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147 lines
3.8 KiB
C++
147 lines
3.8 KiB
C++
#ifndef GAME_RENDER_GLOBALMAP_H
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#define GAME_RENDER_GLOBALMAP_H
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#include <string>
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#include <vector>
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#include <osg/ref_ptr>
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namespace osg
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{
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class Texture2D;
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class Image;
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class Group;
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class Camera;
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}
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namespace ESM
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{
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struct GlobalMap;
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}
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namespace SceneUtil
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{
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class WorkQueue;
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}
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namespace MWRender
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{
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class CreateMapWorkItem;
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class GlobalMap
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{
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public:
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GlobalMap(osg::Group* root, SceneUtil::WorkQueue* workQueue);
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~GlobalMap();
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void render();
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int getWidth() const { return mWidth; }
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int getHeight() const { return mHeight; }
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int getCellSize() const { return mCellSize; }
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void worldPosToImageSpace(float x, float z, float& imageX, float& imageY);
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void cellTopLeftCornerToImageSpace(int x, int y, float& imageX, float& imageY);
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void exploreCell (int cellX, int cellY, osg::ref_ptr<osg::Texture2D> localMapTexture);
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/// Clears the overlay
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void clear();
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/**
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* Removes cameras that have already been rendered. Should be called every frame to ensure that
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* we do not render the same map more than once. Note, this cleanup is difficult to implement in an
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* automated fashion, since we can't alter the scene graph structure from within an update callback.
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*/
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void cleanupCameras();
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void removeCamera(osg::Camera* cam);
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/*
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Start of tes3mp addition
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Allow the setting of the image data for a global map tile from elsewhere
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in the code
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*/
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void setImage(int cellX, int cellY, const std::vector<char>& imageData);
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/*
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End of tes3mp addition
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*/
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/**
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* Mark a camera for cleanup in the next update. For internal use only.
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*/
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void markForRemoval(osg::Camera* camera);
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void write (ESM::GlobalMap& map);
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void read (ESM::GlobalMap& map);
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osg::ref_ptr<osg::Texture2D> getBaseTexture();
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osg::ref_ptr<osg::Texture2D> getOverlayTexture();
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void ensureLoaded();
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private:
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/**
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* Request rendering a 2d quad onto mOverlayTexture.
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* x, y, width and height are the destination coordinates (top-left coordinate origin)
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* @param cpuCopy copy the resulting render onto mOverlayImage as well?
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*/
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void requestOverlayTextureUpdate(int x, int y, int width, int height, osg::ref_ptr<osg::Texture2D> texture, bool clear, bool cpuCopy,
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float srcLeft = 0.f, float srcTop = 0.f, float srcRight = 1.f, float srcBottom = 1.f);
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int mCellSize;
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osg::ref_ptr<osg::Group> mRoot;
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typedef std::vector<osg::ref_ptr<osg::Camera> > CameraVector;
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CameraVector mActiveCameras;
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CameraVector mCamerasPendingRemoval;
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struct ImageDest
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{
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ImageDest()
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: mX(0), mY(0)
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, mFramesUntilDone(3) // wait an extra frame to ensure the draw thread has completed its frame.
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{
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}
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osg::ref_ptr<osg::Image> mImage;
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int mX, mY;
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int mFramesUntilDone;
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};
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typedef std::vector<ImageDest> ImageDestVector;
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ImageDestVector mPendingImageDest;
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std::vector< std::pair<int,int> > mExploredCells;
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osg::ref_ptr<osg::Texture2D> mBaseTexture;
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osg::ref_ptr<osg::Texture2D> mAlphaTexture;
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// GPU copy of overlay
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// Note, uploads are pushed through a Camera, instead of through mOverlayImage
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osg::ref_ptr<osg::Texture2D> mOverlayTexture;
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// CPU copy of overlay
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osg::ref_ptr<osg::Image> mOverlayImage;
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osg::ref_ptr<SceneUtil::WorkQueue> mWorkQueue;
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osg::ref_ptr<CreateMapWorkItem> mWorkItem;
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int mWidth;
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int mHeight;
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int mMinX, mMaxX, mMinY, mMaxY;
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};
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}
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#endif
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