Don't nuke fog when bounds have changed

pull/593/head
unknown 4 years ago
parent 2d61db555b
commit 564a0d7d55

@ -56,6 +56,7 @@
Bug #5441: Enemies can't push a player character when in critical strike stance
Bug #5451: Magic projectiles don't disappear with the caster
Bug #5452: Autowalk is being included in savegames
Bug #5469: Local map is reset when re-entering certain cells
Bug #5472: Mistify mod causes CTD in 0.46 on Mac
Bug #5479: NPCs who should be walking around town are standing around without walking
Bug #5484: Zero value items shouldn't be able to be bought or sold for 1 gold

@ -65,6 +65,15 @@ namespace
return val*val;
}
std::pair<int, int> divideIntoSegments(const osg::BoundingBox& bounds, float mapSize)
{
osg::Vec2f min(bounds.xMin(), bounds.yMin());
osg::Vec2f max(bounds.xMax(), bounds.yMax());
osg::Vec2f length = max - min;
const int segsX = static_cast<int>(std::ceil(length.x() / mapSize));
const int segsY = static_cast<int>(std::ceil(length.y() / mapSize));
return {segsX, segsY};
}
}
namespace MWRender
@ -127,12 +136,7 @@ void LocalMap::saveFogOfWar(MWWorld::CellStore* cell)
}
else
{
// FIXME: segmenting code duplicated from requestMap
osg::Vec2f min(mBounds.xMin(), mBounds.yMin());
osg::Vec2f max(mBounds.xMax(), mBounds.yMax());
osg::Vec2f length = max-min;
const int segsX = static_cast<int>(std::ceil(length.x() / mMapWorldSize));
const int segsY = static_cast<int>(std::ceil(length.y() / mMapWorldSize));
auto segments = divideIntoSegments(mBounds, mMapWorldSize);
std::unique_ptr<ESM::FogState> fog (new ESM::FogState());
@ -142,11 +146,11 @@ void LocalMap::saveFogOfWar(MWWorld::CellStore* cell)
fog->mBounds.mMaxY = mBounds.yMax();
fog->mNorthMarkerAngle = mAngle;
fog->mFogTextures.reserve(segsX*segsY);
fog->mFogTextures.reserve(segments.first * segments.second);
for (int x=0; x<segsX; ++x)
for (int x = 0; x < segments.first; ++x)
{
for (int y=0; y<segsY; ++y)
for (int y = 0; y < segments.second; ++y)
{
const MapSegment& segment = mSegments[std::make_pair(x,y)];
@ -422,56 +426,74 @@ void LocalMap::requestInteriorMap(const MWWorld::CellStore* cell)
// If there is fog state in the CellStore (e.g. when it came from a savegame) we need to do some checks
// to see if this state is still valid.
// Both the cell bounds and the NorthMarker rotation could be changed by the content files or exchanged models.
// If they changed by too much (for bounds, < padding is considered acceptable) then parts of the interior might not
// be covered by the map anymore.
// If they changed by too much then parts of the interior might not be covered by the map anymore.
// The following code detects this, and discards the CellStore's fog state if it needs to.
bool cellHasValidFog = false;
std::vector<std::pair<int, int>> segmentMappings;
if (cell->getFog())
{
ESM::FogState* fog = cell->getFog();
osg::Vec3f newMin (fog->mBounds.mMinX, fog->mBounds.mMinY, zMin);
osg::Vec3f newMax (fog->mBounds.mMaxX, fog->mBounds.mMaxY, zMax);
osg::Vec3f minDiff = newMin - mBounds._min;
osg::Vec3f maxDiff = newMax - mBounds._max;
if (std::abs(minDiff.x()) > padding || std::abs(minDiff.y()) > padding
|| std::abs(maxDiff.x()) > padding || std::abs(maxDiff.y()) > padding
|| std::abs(mAngle - fog->mNorthMarkerAngle) > osg::DegreesToRadians(5.f))
if (std::abs(mAngle - fog->mNorthMarkerAngle) < osg::DegreesToRadians(5.f))
{
// Nuke it
cellHasValidFog = false;
}
else
{
// Looks sane, use it
