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611 lines
21 KiB
C++
611 lines
21 KiB
C++
#include "localmap.hpp"
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#include <OgreMaterialManager.h>
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#include <OgreHardwarePixelBuffer.h>
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#include <OgreSceneManager.h>
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#include <OgreSceneNode.h>
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#include <OgreCamera.h>
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#include <OgreTextureManager.h>
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#include <OgreRenderTexture.h>
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#include <OgreViewport.h>
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#include <components/esm/fogstate.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "renderconst.hpp"
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#include "renderingmanager.hpp"
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using namespace MWRender;
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using namespace Ogre;
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LocalMap::LocalMap(OEngine::Render::OgreRenderer* rend, MWRender::RenderingManager* rendering)
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: mInterior(false)
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, mAngle(0.f)
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, mMapResolution(Settings::Manager::getInt("local map resolution", "Map"))
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{
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mRendering = rend;
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mRenderingManager = rendering;
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mCameraPosNode = mRendering->getScene()->getRootSceneNode()->createChildSceneNode();
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mCameraRotNode = mCameraPosNode->createChildSceneNode();
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mCameraNode = mCameraRotNode->createChildSceneNode();
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mCellCamera = mRendering->getScene()->createCamera("CellCamera");
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mCellCamera->setProjectionType(PT_ORTHOGRAPHIC);
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mCameraNode->attachObject(mCellCamera);
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mLight = mRendering->getScene()->createLight();
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mLight->setType (Ogre::Light::LT_DIRECTIONAL);
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mLight->setDirection (Ogre::Vector3(0.3, 0.3, -0.7));
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mLight->setVisible (false);
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mLight->setDiffuseColour (ColourValue(0.7,0.7,0.7));
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mRenderTexture = TextureManager::getSingleton().createManual(
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"localmap/rtt",
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ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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TEX_TYPE_2D,
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mMapResolution, mMapResolution,
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0,
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PF_R8G8B8,
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TU_RENDERTARGET);
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mRenderTarget = mRenderTexture->getBuffer()->getRenderTarget();
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mRenderTarget->setAutoUpdated(false);
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Viewport* vp = mRenderTarget->addViewport(mCellCamera);
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vp->setOverlaysEnabled(false);
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vp->setShadowsEnabled(false);
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vp->setBackgroundColour(ColourValue(0, 0, 0));
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vp->setVisibilityMask(RV_Map);
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vp->setMaterialScheme("local_map");
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}
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LocalMap::~LocalMap()
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{
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}
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const Ogre::Vector2 LocalMap::rotatePoint(const Ogre::Vector2& p, const Ogre::Vector2& c, const float angle)
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{
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return Vector2( Math::Cos(angle) * (p.x - c.x) - Math::Sin(angle) * (p.y - c.y) + c.x,
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Math::Sin(angle) * (p.x - c.x) + Math::Cos(angle) * (p.y - c.y) + c.y);
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}
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std::string LocalMap::coordStr(const int x, const int y)
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{
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return StringConverter::toString(x) + "_" + StringConverter::toString(y);
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}
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void LocalMap::clear()
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{
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// Not actually removing the Textures here. That doesnt appear to work properly. It seems MyGUI still keeps some pointers.
