#include "localmap.hpp" #include #include #include #include #include #include #include #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) { } void operator()(osg::Node* node, osg::NodeVisitor*) override { 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; } std::pair 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(std::ceil(length.x() / mapSize)); const int segsY = static_cast(std::ceil(length.y() / mapSize)); return {segsX, segsY}; } } namespace MWRender { LocalMap::LocalMap(osg::Group* root) : mRoot(root) , mMapResolution(Settings::Manager::getInt("local map resolution", "Map")) , mMapWorldSize(Constants::CellSizeInUnits) , mCellDistance(Constants::CellGridRadius) , mAngle(0.f) , mInterior(false) { // Increase map resolution, if use UI scaling float uiScale = Settings::Manager::getFloat("scaling factor", "GUI"); if (uiScale > 1.0) mMapResolution *= uiScale; SceneUtil::FindByNameVisitor find("Scene Root"); mRoot->accept(find); mSceneRoot = find.mFoundNode; if (!mSceneRoot) throw std::runtime_error("no scene root found"); } LocalMap::~LocalMap() { for (auto& camera : mActiveCameras) removeCamera(camera); for (auto& camera : mCamerasPendingRemoval) removeCamera(camera); } 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::unique_ptr fog (new ESM::FogState()); fog->mFogTextures.emplace_back(); segment.saveFogOfWar(fog->mFogTextures.back()); cell->setFog(fog.release()); } } else { auto segments = divideIntoSegments(mBounds, mMapWorldSize); std::unique_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(segments.first * segments.second); for (int x = 0; x < segments.first; ++x) { for (int y = 0; y < segments.second; ++y) { const MapSegment& segment = mSegments[std::make_pair(x,y)]; fog->mFogTextures.emplace_back(); // 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_INHERIT_VIEWPOINT); 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 | Mask_Object | Mask_Static); camera->setNodeMask(Mask_RenderToTexture); // Disable small feature culling, it's not going to be reliable for this camera osg::Camera::CullingMode cullingMode = (osg::Camera::DEFAULT_CULLING|osg::Camera::FAR_PLANE_CULLING) & ~(osg::CullStack::SMALL_FEATURE_CULLING); camera->setCullingMode(cullingMode); osg::ref_ptr stateset = new osg::StateSet; stateset->setAttribute(new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::FILL), osg::StateAttribute::OVERRIDE); // 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); SceneUtil::ShadowManager::disableShadowsForStateSet(stateset); // override sun for local map auto lightingMethod = MWBase::Environment::get().getResourceSystem()->getSceneManager()->getLightingMethod(); SceneUtil::configureStateSetSunOverride(lightingMethod, light, stateset); camera->addChild(lightSource); camera->setStateSet(stateset); 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); SceneUtil::attachAlphaToCoverageFriendlyFramebufferToCamera(camera, 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; } bool needUpdate(std::set >& renderedGrid, std::set >& currentGrid, int cellX, int cellY) { // if all the cells of the current grid are contained in the rendered grid then we can keep the old render for (int dx=-1;dx<2;dx+=1) { for (int dy=-1;dy<2;dy+=1) { bool haveInRenderedGrid = renderedGrid.find(std::make_pair(cellX+dx,cellY+dy)) != renderedGrid.end(); bool haveInCurrentGrid = currentGrid.find(std::make_pair(cellX+dx,cellY+dy)) != currentGrid.end(); if (haveInCurrentGrid && !haveInRenderedGrid) return true; } } return false; } void LocalMap::requestMap(const MWWorld::CellStore* cell) { if (cell->isExterior()) { int cellX = cell->getCell()->getGridX(); int cellY = cell->getCell()->getGridY(); MapSegment& segment = mSegments[std::make_pair(cellX, cellY)]; if (!needUpdate(segment.mGrid, mCurrentGrid, cellX, cellY)) return; else { segment.mGrid = mCurrentGrid; requestExteriorMap(cell); } } else requestInteriorMap(cell); } void LocalMap::addCell(MWWorld::CellStore *cell) { if (cell->isExterior()) mCurrentGrid.emplace(cell->getCell()->getGridX(), cell->getCell()->getGridY()); } void LocalMap::removeCell(MWWorld::CellStore *cell) { saveFogOfWar(cell); if (cell->isExterior()) { std::pair coords = std::make_pair(cell->getCell()->getGridX(), cell->getCell()->getGridY()); mSegments.erase(coords); mCurrentGrid.erase(coords); } 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::removeCamera(osg::Camera *cam) { cam->removeChildren(0, cam->getNumChildren()); mRoot->removeChild(cam); } void LocalMap::markForRemoval(osg::Camera *cam) { CameraVector::iterator found = std::find(mActiveCameras.begin(), mActiveCameras.end(), cam); if (found == mActiveCameras.end()) { Log(Debug::Error) << "Error: trying to remove an inactive camera"; return; } mActiveCameras.erase(found); mCamerasPendingRemoval.push_back(cam); } void LocalMap::cleanupCameras() { if (mCamerasPendingRemoval.empty()) return; for (auto& camera : mCamerasPendingRemoval) removeCamera(camera); mCamerasPendingRemoval.clear(); } void LocalMap::requestExteriorMap(const MWWorld::CellStore* cell) { mInterior = false; int x = cell->getCell()->getGridX(); int y = cell->getCell()->getGridY(); osg::BoundingSphere bound = mSceneRoot->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 | Mask_Object | Mask_Static); 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 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. std::vector> segmentMappings; if (cell->getFog()) { ESM::FogState* fog = cell->getFog(); if (std::abs(mAngle - fog->mNorthMarkerAngle) < osg::DegreesToRadians(5.f)) { // 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; } } osg::Vec2f min(mBounds.xMin(), mBounds.yMin()); osg::Vec2f center(mBounds.center().x(), mBounds.center().y()); osg::Quat cameraOrient (mAngle, osg::Vec3d(0,0,-1)); auto segments = divideIntoSegments(mBounds, mMapWorldSize); for (int x = 0; x < segments.first; ++x) { 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::Vec2f a = newcenter - center; osg::Vec3f rotatedCenter = cameraOrient * (osg::Vec3f(a.x(), a.y(), 0)); osg::Vec2f pos = osg::Vec2f(rotatedCenter.x(), rotatedCenter.y()) + center; osg::ref_ptr camera = createOrthographicCamera(pos.x(), pos.y(), mMapWorldSize, mMapWorldSize, osg::Vec3f(north.x(), north.y(), 0.f), zMin, zMax); setupRenderToTexture(camera, x, y); auto coords = std::make_pair(x,y); MapSegment& segment = mSegments[coords]; if (!segment.mFogOfWarImage) { bool loaded = false; for(size_t index{}; index < segmentMappings.size(); index++) { if(segmentMappings[index] == coords) { ESM::FogState* fog = cell->getFog(); segment.loadFogOfWar(fog->mFogTextures[index]); loaded = true; break; } } if(!loaded) segment.initFogOfWar(); } } } } 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; uint32_t* data = (uint32_t*)segment.mFogOfWarImage->data(); bool changed = false; 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 val = (uint32_t) (alpha << 24); if ( *data != val) { *data = val; changed = true; } ++data; } } if (changed) { 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; } osgDB::ReaderWriter* readerwriter = osgDB::Registry::instance()->getReaderWriterForExtension("png"); if (!readerwriter) { Log(Debug::Error) << "Error: Unable to load fog, can't find a png ReaderWriter" ; return; } Files::IMemStream in(&data[0], data.size()); osgDB::ReaderWriter::ReadResult result = readerwriter->readImage(in); if (!result.success()) { Log(Debug::Error) << "Error: Failed to read fog: " << result.message() << " code " << result.status(); 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("png"); if (!readerwriter) { Log(Debug::Error) << "Error: Unable to write fog, can't find a png ReaderWriter"; 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()) { Log(Debug::Error) << "Error: Unable to write fog: " << result.message() << " code " << result.status(); return; } mFogOfWarImage->flipVertical(); std::string data = ostream.str(); fog.mImageData = std::vector(data.begin(), data.end()); } }