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

690 lines
24 KiB
C++

#include "localmap.hpp"
#include <iostream>
#include <stdint.h>
#include <osg/LightModel>
#include <osg/Texture2D>
#include <osg/ComputeBoundsVisitor>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <components/esm/fogstate.hpp>
#include <components/esm/loadcell.hpp>
#include <components/settings/settings.hpp>
#include <components/sceneutil/visitor.hpp>
#include <components/files/memorystream.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/cellstore.hpp"
#include "vismask.hpp"
namespace
{
class CameraLocalUpdateCallback : public osg::NodeCallback
{
public:
CameraLocalUpdateCallback(osg::Camera* cam, MWRender::LocalMap* parent)
: mRendered(false)
, mCamera(cam)
, mParent(parent)
{
}
virtual void operator()(osg::Node*, osg::NodeVisitor*)
{
if (mRendered)
mCamera->setNodeMask(0);
if (!mRendered)
{
mRendered = true;
mParent->markForRemoval(mCamera);
}
// 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;
osg::ref_ptr<osg::Camera> mCamera;
MWRender::LocalMap* mParent;
};
float square(float val)
{
return val*val;
}
}
namespace MWRender
{
LocalMap::LocalMap(osgViewer::Viewer* viewer)
: mViewer(viewer)
, mMapResolution(Settings::Manager::getInt("local map resolution", "Map"))
, mMapWorldSize(8192.f)
, mAngle(0.f)
, mInterior(false)
{
mRoot = mViewer->getSceneData()->asGroup();
SceneUtil::FindByNameVisitor find("Scene Root");
mRoot->accept(find);
mSceneRoot = find.mFoundNode;
if (!mSceneRoot)
throw std::runtime_error("no scene root found");
}
LocalMap::~LocalMap()
{
for (CameraVector::iterator it = mActiveCameras.begin(); it != mActiveCameras.end(); ++it)
mRoot->removeChild(*it);
for (CameraVector::iterator it = mCamerasPendingRemoval.begin(); it != mCamerasPendingRemoval.end(); ++it)
mRoot->removeChild(*it);
}
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::auto_ptr<ESM::FogState> fog (new ESM::FogState());
fog->mFogTextures.push_back(ESM::FogTexture());
segment.saveFogOfWar(fog->mFogTextures.back());
cell->setFog(fog.release());
}
}
else
{
// FIXME: segmenting code duplicated from requestMap
osg::Vec2f min(mBounds.xMin(), mBounds.yMin());
osg::Vec2f max(mBounds.xMax(), mBounds.yMax());
osg::Vec2f length = max-min;
const int segsX = static_cast<int>(std::ceil(length.x() / mMapWorldSize));
const int segsY = static_cast<int>(std::ceil(length.y() / mMapWorldSize));
std::auto_ptr<ESM::FogState> 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(segsX*segsY);
for (int x=0; x<segsX; ++x)
{
for (int y=0; y<segsY; ++y)
{
const MapSegment& segment = mSegments[std::make_pair(x,y)];
fog->mFogTextures.push_back(ESM::FogTexture());
// 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<osg::Camera> LocalMap::createOrthographicCamera(float x, float y, float width, float height, const osg::Vec3d& upVector, float zmin, float zmax)
{
osg::ref_ptr<osg::Camera> 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);
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_Water|Mask_Terrain);
camera->setNodeMask(Mask_RenderToTexture);
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
stateset->setMode(GL_LIGHTING, osg::StateAttribute::ON);
stateset->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