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mBuffers.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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std::string textureName = "Cell_"+coordStr(cell->getCell()->getGridX(), cell->getCell()->getGridY())+"_fog";
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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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TexturePtr tex = TextureManager::getSingleton().getByName(textureName);
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if (tex.isNull())
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return;
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Ogre::Image image;
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tex->load();
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tex->convertToImage(image);
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Ogre::DataStreamPtr encoded = image.encode("tga");
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fog->mFogTextures.back().mImageData.resize(encoded->size());
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encoded->read(&fog->mFogTextures.back().mImageData[0], encoded->size());
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cell->setFog(fog.release());
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}
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else
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{
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Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().y);
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Vector2 max(mBounds.getMaximum().x, mBounds.getMaximum().y);
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Vector2 length = max-min;
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const int segsX = std::ceil( length.x / sSize );
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const int segsY = std::ceil( length.y / sSize );
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mInteriorName = cell->getCell()->mName;
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std::auto_ptr<ESM::FogState> fog (new ESM::FogState());
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fog->mBounds.mMinX = mBounds.getMinimum().x;
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fog->mBounds.mMaxX = mBounds.getMaximum().x;
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fog->mBounds.mMinY = mBounds.getMinimum().y;
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fog->mBounds.mMaxY = mBounds.getMaximum().y;
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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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std::string textureName = cell->getCell()->mName + "_" + coordStr(x,y) + "_fog";
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TexturePtr tex = TextureManager::getSingleton().getByName(textureName);
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if (tex.isNull())
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return;
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Ogre::Image image;
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tex->load();
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tex->convertToImage(image);
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fog->mFogTextures.push_back(ESM::FogTexture());
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Ogre::DataStreamPtr encoded = image.encode("tga");
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fog->mFogTextures.back().mImageData.resize(encoded->size());
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encoded->read(&fog->mFogTextures.back().mImageData[0], encoded->size());
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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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void LocalMap::requestMap(MWWorld::CellStore* cell, float zMin, float zMax)
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{
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mInterior = false;
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mCameraRotNode->setOrientation(Quaternion::IDENTITY);
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mCellCamera->setOrientation(Quaternion(Ogre::Math::Cos(Ogre::Degree(0)/2.f), 0, 0, -Ogre::Math::Sin(Ogre::Degree(0)/2.f)));
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int x = cell->getCell()->getGridX();
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int y = cell->getCell()->getGridY();
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std::string name = "Cell_"+coordStr(x, y);
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mCameraPosNode->setPosition(Vector3(0,0,0));
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// Note: using force=true for exterior cell maps.
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// They must be updated even if they were visited before, because the set of surrounding active cells might be different
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// (and objects in a different cell can "bleed" into another cell's map if they cross the border)
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render((x+0.5)*sSize, (y+0.5)*sSize, zMin, zMax, sSize, sSize, name, true);
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if (mBuffers.find(name) == mBuffers.end())
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{
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if (cell->getFog())
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loadFogOfWar(name, cell->getFog()->mFogTextures.back());
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else
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createFogOfWar(name);
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}
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}
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void LocalMap::requestMap(MWWorld::CellStore* cell,
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AxisAlignedBox bounds)
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{
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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.isNull ())
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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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const Vector2& north = MWBase::Environment::get().getWorld()->getNorthVector(cell);
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Radian angle = Ogre::Math::ATan2 (north.x, north.y);
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mAngle = angle.valueRadians();
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// Rotate the cell and merge the rotated corners to the bounding box
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Vector2 _center(bounds.getCenter().x, bounds.getCenter().y);
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Vector3 _c1 = bounds.getCorner(AxisAlignedBox::FAR_LEFT_BOTTOM);
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Vector3 _c2 = bounds.getCorner(AxisAlignedBox::FAR_RIGHT_BOTTOM);
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Vector3 _c3 = bounds.getCorner(AxisAlignedBox::FAR_LEFT_TOP);
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Vector3 _c4 = bounds.getCorner(AxisAlignedBox::FAR_RIGHT_TOP);
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Vector2 c1(_c1.x, _c1.y);
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Vector2 c2(_c2.x, _c2.y);
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Vector2 c3(_c3.x, _c3.y);
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Vector2 c4(_c4.x, _c4.y);
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c1 = rotatePoint(c1, _center, mAngle);
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c2 = rotatePoint(c2, _center, mAngle);
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c3 = rotatePoint(c3, _center, mAngle);
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c4 = rotatePoint(c4, _center, mAngle);
