#include "localmap.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwworld/cellstore.hpp" #include "vismask.hpp" namespace { class CameraLocalUpdateCallback : public osg::NodeCallback { public: CameraLocalUpdateCallback(MWRender::LocalMap* parent) : mRendered(false) , mParent(parent) { } virtual void operator()(osg::Node* node, osg::NodeVisitor*) { if (mRendered) node->setNodeMask(0); if (!mRendered) { mRendered = true; mParent->markForRemoval(static_cast(node)); } // Note, we intentionally do not traverse children here. The map camera's scene data is the same as the master camera's, // so it has been updated already. //traverse(node, nv); } private: bool mRendered; MWRender::LocalMap* mParent; }; float square(float val) { return val*val; } } namespace MWRender { LocalMap::LocalMap(osgViewer::Viewer* viewer) : mViewer(viewer) , mMapResolution(Settings::Manager::getInt("local map resolution", "Map")) , mMapWorldSize(8192.f) , mCellDistance(Settings::Manager::getInt("local map cell distance", "Map")) , mAngle(0.f) , mInterior(false) { mRoot = mViewer->getSceneData()->asGroup(); SceneUtil::FindByNameVisitor find("Scene Root"); mRoot->accept(find); mSceneRoot = find.mFoundNode; if (!mSceneRoot) throw std::runtime_error("no scene root found"); } LocalMap::~LocalMap() { for (CameraVector::iterator it = mActiveCameras.begin(); it != mActiveCameras.end(); ++it) mRoot->removeChild(*it); for (CameraVector::iterator it = mCamerasPendingRemoval.begin(); it != mCamerasPendingRemoval.end(); ++it) mRoot->removeChild(*it); } const osg::Vec2f LocalMap::rotatePoint(const osg::Vec2f& point, const osg::Vec2f& center, const float angle) { return osg::Vec2f( std::cos(angle) * (point.x() - center.x()) - std::sin(angle) * (point.y() - center.y()) + center.x(), std::sin(angle) * (point.x() - center.x()) + std::cos(angle) * (point.y() - center.y()) + center.y()); } void LocalMap::clear() { mSegments.clear(); } void LocalMap::saveFogOfWar(MWWorld::CellStore* cell) { if (!mInterior) { const MapSegment& segment = mSegments[std::make_pair(cell->getCell()->getGridX(), cell->getCell()->getGridY())]; if (segment.mFogOfWarImage && segment.mHasFogState) { std::auto_ptr fog (new ESM::FogState()); fog->mFogTextures.push_back(ESM::FogTexture()); segment.saveFogOfWar(fog->mFogTextures.back()); cell->setFog(fog.release()); } } 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(std::ceil(length.x() / mMapWorldSize)); const int segsY = static_cast(std::ceil(length.y() / mMapWorldSize)); std::auto_ptr fog (new ESM::FogState()); fog->mBounds.mMinX = mBounds.xMin(); fog->mBounds.mMaxX = mBounds.xMax(); fog->mBounds.mMinY = mBounds.yMin(); fog->mBounds.mMaxY = mBounds.yMax(); fog->mNorthMarkerAngle = mAngle; fog->mFogTextures.reserve(segsX*segsY); for (int x=0; xmFogTextures.push_back(ESM::FogTexture()); // saving even if !segment.mHasFogState so we don't mess up the segmenting // plus, older openmw versions can't deal with empty images segment.saveFogOfWar(fog->mFogTextures.back()); fog->mFogTextures.back().mX = x; fog->mFogTextures.back().mY = y; } } cell->setFog(fog.release()); } } osg::ref_ptr LocalMap::createOrthographicCamera(float x, float y, float width, float height, const osg::Vec3d& upVector, float zmin, float zmax) { osg::ref_ptr camera (new osg::Camera); camera->setProjectionMatrixAsOrtho(-width/2, width/2, -height/2, height/2, 5, (zmax-zmin) + 10); camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR); camera->setViewMatrixAsLookAt(osg::Vec3d(x, y, zmax + 