x768)
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GLuint compositeFBO = 0;
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GLuint compositeTexture = 0;
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static constexpr int TILE_PX = 256;
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static constexpr int COMPOSITE_PX = TILE_PX * 3; // 768
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// Tile compositing quad
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GLuint tileQuadVAO = 0;
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GLuint tileQuadVBO = 0;
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std::unique_ptr<Shader> tileShader;
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// Screen quad
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GLuint quadVAO = 0;
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@ -48,13 +69,19 @@ private:
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std::unique_ptr<Shader> quadShader;
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int mapSize = 200;
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float viewRadius = 500.0f;
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bool enabled = false;
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float viewRadius = 400.0f; // world units visible in minimap radius
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bool enabled = true;
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// Throttling
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float updateIntervalSec = 0.25f;
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float updateDistance = 6.0f;
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std::chrono::steady_clock::time_point lastUpdateTime = std::chrono::steady_clock::time_point{};
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glm::vec3 lastUpdatePos = glm::vec3(0.0f);
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std::chrono::steady_clock::time_point lastUpdateTime{};
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glm::vec3 lastUpdatePos{0.0f};
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bool hasCachedFrame = false;
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// Tile tracking
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int lastCenterTileX = -1;
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int lastCenterTileY = -1;
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};
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} // namespace rendering
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@ -236,12 +236,6 @@ void Application::run() {
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LOG_INFO("Performance HUD: ", enabled ? "ON" : "OFF");
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}
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}
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// N: Toggle minimap
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else if (event.key.keysym.scancode == SDL_SCANCODE_N) {
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if (renderer && renderer->getMinimap()) {
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renderer->getMinimap()->toggle();
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}
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}
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// T: Toggle teleporter panel
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else if (event.key.keysym.scancode == SDL_SCANCODE_T) {
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if (state == AppState::IN_GAME && uiManager) {
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@ -1,10 +1,14 @@
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#include "rendering/minimap.hpp"
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#include "rendering/shader.hpp"
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#include "rendering/camera.hpp"
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#include "rendering/terrain_renderer.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/blp_loader.hpp"
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#include "core/coordinates.hpp"
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#include "core/logger.hpp"
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#include <GL/glew.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include <sstream>
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#include <cmath>
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namespace wowee {
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namespace rendering {
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@ -18,44 +22,90 @@ Minimap::~Minimap() {
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bool Minimap::initialize(int size) {
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mapSize = size;
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// Create FBO
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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// --- Composite FBO (3x3 tiles = 768x768) ---
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glGenFramebuffers(1, &compositeFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, compositeFBO);
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// Color texture
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glGenTextures(1, &fboTexture);
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glBindTexture(GL_TEXTURE_2D, fboTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mapSize, mapSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glGenTextures(1, &compositeTexture);
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glBindTexture(GL_TEXTURE_2D, compositeTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, COMPOSITE_PX, COMPOSITE_PX, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTexture, 0);
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// Depth renderbuffer
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glGenRenderbuffers(1, &fboDepth);
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glBindRenderbuffer(GL_RENDERBUFFER, fboDepth);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mapSize, mapSize);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fboDepth);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, compositeTexture, 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("Minimap FBO incomplete");
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LOG_ERROR("Minimap composite FBO incomplete");
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return false;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Screen quad (NDC fullscreen, we'll position via uniforms)
