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openmw-tes3mp/apps/openmw/mwrender/localmap.hpp

163 lines
4.7 KiB
C++

#ifndef GAME_RENDER_LOCALMAP_H
#define GAME_RENDER_LOCALMAP_H
#include <set>
#include <vector>
#include <map>
#include <osg/BoundingBox>
#include <osg/Quat>
#include <osg/ref_ptr>
namespace MWWorld
{
class CellStore;
}
namespace ESM
{
struct FogTexture;
}
namespace osgViewer
{
class Viewer;
}
namespace osg
{
class Texture2D;
class Image;
class Camera;
class Group;
class Node;
}
namespace MWRender
{
///
/// \brief Local map rendering
///
class LocalMap
{
public:
LocalMap(osgViewer::Viewer* viewer);
~LocalMap();
/**
* Clear all savegame-specific data (i.e. fog of war textures)
*/
void clear();
/**
* Request a map render for the given cells. Render textures will be immediately created and can be retrieved with the getMapTexture function.
*/
void requestMap (std::set<const MWWorld::CellStore*> cells);
/**
* Remove map and fog textures for the given cell.
*/
void removeCell (MWWorld::CellStore* cell);
osg::ref_ptr<osg::Texture2D> getMapTexture (int x, int y);
osg::ref_ptr<osg::Texture2D> getFogOfWarTexture (int x, int y);
/**
* Indicates a camera has been queued for rendering and can be cleaned up in the next frame. For internal use only.
*/
void markForRemoval(osg::Camera* cam);
/**
* Removes cameras that have already been rendered. Should be called every frame to ensure that
* we do not render the same map more than once. Note, this cleanup is difficult to implement in an
* automated fashion, since we can't alter the scene graph structure from within an update callback.
*/
void cleanupCameras();
/**
* Set the position & direction of the player, and returns the position in map space through the reference parameters.
* @remarks This is used to draw a "fog of war" effect
* to hide areas on the map the player has not discovered yet.
*/
void updatePlayer (const osg::Vec3f& position, const osg::Quat& orientation,
float& u, float& v, int& x, int& y, osg::Vec3f& direction);
/**
* Save the fog of war for this cell to its CellStore.
* @remarks This should be called when unloading a cell, and for all active cells prior to saving the game.
*/
void saveFogOfWar(MWWorld::CellStore* cell);
/**
* Get the interior map texture index and normalized position on this texture, given a world position
*/
void worldToInteriorMapPosition (osg::Vec2f pos, float& nX, float& nY, int& x, int& y);
osg::Vec2f interiorMapToWorldPosition (float nX, float nY, int x, int y);
/**
* Check if a given position is explored by the player (i.e. not obscured by fog of war)
*/
bool isPositionExplored (float nX, float nY, int x, int y);
osg::Group* getRoot();
private:
osg::ref_ptr<osgViewer::Viewer> mViewer;
osg::ref_ptr<osg::Group> mRoot;
osg::ref_ptr<osg::Node> mSceneRoot;
typedef std::vector< osg::ref_ptr<osg::Camera> > CameraVector;
CameraVector mActiveCameras;
CameraVector mCamerasPendingRemoval;
struct MapSegment
{
MapSegment();
~MapSegment();
void initFogOfWar();
void loadFogOfWar(const ESM::FogTexture& fog);
void saveFogOfWar(ESM::FogTexture& fog) const;
void createFogOfWarTexture();
osg::ref_ptr<osg::Texture2D> mMapTexture;
osg::ref_ptr<osg::Texture2D> mFogOfWarTexture;
osg::ref_ptr<osg::Image> mFogOfWarImage;
bool mHasFogState;
};
typedef std::map<std::pair<int, int>, MapSegment> SegmentMap;
SegmentMap mSegments;
int mMapResolution;
// the dynamic texture is a bottleneck, so don't set this too high
static const int sFogOfWarResolution = 32;
// size of a map segment (for exteriors, 1 cell)
float mMapWorldSize;
int mCellDistance;
float mAngle;
const osg::Vec2f rotatePoint(const osg::Vec2f& point, const osg::Vec2f& center, const float angle);
void requestExteriorMap(const MWWorld::CellStore* cell);
void requestInteriorMap(const MWWorld::CellStore* cell);
osg::ref_ptr<osg::Camera> createOrthographicCamera(float left, float top, float width, float height, const osg::Vec3d& upVector, float zmin, float zmax);
void setupRenderToTexture(osg::ref_ptr<osg::Camera> camera, int x, int y);
bool mInterior;
osg::BoundingBox mBounds;
};
}
#endif