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			688 lines
		
	
	
	
		
			23 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			688 lines
		
	
	
	
		
			23 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "localmap.hpp"
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#include <iostream>
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#include <stdint.h>
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#include <osg/LightModel>
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#include <osg/Texture2D>
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#include <osg/ComputeBoundsVisitor>
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#include <osgDB/ReadFile>
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#include <osgViewer/Viewer>
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#include <components/esm/fogstate.hpp>
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#include <components/settings/settings.hpp>
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#include <components/sceneutil/visitor.hpp>
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#include <components/files/memorystream.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "vismask.hpp"
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namespace
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{
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    class CameraUpdateCallback : public osg::NodeCallback
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    {
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    public:
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        CameraUpdateCallback(osg::Camera* cam, MWRender::LocalMap* parent)
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            : mRendered(false)
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            , mCamera(cam)
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            , mParent(parent)
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        {
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        }
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        virtual void operator()(osg::Node*, osg::NodeVisitor*)
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        {
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            if (mRendered)
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                mCamera->setNodeMask(0);
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            if (!mRendered)
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            {
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                mRendered = true;
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                mParent->markForRemoval(mCamera);
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            }
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            // Note, we intentionally do not traverse children here. The map camera's scene data is the same as the master camera's,
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            // so it has been updated already.
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            //traverse(node, nv);
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        }
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    private:
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        bool mRendered;
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        osg::ref_ptr<osg::Camera> mCamera;
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        MWRender::LocalMap* mParent;
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    };
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    float square(float val)
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    {
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        return val*val;
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    }
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}
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namespace MWRender
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{
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LocalMap::LocalMap(osgViewer::Viewer* viewer)
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    : mViewer(viewer)
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    , mMapResolution(Settings::Manager::getInt("local map resolution", "Map"))
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    , mMapWorldSize(8192.f)
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    , mAngle(0.f)
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    , mInterior(false)
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{
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    mRoot = mViewer->getSceneData()->asGroup();
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    SceneUtil::FindByNameVisitor find("Scene Root");
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    mRoot->accept(find);
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    mSceneRoot = find.mFoundNode;
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    if (!mSceneRoot)
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        throw std::runtime_error("no scene root found");
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}
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LocalMap::~LocalMap()
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{
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    for (CameraVector::iterator it = mActiveCameras.begin(); it != mActiveCameras.end(); ++it)
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        mRoot->removeChild(*it);
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    for (CameraVector::iterator it = mCamerasPendingRemoval.begin(); it != mCamerasPendingRemoval.end(); ++it)
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        mRoot->removeChild(*it);
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}
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const osg::Vec2f LocalMap::rotatePoint(const osg::Vec2f& point, const osg::Vec2f& center, const float angle)
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{
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    return osg::Vec2f( std::cos(angle) * (point.x() - center.x()) - std::sin(angle) * (point.y() - center.y()) + center.x(),
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                    std::sin(angle) * (point.x() - center.x()) + std::cos(angle) * (point.y() - center.y()) + center.y());
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}
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void LocalMap::clear()
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{
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    mSegments.clear();
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}
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void LocalMap::saveFogOfWar(MWWorld::CellStore* cell)
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{
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    if (!mInterior)
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    {
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        const MapSegment& segment = mSegments[std::make_pair(cell->getCell()->getGridX(), cell->getCell()->getGridY())];
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        if (segment.mFogOfWarImage && segment.mHasFogState)
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        {
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            std::auto_ptr<ESM::FogState> fog (new ESM::FogState());
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            fog->mFogTextures.push_back(ESM::FogTexture());
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            segment.saveFogOfWar(fog->mFogTextures.back());
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            cell->setFog(fog.release());
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        }
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    }
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    else
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    {
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        // FIXME: segmenting code duplicated from requestMap
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        osg::Vec2f min(mBounds.xMin(), mBounds.yMin());
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        osg::Vec2f max(mBounds.xMax(), mBounds.yMax());
