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OpenMW/apps/openmw/mwrender/localmap.cpp
2023-07-27 22:53:53 +02:00

787 lines
30 KiB
C++

#include "localmap.hpp"
#include <cstdint>
#include <osg/ComputeBoundsVisitor>
#include <osg/Fog>
#include <osg/LightModel>
#include <osg/LightSource>
#include <osg/PolygonMode>
#include <osg/Texture2D>
#include <osgDB/ReadFile>
#include <components/debug/debuglog.hpp>
#include <components/esm3/fogstate.hpp>
#include <components/esm3/loadcell.hpp>
#include <components/files/memorystream.hpp>
#include <components/misc/constants.hpp>
#include <components/sceneutil/depth.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include <components/sceneutil/nodecallback.hpp>
#include <components/sceneutil/rtt.hpp>
#include <components/sceneutil/shadow.hpp>
#include <components/sceneutil/visitor.hpp>
#include <components/settings/values.hpp>
#include <components/stereo/multiview.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwworld/cellstore.hpp"
#include "vismask.hpp"
namespace
{
float square(float val)
{
return val * val;
}
std::pair<int, int> divideIntoSegments(const osg::BoundingBox& bounds, float mapSize)
{
osg::Vec2f min(bounds.xMin(), bounds.yMin());
osg::Vec2f max(bounds.xMax(), bounds.yMax());
osg::Vec2f length = max - min;
const int segsX = static_cast<int>(std::ceil(length.x() / mapSize));
const int segsY = static_cast<int>(std::ceil(length.y() / mapSize));
return { segsX, segsY };
}
}
namespace MWRender
{
class LocalMapRenderToTexture : public SceneUtil::RTTNode
{
public:
LocalMapRenderToTexture(osg::Node* sceneRoot, int res, int mapWorldSize, float x, float y,
const osg::Vec3d& upVector, float zmin, float zmax);
void setDefaults(osg::Camera* camera) override;
osg::Node* mSceneRoot;
osg::Matrix mProjectionMatrix;
osg::Matrix mViewMatrix;
bool mActive;
};
class CameraLocalUpdateCallback
: public SceneUtil::NodeCallback<CameraLocalUpdateCallback, LocalMapRenderToTexture*>
{
public:
void operator()(LocalMapRenderToTexture* node, osg::NodeVisitor* nv);
};
LocalMap::LocalMap(osg::Group* root)
: mRoot(root)
, mMapResolution(
Settings::map().mLocalMapResolution * MWBase::Environment::get().getWindowManager()->getScalingFactor())
, mMapWorldSize(Constants::CellSizeInUnits)
, mCellDistance(Constants::CellGridRadius)
, mAngle(0.f)
, mInterior(false)
{
SceneUtil::FindByNameVisitor find("Scene Root");
mRoot->accept(find);
mSceneRoot = find.mFoundNode;
if (!mSceneRoot)
throw std::runtime_error("no scene root found");
}
LocalMap::~LocalMap()
{
for (auto& rtt : mLocalMapRTTs)
mRoot->removeChild(rtt);
}
const osg::Vec2f LocalMap::rotatePoint(const osg::Vec2f& point, const osg::Vec2f& center, const float angle)
{
return osg::Vec2f(
std::cos(angle) * (point.x() - center.x()) - std::sin(angle) * (point.y() - center.y()) + center.x(),
std::sin(angle) * (point.x() - center.x()) + std::cos(angle) * (point.y() - center.y()) + center.y());
}
void LocalMap::clear()
{
mExteriorSegments.clear();
mInteriorSegments.clear();
}
void LocalMap::saveFogOfWar(MWWorld::CellStore* cell)
{
if (!mInterior)