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mBounds.merge(Vector3(c1.x, c1.y, 0));
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mBounds.merge(Vector3(c2.x, c2.y, 0));
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mBounds.merge(Vector3(c3.x, c3.y, 0));
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mBounds.merge(Vector3(c4.x, c4.y, 0));
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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 int padding = 500;
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// Apply a little padding
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mBounds.setMinimum (mBounds.getMinimum() - Vector3(padding,padding,0));
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mBounds.setMaximum (mBounds.getMaximum() + Vector3(padding,padding,0));
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float zMin = mBounds.getMinimum().z;
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float zMax = mBounds.getMaximum().z;
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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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Ogre::Vector3 newMin (fog->mBounds.mMinX, fog->mBounds.mMinY, zMin);
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Ogre::Vector3 newMax (fog->mBounds.mMaxX, fog->mBounds.mMaxY, zMax);
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Ogre::Vector3 minDiff = newMin - mBounds.getMinimum();
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Ogre::Vector3 maxDiff = newMax - mBounds.getMaximum();
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if (std::abs(minDiff.x) > 500 || std::abs(minDiff.y) > 500
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|| std::abs(maxDiff.x) > 500 || std::abs(maxDiff.y) > 500
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|| std::abs(mAngle - fog->mNorthMarkerAngle) > Ogre::Degree(5).valueRadians())
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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
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{
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// Looks sane, use it
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mBounds = Ogre::AxisAlignedBox(newMin, newMax);
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mAngle = fog->mNorthMarkerAngle;
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}
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}
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Vector2 center(mBounds.getCenter().x, mBounds.getCenter().y);
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Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().y);
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Vector2 max(mBounds.getMaximum().x, mBounds.getMaximum().y);
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Vector2 length = max-min;
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mCellCamera->setOrientation(Quaternion::IDENTITY);
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mCameraRotNode->setOrientation(Quaternion(Math::Cos(mAngle/2.f), 0, 0, -Math::Sin(mAngle/2.f)));
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mCameraPosNode->setPosition(Vector3(center.x, center.y, 0));
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// divide into segments
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const int segsX = std::ceil( length.x / sSize );
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const int segsY = std::ceil( length.y / sSize );
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mInteriorName = cell->getCell()->mName;
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int i=0;
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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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Vector2 start = min + Vector2(sSize*x,sSize*y);
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Vector2 newcenter = start + sSize/2;
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std::string texturePrefix = cell->getCell()->mName + "_" + coordStr(x,y);
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render(newcenter.x - center.x, newcenter.y - center.y, zMin, zMax, sSize, sSize, texturePrefix);
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if (!cell->getFog())
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createFogOfWar(texturePrefix);
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else
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{
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ESM::FogState* fog = cell->getFog();
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// We are using the same bounds and angle as we were using when the textures were originally made. Segments should come out the same.
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if (i >= int(fog->mFogTextures.size()))
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throw std::runtime_error("fog texture count mismatch");
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ESM::FogTexture& esm = fog->mFogTextures[i];
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loadFogOfWar(texturePrefix, esm);
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}
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++i;
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}
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}
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}
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void LocalMap::createFogOfWar(const std::string& texturePrefix)
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{
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const std::string texName = texturePrefix + "_fog";
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TexturePtr tex = createFogOfWarTexture(texName);
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// create a buffer to use for dynamic operations
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std::vector<uint32> buffer;
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// initialize to (0, 0, 0, 1)
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buffer.resize(sFogOfWarResolution*sFogOfWarResolution, 0xFF000000);
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// upload to the texture
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tex->load();
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memcpy(tex->getBuffer()->lock(HardwareBuffer::HBL_DISCARD), &buffer[0], sFogOfWarResolution*sFogOfWarResolution*4);
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tex->getBuffer()->unlock();
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mBuffers[texturePrefix] = buffer;
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}
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Ogre::TexturePtr LocalMap::createFogOfWarTexture(const std::string &texName)
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{
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TexturePtr tex = TextureManager::getSingleton().getByName(texName);
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if (tex.isNull())
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{
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tex = TextureManager::getSingleton().createManual(
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texName,
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ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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TEX_TYPE_2D,
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sFogOfWarResolution, sFogOfWarResolution,
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0,
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PF_A8R8G8B8,
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TU_DYNAMIC_WRITE_ONLY,
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this // ManualResourceLoader required if the texture contents are lost (due to lost devices nonsense that can occur with D3D)
