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			387 lines
		
	
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			387 lines
		
	
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "localmap.hpp"
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#include "renderingmanager.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/world.hpp"
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#include "../mwgui/window_manager.hpp"
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#include "renderconst.hpp"
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#include <OgreOverlayManager.h>
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#include <OgreMaterialManager.h>
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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), mCellX(0), mCellY(0)
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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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    // look down -y
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    const float sqrt0pt5 = 0.707106781;
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    mCellCamera->setOrientation(Quaternion(sqrt0pt5, -sqrt0pt5, 0, 0));
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    mCameraNode->attachObject(mCellCamera);
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}
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LocalMap::~LocalMap()
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{
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    deleteBuffers();
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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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void LocalMap::deleteBuffers()
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{
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    mBuffers.clear();
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}
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void LocalMap::saveTexture(const std::string& texname, const std::string& filename)
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{
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    TexturePtr tex = TextureManager::getSingleton().getByName(texname);
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    if (tex.isNull()) return;
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    HardwarePixelBufferSharedPtr readbuffer = tex->getBuffer();
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    readbuffer->lock(HardwareBuffer::HBL_NORMAL );
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    const PixelBox &readrefpb = readbuffer->getCurrentLock();
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    uchar *readrefdata = static_cast<uchar*>(readrefpb.data);
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    Image img;
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    img = img.loadDynamicImage (readrefdata, tex->getWidth(),
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        tex->getHeight(), tex->getFormat());
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    img.save("./" + filename);
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    readbuffer->unlock();
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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::saveFogOfWar(MWWorld::Ptr::CellStore* cell)
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{
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    if (!mInterior)
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    {
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        /*saveTexture("Cell_"+coordStr(mCellX, mCellY)+"_fog",
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            "Cell_"+coordStr(mCellX, mCellY)+"_fog.png");*/
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    }
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    else
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    {
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        Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().z);
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        Vector2 max(mBounds.getMaximum().x, mBounds.getMaximum().z);
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        Vector2 length = max-min;
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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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        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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                /*saveTexture(
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                    mInteriorName + "_" + coordStr(x,y) + "_fog",
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                    mInteriorName + "_" + coordStr(x,y) + "_fog.png");*/
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            }
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        }
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    }
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}
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void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell)
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{
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    mInterior = false;
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    mCameraRotNode->setOrientation(Quaternion::IDENTITY);
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    std::string name = "Cell_"+coordStr(cell->cell->data.gridX, cell->cell->data.gridY);
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    int x = cell->cell->data.gridX;
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    int y = cell->cell->data.gridY;
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    mCameraPosNode->setPosition(Vector3(0,0,0));
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    render((x+0.5)*sSize, (-y-0.5)*sSize, -10000, 10000, sSize, sSize, name);
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}
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void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell,
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                            AxisAlignedBox bounds)
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{
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    mInterior = true;
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    mBounds = bounds;
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    Vector2 z(mBounds.getMaximum().y, mBounds.getMinimum().y);
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    const Vector2& north = MWBase::Environment::get().getWorld()->getNorthVector(cell);
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    Radian angle(std::atan2(-north.x, -north.y));
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    mAngle = angle.valueRadians();
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    mCameraRotNode->setOrientation(Quaternion(Math::Cos(angle/2.f), 0, Math::Sin(angle/2.f), 0));
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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().z);
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    Vector3 _c1 = bounds.getCorner(AxisAlignedBox::NEAR_LEFT_BOTTOM);
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    Vector3 _c2 = bounds.getCorner(AxisAlignedBox::FAR_LEFT_BOTTOM);
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    Vector3 _c3 = bounds.getCorner(AxisAlignedBox::NEAR_RIGHT_BOTTOM);
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    Vector3 _c4 = bounds.getCorner(AxisAlignedBox::FAR_RIGHT_BOTTOM);
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    Vector2 c1(_c1.x, _c1.z);
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    Vector2 c2(_c2.x, _c2.z);
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    Vector2 c3(_c3.x, _c3.z);
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    Vector2 c4(_c4.x, _c4.z);
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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, 0, c1.y));
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    mBounds.merge(Vector3(c2.x, 0, c2.y));
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    mBounds.merge(Vector3(c3.x, 0, c3.y));
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    mBounds.merge(Vector3(c4.x, 0, c4.y));
