color correction for team colors in map editor
4kindoms4kings improved for AI player persian magician is a bit more stable now ( needed for balancing )
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// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Marti<74>o Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#include "renderer.h"
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#include <cassert>
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#include "opengl.h"
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#include "vec.h"
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using namespace Shared::Graphics;
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using namespace Shared::Graphics::Gl;
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namespace MapEditor {
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// ===============================================
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// class Renderer
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// ===============================================
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void Renderer::init(int clientW, int clientH) {
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assertGl();
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glFrontFace(GL_CW);
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glEnable(GL_CULL_FACE);
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glPolygonMode(GL_FRONT, GL_FILL);
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glClearColor(0.5, 0.5, 0.5, 1.0);
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assertGl();
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}
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void Renderer::renderMap(Map *map, int x, int y, int clientW, int clientH, int cellSize) {
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float alt;
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float showWater;
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assertGl();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, clientW, 0, clientH, 1, -1);
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glViewport(0, 0, clientW, clientH);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glPushAttrib(GL_CURRENT_BIT);
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glTranslatef(static_cast<float>(x), static_cast<float>(y), 0.0f);
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glLineWidth(1);
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glClear(GL_COLOR_BUFFER_BIT);
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glColor3f(0, 0, 0);
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for (int j = 0; j < map->getH(); j++) {
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for (int i = 0; i < map->getW(); i++) {
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if (i * cellSize + x > -cellSize
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&& i * cellSize + x < clientW
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&& clientH - cellSize - j * cellSize + y > -cellSize
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&& clientH - cellSize - j * cellSize + y < clientH) {
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//surface
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alt = map->getHeight(i, j) / 20.f;
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showWater = map->getWaterLevel()/ 20.f - alt;
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showWater = (showWater > 0)? showWater:0;
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Vec3f surfColor;
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switch (map->getSurface(i, j)) {
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case 1: surfColor = Vec3f(0.0, 0.8f * alt, 0.f + showWater); break;
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case 2: surfColor = Vec3f(0.4f * alt, 0.6f * alt, 0.f + showWater); break;
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case 3: surfColor = Vec3f(0.6f * alt, 0.3f * alt, 0.f + showWater); break;
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case 4: surfColor = Vec3f(0.7f * alt, 0.7f * alt, 0.7f * alt + showWater); break;
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case 5: surfColor = Vec3f(0.7f * alt, 0.5f * alt, 0.3f * alt + showWater); break;
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}
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glColor3fv(surfColor.ptr());
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glBegin(GL_TRIANGLE_STRIP);
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glVertex2i(i * cellSize, clientH - j * cellSize - cellSize);
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glVertex2i(i * cellSize, clientH - j * cellSize);
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glVertex2i(i * cellSize + cellSize, clientH - j * cellSize - cellSize);
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glVertex2i(i * cellSize + cellSize, clientH - j * cellSize);
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glEnd();
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//objects
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switch (map->getObject(i, j)) {
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case 0: glColor3f(0.f, 0.f, 0.f); break;
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case 1: glColor3f(1.f, 0.f, 0.f); break;
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case 2: glColor3f(1.f, 1.f, 1.f); break;
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case 3: glColor3f(0.5f, 0.5f, 1.f); break;
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case 4: glColor3f(0.f, 0.f, 1.f); break;
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case 5: glColor3f(0.5f, 0.5f, 0.5f); break;
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case 6: glColor3f(1.f, 0.8f, 0.5f); break;
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case 7: glColor3f(0.f, 1.f, 1.f); break;
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case 8: glColor3f(0.7f, 0.1f, 0.3f); break;
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case 9: glColor3f(0.5f, 1.f, 0.1f); break;
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case 10: glColor3f(1.f, 0.2f, 0.8f); break;
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}
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if (map->getObject(i, j) != 0) {
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glPointSize(cellSize / 2.f);
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glBegin(GL_POINTS);
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glVertex2i(i * cellSize + cellSize / 2, clientH - j * cellSize - cellSize / 2);