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);
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}
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return tex;
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}
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void LocalMap::loadFogOfWar (const std::string& texturePrefix, ESM::FogTexture& esm)
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{
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std::vector<char>& data = esm.mImageData;
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Ogre::DataStreamPtr stream(new Ogre::MemoryDataStream(&data[0], data.size()));
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Ogre::Image image;
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image.load(stream, "tga");
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if (int(image.getWidth()) != sFogOfWarResolution || int(image.getHeight()) != sFogOfWarResolution)
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throw std::runtime_error("fog texture size mismatch");
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std::string texName = texturePrefix + "_fog";
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Ogre::TexturePtr tex = createFogOfWarTexture(texName);
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tex->unload();
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tex->loadImage(image);
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// create a buffer to use for dynamic operations
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std::vector<uint32> buffer;
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buffer.resize(sFogOfWarResolution*sFogOfWarResolution);
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memcpy(&buffer[0], image.getData(), image.getSize());
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mBuffers[texturePrefix] = buffer;
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}
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void LocalMap::render(const float x, const float y,
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const float zlow, const float zhigh,
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const float xw, const float yw, const std::string& texture, bool force)
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{
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mCellCamera->setFarClipDistance( (zhigh-zlow) + 2000 );
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mCellCamera->setNearClipDistance(50);
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mCellCamera->setOrthoWindow(xw, yw);
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mCameraNode->setPosition(Vector3(x, y, zhigh+1000));
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// disable fog (only necessary for fixed function, the shader based
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// materials already do this through local_map material configuration)
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float oldFogStart = mRendering->getScene()->getFogStart();
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float oldFogEnd = mRendering->getScene()->getFogEnd();
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Ogre::ColourValue oldFogColour = mRendering->getScene()->getFogColour();
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mRendering->getScene()->setFog(FOG_NONE);
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// set up lighting
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Ogre::ColourValue oldAmbient = mRendering->getScene()->getAmbientLight();
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mRendering->getScene()->setAmbientLight(Ogre::ColourValue(0.3, 0.3, 0.3));
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mRenderingManager->disableLights(true);
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mLight->setVisible(true);
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TexturePtr tex;
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// try loading from memory
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tex = TextureManager::getSingleton().getByName(texture);
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if (tex.isNull())
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{
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// render
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mRenderTarget->update();
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// create a new texture and blit to it
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Ogre::TexturePtr tex = TextureManager::getSingleton().createManual(
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texture,
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ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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TEX_TYPE_2D,
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mMapResolution, mMapResolution,
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0,
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PF_R8G8B8);
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tex->getBuffer()->blit(mRenderTexture->getBuffer());
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}
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else if (force)
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{
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mRenderTarget->update();
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tex->getBuffer()->blit(mRenderTexture->getBuffer());
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}
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mRenderingManager->enableLights(true);
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mLight->setVisible(false);
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// re-enable fog
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mRendering->getScene()->setFog(FOG_LINEAR, oldFogColour, 0, oldFogStart, oldFogEnd);
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mRendering->getScene()->setAmbientLight(oldAmbient);
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}
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void LocalMap::worldToInteriorMapPosition (Ogre::Vector2 pos, float& nX, float& nY, int& x, int& y)
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{
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pos = rotatePoint(pos, Vector2(mBounds.getCenter().x, mBounds.getCenter().y), mAngle);
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Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().y);
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x = std::ceil((pos.x - min.x)/sSize)-1;
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y = std::ceil((pos.y - min.y)/sSize)-1;
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nX = (pos.x - min.x - sSize*x)/sSize;
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nY = 1.0-(pos.y - min.y - sSize*y)/sSize;
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}
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Ogre::Vector2 LocalMap::interiorMapToWorldPosition (float nX, float nY, int x, int y)
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{
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Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().y);
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Ogre::Vector2 pos;
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pos.x = sSize * (nX + x) + min.x;
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pos.y = sSize * (1.0-nY + y) + min.y;
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pos = rotatePoint(pos, Vector2(mBounds.getCenter().x, mBounds.getCenter().y), -mAngle);
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return pos;
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}
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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();
|
|
}
|
|
}
|
|
}
|
|
}
|