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#include "localmap.hpp"
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#include "renderingmanager.hpp"
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#include <OgreOverlayManager.h>
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#include <OgreMaterialManager.h>
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#include <boost/filesystem.hpp>
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using namespace MWRender;
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using namespace Ogre;
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#define CACHE_EXTENSION ".jpg"
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#define MAP_RESOLUTION 1024 // 1024*1024 pixels for a 8192*8192 area in world units
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#define FOGOFWAR_RESOLUTION 1024
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LocalMap::LocalMap(OEngine::Render::OgreRenderer* rend)
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{
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mRendering = rend;
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mCellCamera = mRendering->getScene()->createCamera("CellCamera");
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mCellCamera->setProjectionType(PT_ORTHOGRAPHIC);
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// look down -y
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const float sqrt0pt5 = 0.707106781;
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mCellCamera->setOrientation(Quaternion(sqrt0pt5, -sqrt0pt5, 0, 0));
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// Debug overlay to view the maps
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render(0, 0, 10000, 10000, 8192, 8192, "Cell_0_0");
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MaterialPtr mat = MaterialManager::getSingleton().create("testMaterial", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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mat->getTechnique(0)->getPass(0)->createTextureUnitState("Cell_0_0");
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mat->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false);
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mat->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
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mat->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false);
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OverlayManager& ovm = OverlayManager::getSingleton();
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Overlay* mOverlay = ovm.create( "testOverlay" );
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OverlayContainer* overlay_panel;
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overlay_panel = (OverlayContainer*)ovm.createOverlayElement("Panel", "testPanel");
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overlay_panel->_setPosition(0, 0);
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overlay_panel->_setDimensions(0.5, 0.5);
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overlay_panel->setMaterialName( "testMaterial" );
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overlay_panel->show();
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mOverlay->add2D(overlay_panel);
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mOverlay->show();
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}
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void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell)
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{
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mInterior = false;
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std::string name = "Cell_" + StringConverter::toString(cell->cell->data.gridX)
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+ "_" + StringConverter::toString(cell->cell->data.gridY);
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const int x = cell->cell->data.gridX;
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const int y = cell->cell->data.gridY;
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render((x+0.5)*8192, (-y-0.5)*8192, -10000, 10000, 8192, 8192, name);
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}
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void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell,
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AxisAlignedBox bounds)
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{
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mInterior = true;
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Vector2 z(bounds.getMaximum().y, bounds.getMinimum().y);
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Vector2 min(bounds.getMinimum().x, bounds.getMinimum().z);
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Vector2 max(bounds.getMaximum().x, bounds.getMaximum().z);
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/// \todo why is this workaround needed?
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min *= 1.3;
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max *= 1.3;
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Vector2 length = max-min;
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Vector2 center(bounds.getCenter().x, bounds.getCenter().z);
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// divide into 8192*8192 segments
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const int segsX = std::ceil( length.x / 8192 );
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const int segsY = std::ceil( length.y / 8192 );
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for (int x=0; x<segsX; ++x)
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{
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for (int y=0; y<segsY; ++y)
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{
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Vector2 start = min + Vector2(8192*x,8192*y);
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Vector2 newcenter = start + 4096;
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render(newcenter.x, newcenter.y, z.y, z.x, 8192, 8192,
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cell->cell->name + "_" + StringConverter::toString(x) + "_" + StringConverter::toString(y));
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}
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}
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}
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void LocalMap::render(const float x, const float y,
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const float zlow, const float zhigh,
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const float xw, const float yw, const std::string& texture)
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{
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// disable fog
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// changing FOG_MODE is not a solution when using shaders, thus we have to push linear start/end
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const float fStart = mRendering->getScene()->getFogStart();
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const float fEnd = mRendering->getScene()->getFogEnd();
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const ColourValue& clr = mRendering->getScene()->getFogColour();
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mRendering->getScene()->setFog(FOG_LINEAR, clr, 0, 1000000, 10000000);
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// make everything visible
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mRendering->getScene()->setAmbientLight(ColourValue(1,1,1));
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mCellCamera->setPosition(Vector3(x, zhigh, y));
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mCellCamera->setFarClipDistance( (zhigh-zlow) * 1.1 );
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mCellCamera->setOrthoWindow(xw, yw);
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TexturePtr tex;
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// try loading from memory
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tex = TextureManager::getSingleton().getByName(texture);
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if (tex.isNull())
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{
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// try loading from disk
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//if (boost::filesystem::exists(texture+CACHE_EXTENSION))