{
const MapSegment& segment
= mExteriorSegments[std::make_pair(cell->getCell()->getGridX(), cell->getCell()->getGridY())];
if (segment.mFogOfWarImage && segment.mHasFogState)
{
auto fog = std::make_unique<ESM::FogState>();
fog->mFogTextures.emplace_back();
segment.saveFogOfWar(fog->mFogTextures.back());
cell->setFog(std::move(fog));
}
}
else
{
auto segments = divideIntoSegments(mBounds, mMapWorldSize);
auto fog = std::make_unique<ESM::FogState>();
fog->mBounds.mMinX = mBounds.xMin();
fog->mBounds.mMaxX = mBounds.xMax();
fog->mBounds.mMinY = mBounds.yMin();
fog->mBounds.mMaxY = mBounds.yMax();
fog->mNorthMarkerAngle = mAngle;
fog->mFogTextures.reserve(segments.first * segments.second);
for (int x = 0; x < segments.first; ++x)
{
for (int y = 0; y < segments.second; ++y)
{
const MapSegment& segment = mInteriorSegments[std::make_pair(x, y)];
fog->mFogTextures.emplace_back();
// saving even if !segment.mHasFogState so we don't mess up the segmenting
// plus, older openmw versions can't deal with empty images
segment.saveFogOfWar(fog->mFogTextures.back());
fog->mFogTextures.back().mX = x;
fog->mFogTextures.back().mY = y;
}
}
cell->setFog(std::move(fog));
}
}
void LocalMap::setupRenderToTexture(
int segment_x, int segment_y, float left, float top, const osg::Vec3d& upVector, float zmin, float zmax)
{
mLocalMapRTTs.emplace_back(
new LocalMapRenderToTexture(mSceneRoot, mMapResolution, mMapWorldSize, left, top, upVector, zmin, zmax));
mRoot->addChild(mLocalMapRTTs.back());
MapSegment& segment = mInterior ? mInteriorSegments[std::make_pair(segment_x, segment_y)]
: mExteriorSegments[std::make_pair(segment_x, segment_y)];
segment.mMapTexture = static_cast<osg::Texture2D*>(mLocalMapRTTs.back()->getColorTexture(nullptr));
}
void LocalMap::requestMap(const MWWorld::CellStore* cell)
{
if (!cell->isExterior())
{
requestInteriorMap(cell);
return;
}
int cellX = cell->getCell()->getGridX();
int cellY = cell->getCell()->getGridY();
MapSegment& segment = mExteriorSegments[std::make_pair(cellX, cellY)];
const std::uint8_t neighbourFlags = getExteriorNeighbourFlags(cellX, cellY);
if ((segment.mLastRenderNeighbourFlags & neighbourFlags) == neighbourFlags)
return;
requestExteriorMap(cell, segment);
segment.mLastRenderNeighbourFlags = neighbourFlags;
}
void LocalMap::addCell(MWWorld::CellStore* cell)
{
if (cell->isExterior())
mExteriorSegments.emplace(
std::make_pair(cell->getCell()->getGridX(), cell->getCell()->getGridY()), MapSegment{});
}
void LocalMap::removeExteriorCell(int x, int y)
{
mExteriorSegments.erase({ x, y });
}
void LocalMap::removeCell(MWWorld::CellStore* cell)
{
saveFogOfWar(cell);
if (cell->isExterior())
mExteriorSegments.erase({ cell->getCell()->getGridX(), cell->getCell()->getGridY() });
else
mInteriorSegments.clear();
}
osg::ref_ptr<osg::Texture2D> LocalMap::getMapTexture(int x, int y)
{
auto& segments(mInterior ? mInteriorSegments : mExteriorSegments);
SegmentMap::iterator found = segments.find(std::make_pair(x, y));
if (found == segments.end())
return osg::ref_ptr<osg::Texture2D>();
else
return found->second.mMapTexture;
