4jcraft/Minecraft.Client/Rendering/Minimap.cpp
2026-03-13 17:10:10 -05:00

294 lines
10 KiB
C++

#include "../Platform/stdafx.h"
#include "../Minecraft.h"
#include "Minimap.h"
#include "../UI/Font.h"
#include "../GameState/Options.h"
#include "../Textures/Textures.h"
#include "Tesselator.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.level.saveddata.h"
#include "../../Minecraft.World/Headers/net.minecraft.world.level.material.h"
#ifdef __ORBIS__
short Minimap::LUT[256]; // 4J added
#else
int Minimap::LUT[256]; // 4J added
#endif
bool Minimap::genLUT = true; // 4J added
Minimap::Minimap(Font* font, Options* options, Textures* textures,
bool optimised) {
#ifdef __PS3__
// we're using the RSX now to upload textures to vram, so we need the main
// ram textures allocated from io space
this->pixels =
intArray((int*)RenderManager.allocIOMem(w * h * sizeof(int)), 16 * 16);
#elif defined __ORBIS__
this->pixels = shortArray(w * h);
#else
this->pixels = intArray(w * h);
#endif
this->options = options;
this->font = font;
BufferedImage* img = new BufferedImage(w, h, BufferedImage::TYPE_INT_ARGB);
#ifdef __ORBIS__
mapTexture =
textures->getTexture(img, C4JRender::TEXTURE_FORMAT_RxGyBzAw5551,
false); // 4J - make sure we aren't mipmapping as
// we never set the data for mipmaps
#else
mapTexture =
textures->getTexture(img, C4JRender::TEXTURE_FORMAT_RxGyBzAw,
false); // 4J - make sure we aren't mipmapping as
// we never set the data for mipmaps
#endif
delete img;
for (int i = 0; i < w * h; i++) {
pixels[i] = 0x00000000;
}
// 4J added - generate the colour mapping that we'll be needing as a LUT to
// minimise processing we actually need to do during normal rendering
if (genLUT) {
reloadColours();
}
renderCount = 0; // 4J added
m_optimised = optimised;
}
void Minimap::reloadColours() {
ColourTable* colourTable = Minecraft::GetInstance()->getColourTable();
// 4J note that this code has been extracted pretty much as it was in
// Minimap::render, although with some byte order changes
for (int i = 0; i < (14 * 4);
i++) // 14 material colours currently, 4 brightnesses of each
{
if (i / 4 == 0) {
// 4J - changed byte order to save having to reorder later
#ifdef __ORBIS__
LUT[i] = 0;
#else
LUT[i] = (((i + i / w) & 1) * 8 + 16);
#endif
// pixels[i] = (((i + i / w) & 1) * 8 + 16) << 24;
} else {
int color =
colourTable->getColor(MaterialColor::colors[i / 4]->col);
int brightness = i & 3;
int br = 220;
if (brightness == 2) br = 255;
if (brightness == 0) br = 180;
int r = ((color >> 16) & 0xff) * br / 255;
int g = ((color >> 8) & 0xff) * br / 255;
int b = ((color) & 0xff) * br / 255;
// 4J - changed byte order to save having to reorder later
#if (defined _DURANGO || defined _WIN64 || __PSVITA__ || __linux__)
LUT[i] = 255 << 24 | b << 16 | g << 8 | r;
#elif defined _XBOX
LUT[i] = 255 << 24 | r << 16 | g << 8 | b;
#elif defined __ORBIS__
r >>= 3;
g >>= 3;
b >>= 3;
LUT[i] = 1 << 15 | (r << 10) | (g << 5) | b;
#else
LUT[i] = r << 24 | g << 16 | b << 8 | 255;
#endif
// pixels[i] = (255) << 24 | r << 16 | g << 8 | b;
}
}
genLUT = false;
}
// 4J added entityId
void Minimap::render(std::shared_ptr<Player> player, Textures* textures,
std::shared_ptr<MapItemSavedData> data, int entityId) {
// 4J - only update every 8 renders, as an optimisation
// We don't want to use this for ItemFrame renders of maps, as then we can't
// have different maps together
if (!m_optimised || (renderCount & 7) == 0) {
for (int i = 0; i < w * h; i++) {
int val = data->colors[i];
// 4J - moved the code that used to run here into a LUT that is
// generated once in the ctor above
pixels[i] = LUT[val];
}
}
renderCount++;
// 4J - changed - have changed texture generation here to put the bytes in
// the right order already, so we don't have to do any copying round etc. in
// the texture replacement itself
textures->replaceTextureDirect(pixels, w, h, mapTexture);
int x = 0;
int y = 0;
Tesselator* t = Tesselator::getInstance();
float vo = 0;
glBindTexture(GL_TEXTURE_2D, mapTexture);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_ALPHA_TEST);
t->begin();
// 4J - moved to -0.02 to stop z fighting ( was -0.01)
// AP - Vita still has issues so push it a bit more
float Offset = -0.02f;
#ifdef __PSVITA__
Offset = -0.03f;
#endif
t->vertexUV((float)(x + 0 + vo), (float)(y + h - vo), (float)(Offset),
(float)(0), (float)(1));
t->vertexUV((float)(x + w - vo), (float)(y + h - vo), (float)(Offset),
(float)(1), (float)(1));
t->vertexUV((float)(x + w - vo), (float)(y + 0 + vo), (float)(Offset),
(float)(1), (float)(0));
t->vertexUV((float)(x + 0 + vo), (float)(y + 0 + vo), (float)(Offset),
(float)(0), (float)(0));
t->end();
glEnable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
textures->bind(
textures->loadTexture(TN_MISC_MAPICONS)); // L"/misc/mapicons.png"));
AUTO_VAR(itEnd, data->decorations.end());
#ifdef _LARGE_WORLDS
std::vector<MapItemSavedData::MapDecoration*> m_edgeIcons;
#endif
// 4J-PB - stack the map icons
float fIconZ =
-0.04f; // 4J - moved to -0.04 (was -0.02) to stop z fighting
for (std::vector<MapItemSavedData::MapDecoration*>::iterator it =
data->decorations.begin();
it != itEnd; it++) {
MapItemSavedData::MapDecoration* dec = *it;
if (!dec->visible) continue;
char imgIndex = dec->img;
#ifdef _LARGE_WORLDS
// For edge icons, use a different texture
if (imgIndex >= 16) {
m_edgeIcons.push_back(dec);
continue;
}
#endif
// 4J Stu - For item frame renders, the player is NULL. We do not want
// to show player icons on the frames.