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// --- Unit quad for tile compositing ---
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float quadVerts[] = {
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// pos (x,y), uv (u,v)
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-1.0f, -1.0f, 0.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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0.0f, 1.0f, 0.0f, 1.0f,
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};
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glGenVertexArrays(1, &tileQuadVAO);
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glGenBuffers(1, &tileQuadVBO);
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glBindVertexArray(tileQuadVAO);
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glBindBuffer(GL_ARRAY_BUFFER, tileQuadVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVerts), quadVerts, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
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glBindVertexArray(0);
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// --- Tile compositing shader ---
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const char* tileVertSrc = R"(
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#version 330 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aUV;
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uniform vec2 uGridOffset; // (col, row) in 0-2
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out vec2 TexCoord;
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void main() {
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vec2 gridPos = (uGridOffset + aPos) / 3.0;
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gl_Position = vec4(gridPos * 2.0 - 1.0, 0.0, 1.0);
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TexCoord = aUV;
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}
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)";
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const char* tileFragSrc = R"(
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#version 330 core
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in vec2 TexCoord;
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uniform sampler2D uTileTexture;
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out vec4 FragColor;
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void main() {
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// BLP minimap tiles have same axis transposition as ADT terrain:
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// tile U (cols) = north-south, tile V (rows) = west-east
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// Composite grid: TexCoord.x = west-east, TexCoord.y = north-south
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// So swap to match
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FragColor = texture(uTileTexture, vec2(TexCoord.y, TexCoord.x));
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}
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)";
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tileShader = std::make_unique<Shader>();
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if (!tileShader->loadFromSource(tileVertSrc, tileFragSrc)) {
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LOG_ERROR("Failed to create minimap tile compositing shader");
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return false;
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}
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// --- Screen quad ---
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glGenVertexArrays(1, &quadVAO);
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glGenBuffers(1, &quadVBO);
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glBindVertexArray(quadVAO);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
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glBindVertexArray(0);
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// Quad shader with circular mask and border
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const char* vertSrc = R"(
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// --- Screen quad shader with rotation + circular mask ---
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const char* quadVertSrc = R"(
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#version 330 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aUV;
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uniform vec4 uRect; // x, y, w, h in NDC
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uniform vec4 uRect; // x, y, w, h in 0..1 screen space
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out vec2 TexCoord;
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@ -84,143 +134,375 @@ bool Minimap::initialize(int size) {
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}
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)";
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const char* fragSrc = R"(
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const char* quadFragSrc = R"(
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#version 330 core
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in vec2 TexCoord;
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uniform sampler2D uMapTexture;
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uniform sampler2D uComposite;
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uniform vec2 uPlayerUV;
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uniform float uRotation;
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uniform float uZoomRadius;
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out vec4 FragColor;
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void main() {
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vec2 center = TexCoord - vec2(0.5);
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float dist = length(center);
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bool pointInTriangle(vec2 p, vec2 a, vec2 b, vec2 c) {
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vec2 v0 = c - a, v1 = b - a, v2 = p - a;
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float d00 = dot(v0, v0);
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float d01 = dot(v0, v1);
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float d02 = dot(v0, v2);
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float d11 = dot(v1, v1);
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float d12 = dot(v1, v2);
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float inv = 1.0 / (d00 * d11 - d01 * d01);