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    Vector2 center(mBounds.getCenter().x, mBounds.getCenter().z);
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    Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().z);
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    Vector2 max(mBounds.getMaximum().x, mBounds.getMaximum().z);
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    Vector2 length = max-min;
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    mCameraPosNode->setPosition(Vector3(center.x, 0, center.y));
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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->cell->name;
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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 + 4096;
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            render(newcenter.x - center.x, newcenter.y - center.y, z.y, z.x, sSize, sSize,
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                cell->cell->name + "_" + coordStr(x,y));
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        }
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    }
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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)
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{
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    // disable fog
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    // changing FOG_MODE is not a solution when using shaders, thus we have to push linear start/end
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    const float fStart = mRendering->getScene()->getFogStart();
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    const float fEnd = mRendering->getScene()->getFogEnd();
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    const ColourValue& clr = mRendering->getScene()->getFogColour();
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    mRendering->getScene()->setFog(FOG_LINEAR, clr, 0, 1000000, 10000000);
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    // make everything visible
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    mRendering->getScene()->setAmbientLight(ColourValue(1,1,1));
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    mRenderingManager->disableLights();
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    mCameraNode->setPosition(Vector3(x, zhigh+100000, y));
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    //mCellCamera->setFarClipDistance( (zhigh-zlow) * 1.1 );
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    mCellCamera->setFarClipDistance(0); // infinite
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    mCellCamera->setOrthoWindow(xw, yw);
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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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        // try loading from disk
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        //if (boost::filesystem::exists(texture+".jpg"))
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        //{
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            /// \todo
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        //}
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        //else
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        {
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            // render
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            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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                            xw*sMapResolution/sSize, yw*sMapResolution/sSize,
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                            0,
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                            PF_R8G8B8,
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                            TU_RENDERTARGET);
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            RenderTarget* rtt = tex->getBuffer()->getRenderTarget();
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            rtt->setAutoUpdated(false);
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            Viewport* vp = rtt->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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            // use fallback techniques without shadows and without mrt
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            vp->setMaterialScheme("Fallback");
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            rtt->update();
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            // create "fog of war" texture
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            TexturePtr tex2 = TextureManager::getSingleton().createManual(
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                            texture + "_fog",
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                            ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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                            TEX_TYPE_2D,
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                            xw*sFogOfWarResolution/sSize, yw*sFogOfWarResolution/sSize,
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                            0,
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                            PF_A8R8G8B8,
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                            TU_DYNAMIC_WRITE_ONLY_DISCARDABLE);
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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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            // initialize to (0, 0, 0, 1)
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            for (int p=0; p<sFogOfWarResolution*sFogOfWarResolution; ++p)
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            {
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                buffer[p] = (255 << 24);
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            }
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            memcpy(tex2->getBuffer()->lock(HardwareBuffer::HBL_DISCARD), &buffer[0], sFogOfWarResolution*sFogOfWarResolution*4);
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            tex2->getBuffer()->unlock();
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            mBuffers[texture] = buffer;
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            // save to cache for next time
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            //rtt->writeContentsToFile("./" + texture + ".jpg");
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        }
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    }
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    mRenderingManager->enableLights();
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    // re-enable fog
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    mRendering->getScene()->setFog(FOG_LINEAR, clr, 0, fStart, fEnd);
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}
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void LocalMap::updatePlayer (const Ogre::Vector3& position, const Ogre::Quaternion& orientation)
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{
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    if (sFogOfWarSkip != 0)
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    {
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        static int count=0;
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        if (++count % sFogOfWarSkip != 0)
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            return;
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    }
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    // retrieve the x,y grid coordinates the player is in
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    int x,y;
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    Vector3 _pos(position.x, 0, position.z);
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    Vector2 pos(_pos.x, _pos.z);
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    if (mInterior)
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    {
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        pos = rotatePoint(pos, Vector2(mBounds.getCenter().x, mBounds.getCenter().z), mAngle);
