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openmw-tes3mp/apps/openmw/mwrender/localmap.cpp
scrawl 7d36a202a8 Implement cell loading threshold (Fixes #1874)
The cell loading threshold (default: 1024 units) prevents exterior cell loading until the player has travelled part-way into the next cell. This gets rid of excessive cell loadings when walking along an exterior cell border.

Lower the maximum allowed view distance in options menu to accomodate. Change setting name so that old settings files are upgraded.
2014-10-02 16:50:10 +02:00

608 lines
21 KiB
C++

#include "localmap.hpp"
#include <OgreMaterialManager.h>
#include <OgreHardwarePixelBuffer.h>
#include <OgreSceneManager.h>
#include <OgreSceneNode.h>
#include <OgreCamera.h>
#include <OgreTextureManager.h>
#include <OgreRenderTexture.h>
#include <OgreViewport.h>
#include <components/esm/fogstate.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/cellstore.hpp"
#include "renderconst.hpp"
#include "renderingmanager.hpp"
using namespace MWRender;
using namespace Ogre;
LocalMap::LocalMap(OEngine::Render::OgreRenderer* rend, MWRender::RenderingManager* rendering) :
mInterior(false)
{
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));
mRenderTexture = TextureManager::getSingleton().createManual(
"localmap/rtt",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
TEX_TYPE_2D,
sMapResolution, sMapResolution,
0,
PF_R8G8B8,
TU_RENDERTARGET);
mRenderTarget = mRenderTexture->getBuffer()->getRenderTarget();
mRenderTarget->setAutoUpdated(false);
Viewport* vp = mRenderTarget->addViewport(mCellCamera);
vp->setOverlaysEnabled(false);
vp->setShadowsEnabled(false);
vp->setBackgroundColour(ColourValue(0, 0, 0));
vp->setVisibilityMask(RV_Map);
vp->setMaterialScheme("local_map");
}
LocalMap::~LocalMap()
{
}
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);
}
std::string LocalMap::coordStr(const int x, const int y)
{
return StringConverter::toString(x) + "_" + StringConverter::toString(y);
}
void LocalMap::clear()
{
// Not actually removing the Textures here. That doesnt appear to work properly. It seems MyGUI still keeps some pointers.
mBuffers.clear();
}
void LocalMap::saveFogOfWar(MWWorld::CellStore* cell)
{
if (!mInterior)
{
std::string textureName = "Cell_"+coordStr(cell->getCell()->getGridX(), cell->getCell()->getGridY())+"_fog";
std::auto_ptr<ESM::FogState> fog (new ESM::FogState());
fog->mFogTextures.push_back(ESM::FogTexture());
TexturePtr tex = TextureManager::getSingleton().getByName(textureName);
if (tex.isNull())
return;
Ogre::Image image;
tex->load();
tex->convertToImage(image);
Ogre::DataStreamPtr encoded = image.encode("tga");
fog->mFogTextures.back().mImageData.resize(encoded->size());
encoded->read(&fog->mFogTextures.back().mImageData[0], encoded->size());
cell->setFog(fog.release());
}
else
{
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().y);
Vector2 max(mBounds.getMaximum().x, mBounds.getMaximum().y);
Vector2 length = max-min;
const int segsX = std::ceil( length.x / sSize );
const int segsY = std::ceil( length.y / sSize );
mInteriorName = cell->getCell()->mName;
std::auto_ptr<ESM::FogState> fog (new ESM::FogState());
fog->mBounds.mMinX = mBounds.getMinimum().x;
fog->mBounds.mMaxX = mBounds.getMaximum().x;
fog->mBounds.mMinY = mBounds.getMinimum().y;
fog->mBounds.mMaxY = mBounds.getMaximum().y;
fog->mNorthMarkerAngle = mAngle;
fog->mFogTextures.reserve(segsX*segsY);
for (int x=0; x<segsX; ++x)
{
for (int y=0; y<segsY; ++y)
{
std::string textureName = cell->getCell()->mName + "_" + coordStr(x,y) + "_fog";
TexturePtr tex = TextureManager::getSingleton().getByName(textureName);
if (tex.isNull())
return;
Ogre::Image image;
tex->load();
tex->convertToImage(image);
fog->mFogTextures.push_back(ESM::FogTexture());
Ogre::DataStreamPtr encoded = image.encode("tga");
fog->mFogTextures.back().mImageData.resize(encoded->size());
encoded->read(&fog->mFogTextures.back().mImageData[0], encoded->size());
fog->mFogTextures.back().mX = x;
fog->mFogTextures.back().mY = y;
}
}
cell->setFog(fog.release());
}
}
void LocalMap::requestMap(MWWorld::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->getCell()->getGridX();
int y = cell->getCell()->getGridY();
std::string name = "Cell_"+coordStr(x, y);
mCameraPosNode->setPosition(Vector3(0,0,0));
// Note: using force=true for exterior cell maps.
