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openmw/apps/openmw/mwrender/localmap.cpp

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#include "localmap.hpp"
#include "renderingmanager.hpp"
#include <OgreOverlayManager.h>
#include <OgreMaterialManager.h>
#include <boost/filesystem.hpp>
using namespace MWRender;
using namespace Ogre;
#define CACHE_EXTENSION ".jpg"
#define MAP_RESOLUTION 1024 // 1024*1024 pixels for a 8192*8192 area in world units
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// warning: don't set this too high! dynamic textures are a bottleneck
#define FOGOFWAR_RESOLUTION 32
// how many frames to skip before rendering the fog of war.
// example: at 60 fps, a value of 2 would mean to render it at 20 fps.
#define FOGOFWAR_SKIP 2
LocalMap::LocalMap(OEngine::Render::OgreRenderer* rend)
{
mRendering = rend;
mCellCamera = mRendering->getScene()->createCamera("CellCamera");
mCellCamera->setProjectionType(PT_ORTHOGRAPHIC);
// look down -y
const float sqrt0pt5 = 0.707106781;
mCellCamera->setOrientation(Quaternion(sqrt0pt5, -sqrt0pt5, 0, 0));
// Debug overlay to view the maps
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render(0, 0, 10000, 10000, 8192, 8192, "Cell_0_0");
MaterialPtr mat = MaterialManager::getSingleton().create("testMaterial", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
mat->getTechnique(0)->getPass(0)->createTextureUnitState("Cell_0_0");
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mat->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false);
mat->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
mat->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false);
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mat = MaterialManager::getSingleton().create("testMaterial2", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
mat->getTechnique(0)->getPass(0)->createTextureUnitState("Cell_0_0");
mat->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false);
mat->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
mat->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false);
OverlayManager& ovm = OverlayManager::getSingleton();
Overlay* mOverlay = ovm.create( "testOverlay" );
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mOverlay->setZOrder(0);
OverlayContainer* overlay_panel;
overlay_panel = (OverlayContainer*)ovm.createOverlayElement("Panel", "testPanel");
overlay_panel->_setPosition(0, 0);
overlay_panel->_setDimensions(0.5, 0.5);
overlay_panel->setMaterialName( "testMaterial" );
overlay_panel->show();
mOverlay->add2D(overlay_panel);
mOverlay->show();
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Overlay* mOverlay2 = ovm.create( "testOverlay2" );
mOverlay2->setZOrder(1);
OverlayContainer* overlay_panel2;
overlay_panel2 = (OverlayContainer*)ovm.createOverlayElement("Panel", "testPanel2");
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overlay_panel2->_setPosition(0, 0);
overlay_panel2->_setDimensions(0.5, 0.5);
overlay_panel2->setMaterialName( "testMaterial2" );
overlay_panel2->show();
mOverlay2->add2D(overlay_panel2);
mOverlay2->show();
}
LocalMap::~LocalMap()
{
deleteBuffers();
}
void LocalMap::deleteBuffers()
{
for (std::map<std::string, uint32*>::iterator it=mBuffers.begin();
it != mBuffers.end(); ++it)
{
delete it->second;
}
mBuffers.clear();
}
void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell)
{
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deleteBuffers();
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mInterior = false;
std::string name = "Cell_" + StringConverter::toString(cell->cell->data.gridX)
+ "_" + StringConverter::toString(cell->cell->data.gridY);
const int x = cell->cell->data.gridX;
const int y = cell->cell->data.gridY;
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render((x+0.5)*8192, (-y-0.5)*8192, -10000, 10000, 8192, 8192, name);
}
void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell,
AxisAlignedBox bounds)
{
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deleteBuffers();
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mInterior = true;
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mBounds = bounds;
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Vector2 z(bounds.getMaximum().y, bounds.getMinimum().y);
Vector2 min(bounds.getMinimum().x, bounds.getMinimum().z);
Vector2 max(bounds.getMaximum().x, bounds.getMaximum().z);
/// \todo why is this workaround needed?