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    }
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    Vector3 playerdirection = -mCameraRotNode->convertWorldToLocalOrientation(orientation).zAxis();
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    Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().z);
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    if (!mInterior)
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    {
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        x = std::ceil(pos.x / sSize)-1;
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        y = std::ceil(-pos.y / sSize)-1;
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        mCellX = x;
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        mCellY = y;
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    }
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    else
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    {
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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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        MWBase::Environment::get().getWindowManager()->setInteriorMapTexture(x,y);
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    }
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    // convert from world coordinates to texture UV coordinates
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    float u,v;
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    std::string texBaseName;
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    if (!mInterior)
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    {
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        u = std::abs((pos.x - (sSize*x))/sSize);
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        v = 1-std::abs((pos.y + (sSize*y))/sSize);
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        texBaseName = "Cell_";
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    }
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    else
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    {
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        u = (pos.x - min.x - sSize*x)/sSize;
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        v = (pos.y - min.y - sSize*y)/sSize;
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        texBaseName = mInteriorName + "_";
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    }
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    MWBase::Environment::get().getWindowManager()->setPlayerPos(u, v);
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    MWBase::Environment::get().getWindowManager()->setPlayerDir(playerdirection.x, -playerdirection.z);
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    // explore radius (squared)
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    const float sqrExploreRadius = (mInterior ? 0.01 : 0.09) * sFogOfWarResolution*sFogOfWarResolution;
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    const float exploreRadius = (mInterior ? 0.1 : 0.3) * sFogOfWarResolution; // explore radius from 0 to sFogOfWarResolution
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    const float exploreRadiusUV = exploreRadius / sFogOfWarResolution; // explore radius from 0 to 1 (UV space)
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    int intExtMult = mInterior ? 1 : -1; // interior and exterior have reversed Y coordinates (interior: top to bottom)
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    // change the affected fog of war textures (in a 3x3 grid around the player)
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    for (int mx = -1; mx<2; ++mx)
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    {
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        for (int my = -1; my<2; ++my)
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        {
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            // is this texture affected at all?
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            bool affected = false;
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            if (mx == 0 && my == 0) // the player is always in the center of the 3x3 grid
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                affected = true;
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            else
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            {
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                bool affectsX = (mx > 0)? (u + exploreRadiusUV > 1) : (u - exploreRadiusUV < 0);
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                bool affectsY = (my > 0)? (v + exploreRadiusUV > 1) : (v - exploreRadiusUV < 0);
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                affected = (affectsX && (my == 0)) || (affectsY && mx == 0) || (affectsX && affectsY);
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            }
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            if (!affected)
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                continue;
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            std::string texName = texBaseName + coordStr(x+mx,y+my*intExtMult);
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            TexturePtr tex = TextureManager::getSingleton().getByName(texName+"_fog");
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            if (!tex.isNull())
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            {
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                // get its buffer
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                if (mBuffers.find(texName) == mBuffers.end()) return;
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                int i=0;
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                for (int texV = 0; texV<sFogOfWarResolution; ++texV)
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                {
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                    for (int texU = 0; texU<sFogOfWarResolution; ++texU)
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                    {
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                        // fix into range of 0 ... sFogOfWarResolution
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                        int _texU = texU * (float(sFogOfWarResolution+1) / float(sFogOfWarResolution));
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                        int _texV = texV * (float(sFogOfWarResolution+1) / float(sFogOfWarResolution));
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                        float sqrDist = Math::Sqr((_texU + mx*sFogOfWarResolution) - u*sFogOfWarResolution) + Math::Sqr((_texV + my*sFogOfWarResolution) - v*sFogOfWarResolution);
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                        uint32 clr = mBuffers[texName][i];
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                        uint8 alpha = (clr >> 24);
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                        alpha = std::min( alpha, (uint8) (std::max(0.f, std::min(1.f, (sqrDist/sqrExploreRadius)))*255) );
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                        mBuffers[texName][i] = (uint32) (alpha << 24);
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                        ++i;
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                    }
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                }
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                // copy to the texture
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                memcpy(tex->getBuffer()->lock(HardwareBuffer::HBL_DISCARD), &mBuffers[texName][0], sFogOfWarResolution*sFogOfWarResolution*4);
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                tex->getBuffer()->unlock();
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            }
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        }
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    }
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}
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