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float u = (d11 * d02 - d01 * d12) * inv;
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float v = (d00 * d12 - d01 * d02) * inv;
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return (u >= 0.0) && (v >= 0.0) && (u + v <= 1.0);
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}
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// Circular mask
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void main() {
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vec2 centered = TexCoord - 0.5;
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float dist = length(centered);
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if (dist > 0.5) discard;
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// Gold border ring
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float borderWidth = 0.02;
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if (dist > 0.5 - borderWidth) {
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FragColor = vec4(0.8, 0.65, 0.2, 1.0);
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return;
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// Rotate screen coords → composite UV offset
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// Composite: U increases east, V increases south
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// Screen: +X=right, +Y=up
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// The -cos(a) term in dV inherently flips V (screen up → composite north)
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float c = cos(uRotation);
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float s = sin(uRotation);
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float scale = uZoomRadius * 2.0;
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vec2 offset = vec2(
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centered.x * c + centered.y * s,
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centered.x * s - centered.y * c
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) * scale;
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vec2 uv = uPlayerUV + offset;
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vec3 color = texture(uComposite, uv).rgb;
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// Thin dark border at circle edge
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if (dist > 0.49) {
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color = mix(color, vec3(0.08), smoothstep(0.49, 0.5, dist));
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}
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vec4 texColor = texture(uMapTexture, TexCoord);
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// Player arrow at center (always points up = forward)
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vec2 ap = centered;
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vec2 tip = vec2(0.0, 0.035);
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vec2 lt = vec2(-0.018, -0.016);
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vec2 rt = vec2(0.018, -0.016);
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vec2 nL = vec2(-0.006, -0.006);
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vec2 nR = vec2(0.006, -0.006);
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vec2 nB = vec2(0.0, 0.006);
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// Player dot at center
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if (dist < 0.02) {
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FragColor = vec4(1.0, 0.3, 0.3, 1.0);
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return;
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bool inArrow = pointInTriangle(ap, tip, lt, rt)
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&& !pointInTriangle(ap, nL, nR, nB);
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if (inArrow) {
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color = vec3(0.0, 0.0, 0.0);
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}
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FragColor = texColor;
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FragColor = vec4(color, 0.8);
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}
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)";
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quadShader = std::make_unique<Shader>();
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if (!quadShader->loadFromSource(vertSrc, fragSrc)) {
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LOG_ERROR("Failed to create minimap shader");
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if (!quadShader->loadFromSource(quadVertSrc, quadFragSrc)) {
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LOG_ERROR("Failed to create minimap screen quad shader");
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return false;
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}
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LOG_INFO("Minimap initialized (", mapSize, "x", mapSize, ")");
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// --- No-data fallback texture (dark blue-gray) ---
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glGenTextures(1, &noDataTexture);
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glBindTexture(GL_TEXTURE_2D, noDataTexture);
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uint8_t darkPixel[4] = { 12, 20, 30, 255 };
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, darkPixel);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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LOG_INFO("Minimap initialized (", mapSize, "x", mapSize, " screen, ",
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COMPOSITE_PX, "x", COMPOSITE_PX, " composite)");
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return true;
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}
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void Minimap::shutdown() {
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if (fbo) { glDeleteFramebuffers(1, &fbo); fbo = 0; }
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if (fboTexture) { glDeleteTextures(1, &fboTexture); fboTexture = 0; }
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if (fboDepth) { glDeleteRenderbuffers(1, &fboDepth); fboDepth = 0; }
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if (compositeFBO) { glDeleteFramebuffers(1, &compositeFBO); compositeFBO = 0; }
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if (compositeTexture) { glDeleteTextures(1, &compositeTexture); compositeTexture = 0; }