min *= 1.3;
max *= 1.3;
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Vector2 length = max-min;
Vector2 center(bounds.getCenter().x, bounds.getCenter().z);
// divide into 8192*8192 segments
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/// \todo interiors with more than 1 segment are untested
const int segsX = std::ceil( length.x / 8192 );
const int segsY = std::ceil( length.y / 8192 );
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mInteriorName = cell->cell->name;
for (int x=0; x<segsX; ++x)
{
for (int y=0; y<segsY; ++y)
{
Vector2 start = min + Vector2(8192*x,8192*y);
Vector2 newcenter = start + 4096;
render(newcenter.x, newcenter.y, z.y, z.x, 8192, 8192,
cell->cell->name + "_" + StringConverter::toString(x) + "_" + StringConverter::toString(y));
}
}
}
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)
{
// disable fog
// changing FOG_MODE is not a solution when using shaders, thus we have to push linear start/end
const float fStart = mRendering->getScene()->getFogStart();
const float fEnd = mRendering->getScene()->getFogEnd();
const ColourValue& clr = mRendering->getScene()->getFogColour();
mRendering->getScene()->setFog(FOG_LINEAR, clr, 0, 1000000, 10000000);
// make everything visible
mRendering->getScene()->setAmbientLight(ColourValue(1,1,1));
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mCellCamera->setPosition(Vector3(x, zhigh, y));
mCellCamera->setFarClipDistance( (zhigh-zlow) * 1.1 );
mCellCamera->setOrthoWindow(xw, yw);
TexturePtr tex;
// try loading from memory
tex = TextureManager::getSingleton().getByName(texture);
if (tex.isNull())
{
// try loading from disk
//if (boost::filesystem::exists(texture+CACHE_EXTENSION))
//{
/// \todo
//}
//else
{
// render
tex = TextureManager::getSingleton().createManual(
texture,
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
TEX_TYPE_2D,
xw*MAP_RESOLUTION/8192, yw*MAP_RESOLUTION/8192,
0,
PF_R8G8B8,
TU_RENDERTARGET);
RenderTarget* rtt = tex->getBuffer()->getRenderTarget();
rtt->setAutoUpdated(false);
Viewport* vp = rtt->addViewport(mCellCamera);
vp->setOverlaysEnabled(false);
vp->setShadowsEnabled(false);
vp->setBackgroundColour(ColourValue(0, 0, 0));
//vp->setVisibilityMask( ... );
rtt->update();
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// create "fog of war" texture
TexturePtr tex2 = TextureManager::getSingleton().createManual(
texture + "_fog",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
TEX_TYPE_2D,
xw*FOGOFWAR_RESOLUTION/8192, yw*FOGOFWAR_RESOLUTION/8192,
0,
PF_A8R8G8B8,
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TU_DYNAMIC_WRITE_ONLY);
// create a buffer to use for dynamic operations
uint32* buffer = new uint32[FOGOFWAR_RESOLUTION*FOGOFWAR_RESOLUTION];
// initialize to (0, 0, 0, 1)
uint32* pointer = buffer;
for (int p=0; p<FOGOFWAR_RESOLUTION*FOGOFWAR_RESOLUTION; ++p)
{
*(pointer+p) = (255 << 24);
}
memcpy(tex2->getBuffer()->lock(HardwareBuffer::HBL_DISCARD), buffer, FOGOFWAR_RESOLUTION*FOGOFWAR_RESOLUTION*4);
tex2->getBuffer()->unlock();
mBuffers[texture] = buffer;
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/// \todo
// save to cache for next time
//rtt->writeContentsToFile("./" + texture + CACHE_EXTENSION);
}
}
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if (!MaterialManager::getSingleton().getByName("testMaterial").isNull())
{
MaterialPtr mat = MaterialManager::getSingleton().getByName("testMaterial");
mat->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName(texture);
}
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// re-enable fog
mRendering->getScene()->setFog(FOG_LINEAR, clr, 0, fStart, fEnd);
}
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void LocalMap::setPlayerPosition (const Ogre::Vector3& position)
{
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#if FOGOFWAR_SKIP != 0
static int count=0;
if (++count % FOGOFWAR_SKIP != 0)
return;
#endif
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// retrieve the x,y grid coordinates the player is in
int x,y;
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Vector2 pos(position.x, position.z);
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if (!mInterior)
{
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x = (int) (pos.x / 8192.f);
y = (int) (pos.y / 8192.f);
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}
else
{
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Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().z);
min *= 1.3;
/// \todo interiors with more than 1 segment are untested
x = (int) ((pos.x - min.x)/8192.f);
y = (int) ((pos.y - min.y)/8192.f);
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}
// convert from world coordinates to texture UV coordinates
float u,v;
std::string texName;
if (!mInterior)
{
u = std::abs((pos.x - (8192*x))/8192.f);
v = std::abs((pos.y - (8192*y))/8192.f);
texName = "Cell_" + StringConverter::toString(x) + "_"
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+ StringConverter::toString(y);
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}
else
{
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Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().z);
min *= 1.3;
u = (pos.x - min.x - 8192*x)/8192.f;
v = (pos.y - min.y - 8192*y)/8192.f;
texName = mInteriorName + "_" + StringConverter::toString(x) + "_"
+ StringConverter::toString(y);
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}
//std::cout << "u " << u<< " v " << v << std::endl;
// explore radius (squared)
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const float sqrExploreRadius = 0.01 * FOGOFWAR_RESOLUTION*FOGOFWAR_RESOLUTION;
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// get the appropriate fog of war texture
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TexturePtr tex = TextureManager::getSingleton().getByName(texName+"_fog");
if (!tex.isNull())
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{
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// get its buffer
uint32* buffer = mBuffers[texName];
uint32* pointer = buffer;
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for (int texV = 0; texV<FOGOFWAR_RESOLUTION; ++texV)
{
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for (int texU = 0; texU<FOGOFWAR_RESOLUTION; ++texU)
{
float sqrDist = Math::Sqr(texU - u*FOGOFWAR_RESOLUTION) + Math::Sqr(texV - v*FOGOFWAR_RESOLUTION);
uint32 clr = *(uint32*)pointer;
uint8 alpha = (clr >> 24);
alpha = std::min( alpha, (uint8) (std::max(0.f, std::min(1.f, (sqrDist/sqrExploreRadius)))*255) );
*((uint32*)pointer) = (alpha << 24);
// move to next texel
++pointer;
}
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}
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// copy to the texture
memcpy(tex->getBuffer()->lock(HardwareBuffer::HBL_DISCARD), buffer, FOGOFWAR_RESOLUTION*FOGOFWAR_RESOLUTION*4);
tex->getBuffer()->unlock();
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if (!MaterialManager::getSingleton().getByName("testMaterial2").isNull())
{
MaterialPtr mat = MaterialManager::getSingleton().getByName("testMaterial2");
mat->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName(tex->getName());
}
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}
}