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        osg::Vec2f length = max-min;
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        const int segsX = static_cast<int>(std::ceil(length.x() / mMapWorldSize));
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        const int segsY = static_cast<int>(std::ceil(length.y() / mMapWorldSize));
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        std::auto_ptr<ESM::FogState> fog (new ESM::FogState());
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        fog->mBounds.mMinX = mBounds.xMin();
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        fog->mBounds.mMaxX = mBounds.xMax();
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        fog->mBounds.mMinY = mBounds.yMin();
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        fog->mBounds.mMaxY = mBounds.yMax();
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        fog->mNorthMarkerAngle = mAngle;
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        fog->mFogTextures.reserve(segsX*segsY);
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        for (int x=0; x<segsX; ++x)
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        {
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            for (int y=0; y<segsY; ++y)
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            {
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                const MapSegment& segment = mSegments[std::make_pair(x,y)];
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                fog->mFogTextures.push_back(ESM::FogTexture());
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                // saving even if !segment.mHasFogState so we don't mess up the segmenting
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                // plus, older openmw versions can't deal with empty images
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                segment.saveFogOfWar(fog->mFogTextures.back());
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                fog->mFogTextures.back().mX = x;
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                fog->mFogTextures.back().mY = y;
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            }
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        }
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        cell->setFog(fog.release());
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    }
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}
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osg::ref_ptr<osg::Camera> LocalMap::createOrthographicCamera(float x, float y, float width, float height, const osg::Vec3d& upVector, float zmin, float zmax)
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{
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    osg::ref_ptr<osg::Camera> camera (new osg::Camera);
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    camera->setProjectionMatrixAsOrtho(-width/2, width/2, -height/2, height/2, 5, (zmax-zmin) + 10);
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    camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
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    camera->setViewMatrixAsLookAt(osg::Vec3d(x, y, zmax + 5), osg::Vec3d(x, y, zmin), upVector);
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    camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
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    camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::PIXEL_BUFFER_RTT);
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    camera->setClearColor(osg::Vec4(0.f, 0.f, 0.f, 1.f));
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    camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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    camera->setRenderOrder(osg::Camera::PRE_RENDER);
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    camera->setCullMask(Mask_Scene|Mask_Water|Mask_Terrain);
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    camera->setNodeMask(Mask_RenderToTexture);
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    osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
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    stateset->setMode(GL_LIGHTING, osg::StateAttribute::ON);
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    stateset->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
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    stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
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    stateset->setMode(GL_FOG, osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
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    osg::ref_ptr<osg::LightModel> lightmodel = new osg::LightModel;
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    lightmodel->setAmbientIntensity(osg::Vec4(0.3f, 0.3f, 0.3f, 1.f));
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    stateset->setAttributeAndModes(lightmodel, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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    osg::ref_ptr<osg::Light> light = new osg::Light;
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    light->setPosition(osg::Vec4(-0.3f, -0.3f, 0.7f, 0.f));
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    light->setDiffuse(osg::Vec4(0.7f, 0.7f, 0.7f, 1.f));
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    light->setAmbient(osg::Vec4(0,0,0,1));
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    light->setSpecular(osg::Vec4(0,0,0,0));
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    light->setLightNum(0);
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    light->setConstantAttenuation(1.f);
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    light->setLinearAttenuation(0.f);
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    light->setQuadraticAttenuation(0.f);
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    osg::ref_ptr<osg::LightSource> lightSource = new osg::LightSource;
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    lightSource->setLight(light);
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    lightSource->setStateSetModes(*stateset, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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    camera->addChild(lightSource);
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    camera->setStateSet(stateset);
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    camera->setGraphicsContext(mViewer->getCamera()->getGraphicsContext());
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    camera->setViewport(0, 0, mMapResolution, mMapResolution);
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    camera->setUpdateCallback(new CameraUpdateCallback(camera, this));
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    return camera;
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}
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void LocalMap::setupRenderToTexture(osg::ref_ptr<osg::Camera> camera, int x, int y)
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{
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    osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
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    texture->setTextureSize(mMapResolution, mMapResolution);
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    texture->setInternalFormat(GL_RGB);
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    texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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    texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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    texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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    texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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    camera->attach(osg::Camera::COLOR_BUFFER, texture);
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    camera->addChild(mSceneRoot);
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    mRoot->addChild(camera);
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    mActiveCameras.push_back(camera);
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    MapSegment& segment = mSegments[std::make_pair(x, y)];