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if (tileQuadVAO) { glDeleteVertexArrays(1, &tileQuadVAO); tileQuadVAO = 0; }
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if (tileQuadVBO) { glDeleteBuffers(1, &tileQuadVBO); tileQuadVBO = 0; }
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if (quadVAO) { glDeleteVertexArrays(1, &quadVAO); quadVAO = 0; }
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if (quadVBO) { glDeleteBuffers(1, &quadVBO); quadVBO = 0; }
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if (noDataTexture) { glDeleteTextures(1, &noDataTexture); noDataTexture = 0; }
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// Delete cached tile textures
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for (auto& [hash, tex] : tileTextureCache) {
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if (tex) glDeleteTextures(1, &tex);
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}
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tileTextureCache.clear();
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tileShader.reset();
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quadShader.reset();
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}
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void Minimap::setMapName(const std::string& name) {
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if (mapName != name) {
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mapName = name;
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hasCachedFrame = false;
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lastCenterTileX = -1;
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lastCenterTileY = -1;
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}
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}
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// --------------------------------------------------------
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// TRS parsing
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// --------------------------------------------------------
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void Minimap::parseTRS() {
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if (trsParsed || !assetManager) return;
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trsParsed = true;
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auto data = assetManager->getMPQManager().readFile("Textures\\Minimap\\md5translate.trs");
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if (data.empty()) {
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LOG_WARNING("Failed to load md5translate.trs");
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return;
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}
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std::string content(reinterpret_cast<const char*>(data.data()), data.size());
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std::istringstream stream(content);
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std::string line;
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int count = 0;
|
||||
|
||||
while (std::getline(stream, line)) {
|
||||
// Remove \r
|
||||
if (!line.empty() && line.back() == '\r') line.pop_back();
|
||||
|
||||
// Skip "dir:" lines and empty lines
|
||||
if (line.empty() || line.substr(0, 4) == "dir:") continue;
|
||||
|
||||
// Format: "Azeroth\map32_49.blp\t<hash>.blp"
|
||||
auto tabPos = line.find('\t');
|
||||
if (tabPos == std::string::npos) continue;
|
||||
|
||||
std::string key = line.substr(0, tabPos);
|
||||
std::string hashFile = line.substr(tabPos + 1);
|
||||
|
||||
// Strip .blp from key: "Azeroth\map32_49"
|
||||
if (key.size() > 4 && key.substr(key.size() - 4) == ".blp") {
|
||||
key = key.substr(0, key.size() - 4);
|
||||
}
|
||||
// Strip .blp from hash to get just the md5: "e7f0dea73ee6baca78231aaf4b7e772a"
|
||||
if (hashFile.size() > 4 && hashFile.substr(hashFile.size() - 4) == ".blp") {
|
||||
hashFile = hashFile.substr(0, hashFile.size() - 4);
|
||||
}
|
||||
|
||||
trsLookup[key] = hashFile;
|
||||
count++;
|
||||
}
|
||||
|
||||
LOG_INFO("Parsed md5translate.trs: ", count, " entries");
|
||||
}
|
||||
|
||||
// --------------------------------------------------------
|
||||
// Tile texture loading
|
||||
// --------------------------------------------------------
|
||||
|
||||
GLuint Minimap::getOrLoadTileTexture(int tileX, int tileY) {
|
||||
// Build TRS key: "Azeroth\map32_49"
|
||||
std::string key = mapName + "\\map" + std::to_string(tileX) + "_" + std::to_string(tileY);
|
||||
|
||||
auto trsIt = trsLookup.find(key);
|
||||
if (trsIt == trsLookup.end()) {
|
||||
return noDataTexture;
|
||||
}
|
||||
|
||||
const std::string& hash = trsIt->second;
|
||||
|
||||
// Check texture cache
|
||||
auto cacheIt = tileTextureCache.find(hash);
|
||||
if (cacheIt != tileTextureCache.end()) {
|
||||
return cacheIt->second;
|
||||
}
|
||||
|
||||
// Load from MPQ
|
||||
std::string blpPath = "Textures\\Minimap\\" + hash + ".blp";
|
||||
auto blpImage = assetManager->loadTexture(blpPath);
|
||||
if (!blpImage.isValid()) {
|
||||
tileTextureCache[hash] = noDataTexture;
|
||||
return noDataTexture;
|
||||
}
|
||||
|
||||
// Create GL texture
|
||||
GLuint tex;
|
||||
glGenTextures(1, &tex);
|
||||
glBindTexture(GL_TEXTURE_2D, tex);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, blpImage.width, blpImage.height, 0,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE, blpImage.data.data());
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
tileTextureCache[hash] = tex;
|
||||
return tex;
|
||||
}
|
||||
|
||||
// --------------------------------------------------------
|
||||
// Composite 3x3 tiles into FBO
|
||||
// --------------------------------------------------------
|
||||
|
||||
void Minimap::compositeTilesToFBO(const glm::vec3& centerWorldPos) {
|
||||
// centerWorldPos is in render coords (renderX=wowY, renderY=wowX)
|
||||
auto [tileX, tileY] = core::coords::worldToTile(centerWorldPos.x, centerWorldPos.y);
|
||||
|
||||
// Save GL state
|
||||
GLint prevFBO = 0;
|
||||
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFBO);
|
||||
GLint prevViewport[4];
|
||||
glGetIntegerv(GL_VIEWPORT, prevViewport);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, compositeFBO);
|
||||
glViewport(0, 0, COMPOSITE_PX, COMPOSITE_PX);
|
||||
glClearColor(0.05f, 0.08f, 0.12f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_BLEND);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
tileShader->use();
|
||||
tileShader->setUniform("uTileTexture", 0);
|
||||
|
||||
glBindVertexArray(tileQuadVAO);
|
||||
|
||||
// Draw 3x3 tile grid into composite FBO.
