fog of war rendering (incomplete)

actorid
scrawl 13 years ago
parent 771f920c2c
commit 583a25f634

@ -12,6 +12,7 @@ using namespace Ogre;
#define CACHE_EXTENSION ".jpg"
#define MAP_RESOLUTION 1024 // 1024*1024 pixels for a 8192*8192 area in world units
#define FOGOFWAR_RESOLUTION 1024
LocalMap::LocalMap(OEngine::Render::OgreRenderer* rend)
{
@ -24,11 +25,14 @@ LocalMap::LocalMap(OEngine::Render::OgreRenderer* rend)
mCellCamera->setOrientation(Quaternion(sqrt0pt5, -sqrt0pt5, 0, 0));
// Debug overlay to view the maps
/*
render(0, 0, 10000, 10000, 8192, 8192, "Cell_0_0");
MaterialPtr mat = MaterialManager::getSingleton().create("testMaterial", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
mat->getTechnique(0)->getPass(0)->createTextureUnitState("Cell_0_0");
mat->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false);
mat->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
mat->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false);
OverlayManager& ovm = OverlayManager::getSingleton();
@ -44,23 +48,27 @@ LocalMap::LocalMap(OEngine::Render::OgreRenderer* rend)
overlay_panel->show();
mOverlay->add2D(overlay_panel);
mOverlay->show();
*/
}
void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell)
{
mInterior = false;
std::string name = "Cell_" + StringConverter::toString(cell->cell->data.gridX)
+ "_" + StringConverter::toString(cell->cell->data.gridY);
const int x = cell->cell->data.gridX;
const int y = cell->cell->data.gridY;
render((x+0.5)*8192, (-y-0.5)*8192, -10000, 10000, 8192, 8192, name);
}
void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell,
AxisAlignedBox bounds)
{
mInterior = true;
Vector2 z(bounds.getMaximum().y, bounds.getMinimum().y);
Vector2 min(bounds.getMinimum().x, bounds.getMinimum().z);
Vector2 max(bounds.getMaximum().x, bounds.getMaximum().z);
@ -68,7 +76,7 @@ void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell,
/// \todo why is this workaround needed?
min *= 1.3;
max *= 1.3;
Vector2 length = max-min;
Vector2 center(bounds.getCenter().x, bounds.getCenter().z);
@ -102,7 +110,7 @@ void LocalMap::render(const float x, const float y,
// make everything visible
mRendering->getScene()->setAmbientLight(ColourValue(1,1,1));
mCellCamera->setPosition(Vector3(x, zhigh, y));
mCellCamera->setFarClipDistance( (zhigh-zlow) * 1.1 );
@ -140,6 +148,16 @@ void LocalMap::render(const float x, const float y,
rtt->update();
// create "fog of war" texture
TexturePtr tex2 = TextureManager::getSingleton().createManual(
texture + "_fog",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
TEX_TYPE_2D,
xw*FOGOFWAR_RESOLUTION/8192, yw*FOGOFWAR_RESOLUTION/8192,
0,
PF_A8R8G8B8,
TU_DYNAMIC);
/// \todo
// save to cache for next time
//rtt->writeContentsToFile("./" + texture + CACHE_EXTENSION);
@ -158,3 +176,71 @@ void LocalMap::render(const float x, const float y,
// re-enable fog
mRendering->getScene()->setFog(FOG_LINEAR, clr, 0, fStart, fEnd);
}
void LocalMap::setPlayerPosition (const Ogre::Vector3& position)
{
// retrieve the x,y grid coordinates the player is in
int x,y;
Vector2 pos(position.x, -position.z);
if (!mInterior)
{
x = std::ceil(pos.x / 8192.f);
y = std::ceil(pos.y / 8192.f);
}
else
{
/// \todo
}
// convert from world coordinates to texture UV coordinates
float u,v;
std::string texName;
if (!mInterior)
{
u = std::abs((pos.x - (8192*x))/8192.f);
v = std::abs((pos.y - (8192*y))/8192.f);
texName = "Cell_" + StringConverter::toString(x) + "_"
+ StringConverter::toString(y) + "_fog";
}
else
{
/// \todo
}
//std::cout << "u " << u<< " v " << v << std::endl;
// explore radius (squared)
const float sqrExploreRadius = 0.001 * FOGOFWAR_RESOLUTION*FOGOFWAR_RESOLUTION;
// get the appropriate fog of war texture
TexturePtr tex = TextureManager::getSingleton().getByName(texName);
HardwarePixelBufferSharedPtr buffer = tex->getBuffer();
/*void* data = buffer->lock(HardwareBuffer::HBL_NORMAL);
for (int texU = 0; texU<FOGOFWAR_RESOLUTION; ++texU)
{
for (int texV = 0; texV<FOGOFWAR_RESOLUTION; ++texV)
{
float sqrDist = Math::Sqr(texU - u*FOGOFWAR_RESOLUTION) + Math::Sqr(texV - v*FOGOFWAR_RESOLUTION);
uint32 clr = *(uint32*)data;
uint8 alpha = (clr >> 24);
uint8 r=0;
uint8 g=0;
uint8 b=0;
alpha = std::max( alpha, (uint8) (std::max(0.f, std::min(1.f, 1.f-(sqrDist/sqrExploreRadius)))*255) );
*((uint32*)data) = (r) + (g<<8) + (b<<16) + (alpha << 24);
// move to next texel
data = static_cast<unsigned char*> (data) + sizeof(uint32);
}
}
buffer->unlock();*/
if (!MaterialManager::getSingleton().getByName("testMaterial").isNull())
{
MaterialPtr mat = MaterialManager::getSingleton().getByName("testMaterial");
mat->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName(tex->getName());
}
}

@ -17,7 +17,7 @@ namespace MWRender
/**
* Request the local map for an exterior cell.
* It will either be loaded from a disk cache,
* @remarks It will either be loaded from a disk cache,
* or rendered if it is not already cached.
* @param exterior cell
*/
@ -25,7 +25,7 @@ namespace MWRender
/**
* Request the local map for an interior cell.
* It will either be loaded from a disk cache,
* @remarks It will either be loaded from a disk cache,
* or rendered if it is not already cached.
* @param interior cell
* @param bounding box of the cell
@ -33,6 +33,14 @@ namespace MWRender
void requestMap (MWWorld::Ptr::CellStore* cell,
Ogre::AxisAlignedBox bounds);
/**
* Set the position of the player.
* @remarks This is used to draw a "fog of war" effect
* to hide areas on the map the player has not discovered yet.
* @param position (OGRE coordinates)
*/
void setPlayerPosition (const Ogre::Vector3& position);
private:
OEngine::Render::OgreRenderer* mRendering;
@ -42,6 +50,13 @@ namespace MWRender
const float zlow, const float zhigh,
const float xw, const float yw,
const std::string& texture);
bool mInterior;
// a buffer for the "fog of war" texture of the current cell.
// interior cells could be divided into multiple textures,
// so we store in a map.
std::map <std::string, Ogre::uint8*> mBuffer;
};
}

@ -140,6 +140,8 @@ void RenderingManager::update (float duration){
mSkyManager->update(duration);
mRendering.update(duration);
mLocalMap->setPlayerPosition( mRendering.getCamera()->getRealPosition() );
}
void RenderingManager::skyEnable ()

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