minimap generator: make draw settings actually take effect, fix uninitialized bool corrupting render
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@@ -1844,31 +1844,13 @@ void World::drawMinimap ( MapTile *tile
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mcnk_shader.uniform("model_view", model_view);
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mcnk_shader.uniform("projection", projection);
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mcnk_shader.uniform("draw_lines", 0);
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mcnk_shader.uniform("draw_hole_lines", 0);
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mcnk_shader.uniform("draw_areaid_overlay", 0);
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mcnk_shader.uniform("draw_terrain_height_contour", 0);
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mcnk_shader.uniform("draw_impassible_flag", 0);
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mcnk_shader.uniform("draw_wireframe", 0);
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mcnk_shader.uniform("wireframe_type", _settings->value("wireframe/type", 0).toInt());
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mcnk_shader.uniform("wireframe_radius", _settings->value("wireframe/radius", 1.5f).toFloat());
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mcnk_shader.uniform("wireframe_width", _settings->value("wireframe/width", 1.f).toFloat());
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// !\ todo store the color somewhere ?
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QColor c = _settings->value("wireframe/color").value<QColor>();
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math::vector_4d wireframe_color(c.redF(), c.greenF(), c.blueF(), c.alphaF());
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mcnk_shader.uniform("wireframe_color", wireframe_color);
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mcnk_shader.uniform("draw_fog", 0);
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mcnk_shader.uniform("draw_lines", static_cast<int>(settings->draw_adt_grid));
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mcnk_shader.uniform("draw_terrain_height_contour", static_cast<int>(settings->draw_elevation));
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mcnk_shader.uniform("light_dir", terrain_light_dir);
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mcnk_shader.uniform("diffuse_color", diffuse_color);
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mcnk_shader.uniform("ambient_color", ambient_color);
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mcnk_shader.uniform("draw_cursor_circle", 0);
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mcnk_shader.uniform("alphamap", 0);
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mcnk_shader.uniform("tex0", 1);
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mcnk_shader.uniform("tex1", 2);
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@@ -1914,6 +1896,7 @@ void World::drawMinimap ( MapTile *tile
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}
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// M2s / models
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if (settings->draw_m2)
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{
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if (need_model_updates)
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@@ -1932,8 +1915,6 @@ void World::drawMinimap ( MapTile *tile
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m2_shader.uniform("tex1", 0);
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m2_shader.uniform("tex2", 1);
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m2_shader.uniform("draw_fog", 0);
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m2_shader.uniform("light_dir", light_dir);
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m2_shader.uniform("diffuse_color", diffuse_color);
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m2_shader.uniform("ambient_color", ambient_color);
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@@ -1951,6 +1932,7 @@ void World::drawMinimap ( MapTile *tile
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}
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// Setup liquid lighting
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if (settings->draw_water)
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{
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opengl::scoped::use_program water_shader{_liquid_render_mini->shader_program()};
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water_shader.uniform("animtime", static_cast<float>(animtime) / 2880.f);
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@@ -1972,6 +1954,7 @@ void World::drawMinimap ( MapTile *tile
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}
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// WMOs / map objects
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if (settings->draw_wmo)
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{
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opengl::scoped::use_program wmo_program{*_wmo_program_mini.get()};
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@@ -2003,6 +1986,7 @@ void World::drawMinimap ( MapTile *tile
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}
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// Liquids
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if (settings->draw_water)
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{
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_liquid_render_mini->force_texture_update();
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@@ -68,7 +68,7 @@ namespace noggit
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bool _draw_camera;
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bool _draw_boundaries;
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bool _use_selection;
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bool _use_selection = false;
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bool _is_selecting = false;
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};
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}
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