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    segment.mMapTexture = texture;
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}
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void LocalMap::requestMap(std::set<MWWorld::CellStore*> cells)
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{
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    for (std::set<MWWorld::CellStore*>::iterator it = cells.begin(); it != cells.end(); ++it)
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    {
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        MWWorld::CellStore* cell = *it;
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        if (cell->isExterior())
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            requestExteriorMap(cell);
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        else
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            requestInteriorMap(cell);
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    }
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}
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void LocalMap::removeCell(MWWorld::CellStore *cell)
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{
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    saveFogOfWar(cell);
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    if (cell->isExterior())
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        mSegments.erase(std::make_pair(cell->getCell()->getGridX(), cell->getCell()->getGridY()));
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    else
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        mSegments.clear();
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}
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osg::ref_ptr<osg::Texture2D> LocalMap::getMapTexture(int x, int y)
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{
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    SegmentMap::iterator found = mSegments.find(std::make_pair(x, y));
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    if (found == mSegments.end())
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        return osg::ref_ptr<osg::Texture2D>();
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    else
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        return found->second.mMapTexture;
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}
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osg::ref_ptr<osg::Texture2D> LocalMap::getFogOfWarTexture(int x, int y)
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{
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    SegmentMap::iterator found = mSegments.find(std::make_pair(x, y));
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    if (found == mSegments.end())
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        return osg::ref_ptr<osg::Texture2D>();
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    else
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        return found->second.mFogOfWarTexture;
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}
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void LocalMap::markForRemoval(osg::Camera *cam)
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{
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    CameraVector::iterator found = std::find(mActiveCameras.begin(), mActiveCameras.end(), cam);
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    if (found == mActiveCameras.end())
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    {
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        std::cerr << "trying to remove an inactive camera" << std::endl;
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        return;
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    }
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    mActiveCameras.erase(found);
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    mCamerasPendingRemoval.push_back(cam);
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}
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void LocalMap::cleanupCameras()
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{
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    if (mCamerasPendingRemoval.empty())
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        return;
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    for (CameraVector::iterator it = mCamerasPendingRemoval.begin(); it != mCamerasPendingRemoval.end(); ++it)
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    {
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        (*it)->removeChildren(0, (*it)->getNumChildren());
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        (*it)->setGraphicsContext(NULL);
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        mRoot->removeChild(*it);
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    }
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    mCamerasPendingRemoval.clear();
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}
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void LocalMap::requestExteriorMap(MWWorld::CellStore* cell)
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{
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    mInterior = false;
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    int x = cell->getCell()->getGridX();
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    int y = cell->getCell()->getGridY();
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    osg::BoundingSphere bound = mViewer->getSceneData()->getBound();
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    float zmin = bound.center().z() - bound.radius();
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    float zmax = bound.center().z() + bound.radius();
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    osg::ref_ptr<osg::Camera> camera = createOrthographicCamera(x*mMapWorldSize + mMapWorldSize/2.f, y*mMapWorldSize + mMapWorldSize/2.f, mMapWorldSize, mMapWorldSize,
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                                                                osg::Vec3d(0,1,0), zmin, zmax);
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    setupRenderToTexture(camera, cell->getCell()->getGridX(), cell->getCell()->getGridY());
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    MapSegment& segment = mSegments[std::make_pair(cell->getCell()->getGridX(), cell->getCell()->getGridY())];
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    if (!segment.mFogOfWarImage)
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    {
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        if (cell->getFog())
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            segment.loadFogOfWar(cell->getFog()->mFogTextures.back());
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        else
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            segment.initFogOfWar();
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    }
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}
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void LocalMap::requestInteriorMap(MWWorld::CellStore* cell)
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{
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    osg::ComputeBoundsVisitor computeBoundsVisitor;
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    computeBoundsVisitor.setTraversalMask(Mask_Scene|Mask_Terrain);
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    mSceneRoot->accept(computeBoundsVisitor);
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    osg::BoundingBox bounds = computeBoundsVisitor.getBoundingBox();
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    // If we're in an empty cell, bail out
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    // The operations in this function are only valid for finite bounds
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    if (!bounds.valid() || bounds.radius2() == 0.0)
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        return;
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    mInterior = true;
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    mBounds = bounds;
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    // Get the cell's NorthMarker rotation. This is used to rotate the entire map.