|
||||
// BLP first row → GL V=0 (bottom) = north edge of tile.
|
||||
// So north tile (dr=-1) goes to row 0 (bottom), south (dr=+1) to row 2 (top).
|
||||
// West tile (dc=-1) goes to col 0 (left), east (dc=+1) to col 2 (right).
|
||||
// Result: composite U=0→west, U=1→east, V=0→north, V=1→south.
|
||||
for (int dr = -1; dr <= 1; dr++) {
|
||||
for (int dc = -1; dc <= 1; dc++) {
|
||||
int tx = tileX + dr;
|
||||
int ty = tileY + dc;
|
||||
|
||||
GLuint tileTex = getOrLoadTileTexture(tx, ty);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, tileTex);
|
||||
|
||||
// Grid position: dr=-1 (north) → row 0, dr=0 → row 1, dr=+1 (south) → row 2
|
||||
float col = static_cast<float>(dc + 1); // 0, 1, 2
|
||||
float row = static_cast<float>(dr + 1); // 0, 1, 2
|
||||
|
||||
tileShader->setUniform("uGridOffset", glm::vec2(col, row));
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
}
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Restore GL state
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, prevFBO);
|
||||
glViewport(prevViewport[0], prevViewport[1], prevViewport[2], prevViewport[3]);
|
||||
|
||||
lastCenterTileX = tileX;
|
||||
lastCenterTileY = tileY;
|
||||
}
|
||||
|
||||
// --------------------------------------------------------
|
||||
// Main render
|
||||
// --------------------------------------------------------
|
||||
|
||||
void Minimap::render(const Camera& playerCamera, const glm::vec3& centerWorldPos,
|
||||
int screenWidth, int screenHeight) {
|
||||
if (!enabled || !terrainRenderer || !fbo) return;
|
||||
if (!enabled || !assetManager || !compositeFBO) return;
|
||||
|
||||
// Lazy-parse TRS on first use
|
||||
if (!trsParsed) parseTRS();
|
||||
|
||||
// Check if composite needs refresh
|
||||
const auto now = std::chrono::steady_clock::now();
|
||||
glm::vec3 playerPos = centerWorldPos;
|
||||
bool needsRefresh = !hasCachedFrame;
|
||||
if (!needsRefresh) {
|
||||
float moved = glm::length(glm::vec2(playerPos.x - lastUpdatePos.x, playerPos.y - lastUpdatePos.y));
|
||||
float moved = glm::length(glm::vec2(centerWorldPos.x - lastUpdatePos.x,
|
||||
centerWorldPos.y - lastUpdatePos.y));
|
||||
float elapsed = std::chrono::duration<float>(now - lastUpdateTime).count();
|
||||
needsRefresh = (moved >= updateDistance) || (elapsed >= updateIntervalSec);
|
||||
}
|
||||
|
||||
// 1. Render terrain from top-down into FBO (throttled)
|
||||
// Also refresh if player crossed a tile boundary
|
||||
auto [curTileX, curTileY] = core::coords::worldToTile(centerWorldPos.x, centerWorldPos.y);
|
||||
if (curTileX != lastCenterTileX || curTileY != lastCenterTileY) {
|
||||
needsRefresh = true;
|
||||
}
|
||||
|
||||
if (needsRefresh) {
|
||||
renderTerrainToFBO(playerCamera, centerWorldPos);
|
||||
compositeTilesToFBO(centerWorldPos);
|
||||
lastUpdateTime = now;
|
||||
lastUpdatePos = playerPos;
|
||||
lastUpdatePos = centerWorldPos;
|
||||
hasCachedFrame = true;
|
||||
}
|
||||
|
||||
// 2. Draw the minimap quad on screen
|
||||
renderQuad(screenWidth, screenHeight);
|
||||
// Draw screen quad
|
||||
renderQuad(playerCamera, centerWorldPos, screenWidth, screenHeight);
|
||||
}
|
||||
|
||||
void Minimap::renderTerrainToFBO(const Camera& /*playerCamera*/, const glm::vec3& centerWorldPos) {
