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:
Kelsi 2026-02-04 20:06:27 -08:00
parent d8e2becbaa
commit 47945451be
4 changed files with 435 additions and 129 deletions

View file

@ -4,13 +4,15 @@
#include <glm/glm.hpp>
#include <chrono>
#include <memory>
#include <string>
#include <unordered_map>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace rendering {
class Shader;
class Camera;
class TerrainRenderer;
class Minimap {
public:
@ -20,7 +22,8 @@ public:
bool initialize(int size = 200);
void shutdown();
void setTerrainRenderer(TerrainRenderer* tr) { terrainRenderer = tr; }
void setAssetManager(pipeline::AssetManager* am) { assetManager = am; }
void setMapName(const std::string& name);
void render(const Camera& playerCamera, const glm::vec3& centerWorldPos,
int screenWidth, int screenHeight);
@ -32,15 +35,33 @@ public:
void setViewRadius(float radius) { viewRadius = radius; }
private:
void renderTerrainToFBO(const Camera& playerCamera, const glm::vec3& centerWorldPos);
void renderQuad(int screenWidth, int screenHeight);
void parseTRS();
GLuint getOrLoadTileTexture(int tileX, int tileY);
void compositeTilesToFBO(const glm::vec3& centerWorldPos);
void renderQuad(const Camera& playerCamera, const glm::vec3& centerWorldPos,
int screenWidth, int screenHeight);
TerrainRenderer* terrainRenderer = nullptr;
pipeline::AssetManager* assetManager = nullptr;
std::string mapName = "Azeroth";
// FBO for offscreen rendering
GLuint fbo = 0;
GLuint fboTexture = 0;
GLuint fboDepth = 0;
// TRS lookup: "Azeroth\map32_49" → "e7f0dea73ee6baca78231aaf4b7e772a"
std::unordered_map<std::string, std::string> trsLookup;
bool trsParsed = false;
// Tile texture cache: hash → GL texture ID
std::unordered_map<std::string, GLuint> tileTextureCache;
GLuint noDataTexture = 0; // dark fallback for missing tiles
// Composite FBO (3x3 tiles = 768x768)
GLuint compositeFBO = 0;
GLuint compositeTexture = 0;
static constexpr int TILE_PX = 256;
static constexpr int COMPOSITE_PX = TILE_PX * 3; // 768
// Tile compositing quad
GLuint tileQuadVAO = 0;
GLuint tileQuadVBO = 0;
std::unique_ptr<Shader> tileShader;
// Screen quad
GLuint quadVAO = 0;
@ -48,13 +69,19 @@ private:
std::unique_ptr<Shader> quadShader;
int mapSize = 200;
float viewRadius = 500.0f;
bool enabled = false;
float viewRadius = 400.0f; // world units visible in minimap radius
bool enabled = true;
// Throttling
float updateIntervalSec = 0.25f;
float updateDistance = 6.0f;
std::chrono::steady_clock::time_point lastUpdateTime = std::chrono::steady_clock::time_point{};
glm::vec3 lastUpdatePos = glm::vec3(0.0f);
std::chrono::steady_clock::time_point lastUpdateTime{};
glm::vec3 lastUpdatePos{0.0f};
bool hasCachedFrame = false;
// Tile tracking
int lastCenterTileX = -1;
int lastCenterTileY = -1;
};
} // namespace rendering

View file

@ -236,12 +236,6 @@ void Application::run() {
LOG_INFO("Performance HUD: ", enabled ? "ON" : "OFF");
}
}
// N: Toggle minimap
else if (event.key.keysym.scancode == SDL_SCANCODE_N) {
if (renderer && renderer->getMinimap()) {
renderer->getMinimap()->toggle();
}
}
// T: Toggle teleporter panel
else if (event.key.keysym.scancode == SDL_SCANCODE_T) {
if (state == AppState::IN_GAME && uiManager) {

