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

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12 KiB
C++

#include "localmap.hpp"
#include "renderingmanager.hpp"
#include <OgreOverlayManager.h>
#include <OgreMaterialManager.h>
using namespace MWRender;
using namespace Ogre;
#define MAP_RESOLUTION 1024 // 1024*1024 pixels for a SIZE*SIZE area in world units
// warning: don't set this too high! dynamic textures are a bottleneck
#define FOGOFWAR_RESOLUTION 32
// how many frames to skip before rendering the fog of war.
// example: at 60 fps, a value of 2 would mean to render it at 20 fps.
#define FOGOFWAR_SKIP 2
// size of a map segment (for exterior regions, this equals 1 cell)
#define SIZE 8192.f
LocalMap::LocalMap(OEngine::Render::OgreRenderer* rend)
{
mRendering = rend;
mCellCamera = mRendering->getScene()->createCamera("CellCamera");
mCellCamera->setProjectionType(PT_ORTHOGRAPHIC);
// look down -y
const float sqrt0pt5 = 0.707106781;
mCellCamera->setOrientation(Quaternion(sqrt0pt5, -sqrt0pt5, 0, 0));
// Debug overlay to view the maps
render(0, 0, 10000, 10000, SIZE, SIZE, "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);
mat = MaterialManager::getSingleton().create("testMaterial2", 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();
Overlay* mOverlay = ovm.create( "testOverlay" );
mOverlay->setZOrder(0);
OverlayContainer* overlay_panel;
overlay_panel = (OverlayContainer*)ovm.createOverlayElement("Panel", "testPanel");
overlay_panel->_setPosition(0, 0);
overlay_panel->_setDimensions(0.5, 0.5);
overlay_panel->setMaterialName( "testMaterial" );
overlay_panel->show();
mOverlay->add2D(overlay_panel);
mOverlay->show();
Overlay* mOverlay2 = ovm.create( "testOverlay2" );
mOverlay2->setZOrder(1);
OverlayContainer* overlay_panel2;
overlay_panel2 = (OverlayContainer*)ovm.createOverlayElement("Panel", "testPanel2");
overlay_panel2->_setPosition(0, 0);
overlay_panel2->_setDimensions(0.5, 0.5);
overlay_panel2->setMaterialName( "testMaterial2" );
overlay_panel2->show();
mOverlay2->add2D(overlay_panel2);
mOverlay2->show();
}
LocalMap::~LocalMap()
{
deleteBuffers();
}
void LocalMap::deleteBuffers()
{
for (std::map<std::string, uint32*>::iterator it=mBuffers.begin();
it != mBuffers.end(); ++it)
{
delete it->second;
}
mBuffers.clear();
}
void LocalMap::saveTexture(const std::string& texname, const std::string& filename)
{
TexturePtr tex = TextureManager::getSingleton().getByName(texname);
if (tex.isNull()) return;
HardwarePixelBufferSharedPtr readbuffer = tex->getBuffer();
readbuffer->lock(HardwareBuffer::HBL_NORMAL );
const PixelBox &readrefpb = readbuffer->getCurrentLock();
uchar *readrefdata = static_cast<uchar*>(readrefpb.data);
Image img;
img = img.loadDynamicImage (readrefdata, tex->getWidth(),
tex->getHeight(), tex->getFormat());
img.save("./" + filename);
readbuffer->unlock();
}
std::string LocalMap::coordStr(const int x, const int y)
{
return StringConverter::toString(x) + "_" + StringConverter::toString(y);
}
void LocalMap::saveFogOfWar(MWWorld::Ptr::CellStore* cell)
{
if (!mInterior)
{
/*saveTexture("Cell_"+coordStr(mCellX, mCellY)+"_fog",
"Cell_"+coordStr(mCellX, mCellY)+"_fog.png");*/
}
else
{
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().z);
Vector2 max(mBounds.getMaximum().x, mBounds.getMaximum().z);
/// \todo why is this workaround needed?
min *= 1.3;
max *= 1.3;
Vector2 length = max-min;
// divide into segments
const int segsX = std::ceil( length.x / SIZE );
const int segsY = std::ceil( length.y / SIZE );
for (int x=0; x<segsX; ++x)
{
for (int y=0; y<segsY; ++y)
{
/*saveTexture(
mInteriorName + "_" + coordStr(x,y) + "_fog",
mInteriorName + "_" + coordStr(x,y) + "_fog.png");*/
}
}
}
}
void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell)
{
mInterior = false;
std::string name = "Cell_"+coordStr(cell->cell->data.gridX, cell->cell->data.gridY);
int x = cell->cell->data.gridX;
int y = cell->cell->data.gridY;
render((x+0.5)*SIZE, (-y-0.5)*SIZE, -10000, 10000, SIZE, SIZE, name);
}
void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell,
AxisAlignedBox bounds)
{
mInterior = true;
mBounds = bounds;
Vector2 z(bounds.getMaximum().y, bounds.getMinimum().y);
Vector2 min(bounds.getMinimum().x, bounds.getMinimum().z);
Vector2 max(bounds.getMaximum().x, bounds.getMaximum().z);
/// \todo why is this workaround needed?
min *= 1.3;
max *= 1.3;
Vector2 length = max-min;
Vector2 center(bounds.getCenter().x, bounds.getCenter().z);
// divide into segments
const int segsX = std::ceil( length.x / SIZE );
const int segsY = std::ceil( length.y / SIZE );
mInteriorName = cell->cell->name;
for (int x=0; x<segsX; ++x)
{
for (int y=0; y<segsY; ++y)
{
Vector2 start = min + Vector2(SIZE*x,SIZE*y);
Vector2 newcenter = start + 4096;
render(newcenter.x, newcenter.y, z.y, z.x, SIZE, SIZE,
cell->cell->name + "_" + coordStr(x,y));
}
}
}
void LocalMap::render(const float x, const float y,
const float zlow, const float zhigh,
const float xw, const float yw, const std::string& texture)
{
// disable fog
// changing FOG_MODE is not a solution when using shaders, thus we have to push linear start/end
const float fStart = mRendering->getScene()->getFogStart();
const float fEnd = mRendering->getScene()->getFogEnd();
const ColourValue& clr = mRendering->getScene()->getFogColour();
mRendering->getScene()->setFog(FOG_LINEAR, clr, 0, 1000000, 10000000);
// make everything visible
mRendering->getScene()->setAmbientLight(ColourValue(1,1,1));
mCellCamera->setPosition(Vector3(x, zhigh, y));
mCellCamera->setFarClipDistance( (zhigh-zlow) * 1.1 );
mCellCamera->setOrthoWindow(xw, yw);
TexturePtr tex;
// try loading from memory
tex = TextureManager::getSingleton().getByName(texture);
if (tex.isNull())
{
// try loading from disk
//if (boost::filesystem::exists(texture+".jpg"))
//{
/// \todo
//}
//else
{
// render
tex = TextureManager::getSingleton().createManual(
texture,
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
TEX_TYPE_2D,
xw*MAP_RESOLUTION/SIZE, yw*MAP_RESOLUTION/SIZE,
0,
PF_R8G8B8,
TU_RENDERTARGET);
RenderTarget* rtt = tex->getBuffer()->getRenderTarget();
rtt->setAutoUpdated(false);
Viewport* vp = rtt->addViewport(mCellCamera);
vp->setOverlaysEnabled(false);
vp->setShadowsEnabled(false);
vp->setBackgroundColour(ColourValue(0, 0, 0));
//vp->setVisibilityMask( ... );
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/SIZE, yw*FOGOFWAR_RESOLUTION/SIZE,