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//{
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/// \todo
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//}
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//else
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{
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// render
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tex = TextureManager::getSingleton().createManual(
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texture,
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ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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TEX_TYPE_2D,
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xw*MAP_RESOLUTION/8192, yw*MAP_RESOLUTION/8192,
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0,
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PF_R8G8B8,
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TU_RENDERTARGET);
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RenderTarget* rtt = tex->getBuffer()->getRenderTarget();
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rtt->setAutoUpdated(false);
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Viewport* vp = rtt->addViewport(mCellCamera);
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vp->setOverlaysEnabled(false);
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vp->setShadowsEnabled(false);
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vp->setBackgroundColour(ColourValue(0, 0, 0));
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//vp->setVisibilityMask( ... );
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rtt->update();
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// create "fog of war" texture
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TexturePtr tex2 = TextureManager::getSingleton().createManual(
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texture + "_fog",
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ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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TEX_TYPE_2D,
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xw*FOGOFWAR_RESOLUTION/8192, yw*FOGOFWAR_RESOLUTION/8192,
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0,
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PF_A8R8G8B8,
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TU_DYNAMIC);
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/// \todo
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// save to cache for next time
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//rtt->writeContentsToFile("./" + texture + CACHE_EXTENSION);
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}
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}
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/*
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if (!MaterialManager::getSingleton().getByName("testMaterial").isNull())
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{
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MaterialPtr mat = MaterialManager::getSingleton().getByName("testMaterial");
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mat->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName(texture);
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}
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*/
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// re-enable fog
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mRendering->getScene()->setFog(FOG_LINEAR, clr, 0, fStart, fEnd);
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}
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void LocalMap::setPlayerPosition (const Ogre::Vector3& position)
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{
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// retrieve the x,y grid coordinates the player is in
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int x,y;
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Vector2 pos(position.x, -position.z);
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if (!mInterior)
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{
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x = std::ceil(pos.x / 8192.f);
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y = std::ceil(pos.y / 8192.f);
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}
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else
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{
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/// \todo
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}
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// convert from world coordinates to texture UV coordinates
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float u,v;
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std::string texName;
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if (!mInterior)
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{
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u = std::abs((pos.x - (8192*x))/8192.f);
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v = std::abs((pos.y - (8192*y))/8192.f);
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texName = "Cell_" + StringConverter::toString(x) + "_"
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+ StringConverter::toString(y) + "_fog";
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}
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else
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{
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/// \todo
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}
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//std::cout << "u " << u<< " v " << v << std::endl;
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// explore radius (squared)
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const float sqrExploreRadius = 0.001 * FOGOFWAR_RESOLUTION*FOGOFWAR_RESOLUTION;
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// get the appropriate fog of war texture
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TexturePtr tex = TextureManager::getSingleton().getByName(texName);
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HardwarePixelBufferSharedPtr buffer = tex->getBuffer();
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/*void* data = buffer->lock(HardwareBuffer::HBL_NORMAL);
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for (int texU = 0; texU<FOGOFWAR_RESOLUTION; ++texU)
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{
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for (int texV = 0; texV<FOGOFWAR_RESOLUTION; ++texV)
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{
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float sqrDist = Math::Sqr(texU - u*FOGOFWAR_RESOLUTION) + Math::Sqr(texV - v*FOGOFWAR_RESOLUTION);
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uint32 clr = *(uint32*)data;
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uint8 alpha = (clr >> 24);
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uint8 r=0;
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uint8 g=0;
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uint8 b=0;
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alpha = std::max( alpha, (uint8) (std::max(0.f, std::min(1.f, 1.f-(sqrDist/sqrExploreRadius)))*255) );
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*((uint32*)data) = (r) + (g<<8) + (b<<16) + (alpha << 24);
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// move to next texel
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data = static_cast<unsigned char*> (data) + sizeof(uint32);
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}
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}
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buffer->unlock();*/
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if (!MaterialManager::getSingleton().getByName("testMaterial").isNull())
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{
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MaterialPtr mat = MaterialManager::getSingleton().getByName("testMaterial");
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mat->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName(tex->getName());
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}
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}
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