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

611 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)
, mAngle(0.f)
, mMapResolution(Settings::Manager::getInt("local map resolution", "Map"))
{
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,
mMapResolution, mMapResolution,
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);
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,
mMapResolution, mMapResolution,
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 = static_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();
}
}
}
}