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

427 lines
14 KiB
C++

#include "localmap.hpp"
#include <OgreMaterialManager.h>
#include <OgreHardwarePixelBuffer.h>
#include <OgreSceneManager.h>
#include <OgreSceneNode.h>
#include <OgreCamera.h>
#include <OgreTextureManager.h>
#include "../mwworld/esmstore.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
#include "renderconst.hpp"
#include "renderingmanager.hpp"
using namespace MWRender;
using namespace Ogre;
LocalMap::LocalMap(OEngine::Render::OgreRenderer* rend, MWRender::RenderingManager* rendering) :
mInterior(false), mCellX(0), mCellY(0)
{
mRendering = rend;
mRenderingManager = rendering;
mCameraPosNode = mRendering->getScene()->getRootSceneNode()->createChildSceneNode();
mCameraRotNode = mCameraPosNode->createChildSceneNode();
mCameraNode = mCameraRotNode->createChildSceneNode();
mCellCamera = mRendering->getScene()->createCamera("CellCamera");
mCellCamera->setProjectionType(PT_ORTHOGRAPHIC);
mCameraNode->attachObject(mCellCamera);
mLight = mRendering->getScene()->createLight();
mLight->setType (Ogre::Light::LT_DIRECTIONAL);
mLight->setDirection (Ogre::Vector3(0.3, 0.3, -0.7));
mLight->setVisible (false);
mLight->setDiffuseColour (ColourValue(0.7,0.7,0.7));
}
LocalMap::~LocalMap()
{
deleteBuffers();
}
const Ogre::Vector2 LocalMap::rotatePoint(const Ogre::Vector2& p, const Ogre::Vector2& c, const float angle)
{
return Vector2( Math::Cos(angle) * (p.x - c.x) - Math::Sin(angle) * (p.y - c.y) + c.x,
Math::Sin(angle) * (p.x - c.x) + Math::Cos(angle) * (p.y - c.y) + c.y);
}
void LocalMap::deleteBuffers()
{
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().y);
Vector2 max(mBounds.getMaximum().x, mBounds.getMaximum().y);
Vector2 length = max-min;
// divide into segments
const int segsX = std::ceil( length.x / sSize );
const int segsY = std::ceil( length.y / sSize );
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, float zMin, float zMax)
{
mInterior = false;
mCameraRotNode->setOrientation(Quaternion::IDENTITY);
mCellCamera->setOrientation(Quaternion(Ogre::Math::Cos(Ogre::Degree(0)/2.f), 0, 0, -Ogre::Math::Sin(Ogre::Degree(0)/2.f)));
int x = cell->mCell->getGridX();
int y = cell->mCell->getGridY();
std::string name = "Cell_"+coordStr(x, y);
mCameraPosNode->setPosition(Vector3(0,0,0));
render((x+0.5)*sSize, (y+0.5)*sSize, zMin, zMax, sSize, sSize, name);
}
void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell,
AxisAlignedBox bounds)
{
// if we're in an empty cell, don't bother rendering anything
if (bounds.isNull ())
return;
mInterior = true;
mBounds = bounds;
float zMin = mBounds.getMinimum().z;
float zMax = mBounds.getMaximum().z;
const Vector2& north = MWBase::Environment::get().getWorld()->getNorthVector(cell);
Radian angle = Ogre::Math::ATan2 (north.x, north.y);
mAngle = angle.valueRadians();
mCellCamera->setOrientation(Quaternion::IDENTITY);
mCameraRotNode->setOrientation(Quaternion(Math::Cos(mAngle/2.f), 0, 0, -Math::Sin(mAngle/2.f)));
// rotate the cell and merge the rotated corners to the bounding box
Vector2 _center(bounds.getCenter().x, bounds.getCenter().y);
Vector3 _c1 = bounds.getCorner(AxisAlignedBox::FAR_LEFT_BOTTOM);
Vector3 _c2 = bounds.getCorner(AxisAlignedBox::FAR_RIGHT_BOTTOM);
Vector3 _c3 = bounds.getCorner(AxisAlignedBox::FAR_LEFT_TOP);
Vector3 _c4 = bounds.getCorner(AxisAlignedBox::FAR_RIGHT_TOP);
Vector2 c1(_c1.x, _c1.y);
Vector2 c2(_c2.x, _c2.y);
Vector2 c3(_c3.x, _c3.y);
Vector2 c4(_c4.x, _c4.y);
c1 = rotatePoint(c1, _center, mAngle);
c2 = rotatePoint(c2, _center, mAngle);
c3 = rotatePoint(c3, _center, mAngle);
c4 = rotatePoint(c4, _center, mAngle);
mBounds.merge(Vector3(c1.x, c1.y, 0));
mBounds.merge(Vector3(c2.x, c2.y, 0));
mBounds.merge(Vector3(c3.x, c3.y, 0));
mBounds.merge(Vector3(c4.x, c4.y, 0));
// apply a little padding
mBounds.setMinimum (mBounds.getMinimum() - Vector3(500,500,0));
mBounds.setMaximum (mBounds.getMaximum() + Vector3(500,500,0));
Vector2 center(mBounds.getCenter().x, mBounds.getCenter().y);
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().y);
Vector2 max(mBounds.getMaximum().x, mBounds.getMaximum().y);
Vector2 length = max-min;
mCameraPosNode->setPosition(Vector3(center.x, center.y, 0));
// divide into segments
const int segsX = std::ceil( length.x / sSize );
const int segsY = std::ceil( length.y / sSize );
mInteriorName = cell->mCell->mName;
for (int x=0; x<segsX; ++x)
{
for (int y=0; y<segsY; ++y)
{
Vector2 start = min + Vector2(sSize*x,sSize*y);
Vector2 newcenter = start + 4096;
render(newcenter.x - center.x, newcenter.y - center.y, zMin, zMax, sSize, sSize,
cell->mCell->mName + "_" + 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)