View file

@ -1,10 +1,14 @@
#include "rendering/minimap.hpp"
#include "rendering/shader.hpp"
#include "rendering/camera.hpp"
#include "rendering/terrain_renderer.hpp"
#include "pipeline/asset_manager.hpp"
#include "pipeline/blp_loader.hpp"
#include "core/coordinates.hpp"
#include "core/logger.hpp"
#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
#include <sstream>
#include <cmath>
namespace wowee {
namespace rendering {
@ -18,44 +22,90 @@ Minimap::~Minimap() {
bool Minimap::initialize(int size) {
mapSize = size;
// Create FBO
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// --- Composite FBO (3x3 tiles = 768x768) ---
glGenFramebuffers(1, &compositeFBO);
glBindFramebuffer(GL_FRAMEBUFFER, compositeFBO);
// Color texture
glGenTextures(1, &fboTexture);
glBindTexture(GL_TEXTURE_2D, fboTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mapSize, mapSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glGenTextures(1, &compositeTexture);
glBindTexture(GL_TEXTURE_2D, compositeTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, COMPOSITE_PX, COMPOSITE_PX, 0,
GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTexture, 0);
// Depth renderbuffer
glGenRenderbuffers(1, &fboDepth);
glBindRenderbuffer(GL_RENDERBUFFER, fboDepth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mapSize, mapSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fboDepth);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, compositeTexture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("Minimap FBO incomplete");
LOG_ERROR("Minimap composite FBO incomplete");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Screen quad (NDC fullscreen, we'll position via uniforms)
// --- Unit quad for tile compositing ---
float quadVerts[] = {
// pos (x,y), uv (u,v)
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f,
0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
};
glGenVertexArrays(1, &tileQuadVAO);
glGenBuffers(1, &tileQuadVBO);
glBindVertexArray(tileQuadVAO);
glBindBuffer(GL_ARRAY_BUFFER, tileQuadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVerts), quadVerts, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
glBindVertexArray(0);
// --- Tile compositing shader ---
const char* tileVertSrc = R"(
#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aUV;
uniform vec2 uGridOffset; // (col, row) in 0-2
out vec2 TexCoord;
void main() {
vec2 gridPos = (uGridOffset + aPos) / 3.0;
gl_Position = vec4(gridPos * 2.0 - 1.0, 0.0, 1.0);
TexCoord = aUV;
}
)";
const char* tileFragSrc = R"(
#version 330 core
in vec2 TexCoord;
uniform sampler2D uTileTexture;
out vec4 FragColor;
void main() {
// BLP minimap tiles have same axis transposition as ADT terrain:
// tile U (cols) = north-south, tile V (rows) = west-east
// Composite grid: TexCoord.x = west-east, TexCoord.y = north-south
// So swap to match
FragColor = texture(uTileTexture, vec2(TexCoord.y, TexCoord.x));
}
)";
tileShader = std::make_unique<Shader>();
if (!tileShader->loadFromSource(tileVertSrc, tileFragSrc)) {
LOG_ERROR("Failed to create minimap tile compositing shader");
return false;
}
// --- Screen quad ---
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
@ -67,13 +117,13 @@ bool Minimap::initialize(int size) {
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
glBindVertexArray(0);
// Quad shader with circular mask and border
const char* vertSrc = R"(
// --- Screen quad shader with rotation + circular mask ---
const char* quadVertSrc = R"(
#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aUV;
uniform vec4 uRect; // x, y, w, h in NDC
uniform vec4 uRect; // x, y, w, h in 0..1 screen space
out vec2 TexCoord;
@ -84,143 +134,375 @@ bool Minimap::initialize(int size) {
}
)";
const char* fragSrc = R"(
const char* quadFragSrc = R"(
#version 330 core
in vec2 TexCoord;
uniform sampler2D uMapTexture;
uniform sampler2D uComposite;
uniform vec2 uPlayerUV;
uniform float uRotation;
uniform float uZoomRadius;
out vec4 FragColor;
void main() {
vec2 center = TexCoord - vec2(0.5);
float dist = length(center);
bool pointInTriangle(vec2 p, vec2 a, vec2 b, vec2 c) {
vec2 v0 = c - a, v1 = b - a, v2 = p - a;
float d00 = dot(v0, v0);
float d01 = dot(v0, v1);