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    osg::Vec2f north = MWBase::Environment::get().getWorld()->getNorthVector(cell);
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    mAngle = std::atan2(north.x(), north.y());
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    // Rotate the cell and merge the rotated corners to the bounding box
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    osg::Vec2f origCenter(bounds.center().x(), bounds.center().y());
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    osg::Vec3f origCorners[8];
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    for (int i=0; i<8; ++i)
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        origCorners[i] = mBounds.corner(i);
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    for (int i=0; i<8; ++i)
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    {
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        osg::Vec3f corner = origCorners[i];
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        osg::Vec2f corner2d (corner.x(), corner.y());
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        corner2d = rotatePoint(corner2d, origCenter, mAngle);
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        mBounds.expandBy(osg::Vec3f(corner2d.x(), corner2d.y(), 0));
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    }
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    // Do NOT change padding! This will break older savegames.
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    // If the padding really needs to be changed, then it must be saved in the ESM::FogState and
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    // assume the old (500) value as default for older savegames.
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    const float padding = 500.0f;
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    // Apply a little padding
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    mBounds.set(mBounds._min - osg::Vec3f(padding,padding,0.f),
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                mBounds._max + osg::Vec3f(padding,padding,0.f));
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    float zMin = mBounds.zMin();
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    float zMax = mBounds.zMax();
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    // If there is fog state in the CellStore (e.g. when it came from a savegame) we need to do some checks
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    // to see if this state is still valid.
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    // Both the cell bounds and the NorthMarker rotation could be changed by the content files or exchanged models.
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    // If they changed by too much (for bounds, < padding is considered acceptable) then parts of the interior might not
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    // be covered by the map anymore.
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    // The following code detects this, and discards the CellStore's fog state if it needs to.
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    if (cell->getFog())
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    {
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        ESM::FogState* fog = cell->getFog();
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        osg::Vec3f newMin (fog->mBounds.mMinX, fog->mBounds.mMinY, zMin);
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        osg::Vec3f newMax (fog->mBounds.mMaxX, fog->mBounds.mMaxY, zMax);
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        osg::Vec3f minDiff = newMin - mBounds._min;
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        osg::Vec3f maxDiff = newMax - mBounds._max;
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        if (std::abs(minDiff.x()) > padding || std::abs(minDiff.y()) > padding
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            || std::abs(maxDiff.x()) > padding || std::abs(maxDiff.y()) > padding
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                || std::abs(mAngle - fog->mNorthMarkerAngle) > osg::DegreesToRadians(5.f))
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        {
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            // Nuke it
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            cell->setFog(NULL);
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        }
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        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() << 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() << std::endl;
 | 
						|
        return;
 | 
						|
    }
 | 
						|
    mFogOfWarImage->flipVertical();
 | 
						|
 | 
						|
    std::string data = ostream.str();
 | 
						|
    fog.mImageData = std::vector<char>(data.begin(), data.end());
 | 
						|
}
 | 
						|
 | 
						|
}
 |