if (player == NULL && (imgIndex != 12))
continue;
else if (player != NULL && imgIndex == 12)
continue;
else if (imgIndex == 12 && dec->entityId != entityId)
continue;
glPushMatrix();
glTranslatef(x + dec->x / 2.0f + w / 2, y + dec->y / 2.0f + h / 2,
fIconZ);
glRotatef(dec->rot * 360 / 16.0f, 0, 0, 1);
glScalef(4, 4, 3);
glTranslatef(-1.0f / 8.0f, +1.0f / 8.0f, 0);
float u0 = (imgIndex % 4 + 0) / 4.0f;
float v0 = (imgIndex / 4 + 0) / 4.0f;
float u1 = (imgIndex % 4 + 1) / 4.0f;
float v1 = (imgIndex / 4 + 1) / 4.0f;
t->begin();
t->vertexUV((float)(-1), (float)(+1), (float)(0), (float)(u0),
(float)(v0));
t->vertexUV((float)(+1), (float)(+1), (float)(0), (float)(u1),
(float)(v0));
t->vertexUV((float)(+1), (float)(-1), (float)(0), (float)(u1),
(float)(v1));
t->vertexUV((float)(-1), (float)(-1), (float)(0), (float)(u0),
(float)(v1));
t->end();
glPopMatrix();
fIconZ -= 0.01f;
}
#ifdef _LARGE_WORLDS
// For players on the edge of the world
textures->bind(textures->loadTexture(TN_MISC_ADDITIONALMAPICONS));
fIconZ = -0.04f; // 4J - moved to -0.04 (was -0.02) to stop z fighting
for (AUTO_VAR(it, m_edgeIcons.begin()); it != m_edgeIcons.end(); it++) {
MapItemSavedData::MapDecoration* dec = *it;
char imgIndex = dec->img;
imgIndex -= 16;
// 4J Stu - For item frame renders, the player is NULL. We do not want
// to show player icons on the frames.
if (player == NULL && (imgIndex != 12))
continue;
else if (player != NULL && imgIndex == 12)
continue;
else if (imgIndex == 12 && dec->entityId != entityId)
continue;
glPushMatrix();
glTranslatef(x + dec->x / 2.0f + w / 2, y + dec->y / 2.0f + h / 2,
fIconZ);
glRotatef(dec->rot * 360 / 16.0f, 0, 0, 1);
glScalef(4, 4, 3);
glTranslatef(-1.0f / 8.0f, +1.0f / 8.0f, 0);
float u0 = (imgIndex % 4 + 0) / 4.0f;
float v0 = (imgIndex / 4 + 0) / 4.0f;
float u1 = (imgIndex % 4 + 1) / 4.0f;
float v1 = (imgIndex / 4 + 1) / 4.0f;
t->begin();
t->vertexUV((float)(-1), (float)(+1), (float)(0), (float)(u0),
(float)(v0));
t->vertexUV((float)(+1), (float)(+1), (float)(0), (float)(u1),
(float)(v0));
t->vertexUV((float)(+1), (float)(-1), (float)(0), (float)(u1),
(float)(v1));
t->vertexUV((float)(-1), (float)(-1), (float)(0), (float)(u0),
(float)(v1));
t->end();
glPopMatrix();
fIconZ -= 0.01f;
}
#endif
glPushMatrix();
// glRotatef(0, 1, 0, 0);
glTranslatef(0, 0, -0.06f);
glScalef(1, 1, 1);
// 4J Stu - Don't render the text name, except in debug
// #if 1
// #ifdef _DEBUG
// font->draw(data->id, x, y, 0xff000000);
// #else
// 4J Stu - TU-1 hotfix
// DCR: Render the players current position here instead
if (player != NULL) {
wchar_t playerPosText[32];
ZeroMemory(&playerPosText, sizeof(wchar_t) * 32);
int posx = floor(player->x);
int posy = floor(player->y);
int posz = floor(player->z);
swprintf(playerPosText, 32, L"X: %d, Y: %d, Z: %d", posx, posy, posz);
font->draw(playerPosText, x, y,
Minecraft::GetInstance()->getColourTable()->getColour(
eMinecraftColour_Map_Text));
}
// #endif
glPopMatrix();
}