}
osg::ref_ptr<osg::Texture2D> LocalMap::getFogOfWarTexture(int x, int y)
{
auto& segments(mInterior ? mInteriorSegments : mExteriorSegments);
SegmentMap::iterator found = segments.find(std::make_pair(x, y));
if (found == segments.end())
return osg::ref_ptr<osg::Texture2D>();
else
return found->second.mFogOfWarTexture;
}
void LocalMap::cleanupCameras()
{
auto it = mLocalMapRTTs.begin();
while (it != mLocalMapRTTs.end())
{
if (!(*it)->mActive)
{
mRoot->removeChild(*it);
it = mLocalMapRTTs.erase(it);
}
else
it++;
}
}
void LocalMap::requestExteriorMap(const MWWorld::CellStore* cell, MapSegment& segment)
{
mInterior = false;
const int x = cell->getCell()->getGridX();
const int y = cell->getCell()->getGridY();
osg::BoundingSphere bound = mSceneRoot->getBound();
float zmin = bound.center().z() - bound.radius();
float zmax = bound.center().z() + bound.radius();
setupRenderToTexture(x, y, x * mMapWorldSize + mMapWorldSize / 2.f, y * mMapWorldSize + mMapWorldSize / 2.f,
osg::Vec3d(0, 1, 0), zmin, zmax);
if (segment.mFogOfWarImage != nullptr)
return;
if (cell->getFog())
segment.loadFogOfWar(cell->getFog()->mFogTextures.back());
else
segment.initFogOfWar();
}
static osg::Vec2f getNorthVector(const MWWorld::CellStore* cell)
{
MWWorld::ConstPtr northmarker = cell->searchConst(ESM::RefId::stringRefId("northmarker"));
if (northmarker.isEmpty())
return osg::Vec2f(0, 1);
osg::Quat orient(-northmarker.getRefData().getPosition().rot[2], osg::Vec3f(0, 0, 1));
osg::Vec3f dir = orient * osg::Vec3f(0, 1, 0);
osg::Vec2f d(dir.x(), dir.y());
return d;
}
void LocalMap::requestInteriorMap(const MWWorld::CellStore* cell)
{
osg::ComputeBoundsVisitor computeBoundsVisitor;
computeBoundsVisitor.setTraversalMask(Mask_Scene | Mask_Terrain | Mask_Object | Mask_Static);
mSceneRoot->accept(computeBoundsVisitor);
osg::BoundingBox bounds = computeBoundsVisitor.getBoundingBox();
// If we're in an empty cell, bail out
// The operations in this function are only valid for finite bounds
if (!bounds.valid() || bounds.radius2() == 0.0)
return;
mInterior = true;
mBounds = bounds;
// Get the cell's NorthMarker rotation. This is used to rotate the entire map.
osg::Vec2f north = getNorthVector(cell);
mAngle = std::atan2(north.x(), north.y());
// Rotate the cell and merge the rotated corners to the bounding box
osg::Vec2f origCenter(bounds.center().x(), bounds.center().y());
osg::Vec3f origCorners[8];
for (int i = 0; i < 8; ++i)
origCorners[i] = mBounds.corner(i);
for (int i = 0; i < 8; ++i)
{
osg::Vec3f corner = origCorners[i];
osg::Vec2f corner2d(corner.x(), corner.y());
corner2d = rotatePoint(corner2d, origCenter, mAngle);
mBounds.expandBy(osg::Vec3f(corner2d.x(), corner2d.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 float padding = 500.0f;
// Apply a little padding
mBounds.set(mBounds._min - osg::Vec3f(padding, padding, 0.f), mBounds._max + osg::Vec3f(padding, padding, 0.f));
float zMin = mBounds.zMin();
float zMax = mBounds.zMax();
// 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 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.
