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Fog of war fix
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commit
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@ -297,10 +297,13 @@ void LocalMap::requestExteriorMap(MWWorld::CellStore* cell)
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setupRenderToTexture(camera, cell->getCell()->getGridX(), cell->getCell()->getGridY());
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setupRenderToTexture(camera, cell->getCell()->getGridX(), cell->getCell()->getGridY());
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MapSegment& segment = mSegments[std::make_pair(cell->getCell()->getGridX(), cell->getCell()->getGridY())];
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MapSegment& segment = mSegments[std::make_pair(cell->getCell()->getGridX(), cell->getCell()->getGridY())];
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if (cell->getFog())
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if (!segment.mFogOfWarImage)
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segment.loadFogOfWar(cell->getFog()->mFogTextures.back());
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{
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else
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if (cell->getFog())
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segment.initFogOfWar();
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segment.loadFogOfWar(cell->getFog()->mFogTextures.back());
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else
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segment.initFogOfWar();
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}
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}
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}
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void LocalMap::requestInteriorMap(MWWorld::CellStore* cell)
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void LocalMap::requestInteriorMap(MWWorld::CellStore* cell)
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@ -414,20 +417,23 @@ void LocalMap::requestInteriorMap(MWWorld::CellStore* cell)
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setupRenderToTexture(camera, x, y);
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setupRenderToTexture(camera, x, y);
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MapSegment& segment = mSegments[std::make_pair(x,y)];
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MapSegment& segment = mSegments[std::make_pair(x,y)];
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if (!cell->getFog())
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if (!segment.mFogOfWarImage)
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segment.initFogOfWar();
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else
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{
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{
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ESM::FogState* fog = cell->getFog();
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if (!cell->getFog())
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segment.initFogOfWar();
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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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else
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if (i >= int(fog->mFogTextures.size()))
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{
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{
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std::cout << "Warning: fog texture count mismatch" << std::endl;
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ESM::FogState* fog = cell->getFog();
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break;
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}
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segment.loadFogOfWar(fog->mFogTextures[i]);
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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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{
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std::cout << "Warning: fog texture count mismatch" << std::endl;
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break;
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}
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segment.loadFogOfWar(fog->mFogTextures[i]);
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}
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}
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}
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++i;
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++i;
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}
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}
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@ -570,7 +576,8 @@ void LocalMap::MapSegment::createFogOfWarTexture()
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if (mFogOfWarTexture)
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if (mFogOfWarTexture)
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return;
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return;
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mFogOfWarTexture = new osg::Texture2D;
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mFogOfWarTexture = new osg::Texture2D;
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mFogOfWarTexture->setDataVariance(osg::Object::DYNAMIC);
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// TODO: synchronize access? for now, the worst that could happen is the draw thread jumping a frame ahead.
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//mFogOfWarTexture->setDataVariance(osg::Object::DYNAMIC);
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mFogOfWarTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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mFogOfWarTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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mFogOfWarTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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mFogOfWarTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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mFogOfWarTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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mFogOfWarTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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@ -581,6 +588,8 @@ void LocalMap::MapSegment::createFogOfWarTexture()
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void LocalMap::MapSegment::initFogOfWar()
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void LocalMap::MapSegment::initFogOfWar()
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{
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{
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mFogOfWarImage = new osg::Image;
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mFogOfWarImage = new osg::Image;
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// Assign a PixelBufferObject for asynchronous transfer of data to the GPU
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mFogOfWarImage->setPixelBufferObject(new osg::PixelBufferObject);
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mFogOfWarImage->allocateImage(sFogOfWarResolution, sFogOfWarResolution, 1, GL_RGBA, GL_UNSIGNED_BYTE);
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mFogOfWarImage->allocateImage(sFogOfWarResolution, sFogOfWarResolution, 1, GL_RGBA, GL_UNSIGNED_BYTE);
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assert(mFogOfWarImage->isDataContiguous());
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assert(mFogOfWarImage->isDataContiguous());
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std::vector<uint32_t> data;
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std::vector<uint32_t> data;
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