5), osg::Vec3d(x, y, zmin), upVector); camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF); camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::PIXEL_BUFFER_RTT); camera->setClearColor(osg::Vec4(0.f, 0.f, 0.f, 1.f)); camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); camera->setRenderOrder(osg::Camera::PRE_RENDER); camera->setCullMask(Mask_Scene|Mask_SimpleWater|Mask_Terrain); camera->setNodeMask(Mask_RenderToTexture); osg::ref_ptr stateset = new osg::StateSet; stateset->setMode(GL_LIGHTING, osg::StateAttribute::ON); stateset->setMode(GL_NORMALIZE, osg::StateAttribute::ON); stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON); // assign large value to effectively turn off fog // shaders don't respect glDisable(GL_FOG) osg::ref_ptr fog (new osg::Fog); fog->setStart(10000000); fog->setEnd(10000000); stateset->setAttributeAndModes(fog, osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE); osg::ref_ptr lightmodel = new osg::LightModel; lightmodel->setAmbientIntensity(osg::Vec4(0.3f, 0.3f, 0.3f, 1.f)); stateset->setAttributeAndModes(lightmodel, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); osg::ref_ptr light = new osg::Light; light->setPosition(osg::Vec4(-0.3f, -0.3f, 0.7f, 0.f)); light->setDiffuse(osg::Vec4(0.7f, 0.7f, 0.7f, 1.f)); light->setAmbient(osg::Vec4(0,0,0,1)); light->setSpecular(osg::Vec4(0,0,0,0)); light->setLightNum(0); light->setConstantAttenuation(1.f); light->setLinearAttenuation(0.f); light->setQuadraticAttenuation(0.f); osg::ref_ptr lightSource = new osg::LightSource; lightSource->setLight(light); lightSource->setStateSetModes(*stateset, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); camera->addChild(lightSource); camera->setStateSet(stateset); camera->setGraphicsContext(mViewer->getCamera()->getGraphicsContext()); camera->setViewport(0, 0, mMapResolution, mMapResolution); camera->setUpdateCallback(new CameraLocalUpdateCallback(this)); return camera; } void LocalMap::setupRenderToTexture(osg::ref_ptr camera, int x, int y) { osg::ref_ptr texture (new osg::Texture2D); texture->setTextureSize(mMapResolution, mMapResolution); texture->setInternalFormat(GL_RGB); texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR); texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); camera->attach(osg::Camera::COLOR_BUFFER, texture); camera->addChild(mSceneRoot); mRoot->addChild(camera); mActiveCameras.push_back(camera); MapSegment& segment = mSegments[std::make_pair(x, y)]; segment.mMapTexture = texture; } void LocalMap::requestMap(std::set cells) { for (std::set::iterator it = cells.begin(); it != cells.end(); ++it) { const MWWorld::CellStore* cell = *it; if (cell->isExterior()) requestExteriorMap(cell); else requestInteriorMap(cell); } } void LocalMap::removeCell(MWWorld::CellStore *cell) { saveFogOfWar(cell); if (cell->isExterior()) mSegments.erase(std::make_pair(cell->getCell()->getGridX(), cell->getCell()->getGridY())); else mSegments.clear(); } osg::ref_ptr LocalMap::getMapTexture(int x, int y) { SegmentMap::iterator found = mSegments.find(std::make_pair(x, y)); if (found == mSegments.end()) return osg::ref_ptr(); else return found->second.mMapTexture; } osg::ref_ptr LocalMap::getFogOfWarTexture(int x, int y) { SegmentMap::iterator found = mSegments.find(std::make_pair(x, y)); if (found == mSegments.end()) return osg::ref_ptr(); else return found->second.mFogOfWarTexture; } void LocalMap::markForRemoval(osg::Camera *cam) { CameraVector::iterator found = std::find(mActiveCameras.begin(), mActiveCameras.end(), cam); if (found == mActiveCameras.end()) { std::cerr << "trying to remove an inactive camera" << std::endl; return; } mActiveCameras.erase(found); mCamerasPendingRemoval.push_back(cam); } void LocalMap::cleanupCameras() { if (mCamerasPendingRemoval.empty()) return; for (CameraVector::iterator it = mCamerasPendingRemoval.begin(); it != mCamerasPendingRemoval.end(); ++it) { (*it)->removeChildren(0, (*it)->getNumChildren()); (*it)->setGraphicsContext(NULL); mRoot->removeChild(*it); } mCamerasPendingRemoval.clear(); } void LocalMap::requestExteriorMap(const MWWorld::CellStore* cell) { mInterior = false; int x = cell->getCell()->getGridX(); int y = cell->getCell()->getGridY(); osg::BoundingSphere bound = mViewer->getSceneData()->getBound(); float zmin = bound.center().z() - bound.radius(); float zmax = bound.center().z() + bound.radius(); osg::ref_ptr camera = createOrthographicCamera(x*mMapWorldSize + mMapWorldSize/2.f, y*mMapWorldSize + mMapWorldSize/2.f, mMapWorldSize, mMapWorldSize, osg::Vec3d(0,1,0), zmin, zmax); setupRenderToTexture(camera, cell->getCell()->getGridX(), cell->getCell()->getGridY()); MapSegment& segment = mSegments[std::make_pair(cell->getCell()->getGridX(), cell->getCell()->getGridY())]; if (!segment.mFogOfWarImage) { if (cell->getFog()) segment.loadFogOfWar(cell->getFog()->mFogTextures.back()); else segment.initFogOfWar(); } } void LocalMap::requestInteriorMap(const MWWorld::CellStore* cell) { osg::ComputeBoundsVisitor computeBoundsVisitor; computeBoundsVisitor.setTraversalMask(Mask_Scene|Mask_Terrain); mSceneRoot->accept(computeBoundsVisitor); osg::BoundingBox bounds = computeBoundsVisitor.getBoundingBox(); // If we're in an empty cell, bail out // The operations in this function are only valid for finite bounds if (!bounds.valid() || bounds.radius2() == 0.0) return; mInterior = true; mBounds = bounds; // Get the cell's NorthMarker rotation. This is used to rotate the entire map. osg::Vec2f north = MWBase::Environment::get().getWorld()->getNorthVector(cell); mAngle = std::atan2(north.x(), north.y()); // Rotate the cell and merge the rotated corners to the bounding box osg::Vec2f origCenter(bounds.center().x(), bounds.center().y()); osg::Vec3f origCorners[8]; for (int i=0; i<8; ++i) origCorners[i] = mBounds.corner(i); for (int i=0; i<8; ++i) { osg::Vec3f corner = origCorners[i]; osg::Vec2f corner2d (corner.x(), corner.y()); corner2d = rotatePoint(corner2d, origCenter, mAngle); mBounds.expandBy(osg::Vec3f(corner2d.x(), corner2d.y(), 0)); } // Do NOT change padding! This will break older savegames. // If the padding really needs to be changed, then it must be saved in the ESM::FogState and // assume the old (500) value as default for older savegames. const float padding = 500.0f; // Apply a little padding mBounds.set(mBounds._min - osg::Vec3f(padding,padding,0.f), mBounds._max + osg::Vec3f(padding,padding,0.f)); float zMin = mBounds.zMin(); float zMax = mBounds.zMax(); // 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. // The following code detects this, and discards the CellStore's fog state if it needs to. bool cellHasValidFog = false; 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)) { // Nuke it cellHasValidFog = false; } else { // Looks sane, use it mBounds = osg::BoundingBox(newMin, newMax); 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()); // divide into segments const int segsX = static_cast(std::ceil(length.x() / mMapWorldSize)); const int segsY = static_cast(std::ceil(length.y() / mMapWorldSize)); int i = 0; for (int