{
mCellCamera->setFarClipDistance( (zhigh-zlow) + 2000 );
mCellCamera->setNearClipDistance(50);
mCellCamera->setOrthoWindow(xw, yw);
mCameraNode->setPosition(Vector3(x, y, zhigh+1000));
// disable fog (only necessary for fixed function, the shader based
// materials already do this through local_map material configuration)
float oldFogStart = mRendering->getScene()->getFogStart();
float oldFogEnd = mRendering->getScene()->getFogEnd();
Ogre::ColourValue oldFogColour = mRendering->getScene()->getFogColour();
mRendering->getScene()->setFog(FOG_NONE);
// set up lighting
Ogre::ColourValue oldAmbient = mRendering->getScene()->getAmbientLight();
mRendering->getScene()->setAmbientLight(Ogre::ColourValue(0.3, 0.3, 0.3));
mRenderingManager->disableLights(true);
mLight->setVisible(true);
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*sMapResolution/sSize, yw*sMapResolution/sSize,
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(RV_Map);
vp->setMaterialScheme("local_map");
rtt->update();
// create "fog of war" texture
TexturePtr tex2 = TextureManager::getSingleton().createManual(
texture + "_fog",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
TEX_TYPE_2D,
xw*sFogOfWarResolution/sSize, yw*sFogOfWarResolution/sSize,
0,
PF_A8R8G8B8,
TU_DYNAMIC_WRITE_ONLY_DISCARDABLE);
// create a buffer to use for dynamic operations
std::vector<uint32> buffer;
buffer.resize(sFogOfWarResolution*sFogOfWarResolution);
// initialize to (0, 0, 0, 1)
for (int p=0; p<sFogOfWarResolution*sFogOfWarResolution; ++p)
{
buffer[p] = (255 << 24);
}
memcpy(tex2->getBuffer()->lock(HardwareBuffer::HBL_DISCARD), &buffer[0], sFogOfWarResolution*sFogOfWarResolution*4);
tex2->getBuffer()->unlock();
mBuffers[texture] = buffer;
// save to cache for next time
//rtt->writeContentsToFile("./" + texture + ".jpg");
}
}
mRenderingManager->enableLights(true);
mLight->setVisible(false);
// re-enable fog
mRendering->getScene()->setFog(FOG_LINEAR, oldFogColour, 0, oldFogStart, oldFogEnd);
mRendering->getScene()->setAmbientLight(oldAmbient);
}
void LocalMap::getInteriorMapPosition (Ogre::Vector2 pos, float& nX, float& nY, int& x, int& y)
{
pos = rotatePoint(pos, Vector2(mBounds.getCenter().x, mBounds.getCenter().y), mAngle);
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().y);
x = std::ceil((pos.x - min.x)/sSize)-1;
y = std::ceil((pos.y - min.y)/sSize)-1;
nX = (pos.x - min.x - sSize*x)/sSize;
nY = 1.0-(pos.y - min.y - sSize*y)/sSize;
}
bool LocalMap::isPositionExplored (float nX, float nY, int x, int y, bool interior)
{
std::string texName = (interior ? mInteriorName + "_" : "Cell_") + coordStr(x, y);
if (mBuffers.find(texName) == mBuffers.end())
return false;
int texU = (sFogOfWarResolution-1) * nX;
int texV = (sFogOfWarResolution-1) * nY;
Ogre::uint32 clr = mBuffers[texName][texV * sFogOfWarResolution + texU];
uint8 alpha = (clr >> 24);
return alpha < 200;
}
void LocalMap::updatePlayer (const Ogre::Vector3& position, const Ogre::Quaternion& orientation)
{
if (sFogOfWarSkip != 0)
{
static int count=0;
if (++count % sFogOfWarSkip != 0)
return;
}
// retrieve the x,y grid coordinates the player is in
int x,y;
float u,v;
Vector2 pos(position.x, position.y);
if (mInterior)
getInteriorMapPosition(pos, u,v, x,y);
Vector3 playerdirection = mCameraRotNode->convertWorldToLocalOrientation(orientation).yAxis();
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().y);
if (!mInterior)
{
x = std::ceil(pos.x / sSize)-1;
y = std::ceil(pos.y / sSize)-1;
mCellX = x;
mCellY = y;
}
else
{
MWBase::Environment::get().getWindowManager()->setInteriorMapTexture(x,y);
}
// convert from world coordinates to texture UV coordinates
std::string texBaseName;
if (!mInterior)
{
u = std::abs((pos.x - (sSize*x))/sSize);
v = 1.0-std::abs((pos.y - (sSize*y))/sSize);
texBaseName = "Cell_";
}
else
{
texBaseName = mInteriorName + "_";
}
MWBase::Environment::get().getWindowManager()->setPlayerPos(u, v);
MWBase::Environment::get().getWindowManager()->setPlayerDir(playerdirection.x, playerdirection.y);
// explore radius (squared)
const float exploreRadius = (mInterior ? 0.1 : 0.3) * (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())
{
// get its buffer
if (mBuffers.find(texName) == mBuffers.end()) return;
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 = mBuffers[texName][i];
uint8 alpha = (clr >> 24);
alpha = std::min( alpha, (uint8) (std::max(0.f, std::min(1.f, (sqrDist/sqrExploreRadius)))*255) );
mBuffers[texName][i] = (uint32) (alpha << 24);
++i;
}
}
// copy to the texture
memcpy(tex->getBuffer()->lock(HardwareBuffer::HBL_DISCARD), &mBuffers[texName][0], sFogOfWarResolution*sFogOfWarResolution*4);
tex->getBuffer()->unlock();
}
}
}
}