std::vector<std::pair<int, int>> segmentMappings;
if (cell->getFog())
{
ESM::FogState* fog = cell->getFog();
if (std::abs(mAngle - fog->mNorthMarkerAngle) < osg::DegreesToRadians(5.f))
{
// Expand mBounds so the saved textures fit the same grid
int xOffset = 0;
int yOffset = 0;
if (fog->mBounds.mMinX < mBounds.xMin())
{
mBounds.xMin() = fog->mBounds.mMinX;
}
else if (fog->mBounds.mMinX > mBounds.xMin())
{
float diff = fog->mBounds.mMinX - mBounds.xMin();
xOffset += diff / mMapWorldSize;
xOffset++;
mBounds.xMin() = fog->mBounds.mMinX - xOffset * mMapWorldSize;
}
if (fog->mBounds.mMinY < mBounds.yMin())
{
mBounds.yMin() = fog->mBounds.mMinY;
}
else if (fog->mBounds.mMinY > mBounds.yMin())
{
float diff = fog->mBounds.mMinY - mBounds.yMin();
yOffset += diff / mMapWorldSize;
yOffset++;
mBounds.yMin() = fog->mBounds.mMinY - yOffset * mMapWorldSize;
}
if (fog->mBounds.mMaxX > mBounds.xMax())
mBounds.xMax() = fog->mBounds.mMaxX;
if (fog->mBounds.mMaxY > mBounds.yMax())
mBounds.yMax() = fog->mBounds.mMaxY;
if (xOffset != 0 || yOffset != 0)
Log(Debug::Warning) << "Warning: expanding fog by " << xOffset << ", " << yOffset;
const auto& textures = fog->mFogTextures;
segmentMappings.reserve(textures.size());
osg::BoundingBox savedBounds{ fog->mBounds.mMinX, fog->mBounds.mMinY, 0, fog->mBounds.mMaxX,
fog->mBounds.mMaxY, 0 };
auto segments = divideIntoSegments(savedBounds, mMapWorldSize);
for (int x = 0; x < segments.first; ++x)
for (int y = 0; y < segments.second; ++y)
segmentMappings.emplace_back(std::make_pair(x + xOffset, y + yOffset));
mAngle = fog->mNorthMarkerAngle;
}
}
osg::Vec2f min(mBounds.xMin(), mBounds.yMin());
osg::Vec2f center(mBounds.center().x(), mBounds.center().y());
osg::Quat cameraOrient(mAngle, osg::Vec3d(0, 0, -1));
auto segments = divideIntoSegments(mBounds, mMapWorldSize);
for (int x = 0; x < segments.first; ++x)
{
for (int y = 0; y < segments.second; ++y)
{
osg::Vec2f start = min + osg::Vec2f(mMapWorldSize * x, mMapWorldSize * y);
osg::Vec2f newcenter = start + osg::Vec2f(mMapWorldSize / 2.f, mMapWorldSize / 2.f);
osg::Vec2f a = newcenter - center;
osg::Vec3f rotatedCenter = cameraOrient * (osg::Vec3f(a.x(), a.y(), 0));
osg::Vec2f pos = osg::Vec2f(rotatedCenter.x(), rotatedCenter.y()) + center;
setupRenderToTexture(x, y, pos.x(), pos.y(), osg::Vec3f(north.x(), north.y(), 0.f), zMin, zMax);
auto coords = std::make_pair(x, y);
MapSegment& segment = mInteriorSegments[coords];
if (!segment.mFogOfWarImage)
{
bool loaded = false;
for (size_t index{}; index < segmentMappings.size(); index++)
{
if (segmentMappings[index] == coords)
{
ESM::FogState* fog = cell->getFog();
segment.loadFogOfWar(fog->mFogTextures[index]);
loaded = true;
break;
}
}
if (!loaded)
segment.initFogOfWar();
}
}
}
}
void LocalMap::worldToInteriorMapPosition(osg::Vec2f pos, float& nX, float& nY, int& x, int& y)
{
pos = rotatePoint(pos, osg::Vec2f(mBounds.center().x(), mBounds.center().y()), mAngle);
osg::Vec2f min(mBounds.xMin(), mBounds.yMin());
x = static_cast<int>(std::ceil((pos.x() - min.x()) / mMapWorldSize) - 1);
y = static_cast<int>(std::ceil((pos.y() - min.y()) / mMapWorldSize) - 1);
nX = (pos.x() - min.x() - mMapWorldSize * x) / mMapWorldSize;
nY = 1.0f - (pos.y() - min.y() - mMapWorldSize * y) / mMapWorldSize;
}
osg::Vec2f LocalMap::interiorMapToWorldPosition(float nX, float nY, int x, int y)
{
osg::Vec2f min(mBounds.xMin(), mBounds.yMin());
osg::Vec2f pos(mMapWorldSize * (nX + x) + min.x(), mMapWorldSize * (1.0f - nY + y) + min.y());
pos = rotatePoint(pos, osg::Vec2f(mBounds.center().x(), mBounds.center().y()), -mAngle);
return pos;
}