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glEnd();
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}
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// bool found = false;
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//height lines
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// if (!found) {
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glColor3fv((surfColor*0.5f).ptr());
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//left
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if (i > 0 && map->getHeight(i - 1, j) > map->getHeight(i, j)) {
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glBegin(GL_LINES);
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glVertex2i(i * cellSize, clientH - (j + 1) * cellSize);
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glVertex2i(i * cellSize, clientH - j * cellSize);
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glEnd();
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}
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//down
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if (j > 0 && map->getHeight(i, j - 1) > map->getHeight(i, j)) {
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glBegin(GL_LINES);
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glVertex2i(i * cellSize, clientH - j * cellSize);
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glVertex2i((i + 1) * cellSize, clientH - j * cellSize);
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glEnd();
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}
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glColor3fv((surfColor*2.f).ptr());
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//left
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if (i > 0 && map->getHeight(i - 1, j) < map->getHeight(i, j)) {
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glBegin(GL_LINES);
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glVertex2i(i * cellSize, clientH - (j + 1) * cellSize);
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glVertex2i(i * cellSize, clientH - j * cellSize);
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glEnd();
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}
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if (j > 0 && map->getHeight(i, j - 1) < map->getHeight(i, j)) {
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glBegin(GL_LINES);
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glVertex2i(i * cellSize, clientH - j * cellSize);
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glVertex2i((i + 1) * cellSize, clientH - j * cellSize);
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glEnd();
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}
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// }
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//resources
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switch (map->getResource(i, j)) {
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case 1: glColor3f(1.f, 1.f, 0.f); break;
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case 2: glColor3f(0.5f, 0.5f, 0.5f); break;
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case 3: glColor3f(1.f, 0.f, 0.f); break;
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case 4: glColor3f(0.f, 0.f, 1.f); break;
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case 5: glColor3f(0.5f, 0.5f, 1.f); break;
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}
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if (map->getResource(i, j) != 0) {
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glBegin(GL_LINES);
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glVertex2i(i * cellSize, clientH - j * cellSize - cellSize);
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glVertex2i(i * cellSize + cellSize, clientH - j * cellSize);
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glVertex2i(i * cellSize, clientH - j * cellSize);
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glVertex2i(i * cellSize + cellSize, clientH - j * cellSize - cellSize);
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glEnd();
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}
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}
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}
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}
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//start locations
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glLineWidth(3);
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for (int i = 0; i < map->getMaxFactions(); i++) {
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switch (i) {
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case 0: glColor3f(1.f, 0.f, 0.f); break;
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case 1: glColor3f(0.f, 0.f, 1.f); break;
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case 2: glColor3f(0.f, 1.f, 0.f); break;
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case 3: glColor3f(1.f, 1.f, 0.f); break;
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case 4: glColor3f(1.f, 1.f, 1.f); break;
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case 5: glColor3f(0.f, 1.f, 0.8f); break;
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case 6: glColor3f(1.f, 0.5f, 0.f); break;
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case 7: glColor3f(1.f, 0.5f, 1.f); break;
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}
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glBegin(GL_LINES);
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glVertex2i((map->getStartLocationX(i) - 1) * cellSize, clientH - (map->getStartLocationY(i) - 1) * cellSize);
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glVertex2i((map->getStartLocationX(i) + 1) * cellSize + cellSize, clientH - (map->getStartLocationY(i) + 1) * cellSize - cellSize);
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glVertex2i((map->getStartLocationX(i) - 1) * cellSize, clientH - (map->getStartLocationY(i) + 1) * cellSize - cellSize);
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glVertex2i((map->getStartLocationX(i) + 1) * cellSize + cellSize, clientH - (map->getStartLocationY(i) - 1) * cellSize);
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glEnd();
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}
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glPopMatrix();
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glPopAttrib();
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assertGl();
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}
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}// end namespace
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