mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-16 05:49:56 +00:00
634 lines
22 KiB
C++
634 lines
22 KiB
C++
#include "localmap.hpp"
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#include <iostream>
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#include <osg/LightModel>
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#include <osg/Texture2D>
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#include <osg/ComputeBoundsVisitor>
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#include <osgViewer/Viewer>
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#include <components/esm/fogstate.hpp>
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#include <components/settings/settings.hpp>
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#include <components/sceneutil/visitor.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "vismask.hpp"
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namespace
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{
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class CameraUpdateCallback : public osg::NodeCallback
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{
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public:
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CameraUpdateCallback(osg::Camera* cam, MWRender::LocalMap* parent)
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: mCamera(cam), mParent(parent)
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{
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}
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virtual void operator()(osg::Node*, osg::NodeVisitor*)
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{
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mParent->markForRemoval(mCamera);
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// Note, we intentionally do not traverse children here. The map camera's scene data is the same as the master camera's,
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// so it has been updated already.
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//traverse(node, nv);
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}
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private:
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osg::ref_ptr<osg::Camera> mCamera;
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MWRender::LocalMap* mParent;
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};
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}
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namespace MWRender
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{
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LocalMap::LocalMap(osgViewer::Viewer* viewer)
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: mViewer(viewer)
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, mMapResolution(Settings::Manager::getInt("local map resolution", "Map"))
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, mMapWorldSize(8192.f)
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, mAngle(0.f)
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, mInterior(false)
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{
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mRoot = mViewer->getSceneData()->asGroup();
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SceneUtil::FindByNameVisitor find("Scene Root");
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mRoot->accept(find);
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mSceneRoot = find.mFoundNode;
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if (!mSceneRoot)
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throw std::runtime_error("no scene root found");
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}
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LocalMap::~LocalMap()
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{
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for (CameraVector::iterator it = mActiveCameras.begin(); it != mActiveCameras.end(); ++it)
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mRoot->removeChild(*it);
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for (CameraVector::iterator it = mCamerasPendingRemoval.begin(); it != mCamerasPendingRemoval.end(); ++it)
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mRoot->removeChild(*it);
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}
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const osg::Vec2f LocalMap::rotatePoint(const osg::Vec2f& point, const osg::Vec2f& center, const float angle)
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{
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return osg::Vec2f( std::cos(angle) * (point.x() - center.x()) - std::sin(angle) * (point.y() - center.y()) + center.x(),
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std::sin(angle) * (point.x() - center.x()) + std::cos(angle) * (point.y() - center.y()) + center.y());
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}
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void LocalMap::clear()
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{
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}
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void LocalMap::saveFogOfWar(MWWorld::CellStore* cell)
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{
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/*
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if (!mInterior)
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{
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std::string textureName = "Cell_"+coordStr(cell->getCell()->getGridX(), cell->getCell()->getGridY())+"_fog";
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std::auto_ptr<ESM::FogState> fog (new ESM::FogState());
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fog->mFogTextures.push_back(ESM::FogTexture());
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TexturePtr tex = TextureManager::getSingleton().getByName(textureName);
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if (tex.isNull())
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return;
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Ogre::Image image;
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tex->load();
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tex->convertToImage(image);
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Ogre::DataStreamPtr encoded = image.encode("tga");
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fog->mFogTextures.back().mImageData.resize(encoded->size());
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encoded->read(&fog->mFogTextures.back().mImageData[0], encoded->size());
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cell->setFog(fog.release());
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}
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else
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{
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Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().y);
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Vector2 max(mBounds.getMaximum().x, mBounds.getMaximum().y);
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Vector2 length = max-min;
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const int segsX = static_cast<int>(std::ceil(length.x / mMapWorldSize));
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const int segsY = static_cast<int>(std::ceil(length.y / mMapWorldSize));
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mInteriorName = cell->getCell()->mName;
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std::auto_ptr<ESM::FogState> fog (new ESM::FogState());
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fog->mBounds.mMinX = mBounds.getMinimum().x;
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fog->mBounds.mMaxX = mBounds.getMaximum().x;
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fog->mBounds.mMinY = mBounds.getMinimum().y;
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fog->mBounds.mMaxY = mBounds.getMaximum().y;
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fog->mNorthMarkerAngle = mAngle;
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fog->mFogTextures.reserve(segsX*segsY);
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for (int x=0; x<segsX; ++x)
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{
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for (int y=0; y<segsY; ++y)