bool LocalMap::isPositionExplored(float nX, float nY, int x, int y)
{
auto& segments(mInterior ? mInteriorSegments : mExteriorSegments);
const MapSegment& segment = segments[std::make_pair(x, y)];
if (!segment.mFogOfWarImage)
return false;
nX = std::clamp(nX, 0.f, 1.f);
nY = std::clamp(nY, 0.f, 1.f);
int texU = static_cast<int>((sFogOfWarResolution - 1) * nX);
int texV = static_cast<int>((sFogOfWarResolution - 1) * nY);
const std::uint32_t clr
= reinterpret_cast<const uint32_t*>(segment.mFogOfWarImage->data())[texV * sFogOfWarResolution + texU];
uint8_t alpha = (clr >> 24);
return alpha < 200;
}
osg::Group* LocalMap::getRoot()
{
return mRoot;
}
void LocalMap::updatePlayer(const osg::Vec3f& position, const osg::Quat& orientation, float& u, float& v, int& x,
int& y, osg::Vec3f& direction)
{
// retrieve the x,y grid coordinates the player is in
osg::Vec2f pos(position.x(), position.y());
if (mInterior)
{
worldToInteriorMapPosition(pos, u, v, x, y);
osg::Quat cameraOrient(mAngle, osg::Vec3(0, 0, -1));
direction = orientation * cameraOrient.inverse() * osg::Vec3f(0, 1, 0);
}
else
{
direction = orientation * osg::Vec3f(0, 1, 0);
x = static_cast<int>(std::ceil(pos.x() / mMapWorldSize) - 1);
y = static_cast<int>(std::ceil(pos.y() / mMapWorldSize) - 1);
// convert from world coordinates to texture UV coordinates
u = std::abs((pos.x() - (mMapWorldSize * x)) / mMapWorldSize);
v = 1.0f - std::abs((pos.y() - (mMapWorldSize * y)) / mMapWorldSize);
}
// explore radius (squared)
const float exploreRadius = 0.17f * (sFogOfWarResolution - 1); // explore radius from 0 to sFogOfWarResolution-1
const float sqrExploreRadius = square(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 = -mCellDistance; mx <= mCellDistance; ++mx)
{
for (int my = -mCellDistance; my <= mCellDistance; ++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;
int texX = x + mx;
int texY = y + my * -1;
auto& segments(mInterior ? mInteriorSegments : mExteriorSegments);
MapSegment& segment = segments[std::make_pair(texX, texY)];
if (!segment.mFogOfWarImage || !segment.mMapTexture)
continue;
std::uint32_t* data = reinterpret_cast<std::uint32_t*>(segment.mFogOfWarImage->data());
bool changed = false;
for (int texV = 0; texV < sFogOfWarResolution; ++texV)
{
for (int texU = 0; texU < sFogOfWarResolution; ++texU)
{
float sqrDist = square((texU + mx * (sFogOfWarResolution - 1)) - u * (sFogOfWarResolution - 1))
+ square((texV + my * (sFogOfWarResolution - 1)) - v * (sFogOfWarResolution - 1));
const std::uint8_t alpha = std::min<std::uint8_t>(
*data >> 24, std::clamp(sqrDist / sqrExploreRadius, 0.f, 1.f) * 255);
std::uint32_t val = static_cast<std::uint32_t>(alpha << 24);
if (*data != val)
{
*data = val;
changed = true;
}
++data;
}
}
if (changed)
{
segment.mHasFogState = true;
segment.mFogOfWarImage->dirty();
}
}
}
}
std::uint8_t LocalMap::getExteriorNeighbourFlags(int cellX, int cellY) const
{
constexpr std::tuple<NeighbourCellFlag, int, int> flags[] = {
{ NeighbourCellTopLeft, -1, -1 },
{ NeighbourCellTopCenter, 0, -1 },
{ NeighbourCellTopRight, 1, -1 },
{ NeighbourCellMiddleLeft, -1, 0 },
{ NeighbourCellMiddleRight, 1, 0 },
{ NeighbourCellBottomLeft, -1, 1 },
{ NeighbourCellBottomCenter, 0, 1 },
{ NeighbourCellBottomRight, 1, 1 },
};
std::uint8_t result = 0;
for (const auto& [flag, dx, dy] : flags)
if (mExteriorSegments.contains(std::pair(cellX + dx, cellY + dy)))
result |= flag;
return result;
}
void LocalMap::MapSegment::createFogOfWarTexture()
{
if (mFogOfWarTexture)
return;
mFogOfWarTexture = new osg::Texture2D;
// TODO: synchronize access? for now, the worst that could happen is the draw thread jumping a frame ahead.
