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3face01a20
* Rename IWritableNodeDefManager to NodeDefManager * Make INodeDefManager functions const * Use "const *NodeDefManager" instead of "*INodeDefManager" * Remove unused INodeDefManager class * Merge NodeDefManager and CNodeDefManager * Document NodeDefManager
164 lines
4.0 KiB
C++
164 lines
4.0 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "irrlichttypes_extrabloated.h"
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#include "util/thread.h"
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#include "voxel.h"
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#include <map>
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#include <string>
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#include <vector>
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class Client;
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class ITextureSource;
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class IShaderSource;
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#define MINIMAP_MAX_SX 512
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#define MINIMAP_MAX_SY 512
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enum MinimapMode {
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MINIMAP_MODE_OFF,
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MINIMAP_MODE_SURFACEx1,
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MINIMAP_MODE_SURFACEx2,
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MINIMAP_MODE_SURFACEx4,
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MINIMAP_MODE_RADARx1,
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MINIMAP_MODE_RADARx2,
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MINIMAP_MODE_RADARx4,
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MINIMAP_MODE_COUNT,
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};
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enum MinimapShape {
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MINIMAP_SHAPE_SQUARE,
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MINIMAP_SHAPE_ROUND,
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};
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struct MinimapModeDef {
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bool is_radar;
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u16 scan_height;
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u16 map_size;
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};
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struct MinimapPixel {
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//! The topmost node that the minimap displays.
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MapNode n;
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u16 height;
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u16 air_count;
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};
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struct MinimapMapblock {
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void getMinimapNodes(VoxelManipulator *vmanip, const v3s16 &pos);
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MinimapPixel data[MAP_BLOCKSIZE * MAP_BLOCKSIZE];
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};
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struct MinimapData {
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bool is_radar;
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MinimapMode mode;
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v3s16 pos;
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v3s16 old_pos;
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u16 scan_height;
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u16 map_size;
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MinimapPixel minimap_scan[MINIMAP_MAX_SX * MINIMAP_MAX_SY];
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bool map_invalidated;
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bool minimap_shape_round;
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video::IImage *minimap_mask_round = nullptr;
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video::IImage *minimap_mask_square = nullptr;
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video::ITexture *texture = nullptr;
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video::ITexture *heightmap_texture = nullptr;
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video::ITexture *minimap_overlay_round = nullptr;
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video::ITexture *minimap_overlay_square = nullptr;
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video::ITexture *player_marker = nullptr;
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video::ITexture *object_marker_red = nullptr;
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};
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struct QueuedMinimapUpdate {
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v3s16 pos;
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MinimapMapblock *data = nullptr;
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};
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class MinimapUpdateThread : public UpdateThread {
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public:
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MinimapUpdateThread() : UpdateThread("Minimap") {}
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virtual ~MinimapUpdateThread();
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void getMap(v3s16 pos, s16 size, s16 height);
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void enqueueBlock(v3s16 pos, MinimapMapblock *data);
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bool pushBlockUpdate(v3s16 pos, MinimapMapblock *data);
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bool popBlockUpdate(QueuedMinimapUpdate *update);
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MinimapData *data = nullptr;
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protected:
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virtual void doUpdate();
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private:
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std::mutex m_queue_mutex;
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std::deque<QueuedMinimapUpdate> m_update_queue;
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std::map<v3s16, MinimapMapblock *> m_blocks_cache;
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};
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class Minimap {
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public:
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Minimap(Client *client);
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~Minimap();
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void addBlock(v3s16 pos, MinimapMapblock *data);
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v3f getYawVec();
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void setPos(v3s16 pos);
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v3s16 getPos() const { return data->pos; }
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void setAngle(f32 angle);
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f32 getAngle() const { return m_angle; }
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void setMinimapMode(MinimapMode mode);
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MinimapMode getMinimapMode() const { return data->mode; }
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void toggleMinimapShape();
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void setMinimapShape(MinimapShape shape);
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MinimapShape getMinimapShape();
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video::ITexture *getMinimapTexture();
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void blitMinimapPixelsToImageRadar(video::IImage *map_image);
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void blitMinimapPixelsToImageSurface(video::IImage *map_image,
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video::IImage *heightmap_image);
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scene::SMeshBuffer *getMinimapMeshBuffer();
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void updateActiveMarkers();
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void drawMinimap();
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video::IVideoDriver *driver;
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Client* client;
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MinimapData *data;
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private:
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ITextureSource *m_tsrc;
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IShaderSource *m_shdrsrc;
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const NodeDefManager *m_ndef;
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MinimapUpdateThread *m_minimap_update_thread;
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scene::SMeshBuffer *m_meshbuffer;
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bool m_enable_shaders;
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u16 m_surface_mode_scan_height;
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f32 m_angle;
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std::mutex m_mutex;
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std::list<v2f> m_active_markers;
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};
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