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126 lines
4.0 KiB
C++
126 lines
4.0 KiB
C++
#ifndef _GAME_RENDER_LOCALMAP_H
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#define _GAME_RENDER_LOCALMAP_H
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#include <openengine/ogre/renderer.hpp>
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#include <OgreAxisAlignedBox.h>
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#include <OgreColourValue.h>
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namespace MWWorld
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{
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class CellStore;
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}
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namespace MWRender
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{
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class RenderingManager;
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///
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/// \brief Local map rendering
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///
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class LocalMap
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{
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public:
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LocalMap(OEngine::Render::OgreRenderer*, MWRender::RenderingManager* rendering);
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~LocalMap();
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/**
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* Request the local map for an exterior cell.
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* @remarks It will either be loaded from a disk cache,
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* or rendered if it is not already cached.
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* @param cell exterior cell
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* @param zMin min height of objects or terrain in cell
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* @param zMax max height of objects or terrain in cell
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*/
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void requestMap (MWWorld::CellStore* cell, float zMin, float zMax);
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/**
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* Request the local map for an interior cell.
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* @remarks It will either be loaded from a disk cache,
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* or rendered if it is not already cached.
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* @param cell interior cell
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* @param bounds bounding box of the cell
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*/
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void requestMap (MWWorld::CellStore* cell,
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Ogre::AxisAlignedBox bounds);
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/**
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* Set the position & direction of the player.
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* @remarks This is used to draw a "fog of war" effect
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* to hide areas on the map the player has not discovered yet.
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* @param position (OGRE coordinates)
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* @param camera orientation (OGRE coordinates)
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*/
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void updatePlayer (const Ogre::Vector3& position, const Ogre::Quaternion& orientation);
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/**
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* Save the fog of war for the current cell to disk.
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* @remarks This should be called before loading a
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* new cell, as well as when the game is quit.
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* @param current cell
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*/
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void saveFogOfWar(MWWorld::CellStore* cell);
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/**
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* Get the interior map texture index and normalized position
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* on this texture, given a world position (in ogre coordinates)
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*/
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void getInteriorMapPosition (Ogre::Vector2 pos, float& nX, float& nY, int& x, int& y);
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/**
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* Check if a given position is explored by the player (i.e. not obscured by fog of war)
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*/
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bool isPositionExplored (float nX, float nY, int x, int y, bool interior);
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private:
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OEngine::Render::OgreRenderer* mRendering;
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MWRender::RenderingManager* mRenderingManager;
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// 1024*1024 pixels for a cell
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static const int sMapResolution = 512;
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// the dynamic texture is a bottleneck, so don't set this too high
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static const int sFogOfWarResolution = 32;
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// frames to skip before rendering fog of war
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static const int sFogOfWarSkip = 2;
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// size of a map segment (for exteriors, 1 cell)
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static const int sSize = 8192;
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Ogre::Camera* mCellCamera;
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Ogre::SceneNode* mCameraNode;
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Ogre::SceneNode* mCameraPosNode;
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Ogre::SceneNode* mCameraRotNode;
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// directional light from a fixed angle
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Ogre::Light* mLight;
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float mAngle;
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const Ogre::Vector2 rotatePoint(const Ogre::Vector2& p, const Ogre::Vector2& c, const float angle);
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void render(const float x, const float y,
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const float zlow, const float zhigh,
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const float xw, const float yw,
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const std::string& texture);
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void saveTexture(const std::string& texname, const std::string& filename);
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std::string coordStr(const int x, const int y);
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// a buffer for the "fog of war" texture of the current cell.
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// interior cells could be divided into multiple textures,
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// so we store in a map.
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std::map <std::string, std::vector<Ogre::uint32> > mBuffers;
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void deleteBuffers();
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bool mInterior;
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int mCellX, mCellY;
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Ogre::AxisAlignedBox mBounds;
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std::string mInteriorName;
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};
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}
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#endif
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