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{
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std::string textureName = cell->getCell()->mName + "_" + coordStr(x,y) + "_fog";
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TexturePtr tex = TextureManager::getSingleton().getByName(textureName);
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if (tex.isNull())
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return;
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Ogre::Image image;
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tex->load();
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tex->convertToImage(image);
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fog->mFogTextures.push_back(ESM::FogTexture());
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Ogre::DataStreamPtr encoded = image.encode("tga");
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fog->mFogTextures.back().mImageData.resize(encoded->size());
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encoded->read(&fog->mFogTextures.back().mImageData[0], encoded->size());
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fog->mFogTextures.back().mX = x;
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fog->mFogTextures.back().mY = y;
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}
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}
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cell->setFog(fog.release());
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}
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*/
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}
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osg::ref_ptr<osg::Camera> LocalMap::createOrthographicCamera(float x, float y, float width, float height, const osg::Vec3d& upVector, float zmin, float zmax)
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{
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osg::ref_ptr<osg::Camera> camera (new osg::Camera);
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camera->setProjectionMatrixAsOrtho(-width/2, width/2, -height/2, height/2, 5, (zmax-zmin) + 10);
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camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
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camera->setViewMatrixAsLookAt(osg::Vec3d(x, y, zmax + 5), osg::Vec3d(x, y, zmin), upVector);
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camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
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camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::PIXEL_BUFFER_RTT);
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camera->setClearColor(osg::Vec4(0.f, 0.f, 0.f, 1.f));
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camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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camera->setRenderOrder(osg::Camera::PRE_RENDER);
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camera->setCullMask(MWRender::Mask_Scene);
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camera->setNodeMask(Mask_RenderToTexture);
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osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
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stateset->setMode(GL_LIGHTING, osg::StateAttribute::ON);
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stateset->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
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stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
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stateset->setMode(GL_FOG, osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
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osg::ref_ptr<osg::LightModel> lightmodel = new osg::LightModel;
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lightmodel->setAmbientIntensity(osg::Vec4(0.3f, 0.3f, 0.3f, 1.f));
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stateset->setAttributeAndModes(lightmodel, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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osg::ref_ptr<osg::Light> light = new osg::Light;
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light->setPosition(osg::Vec4(-0.3f, -0.3f, 0.7f, 0.f));
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light->setDiffuse(osg::Vec4(0.7f, 0.7f, 0.7f, 1.f));
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light->setAmbient(osg::Vec4(0,0,0,1));
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light->setSpecular(osg::Vec4(0,0,0,0));
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light->setLightNum(0);
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light->setConstantAttenuation(1.f);
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light->setLinearAttenuation(0.f);
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light->setQuadraticAttenuation(0.f);
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osg::ref_ptr<osg::LightSource> lightSource = new osg::LightSource;
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lightSource->setLight(light);
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lightSource->setStateSetModes(*stateset, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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camera->addChild(lightSource);
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camera->setStateSet(stateset);
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camera->setGraphicsContext(mViewer->getCamera()->getGraphicsContext());
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camera->setViewport(0, 0, mMapResolution, mMapResolution);
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camera->setUpdateCallback(new CameraUpdateCallback(camera, this));
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return camera;
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}
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void LocalMap::setupRenderToTexture(osg::ref_ptr<osg::Camera> camera, int x, int y)
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{
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osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
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texture->setTextureSize(mMapResolution, mMapResolution);
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texture->setInternalFormat(GL_RGB);
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texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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camera->attach(osg::Camera::COLOR_BUFFER, texture);
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camera->addChild(mSceneRoot);
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mRoot->addChild(camera);
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mActiveCameras.push_back(camera);
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mTextures[std::make_pair(x, y)] = texture;
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}
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void LocalMap::requestMap(std::set<MWWorld::CellStore*> cells)
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{
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for (std::set<MWWorld::CellStore*>::iterator it = cells.begin(); it != cells.end(); ++it)
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{
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MWWorld::CellStore* cell = *it;
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if (cell->isExterior())
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requestExteriorMap(cell);
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else
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requestInteriorMap(cell);
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}
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}
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void LocalMap::removeCell(MWWorld::CellStore *cell)
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{
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if (cell->isExterior())
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mTextures.erase(std::make_pair(cell->getCell()->getGridX(), cell->getCell()->getGridY()));
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else
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mTextures.clear();
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}