|
||||
// Save current viewport
|
||||
GLint prevViewport[4];
|
||||
glGetIntegerv(GL_VIEWPORT, prevViewport);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
||||
glViewport(0, 0, mapSize, mapSize);
|
||||
glClearColor(0.05f, 0.1f, 0.15f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Create a top-down camera at the player's XY position
|
||||
Camera topDownCamera;
|
||||
glm::vec3 playerPos = centerWorldPos;
|
||||
topDownCamera.setPosition(glm::vec3(playerPos.x, playerPos.y, playerPos.z + 5000.0f));
|
||||
topDownCamera.setRotation(0.0f, -89.9f); // Look straight down
|
||||
topDownCamera.setAspectRatio(1.0f);
|
||||
topDownCamera.setFov(1.0f); // Will be overridden by ortho below
|
||||
|
||||
// We need orthographic projection, but Camera only supports perspective.
|
||||
// Use the terrain renderer's render with a custom view/projection.
|
||||
// For now, render with the top-down camera (perspective, narrow FOV approximates ortho)
|
||||
// The narrow FOV + high altitude gives a near-orthographic result.
|
||||
|
||||
// Calculate FOV that covers viewRadius at the altitude
|
||||
float altitude = 5000.0f;
|
||||
float fovDeg = glm::degrees(2.0f * std::atan(viewRadius / altitude));
|
||||
topDownCamera.setFov(fovDeg);
|
||||
|
||||
terrainRenderer->render(topDownCamera);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
// Restore viewport
|
||||
glViewport(prevViewport[0], prevViewport[1], prevViewport[2], prevViewport[3]);
|
||||
}
|
||||
|
||||
void Minimap::renderQuad(int screenWidth, int screenHeight) {
|
||||
void Minimap::renderQuad(const Camera& playerCamera, const glm::vec3& centerWorldPos,
|
||||
int screenWidth, int screenHeight) {
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
quadShader->use();
|
||||
|
||||
// Position minimap in top-right corner with margin
|
||||
// Position minimap in top-right corner
|
||||
float margin = 10.0f;
|
||||
float pixelW = static_cast<float>(mapSize) / screenWidth;
|
||||
float pixelH = static_cast<float>(mapSize) / screenHeight;
|
||||
float x = 1.0f - pixelW - margin / screenWidth;
|
||||
float y = 1.0f - pixelH - margin / screenHeight;
|
||||
|
||||
// uRect: x, y, w, h in 0..1 screen space
|
||||
quadShader->setUniform("uRect", glm::vec4(x, y, pixelW, pixelH));
|
||||
quadShader->setUniform("uMapTexture", 0);
|
||||
|
||||
// Compute player's UV in the composite texture
|
||||
// Render coords: renderX = wowY (west axis), renderY = wowX (north axis)
|
||||
constexpr float TILE_SIZE = core::coords::TILE_SIZE;
|
||||
auto [tileX, tileY] = core::coords::worldToTile(centerWorldPos.x, centerWorldPos.y);
|
||||
|
||||
// Fractional position within center tile
|
||||
// tileX = floor(32 - wowX/TILE_SIZE), wowX = renderY
|
||||
// fracNS: 0 = north edge of tile, 1 = south edge
|
||||
float fracNS = 32.0f - static_cast<float>(tileX) - centerWorldPos.y / TILE_SIZE;
|
||||
// fracEW: 0 = west edge of tile, 1 = east edge
|
||||
float fracEW = 32.0f - static_cast<float>(tileY) - centerWorldPos.x / TILE_SIZE;
|
||||
|
||||
// Composite UV: center tile is grid slot (1,1) → UV range [1/3, 2/3]
|
||||
// Composite orientation: U=0→west, U=1→east, V=0→north, V=1→south
|
||||
float playerU = (1.0f + fracEW) / 3.0f;
|
||||
float playerV = (1.0f + fracNS) / 3.0f;