float d02 = dot(v0, v2);
float d11 = dot(v1, v1);
float d12 = dot(v1, v2);
float inv = 1.0 / (d00 * d11 - d01 * d01);
float u = (d11 * d02 - d01 * d12) * inv;
float v = (d00 * d12 - d01 * d02) * inv;
return (u >= 0.0) && (v >= 0.0) && (u + v <= 1.0);
}
// Circular mask
void main() {
vec2 centered = TexCoord - 0.5;
float dist = length(centered);
if (dist > 0.5) discard;
// Gold border ring
float borderWidth = 0.02;
if (dist > 0.5 - borderWidth) {
FragColor = vec4(0.8, 0.65, 0.2, 1.0);
return;
// Rotate screen coords → composite UV offset
// Composite: U increases east, V increases south
// Screen: +X=right, +Y=up
// The -cos(a) term in dV inherently flips V (screen up → composite north)
float c = cos(uRotation);
float s = sin(uRotation);
float scale = uZoomRadius * 2.0;
vec2 offset = vec2(
centered.x * c + centered.y * s,
centered.x * s - centered.y * c
) * scale;
vec2 uv = uPlayerUV + offset;
vec3 color = texture(uComposite, uv).rgb;
// Thin dark border at circle edge
if (dist > 0.49) {
color = mix(color, vec3(0.08), smoothstep(0.49, 0.5, dist));
}
vec4 texColor = texture(uMapTexture, TexCoord);
// Player arrow at center (always points up = forward)
vec2 ap = centered;
vec2 tip = vec2(0.0, 0.035);
vec2 lt = vec2(-0.018, -0.016);
vec2 rt = vec2(0.018, -0.016);
vec2 nL = vec2(-0.006, -0.006);
vec2 nR = vec2(0.006, -0.006);
vec2 nB = vec2(0.0, 0.006);
// Player dot at center
if (dist < 0.02) {
FragColor = vec4(1.0, 0.3, 0.3, 1.0);
return;
bool inArrow = pointInTriangle(ap, tip, lt, rt)
&& !pointInTriangle(ap, nL, nR, nB);
if (inArrow) {
color = vec3(0.0, 0.0, 0.0);
}
FragColor = texColor;
FragColor = vec4(color, 0.8);
}
)";
quadShader = std::make_unique<Shader>();
if (!quadShader->loadFromSource(vertSrc, fragSrc)) {
LOG_ERROR("Failed to create minimap shader");
if (!quadShader->loadFromSource(quadVertSrc, quadFragSrc)) {
LOG_ERROR("Failed to create minimap screen quad shader");
return false;
}
LOG_INFO("Minimap initialized (", mapSize, "x", mapSize, ")");
// --- No-data fallback texture (dark blue-gray) ---
glGenTextures(1, &noDataTexture);
glBindTexture(GL_TEXTURE_2D, noDataTexture);
uint8_t darkPixel[4] = { 12, 20, 30, 255 };
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, darkPixel);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
LOG_INFO("Minimap initialized (", mapSize, "x", mapSize, " screen, ",
COMPOSITE_PX, "x", COMPOSITE_PX, " composite)");
return true;
}
void Minimap::shutdown() {
if (fbo) { glDeleteFramebuffers(1, &fbo); fbo = 0; }
if (fboTexture) { glDeleteTextures(1, &fboTexture); fboTexture = 0; }
if (fboDepth) { glDeleteRenderbuffers(1, &fboDepth); fboDepth = 0; }
if (compositeFBO) { glDeleteFramebuffers(1, &compositeFBO); compositeFBO = 0; }
if (compositeTexture) { glDeleteTextures(1, &compositeTexture); compositeTexture = 0; }
if (tileQuadVAO) { glDeleteVertexArrays(1, &tileQuadVAO); tileQuadVAO = 0; }
if (tileQuadVBO) { glDeleteBuffers(1, &tileQuadVBO); tileQuadVBO = 0; }
if (quadVAO) { glDeleteVertexArrays(1, &quadVAO); quadVAO = 0; }
if (quadVBO) { glDeleteBuffers(1, &quadVBO); quadVBO = 0; }
if (noDataTexture) { glDeleteTextures(1, &noDataTexture); noDataTexture = 0; }
// Delete cached tile textures
for (auto& [hash, tex] : tileTextureCache) {
if (tex) glDeleteTextures(1, &tex);
}
tileTextureCache.clear();
tileShader.reset();
quadShader.reset();
}
void Minimap::setMapName(const std::string& name) {
if (mapName != name) {
mapName = name;
hasCachedFrame = false;
lastCenterTileX = -1;
lastCenterTileY = -1;
}
}
// --------------------------------------------------------
// TRS parsing
// --------------------------------------------------------
void Minimap::parseTRS() {
if (trsParsed || !assetManager) return;
trsParsed = true;
auto data = assetManager->getMPQManager().readFile("Textures\\Minimap\\md5translate.trs");
if (data.empty()) {
LOG_WARNING("Failed to load md5translate.trs");
return;
}
std::string content(reinterpret_cast<const char*>(data.data()), data.size());
std::istringstream stream(content);
std::string line;
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);
}

View file

@ -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);
}
}
}