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osg::ref_ptr<osg::Texture2D> LocalMap::getMapTexture(bool interior, int x, int y)
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{
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TextureMap::iterator found = mTextures.find(std::make_pair(x, y));
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if (found == mTextures.end())
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return osg::ref_ptr<osg::Texture2D>();
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else
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return found->second;
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}
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void LocalMap::markForRemoval(osg::Camera *cam)
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{
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CameraVector::iterator found = std::find(mActiveCameras.begin(), mActiveCameras.end(), cam);
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if (found == mActiveCameras.end())
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{
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std::cerr << "trying to remove an inactive camera" << std::endl;
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return;
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}
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mActiveCameras.erase(found);
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mCamerasPendingRemoval.push_back(cam);
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}
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void LocalMap::cleanupCameras()
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{
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if (mCamerasPendingRemoval.empty())
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return;
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for (CameraVector::iterator it = mCamerasPendingRemoval.begin(); it != mCamerasPendingRemoval.end(); ++it)
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{
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(*it)->removeChildren(0, (*it)->getNumChildren());
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(*it)->setGraphicsContext(NULL);
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mRoot->removeChild(*it);
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}
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mCamerasPendingRemoval.clear();
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}
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void LocalMap::requestExteriorMap(MWWorld::CellStore* cell)
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{
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mInterior = false;
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int x = cell->getCell()->getGridX();
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int y = cell->getCell()->getGridY();
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osg::BoundingSphere bound = mViewer->getSceneData()->getBound();
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float zmin = bound.center().z() - bound.radius();
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float zmax = bound.center().z() + bound.radius();
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osg::ref_ptr<osg::Camera> camera = createOrthographicCamera(x*mMapWorldSize + mMapWorldSize/2.f, y*mMapWorldSize + mMapWorldSize/2.f, mMapWorldSize, mMapWorldSize,
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osg::Vec3d(0,1,0), zmin, zmax);
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setupRenderToTexture(camera, cell->getCell()->getGridX(), cell->getCell()->getGridY());
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/*
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if (mBuffers.find(name) == mBuffers.end())
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{
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if (cell->getFog())
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loadFogOfWar(name, cell->getFog()->mFogTextures.back());
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else
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createFogOfWar(name);
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}
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*/
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}
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void LocalMap::requestInteriorMap(MWWorld::CellStore* cell)
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{
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osg::ComputeBoundsVisitor computeBoundsVisitor;
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computeBoundsVisitor.setTraversalMask(Mask_Scene);
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mSceneRoot->accept(computeBoundsVisitor);
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osg::BoundingBox bounds = computeBoundsVisitor.getBoundingBox();
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// If we're in an empty cell, bail out
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// The operations in this function are only valid for finite bounds
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if (!bounds.valid() || bounds.radius2() == 0.0)
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return;
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mInterior = true;
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mBounds = bounds;
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// Get the cell's NorthMarker rotation. This is used to rotate the entire map.
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osg::Vec2f north = MWBase::Environment::get().getWorld()->getNorthVector(cell);
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mAngle = std::atan2(north.x(), north.y());
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// Rotate the cell and merge the rotated corners to the bounding box
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osg::Vec2f origCenter(bounds.center().x(), bounds.center().y());
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osg::Vec3f origCorners[8];
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for (int i=0; i<8; ++i)
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origCorners[i] = mBounds.corner(i);
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for (int i=0; i<8; ++i)
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{
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osg::Vec3f corner = origCorners[i];
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osg::Vec2f corner2d (corner.x(), corner.y());
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corner2d = rotatePoint(corner2d, origCenter, mAngle);
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mBounds.expandBy(osg::Vec3f(corner2d.x(), corner2d.y(), 0));
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}
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// Do NOT change padding! This will break older savegames.
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// If the padding really needs to be changed, then it must be saved in the ESM::FogState and
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// assume the old (500) value as default for older savegames.
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const float padding = 500.0f;
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// Apply a little padding
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mBounds.set(mBounds._min - osg::Vec3f(padding,padding,0.f),
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mBounds._max + osg::Vec3f(padding,padding,0.f));
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float zMin = mBounds.zMin();
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float zMax = mBounds.zMax();
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// If there is fog state in the CellStore (e.g. when it came from a savegame) we need to do some checks
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// to see if this state is still valid.
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// Both the cell bounds and the NorthMarker rotation could be changed by the content files or exchanged models.
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// If they changed by too much (for bounds, < padding is considered acceptable) then parts of the interior might not
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// be covered by the map anymore.
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// The following code detects this, and discards the CellStore's fog state if it needs to.
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/*
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if (cell->getFog())
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{
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ESM::FogState* fog = cell->getFog();
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Ogre::Vector3 newMin (fog->mBounds.mMinX, fog->mBounds.mMinY, zMin);
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Ogre::Vector3 newMax (fog->mBounds.mMaxX, fog->mBounds.mMaxY, zMax);
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Ogre::Vector3 minDiff = newMin - mBounds.getMinimum();
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Ogre::Vector3 maxDiff = newMax - mBounds.getMaximum();
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if (std::abs(minDiff.x) > padding || std::abs(minDiff.y) > padding
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|| std::abs(maxDiff.x) > padding || std::abs(maxDiff.y) > padding
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|| std::abs(mAngle - fog->mNorthMarkerAngle) > Ogre::Degree(5).valueRadians())
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{
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// Nuke it
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cell->setFog(NULL);
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}
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else
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{
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// Looks sane, use it
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mBounds = Ogre::AxisAlignedBox(newMin, newMax);
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mAngle = fog->mNorthMarkerAngle;
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}
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}
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*/
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osg::Vec2f min(mBounds.xMin(), mBounds.yMin());
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osg::Vec2f max(mBounds.xMax(), mBounds.yMax());
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osg::Vec2f length = max-min;
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osg::Vec2f center(bounds.center().x(), bounds.center().y());
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// divide into segments
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const int segsX = static_cast<int>(std::ceil(length.x() / mMapWorldSize));
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const int segsY = static_cast<int>(std::ceil(length.y() / mMapWorldSize));
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for (int x=0; x<segsX; ++x)
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{
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for (int y=0; y<segsY; ++y)
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{
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osg::Vec2f start = min + osg::Vec2f(mMapWorldSize*x, mMapWorldSize*y);
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osg::Vec2f newcenter = start + osg::Vec2f(mMapWorldSize/2.f, mMapWorldSize/2.f);
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osg::Quat cameraOrient (mAngle, osg::Vec3d(0,0,-1));
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osg::Vec2f a = newcenter - center;
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osg::Vec3f rotatedCenter = cameraOrient * (osg::Vec3f(a.x(), a.y(), 0));
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osg::Vec2f pos = osg::Vec2f(rotatedCenter.x(), rotatedCenter.y()) + center;
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osg::ref_ptr<osg::Camera> camera = createOrthographicCamera(pos.x(), pos.y(),
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mMapWorldSize, mMapWorldSize,
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osg::Vec3f(north.x(), north.y(), 0.f), zMin, zMax);
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setupRenderToTexture(camera, x, y);
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/*
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if (!cell->getFog())
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createFogOfWar(texturePrefix);
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else
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{
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ESM::FogState* fog = cell->getFog();
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// We are using the same bounds and angle as we were using when the textures were originally made. Segments should come out the same.
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if (i >= int(fog->mFogTextures.size()))
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throw std::runtime_error("fog texture count mismatch");
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ESM::FogTexture& esm = fog->mFogTextures[i];
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loadFogOfWar(texturePrefix, esm);
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}
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*/