0,
PF_A8R8G8B8,
TU_DYNAMIC_WRITE_ONLY);
// create a buffer to use for dynamic operations
uint32* buffer = new uint32[FOGOFWAR_RESOLUTION*FOGOFWAR_RESOLUTION];
// initialize to (0, 0, 0, 1)
uint32* pointer = buffer;
for (int p=0; p<FOGOFWAR_RESOLUTION*FOGOFWAR_RESOLUTION; ++p)
{
*(pointer+p) = (255 << 24);
}
memcpy(tex2->getBuffer()->lock(HardwareBuffer::HBL_DISCARD), buffer, FOGOFWAR_RESOLUTION*FOGOFWAR_RESOLUTION*4);
tex2->getBuffer()->unlock();
mBuffers[texture] = buffer;
// save to cache for next time
//rtt->writeContentsToFile("./" + texture + ".jpg");
}
}
// re-enable fog
mRendering->getScene()->setFog(FOG_LINEAR, clr, 0, fStart, fEnd);
}
void LocalMap::setPlayerPosition (const Ogre::Vector3& position)
{
#if FOGOFWAR_SKIP != 0
static int count=0;
if (++count % FOGOFWAR_SKIP != 0)
return;
#endif
// 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 / SIZE)-1;
y = std::ceil(-pos.y / SIZE)-1;
mCellX = x;
mCellY = y;
}
else
{
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().z);
min *= 1.3;
x = std::ceil((pos.x - min.x)/SIZE)-1;
y = std::ceil((pos.y - min.y)/SIZE)-1;
}
// convert from world coordinates to texture UV coordinates
float u,v;
std::string texName;
if (!mInterior)
{
u = std::abs((pos.x - (SIZE*x))/SIZE);
v = 1-std::abs((pos.y + (SIZE*y))/SIZE);
texName = "Cell_"+coordStr(x,y);
}
else
{
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().z);
min *= 1.3;
u = (pos.x - min.x - SIZE*x)/SIZE;
v = (pos.y - min.y - SIZE*y)/SIZE;
texName = mInteriorName + "_" + coordStr(x,y);
}
// explore radius (squared)
const float sqrExploreRadius = 0.01 * FOGOFWAR_RESOLUTION*FOGOFWAR_RESOLUTION;
// get the appropriate fog of war texture
TexturePtr tex = TextureManager::getSingleton().getByName(texName+"_fog");
if (!tex.isNull())
{
// get its buffer
if (mBuffers.find(texName) == mBuffers.end()) return;
uint32* buffer = mBuffers[texName];
uint32* pointer = buffer;
for (int texV = 0; texV<FOGOFWAR_RESOLUTION; ++texV)
{
for (int texU = 0; texU<FOGOFWAR_RESOLUTION; ++texU)
{
float sqrDist = Math::Sqr(texU - u*FOGOFWAR_RESOLUTION) + Math::Sqr(texV - v*FOGOFWAR_RESOLUTION);
uint32 clr = *pointer;
uint8 alpha = (clr >> 24);
alpha = std::min( alpha, (uint8) (std::max(0.f, std::min(1.f, (sqrDist/sqrExploreRadius)))*255) );
*((uint32*)pointer) = (alpha << 24);
// move to next texel
++pointer;
}
}
// copy to the texture
memcpy(tex->getBuffer()->lock(HardwareBuffer::HBL_DISCARD), buffer, FOGOFWAR_RESOLUTION*FOGOFWAR_RESOLUTION*4);
tex->getBuffer()->unlock();
if (!MaterialManager::getSingleton().getByName("testMaterial").isNull())
{
MaterialPtr mat = MaterialManager::getSingleton().getByName("testMaterial");
mat->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName(texName);
}
if (!MaterialManager::getSingleton().getByName("testMaterial2").isNull())
{
MaterialPtr mat = MaterialManager::getSingleton().getByName("testMaterial2");
mat->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName(tex->getName());
}
}
}