|
||||
|
||||
quadShader->setUniform("uPlayerUV", glm::vec2(playerU, playerV));
|
||||
|
||||
// Zoom: convert view radius from world units to composite UV fraction
|
||||
float zoomRadius = viewRadius / (TILE_SIZE * 3.0f);
|
||||
quadShader->setUniform("uZoomRadius", zoomRadius);
|
||||
|
||||
// Rotation: compass bearing from north, clockwise
|
||||
// renderX = wowY (west), renderY = wowX (north)
|
||||
// Facing north: fwd=(0,1,0) → bearing=0
|
||||
// Facing east: fwd=(-1,0,0) → bearing=π/2
|
||||
glm::vec3 fwd = playerCamera.getForward();
|
||||
float rotation = std::atan2(-fwd.x, fwd.y);
|
||||
quadShader->setUniform("uRotation", rotation);
|
||||
|
||||
quadShader->setUniform("uComposite", 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, fboTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, compositeTexture);
|
||||
|
||||
glBindVertexArray(quadVAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glBindVertexArray(0);
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1064,15 +1064,6 @@ void Renderer::renderWorld(game::World* world) {
|
|||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
// Render minimap overlay
|
||||
if (minimap && camera && window) {
|
||||
glm::vec3 minimapCenter = camera->getPosition();
|
||||
if (cameraController && cameraController->isThirdPerson()) {
|
||||
minimapCenter = characterPosition;
|
||||
}
|
||||
minimap->render(*camera, minimapCenter, window->getWidth(), window->getHeight());
|
||||
}
|
||||
|
||||
// --- Resolve MSAA → non-MSAA texture ---
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, sceneFBO);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO);
|
||||
|
|
@ -1096,6 +1087,15 @@ void Renderer::renderWorld(game::World* world) {
|
|||
postProcessShader->unuse();
|
||||
}
|
||||
|
||||
// Render minimap overlay (after post-process so it's not overwritten)
|
||||
if (minimap && camera && window) {
|
||||
glm::vec3 minimapCenter = camera->getPosition();
|
||||
if (cameraController && cameraController->isThirdPerson()) {
|
||||
minimapCenter = characterPosition;
|
||||
}
|
||||
minimap->render(*camera, minimapCenter, window->getWidth(), window->getHeight());
|
||||
}
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
auto renderEnd = std::chrono::steady_clock::now();
|
||||
|
|
@ -1307,9 +1307,9 @@ bool Renderer::loadTestTerrain(pipeline::AssetManager* assetManager, const std::
|
|||
if (characterRenderer) {
|
||||
characterRenderer->setAssetManager(assetManager);
|
||||
}
|
||||
// Wire terrain renderer to minimap
|
||||
// Wire asset manager to minimap for tile texture loading
|
||||
if (minimap) {
|
||||
minimap->setTerrainRenderer(terrainRenderer.get());
|
||||
minimap->setAssetManager(assetManager);
|
||||
}
|
||||
// Wire terrain manager, WMO renderer, and water renderer to camera controller
|
||||
if (cameraController) {
|
||||
|
|
@ -1349,6 +1349,9 @@ bool Renderer::loadTestTerrain(pipeline::AssetManager* assetManager, const std::
|
|||
// Extract map name
|
||||
std::string mapName = filename.substr(0, firstUnderscore != std::string::npos ? firstUnderscore : filename.size());
|
||||
terrainManager->setMapName(mapName);
|
||||
if (minimap) {
|
||||
minimap->setMapName(mapName);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue