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@ -370,8 +370,8 @@ void LocalMap::updatePlayer (const Ogre::Vector3& position, const Ogre::Quaterni
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MWBase::Environment::get().getWindowManager()->setPlayerDir(playerdirection.x, playerdirection.y);
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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 exploreRadius = (mInterior ? 0.1 : 0.3) * (sFogOfWarResolution-1); // explore radius from 0 to sFogOfWarResolution-1
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const float sqrExploreRadius = Math::Sqr(exploreRadius);
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const float exploreRadiusUV = exploreRadius / sFogOfWarResolution; // explore radius from 0 to 1 (UV space)
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// change the affected fog of war textures (in a 3x3 grid around the player)
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@ -406,11 +406,8 @@ void LocalMap::updatePlayer (const Ogre::Vector3& position, const Ogre::Quaterni
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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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float sqrDist = Math::Sqr((texU + mx*(sFogOfWarResolution-1)) - u*(sFogOfWarResolution-1))
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+ Math::Sqr((texV + my*(sFogOfWarResolution-1)) - v*(sFogOfWarResolution-1));
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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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