mBounds = osg::BoundingBox(newMin, newMax);
// Expand mBounds so the saved textures fit the same grid
int xOffset = 0;
int yOffset = 0;
if(fog->mBounds.mMinX < mBounds.xMin())
{
mBounds.xMin() = fog->mBounds.mMinX;
}
else if(fog->mBounds.mMinX > mBounds.xMin())
{
float diff = fog->mBounds.mMinX - mBounds.xMin();
xOffset += diff / mMapWorldSize;
xOffset++;
mBounds.xMin() = fog->mBounds.mMinX - xOffset * mMapWorldSize;
}
if(fog->mBounds.mMinY < mBounds.yMin())
{
mBounds.yMin() = fog->mBounds.mMinY;
}
else if(fog->mBounds.mMinY > mBounds.yMin())
{
float diff = fog->mBounds.mMinY - mBounds.yMin();
yOffset += diff / mMapWorldSize;
yOffset++;
mBounds.yMin() = fog->mBounds.mMinY - yOffset * mMapWorldSize;
}
mBounds.xMax() = std::max(mBounds.xMax(), fog->mBounds.mMaxX);
mBounds.yMax() = std::max(mBounds.yMax(), fog->mBounds.mMaxY);
if(xOffset != 0 || yOffset != 0)
Log(Debug::Warning) << "Warning: expanding fog by " << xOffset << ", " << yOffset;
const auto& textures = fog->mFogTextures;
segmentMappings.reserve(textures.size());
osg::BoundingBox savedBounds{
fog->mBounds.mMinX, fog->mBounds.mMinY, 0,
fog->mBounds.mMaxX, fog->mBounds.mMaxY, 0
};
auto segments = divideIntoSegments(savedBounds, mMapWorldSize);
for (int x = 0; x < segments.first; ++x)
for (int y = 0; y < segments.second; ++y)
segmentMappings.emplace_back(std::make_pair(x + xOffset, y + yOffset));
mAngle = fog->mNorthMarkerAngle;
cellHasValidFog = true;
}
}
osg::Vec2f min(mBounds.xMin(), mBounds.yMin());
osg::Vec2f max(mBounds.xMax(), mBounds.yMax());
osg::Vec2f length = max-min;
osg::Vec2f center(bounds.center().x(), bounds.center().y());
osg::Vec2f center(mBounds.center().x(), mBounds.center().y());
osg::Quat cameraOrient (mAngle, osg::Vec3d(0,0,-1));
// divide into segments
const int segsX = static_cast<int>(std::ceil(length.x() / mMapWorldSize));
const int segsY = static_cast<int>(std::ceil(length.y() / mMapWorldSize));
int i = 0;
for (int x=0; x<segsX; ++x)
auto segments = divideIntoSegments(mBounds, mMapWorldSize);
for (int x = 0; x < segments.first; ++x)
{
for (int y=0; y<segsY; ++y)
for (int y = 0; y < segments.second; ++y)
{
osg::Vec2f start = min + osg::Vec2f(mMapWorldSize*x, mMapWorldSize*y);
osg::Vec2f newcenter = start + osg::Vec2f(mMapWorldSize/2.f, mMapWorldSize/2.f);
osg::Quat cameraOrient (mAngle, osg::Vec3d(0,0,-1));
osg::Vec2f a = newcenter - center;
osg::Vec3f rotatedCenter = cameraOrient * (osg::Vec3f(a.x(), a.y(), 0));
@ -483,26 +505,24 @@ void LocalMap::requestInteriorMap(const MWWorld::CellStore* cell)
setupRenderToTexture(camera, x, y);
MapSegment& segment = mSegments[std::make_pair(x,y)];
auto coords = std::make_pair(x,y);
MapSegment& segment = mSegments[coords];
if (!segment.mFogOfWarImage)
{
if (!cellHasValidFog)
segment.initFogOfWar();
else
bool loaded = false;
for(size_t index{}; index < segmentMappings.size(); index++)
{
ESM::FogState* fog = cell->getFog();
// We are using the same bounds and angle as we were using when the textures were originally made. Segments should come out the same.
if (i >= int(fog->mFogTextures.size()))
if(segmentMappings[index] == coords)
{
Log(Debug::Warning) << "Warning: fog texture count mismatch";
ESM::FogState* fog = cell->getFog();
segment.loadFogOfWar(fog->mFogTextures[index]);
loaded = true;
break;
}
segment.loadFogOfWar(fog->mFogTextures[i]);
}
if(!loaded)
segment.initFogOfWar();
}
++i;
}
}
}

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