// mFogOfWarTexture->setDataVariance(osg::Object::DYNAMIC);
mFogOfWarTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
mFogOfWarTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
mFogOfWarTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
mFogOfWarTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
mFogOfWarTexture->setUnRefImageDataAfterApply(false);
mFogOfWarTexture->setImage(mFogOfWarImage);
}
void LocalMap::MapSegment::initFogOfWar()
{
mFogOfWarImage = new osg::Image;
// Assign a PixelBufferObject for asynchronous transfer of data to the GPU
mFogOfWarImage->setPixelBufferObject(new osg::PixelBufferObject);
mFogOfWarImage->allocateImage(sFogOfWarResolution, sFogOfWarResolution, 1, GL_RGBA, GL_UNSIGNED_BYTE);
assert(mFogOfWarImage->isDataContiguous());
std::vector<uint32_t> data;
data.resize(sFogOfWarResolution * sFogOfWarResolution, 0xff000000);
memcpy(mFogOfWarImage->data(), data.data(), data.size() * 4);
createFogOfWarTexture();
}
void LocalMap::MapSegment::loadFogOfWar(const ESM::FogTexture& esm)
{
const std::vector<char>& data = esm.mImageData;
if (data.empty())
{
initFogOfWar();
return;
}
osgDB::ReaderWriter* readerwriter = osgDB::Registry::instance()->getReaderWriterForExtension("png");
if (!readerwriter)
{
Log(Debug::Error) << "Error: Unable to load fog, can't find a png ReaderWriter";
return;
}
Files::IMemStream in(data.data(), data.size());
osgDB::ReaderWriter::ReadResult result = readerwriter->readImage(in);
if (!result.success())
{
Log(Debug::Error) << "Error: Failed to read fog: " << result.message() << " code " << result.status();
return;
}
mFogOfWarImage = result.getImage();
mFogOfWarImage->flipVertical();
mFogOfWarImage->dirty();
createFogOfWarTexture();
mHasFogState = true;
}
void LocalMap::MapSegment::saveFogOfWar(ESM::FogTexture& fog) const
{
if (!mFogOfWarImage)
return;
std::ostringstream ostream;
osgDB::ReaderWriter* readerwriter = osgDB::Registry::instance()->getReaderWriterForExtension("png");
if (!readerwriter)
{
Log(Debug::Error) << "Error: Unable to write fog, can't find a png ReaderWriter";
return;
}
// extra flips are unfortunate, but required for compatibility with older versions
mFogOfWarImage->flipVertical();
osgDB::ReaderWriter::WriteResult result = readerwriter->writeImage(*mFogOfWarImage, ostream);
if (!result.success())
{
Log(Debug::Error) << "Error: Unable to write fog: " << result.message() << " code " << result.status();
return;
}
mFogOfWarImage->flipVertical();
std::string data = ostream.str();
fog.mImageData = std::vector<char>(data.begin(), data.end());
}
LocalMapRenderToTexture::LocalMapRenderToTexture(osg::Node* sceneRoot, int res, int mapWorldSize, float x, float y,
const osg::Vec3d& upVector, float zmin, float zmax)
: RTTNode(res, res, 0, false, 0, StereoAwareness::Unaware_MultiViewShaders)
, mSceneRoot(sceneRoot)
, mActive(true)
{
setNodeMask(Mask_RenderToTexture);
if (SceneUtil::AutoDepth::isReversed())
mProjectionMatrix = SceneUtil::getReversedZProjectionMatrixAsOrtho(
-mapWorldSize / 2, mapWorldSize / 2, -mapWorldSize / 2, mapWorldSize / 2, 5, (zmax - zmin) + 10);
else
mProjectionMatrix.makeOrtho(
-mapWorldSize / 2, mapWorldSize / 2, -mapWorldSize / 2, mapWorldSize / 2, 5, (zmax - zmin) + 10);
mViewMatrix.makeLookAt(osg::Vec3d(x, y, zmax + 5), osg::Vec3d(x, y, zmin), upVector);
setUpdateCallback(new CameraLocalUpdateCallback);
setDepthBufferInternalFormat(GL_DEPTH24_STENCIL8);
}
void LocalMapRenderToTexture::setDefaults(osg::Camera* camera)
{
// Disable small feature culling, it's not going to be reliable for this camera
osg::Camera::CullingMode cullingMode
= (osg::Camera::DEFAULT_CULLING | osg::Camera::FAR_PLANE_CULLING) & ~(osg::Camera::SMALL_FEATURE_CULLING);
camera->setCullingMode(cullingMode);
SceneUtil::setCameraClearDepth(camera);
camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT);
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::PIXEL_BUFFER_RTT);
camera->setClearColor(osg::Vec4(0.f, 0.f, 0.f, 1.f));
camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
camera->setRenderOrder(osg::Camera::PRE_RENDER);
camera->setCullMask(Mask_Scene | Mask_SimpleWater | Mask_Terrain | Mask_Object | Mask_Static);
camera->setCullMaskLeft(Mask_Scene | Mask_SimpleWater | Mask_Terrain | Mask_Object | Mask_Static);
camera->setCullMaskRight(Mask_Scene | Mask_SimpleWater | Mask_Terrain | Mask_Object | Mask_Static);
camera->setNodeMask(Mask_RenderToTexture);
camera->setProjectionMatrix(mProjectionMatrix);
camera->setViewMatrix(mViewMatrix);
auto* stateset = camera->getOrCreateStateSet();
stateset->setAttribute(new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::FILL),
osg::StateAttribute::OVERRIDE);
stateset->addUniform(new osg::Uniform("projectionMatrix", static_cast<osg::Matrixf>(mProjectionMatrix)),
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
if (Stereo::getMultiview())
Stereo::setMultiviewMatrices(stateset, { mProjectionMatrix, mProjectionMatrix });
// assign large value to effectively turn off fog
// shaders don't respect glDisable(GL_FOG)
osg::ref_ptr<osg::Fog> fog(new osg::Fog);
fog->setStart(10000000);
fog->setEnd(10000000);
stateset->setAttributeAndModes(fog, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);
// turn of sky blending
stateset->addUniform(new osg::Uniform("far", 10000000.0f));
stateset->addUniform(new osg::Uniform("skyBlendingStart", 8000000.0f));
stateset->addUniform(new osg::Uniform("sky", 0));
stateset->addUniform(new osg::Uniform("screenRes", osg::Vec2f{ 1, 1 }));
osg::ref_ptr<osg::LightModel> lightmodel = new osg::LightModel;
lightmodel->setAmbientIntensity(osg::Vec4(0.3f, 0.3f, 0.3f, 1.f));
stateset->setAttributeAndModes(lightmodel, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
osg::ref_ptr<osg::Light> light = new osg::Light;
light->setPosition(osg::Vec4(-0.3f, -0.3f, 0.7f, 0.f));
light->setDiffuse(osg::Vec4(0.7f, 0.7f, 0.7f, 1.f));
light->setAmbient(osg::Vec4(0, 0, 0, 1));
light->setSpecular(osg::Vec4(0, 0, 0, 0));
light->setLightNum(0);
light->setConstantAttenuation(1.f);
light->setLinearAttenuation(0.f);
light->setQuadraticAttenuation(0.f);
osg::ref_ptr<osg::LightSource> lightSource = new osg::LightSource;
lightSource->setLight(light);
lightSource->setStateSetModes(*stateset, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
SceneUtil::ShadowManager::disableShadowsForStateSet(stateset);
// override sun for local map
SceneUtil::configureStateSetSunOverride(static_cast<SceneUtil::LightManager*>(mSceneRoot), light, stateset);
camera->addChild(lightSource);
camera->addChild(mSceneRoot);
}
void CameraLocalUpdateCallback::operator()(LocalMapRenderToTexture* node, osg::NodeVisitor* nv)
{
if (!node->mActive)
node->setNodeMask(0);
node->mActive = false;
// Rtt-nodes do not forward update traversal to their cameras so we can traverse safely.
// Traverse in case there are nested callbacks.
traverse(node, nv);
}
}