// They must be updated even if they were visited before, because the set of surrounding active cells might be different
// (and objects in a different cell can "bleed" into another cell's map if they cross the border)
render((x+0.5)*sSize, (y+0.5)*sSize, zMin, zMax, sSize, sSize, name, true);
if (mBuffers.find(name) == mBuffers.end())
{
if (cell->getFog())
loadFogOfWar(name, cell->getFog()->mFogTextures.back());
else
createFogOfWar(name);
}
}
void LocalMap::requestMap(MWWorld::CellStore* cell,
AxisAlignedBox bounds)
{
// If we're in an empty cell, bail out
// The operations in this function are only valid for finite bounds
if (bounds.isNull ())
return;
mInterior = true;
mBounds = bounds;
// Get the cell's NorthMarker rotation. This is used to rotate the entire map.
const Vector2& north = MWBase::Environment::get().getWorld()->getNorthVector(cell);
Radian angle = Ogre::Math::ATan2 (north.x, north.y) + Ogre::Degree(2);
mAngle = angle.valueRadians();
// 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));
// 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 int padding = 500;
// Apply a little padding
mBounds.setMinimum (mBounds.getMinimum() - Vector3(padding,padding,0));
mBounds.setMaximum (mBounds.getMaximum() + Vector3(padding,padding,0));
float zMin = mBounds.getMinimum().z;
float zMax = mBounds.getMaximum().z;
// 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();
Ogre::Vector3 newMin (fog->mBounds.mMinX, fog->mBounds.mMinY, zMin);
Ogre::Vector3 newMax (fog->mBounds.mMaxX, fog->mBounds.mMaxY, zMax);
Ogre::Vector3 minDiff = newMin - mBounds.getMinimum();
Ogre::Vector3 maxDiff = newMax - mBounds.getMaximum();
if (std::abs(minDiff.x) > 500 || std::abs(minDiff.y) > 500
|| std::abs(maxDiff.x) > 500 || std::abs(maxDiff.y) > 500
|| std::abs(mAngle - fog->mNorthMarkerAngle) > Ogre::Degree(5).valueRadians())
{
// Nuke it
cell->setFog(NULL);
}
else
{
// Looks sane, use it
mBounds = Ogre::AxisAlignedBox(newMin, newMax);
mAngle = fog->mNorthMarkerAngle;
}
}
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;
mCellCamera->setOrientation(Quaternion::IDENTITY);
mCameraRotNode->setOrientation(Quaternion(Math::Cos(mAngle/2.f), 0, 0, -Math::Sin(mAngle/2.f)));
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->getCell()->mName;
int i=0;
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 + sSize/2;
std::string texturePrefix = cell->getCell()->mName + "_" + coordStr(x,y);
render(newcenter.x - center.x, newcenter.y - center.y, zMin, zMax, sSize, sSize, texturePrefix);
if (!cell->getFog())
createFogOfWar(texturePrefix);
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()))
throw std::runtime_error("fog texture count mismatch");
ESM::FogTexture& esm = fog->mFogTextures[i];
loadFogOfWar(texturePrefix, esm);
}
++i;
}
}
}
void LocalMap::createFogOfWar(const std::string& texturePrefix)
{
const std::string texName = texturePrefix + "_fog";
TexturePtr tex = createFogOfWarTexture(texName);
// create a buffer to use for dynamic operations
std::vector<uint32> buffer;
// initialize to (0, 0, 0, 1)
buffer.resize(sFogOfWarResolution*sFogOfWarResolution, 0xFF000000);
// upload to the texture
tex->load();
memcpy(tex->getBuffer()->lock(HardwareBuffer::HBL_DISCARD), &buffer[0], sFogOfWarResolution*sFogOfWarResolution*4);
tex->getBuffer()->unlock();
mBuffers[texturePrefix] = buffer;
}
Ogre::TexturePtr LocalMap::createFogOfWarTexture(const std::string &texName)
{
TexturePtr tex = TextureManager::getSingleton().getByName(texName);
if (tex.isNull())
{
tex = TextureManager::getSingleton().createManual(
texName,
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
TEX_TYPE_2D,
sFogOfWarResolution, sFogOfWarResolution,
0,
PF_A8R8G8B8,
TU_DYNAMIC_WRITE_ONLY,
this // ManualResourceLoader required if the texture contents are lost (due to lost devices nonsense that can occur with D3D)
);
}
return tex;
}
void LocalMap::loadFogOfWar (const std::string& texturePrefix, ESM::FogTexture& esm)
{
std::vector<char>& data = esm.mImageData;
Ogre::DataStreamPtr stream(new Ogre::MemoryDataStream(&data[0], data.size()));