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}
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}
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}
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/*
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void LocalMap::createFogOfWar(const std::string& texturePrefix)
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{
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const std::string texName = texturePrefix + "_fog";
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TexturePtr tex = createFogOfWarTexture(texName);
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// create a buffer to use for dynamic operations
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std::vector<uint32> buffer;
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// initialize to (0, 0, 0, 1)
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buffer.resize(sFogOfWarResolution*sFogOfWarResolution, 0xFF000000);
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// upload to the texture
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tex->load();
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memcpy(tex->getBuffer()->lock(HardwareBuffer::HBL_DISCARD), &buffer[0], sFogOfWarResolution*sFogOfWarResolution*4);
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tex->getBuffer()->unlock();
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mBuffers[texturePrefix] = buffer;
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}
|
|
*/
|
|
|
|
/*
|
|
void LocalMap::loadFogOfWar (const std::string& texturePrefix, ESM::FogTexture& esm)
|
|
{
|
|
std::vector<char>& data = esm.mImageData;
|
|
Ogre::DataStreamPtr stream(new Ogre::MemoryDataStream(&data[0], data.size()));
|
|
Ogre::Image image;
|
|
image.load(stream, "tga");
|
|
|
|
if (int(image.getWidth()) != sFogOfWarResolution || int(image.getHeight()) != sFogOfWarResolution)
|
|
throw std::runtime_error("fog texture size mismatch");
|
|
|
|
std::string texName = texturePrefix + "_fog";
|
|
|
|
Ogre::TexturePtr tex = createFogOfWarTexture(texName);
|
|
|
|
tex->unload();
|
|
tex->loadImage(image);
|
|
|
|
// create a buffer to use for dynamic operations
|
|
std::vector<uint32> buffer;
|
|
buffer.resize(sFogOfWarResolution*sFogOfWarResolution);
|
|
memcpy(&buffer[0], image.getData(), image.getSize());
|
|
|
|
mBuffers[texturePrefix] = buffer;
|
|
}
|
|
*/
|
|
|
|
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<int>(std::ceil((pos.x() - min.x()) / mMapWorldSize) - 1);
|
|
y = static_cast<int>(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, bool interior)
|
|
{
|
|
return true;
|
|
/*
|
|
std::string texName = (interior ? mInteriorName + "_" : "Cell_") + coordStr(x, y);
|
|
|
|
if (mBuffers.find(texName) == mBuffers.end())
|
|
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<int>((sFogOfWarResolution - 1) * nX);
|
|
int texV = static_cast<int>((sFogOfWarResolution - 1) * nY);
|
|
|
|
Ogre::uint32 clr = mBuffers[texName][texV * sFogOfWarResolution + texU];
|
|
uint8 alpha = (clr >> 24);
|
|
return alpha < 200;
|
|
*/
|
|
}
|
|
|
|
void LocalMap::updatePlayer (const osg::Vec3f& position, const osg::Quat& orientation,
|
|
float& u, float& v, int& x, int& y, osg::Vec3f& direction)
|
|
{
|
|
/*
|
|
if (sFogOfWarSkip != 0)
|
|
{
|
|
static int count=0;
|
|
if (++count % sFogOfWarSkip != 0)
|
|
return;
|
|
}
|
|
*/
|
|
|
|
// 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<int>(std::ceil(pos.x() / mMapWorldSize) - 1);
|
|
y = static_cast<int>(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 = (mInterior ? 0.1f : 0.3f) * (sFogOfWarResolution-1); // explore radius from 0 to sFogOfWarResolution-1
|
|
const float sqrExploreRadius = Math::Sqr(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 = -1; mx<2; ++mx)
|
|
{
|
|
for (int my = -1; my<2; ++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;
|
|
|
|
std::string texName = texBaseName + coordStr(x+mx,y+my*-1);
|
|
|
|
TexturePtr tex = TextureManager::getSingleton().getByName(texName+"_fog");
|
|
if (!tex.isNull())
|
|
{
|
|
std::map <std::string, std::vector<Ogre::uint32> >::iterator anIter;
|
|
|
|
// get its buffer
|
|
anIter = mBuffers.find(texName);
|
|
if (anIter == mBuffers.end()) return;
|
|
|
|
std::vector<Ogre::uint32>& aBuffer = (*anIter).second;
|
|
int i=0;
|
|
for (int texV = 0; texV<sFogOfWarResolution; ++texV)
|
|
{
|
|
for (int texU = 0; texU<sFogOfWarResolution; ++texU)
|
|
{
|
|
float sqrDist = Math::Sqr((texU + mx*(sFogOfWarResolution-1)) - u*(sFogOfWarResolution-1))
|
|
+ Math::Sqr((texV + my*(sFogOfWarResolution-1)) - v*(sFogOfWarResolution-1));
|
|
uint32 clr = aBuffer[i];
|
|
uint8 alpha = (clr >> 24);
|
|
alpha = std::min( alpha, (uint8) (std::max(0.f, std::min(1.f, (sqrDist/sqrExploreRadius)))*255) );
|
|
aBuffer[i] = (uint32) (alpha << 24);
|
|
|
|
++i;
|
|
}
|
|
}
|
|
|
|
tex->load();
|
|
|
|
// copy to the texture
|
|
// NOTE: Could be optimized later. We actually only need to update the region that changed.
|
|
// Not a big deal at the moment, the FoW is only 32x32 anyway.
|
|
memcpy(tex->getBuffer()->lock(HardwareBuffer::HBL_DISCARD), &aBuffer[0], sFogOfWarResolution*sFogOfWarResolution*4);
|
|
tex->getBuffer()->unlock();
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
}
|