stateset->setMode(GL_FOG, osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
osg::ref_ptr<osg::LightModel> 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<osg::Light> 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<osg::LightSource> lightSource = new osg::LightSource;
lightSource->setLight(light);
lightSource->setStateSetModes(*stateset, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
camera->addChild(lightSource);
camera->setStateSet(stateset);
camera->setGraphicsContext(mViewer->getCamera()->getGraphicsContext());
camera->setViewport(0, 0, mMapResolution, mMapResolution);
camera->setUpdateCallback(new CameraLocalUpdateCallback(camera, this));
return camera;
}
void LocalMap::setupRenderToTexture(osg::ref_ptr<osg::Camera> camera, int x, int y)
{
osg::ref_ptr<osg::Texture2D> 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);
camera->attach(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;
}
void LocalMap::requestMap(std::set<MWWorld::CellStore*> cells)
{
for (std::set<MWWorld::CellStore*>::iterator it = cells.begin(); it != cells.end(); ++it)
{
MWWorld::CellStore* cell = *it;
if (cell->isExterior())
requestExteriorMap(cell);
else
requestInteriorMap(cell);
}
}
void LocalMap::removeCell(MWWorld::CellStore *cell)
{
saveFogOfWar(cell);
if (cell->isExterior())
mSegments.erase(std::make_pair(cell->getCell()->getGridX(), cell->getCell()->getGridY()));
else
mSegments.clear();
}
osg::ref_ptr<osg::Texture2D> LocalMap::getMapTexture(int x, int y)
{
SegmentMap::iterator found = mSegments.find(std::make_pair(x, y));
if (found == mSegments.end())
return osg::ref_ptr<osg::Texture2D>();
else
return found->second.mMapTexture;
}
osg::ref_ptr<osg::Texture2D> LocalMap::getFogOfWarTexture(int x, int y)
{
SegmentMap::iterator found = mSegments.find(std::make_pair(x, y));
if (found == mSegments.end())
return osg::ref_ptr<osg::Texture2D>();
else
return found->second.mFogOfWarTexture;
}
void LocalMap::markForRemoval(osg::Camera *cam)
{
CameraVector::iterator found = std::find(mActiveCameras.begin(), mActiveCameras.end(), cam);
if (found == mActiveCameras.end())
{
std::cerr << "trying to remove an inactive camera" << std::endl;
return;
}
mActiveCameras.erase(found);
mCamerasPendingRemoval.push_back(cam);
}
void LocalMap::cleanupCameras()
{
if (mCamerasPendingRemoval.empty())
return;
for (CameraVector::iterator it = mCamerasPendingRemoval.begin(); it != mCamerasPendingRemoval.end(); ++it)
{
(*it)->removeChildren(0, (*it)->getNumChildren());
(*it)->setGraphicsContext(NULL);
mRoot->removeChild(*it);
}
mCamerasPendingRemoval.clear();
}
void LocalMap::requestExteriorMap(MWWorld::CellStore* cell)
{
mInterior = false;
int x = cell->getCell()->getGridX();
int y = cell->getCell()->getGridY();
osg::BoundingSphere bound = mViewer->getSceneData()->getBound();
float zmin = bound.center().z() - bound.radius();
float zmax = bound.center().z() + bound.radius();
osg::ref_ptr<osg::Camera> 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(MWWorld::CellStore* cell)
{
osg::ComputeBoundsVisitor computeBoundsVisitor;
computeBoundsVisitor.setTraversalMask(Mask_Scene|Mask_Terrain);
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 (for bounds, < padding is considered acceptable) 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.