x=0; x camera = createOrthographicCamera(pos.x(), pos.y(), mMapWorldSize, mMapWorldSize, osg::Vec3f(north.x(), north.y(), 0.f), zMin, zMax); setupRenderToTexture(camera, x, y); MapSegment& segment = mSegments[std::make_pair(x,y)]; if (!segment.mFogOfWarImage) { if (!cellHasValidFog) segment.initFogOfWar(); else { 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())) { std::cout << "Warning: fog texture count mismatch" << std::endl; break; } segment.loadFogOfWar(fog->mFogTextures[i]); } } ++i; } } } void LocalMap::worldToInteriorMapPosition (osg::Vec2f pos, float& nX, float& nY, int& x, int& y) { pos = rotatePoint(pos, osg::Vec2f(mBounds.center().x(), mBounds.center().y()), mAngle); osg::Vec2f min(mBounds.xMin(), mBounds.yMin()); x = static_cast(std::ceil((pos.x() - min.x()) / mMapWorldSize) - 1); y = static_cast(std::ceil((pos.y() - min.y()) / mMapWorldSize) - 1); nX = (pos.x() - min.x() - mMapWorldSize*x)/mMapWorldSize; nY = 1.0f-(pos.y() - min.y() - mMapWorldSize*y)/mMapWorldSize; } osg::Vec2f LocalMap::interiorMapToWorldPosition (float nX, float nY, int x, int y) { osg::Vec2f min(mBounds.xMin(), mBounds.yMin()); osg::Vec2f pos (mMapWorldSize * (nX + x) + min.x(), mMapWorldSize * (1.0f-nY + y) + min.y()); pos = rotatePoint(pos, osg::Vec2f(mBounds.center().x(), mBounds.center().y()), -mAngle); return pos; } bool LocalMap::isPositionExplored (float nX, float nY, int x, int y) { const MapSegment& segment = mSegments[std::make_pair(x, y)]; if (!segment.mFogOfWarImage) return false; nX = std::max(0.f, std::min(1.f, nX)); nY = std::max(0.f, std::min(1.f, nY)); int texU = static_cast((sFogOfWarResolution - 1) * nX); int texV = static_cast((sFogOfWarResolution - 1) * nY); uint32_t clr = ((const uint32_t*)segment.mFogOfWarImage->data())[texV * sFogOfWarResolution + texU]; uint8_t alpha = (clr >> 24); return alpha < 200; } osg::Group* LocalMap::getRoot() { return mRoot; } void LocalMap::updatePlayer (const osg::Vec3f& position, const osg::Quat& orientation, float& u, float& v, int& x, int& y, osg::Vec3f& direction) { // retrieve the x,y grid coordinates the player is in osg::Vec2f pos(position.x(), position.y()); if (mInterior) { worldToInteriorMapPosition(pos, u,v, x,y); osg::Quat cameraOrient (mAngle, osg::Vec3(0,0,-1)); direction = orientation * cameraOrient.inverse() * osg::Vec3f(0,1,0); } else { direction = orientation * osg::Vec3f(0,1,0); x = static_cast(std::ceil(pos.x() / mMapWorldSize) - 1); y = static_cast(std::ceil(pos.y() / mMapWorldSize) - 1); // convert from world coordinates to texture UV coordinates u = std::abs((pos.x() - (mMapWorldSize*x))/mMapWorldSize); v = 1.0f-std::abs((pos.y() - (mMapWorldSize*y))/mMapWorldSize); } // explore radius (squared) const float exploreRadius = 0.17f * (sFogOfWarResolution-1); // explore radius from 0 to sFogOfWarResolution-1 const float sqrExploreRadius = square(exploreRadius); const float exploreRadiusUV = exploreRadius / sFogOfWarResolution; // explore radius from 0 to 1 (UV space) // change the affected fog of war textures (in a 3x3 grid around the player) for (int mx = -mCellDistance; mx<=mCellDistance; ++mx) { for (int my = -mCellDistance; my<=mCellDistance; ++my) { // is this texture affected at all? bool affected = false; if (mx == 0 && my == 0) // the player is always in the center of the 3x3 grid affected = true; else { bool affectsX = (mx > 0)? (u + exploreRadiusUV > 1) : (u - exploreRadiusUV < 0); bool affectsY = (my > 0)? (v + exploreRadiusUV > 1) : (v - exploreRadiusUV < 0); affected = (affectsX && (my == 0)) || (affectsY && mx == 0) || (affectsX && affectsY); } if (!affected) continue; int texX = x + mx; int texY = y + my*-1; MapSegment& segment = mSegments[std::make_pair(texX, texY)]; if (!segment.mFogOfWarImage || !segment.mMapTexture) continue; unsigned char* data = segment.mFogOfWarImage->data(); for (int texV = 0; texV> 24); alpha = std::min( alpha, (uint8_t) (std::max(0.f, std::min(1.f, (sqrDist/sqrExploreRadius)))*255) ); *(uint32_t*)data = (uint32_t) (alpha << 24); data += 4; } } segment.mHasFogState = true; segment.mFogOfWarImage->dirty(); } } } LocalMap::MapSegment::MapSegment() : mHasFogState(false) { } LocalMap::MapSegment::~MapSegment() { } void LocalMap::MapSegment::createFogOfWarTexture() { if (mFogOfWarTexture) return; mFogOfWarTexture = new osg::Texture2D; // TODO: synchronize access? for now, the worst that could happen is the draw thread jumping a frame ahead. //mFogOfWarTexture->setDataVariance(osg::Object::DYNAMIC); mFogOfWarTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR); mFogOfWarTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); mFogOfWarTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); mFogOfWarTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); mFogOfWarTexture->setUnRefImageDataAfterApply(false); } void LocalMap::MapSegment::initFogOfWar() { mFogOfWarImage = new osg::Image; // Assign a PixelBufferObject for asynchronous transfer of data to the GPU mFogOfWarImage->setPixelBufferObject(new osg::PixelBufferObject); mFogOfWarImage->allocateImage(sFogOfWarResolution, sFogOfWarResolution, 1, GL_RGBA, GL_UNSIGNED_BYTE); assert(mFogOfWarImage->isDataContiguous()); std::vector data; data.resize(sFogOfWarResolution*sFogOfWarResolution, 0xff000000); memcpy(mFogOfWarImage->data(), &data[0], data.size()*4); createFogOfWarTexture(); mFogOfWarTexture->setImage(mFogOfWarImage); } void LocalMap::MapSegment::loadFogOfWar(const ESM::FogTexture &esm) { const std::vector& data = esm.mImageData; if (data.empty()) { initFogOfWar(); return; } // TODO: deprecate tga and use raw data instead osgDB::ReaderWriter* readerwriter = osgDB::Registry::instance()->getReaderWriterForExtension("tga"); if (!readerwriter) { std::cerr << "Unable to load fog, can't find a tga ReaderWriter" << std::endl; return; } Files::IMemStream in(&data[0], data.size()); osgDB::ReaderWriter::ReadResult result = readerwriter->readImage(in); if (!result.success()) { std::cerr << "Failed to read fog: " << result.message() << " code " << result.status() << std::endl; return; } mFogOfWarImage = result.getImage(); mFogOfWarImage->flipVertical(); mFogOfWarImage->dirty(); createFogOfWarTexture(); mFogOfWarTexture->setImage(mFogOfWarImage); mHasFogState = true; } void LocalMap::MapSegment::saveFogOfWar(ESM::FogTexture &fog) const { if (!mFogOfWarImage) return; std::ostringstream ostream; osgDB::ReaderWriter* readerwriter = osgDB::Registry::instance()->getReaderWriterForExtension("tga"); if (!readerwriter) { std::cerr << "Unable to write fog, can't find a tga ReaderWriter" << std::endl; return; } // extra flips are unfortunate, but required for compatibility with older versions mFogOfWarImage->flipVertical(); osgDB::ReaderWriter::WriteResult result = readerwriter->writeImage(*mFogOfWarImage, ostream); if (!result.success()) { std::cerr << "Unable to write fog: " << result.message() << " code " << result.status() << std::endl; return; } mFogOfWarImage->flipVertical(); std::string data = ostream.str(); fog.mImageData = std::vector(data.begin(), data.end()); } }