Ogre::Image image;
image.load(stream, "tga");
if (int(image.getWidth()) != sFogOfWarResolution || int(image.getHeight()) != sFogOfWarResolution)
throw std::runtime_error("fog texture size mismatch");
std::string texName = texturePrefix + "_fog";
Ogre::TexturePtr tex = createFogOfWarTexture(texName);
tex->unload();
tex->loadImage(image);
// create a buffer to use for dynamic operations
std::vector<uint32> buffer;
buffer.resize(sFogOfWarResolution*sFogOfWarResolution);
memcpy(&buffer[0], image.getData(), image.getSize());
mBuffers[texturePrefix] = buffer;
}
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, bool force)
{
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())
{
// render
mRenderTarget->update();
// create a new texture and blit to it
Ogre::TexturePtr tex = TextureManager::getSingleton().createManual(
texture,
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
TEX_TYPE_2D,
sMapResolution, sMapResolution,
0,
PF_R8G8B8);
tex->getBuffer()->blit(mRenderTexture->getBuffer());
}
else if (force)
{
mRenderTarget->update();
tex->getBuffer()->blit(mRenderTexture->getBuffer());
}
mRenderingManager->enableLights(true);
mLight->setVisible(false);
// re-enable fog
mRendering->getScene()->setFog(FOG_LINEAR, oldFogColour, 0, oldFogStart, oldFogEnd);
mRendering->getScene()->setAmbientLight(oldAmbient);
}
void LocalMap::worldToInteriorMapPosition (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;
}
Ogre::Vector2 LocalMap::interiorMapToWorldPosition (float nX, float nY, int x, int y)
{
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().y);
Ogre::Vector2 pos;
pos.x = sSize * (nX + x) + min.x;
pos.y = sSize * (1.0-nY + y) + min.y;
pos = rotatePoint(pos, Vector2(mBounds.getCenter().x, mBounds.getCenter().y), -mAngle);
return pos;
}
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;
nX = std::max(0.f, std::min(1.f, nX));
nY = std::max(0.f, std::min(1.f, nY));
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::loadResource(Ogre::Resource* resource)
{
std::string resourceName = resource->getName();
size_t pos = resourceName.find("_fog");
if (pos != std::string::npos)
resourceName = resourceName.substr(0, pos);
if (mBuffers.find(resourceName) == mBuffers.end())
{
// create a buffer to use for dynamic operations
std::vector<uint32> buffer;
// initialize to (0, 0, 0, 1)
buffer.resize(sFogOfWarResolution*sFogOfWarResolution, 0xFF000000);
mBuffers[resourceName] = buffer;
}
std::vector<uint32>& buffer = mBuffers[resourceName];
Ogre::Texture* tex = dynamic_cast<Ogre::Texture*>(resource);
tex->createInternalResources();
memcpy(tex->getBuffer()->lock(HardwareBuffer::HBL_DISCARD), &buffer[0], sFogOfWarResolution*sFogOfWarResolution*4);
tex->getBuffer()->unlock();
}
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)
worldToInteriorMapPosition(pos, u,v, x,y);
Vector3 playerdirection = mCameraRotNode->convertWorldToLocalOrientation(orientation).yAxis();
if (!mInterior)
{
x = std::ceil(pos.x / sSize)-1;
y = std::ceil(pos.y / sSize)-1;
}
else
MWBase::Environment::get().getWindowManager()->setActiveMap(x,y,mInterior);
// 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(x, y, 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())
{
std::map <std::string, std::vector<Ogre::uint32> >::iterator anIter;
// get its buffer
anIter = mBuffers.find(texName);
if (anIter == mBuffers.end()) return;
std::vector<Ogre::uint32>& aBuffer = (*anIter).second;
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 = aBuffer[i];
uint8 alpha = (clr >> 24);
alpha = std::min( alpha, (uint8) (std::max(0.f, std::min(1.f, (sqrDist/sqrExploreRadius)))*255) );
aBuffer[i] = (uint32) (alpha << 24);
++i;
}
}
tex->load();
// copy to the texture
// NOTE: Could be optimized later. We actually only need to update the region that changed.
// Not a big deal at the moment, the FoW is only 32x32 anyway.
memcpy(tex->getBuffer()->lock(HardwareBuffer::HBL_DISCARD), &aBuffer[0], sFogOfWarResolution*sFogOfWarResolution*4);
tex->getBuffer()->unlock();
}
}
}
}