if (cell->getFog())
{
ESM::FogState* fog = cell->getFog();
osg::Vec3f newMin (fog->mBounds.mMinX, fog->mBounds.mMinY, zMin);
osg::Vec3f newMax (fog->mBounds.mMaxX, fog->mBounds.mMaxY, zMax);
osg::Vec3f minDiff = newMin - mBounds._min;
osg::Vec3f maxDiff = newMax - mBounds._max;
if (std::abs(minDiff.x()) > padding || std::abs(minDiff.y()) > padding
|| std::abs(maxDiff.x()) > padding || std::abs(maxDiff.y()) > padding
|| std::abs(mAngle - fog->mNorthMarkerAngle) > osg::DegreesToRadians(5.f))
{
// Nuke it
cell->setFog(NULL);
}
else
{
// Looks sane, use it
mBounds = osg::BoundingBox(newMin, newMax);
mAngle = fog->mNorthMarkerAngle;
}
}
osg::Vec2f min(mBounds.xMin(), mBounds.yMin());
osg::Vec2f max(mBounds.xMax(), mBounds.yMax());
osg::Vec2f length = max-min;
osg::Vec2f center(bounds.center().x(), bounds.center().y());
// divide into segments
const int segsX = static_cast<int>(std::ceil(length.x() / mMapWorldSize));
const int segsY = static_cast<int>(std::ceil(length.y() / mMapWorldSize));
int i = 0;
for (int x=0; x<segsX; ++x)
{
for (int y=0; y<segsY; ++y)
{
osg::Vec2f start = min + osg::Vec2f(mMapWorldSize*x, mMapWorldSize*y);
osg::Vec2f newcenter = start + osg::Vec2f(mMapWorldSize/2.f, mMapWorldSize/2.f);
osg::Quat cameraOrient (mAngle, osg::Vec3d(0,0,-1));
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<osg::Camera> camera = createOrthographicCamera(pos.x(), pos.y(),
mMapWorldSize, mMapWorldSize,
osg::Vec3f(north.x(), north.y(), 0.f), zMin, zMax);
setupRenderToTexture(camera, x, y);
MapSegment& segment = mSegments[std::make_pair(x,y)];
if (!segment.mFogOfWarImage)
{
if (!cell->getFog())
segment.initFogOfWar();
else
{
ESM::FogState* fog = cell->getFog();
// We are using the same bounds and angle as we were using when the textures were originally made. Segments should come out the same.
if (i >= int(fog->mFogTextures.size()))
{
std::cout << "Warning: fog texture count mismatch" << std::endl;
break;
}
segment.loadFogOfWar(fog->mFogTextures[i]);
}
}
++i;
}
}
}
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)
{
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<int>((sFogOfWarResolution - 1) * nX);
int texV = static_cast<int>((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<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 = 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 = -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;
int texX = x + mx;
int texY = y + my*-1;
MapSegment& segment = mSegments[std::make_pair(texX, texY)];
if (!segment.mFogOfWarImage || !segment.mMapTexture)
continue;
unsigned char* data = segment.mFogOfWarImage->data();
for (int texV = 0; texV<sFogOfWarResolution; ++texV)
{
for (int texU = 0; texU<sFogOfWarResolution; ++texU)
{
float sqrDist = square((texU + mx*(sFogOfWarResolution-1)) - u*(sFogOfWarResolution-1))
+ square((texV + my*(sFogOfWarResolution-1)) - v*(sFogOfWarResolution-1));
uint32_t clr = *(uint32_t*)data;
uint8_t alpha = (clr >> 24);
alpha = std::min( alpha, (uint8_t) (std::max(0.f, std::min(1.f, (sqrDist/sqrExploreRadius)))*255) );
*(uint32_t*)data = (uint32_t) (alpha << 24);
data += 4;
}
}
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<uint32_t> 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<char>& data = esm.mImageData;
if (!data.size())
{
initFogOfWar();
return;
}
// TODO: deprecate tga and use raw data instead
osgDB::ReaderWriter* readerwriter = osgDB::Registry::instance()->getReaderWriterForExtension("tga");
if (!readerwriter)
{
std::cerr << "Unable to load fog, can't find a tga ReaderWriter" << std::endl;
return;
}
Files::IMemStream in(&data[0], data.size());
osgDB::ReaderWriter::ReadResult result = readerwriter->readImage(in);
if (!result.success())
{
std::cerr << "Failed to read fog: " << result.message() << " code " << result.status() << std::endl;
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("tga");
if (!readerwriter)
{
std::cerr << "Unable to write fog, can't find a tga ReaderWriter" << std::endl;
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())
{
std::cerr << "Unable to write fog: " << result.message() << " code " << result.status() << std::endl;
return;
}
mFogOfWarImage->flipVertical();
std::string data = ostream.str();
fog.mImageData = std::vector<char>(data.begin(), data.end());
}
}