Beispiel #1
0
    void Scene::loadCell (CellStore *cell, Loading::Listener* loadingListener)
    {
        std::pair<CellStoreCollection::iterator, bool> result = mActiveCells.insert(cell);

        if(result.second)
        {
            std::cout << "Loading cell " << cell->getCell()->getDescription() << std::endl;

            float verts = ESM::Land::LAND_SIZE;
            float worldsize = ESM::Land::REAL_SIZE;

            // Load terrain physics first...
            if (cell->getCell()->isExterior())
            {
                ESM::Land* land =
                    MWBase::Environment::get().getWorld()->getStore().get<ESM::Land>().search(
                        cell->getCell()->getGridX(),
                        cell->getCell()->getGridY()
                    );
                if (land && land->mDataTypes&ESM::Land::DATA_VHGT) {
                    // Actually only VHGT is needed here, but we'll need the rest for rendering anyway.
                    // Load everything now to reduce IO overhead.
                    const int flags = ESM::Land::DATA_VCLR|ESM::Land::DATA_VHGT|ESM::Land::DATA_VNML|ESM::Land::DATA_VTEX;

                    const ESM::Land::LandData *data = land->getLandData (flags);
                    mPhysics->addHeightField (data->mHeights, cell->getCell()->getGridX(), cell->getCell()->getGridY(),
                        worldsize / (verts-1), verts);
                }
            }

            cell->respawn();

            // ... then references. This is important for adjustPosition to work correctly.
            /// \todo rescale depending on the state of a new GMST
            insertCell (*cell, true, loadingListener);

            mRendering.addCell(cell);
            bool waterEnabled = cell->getCell()->hasWater() || cell->isExterior();
            float waterLevel = cell->isExterior() ? -1.f : cell->getWaterLevel();
            mRendering.setWaterEnabled(waterEnabled);
            if (waterEnabled)
            {
                mPhysics->enableWater(waterLevel);
                mRendering.setWaterHeight(waterLevel);
            }
            else
                mPhysics->disableWater();

            if (!cell->isExterior() && !(cell->getCell()->mData.mFlags & ESM::Cell::QuasiEx))
                mRendering.configureAmbient(cell->getCell());
        }

        // register local scripts
        // ??? Should this go into the above if block ???
        MWBase::Environment::get().getWorld()->getLocalScripts().addCell (cell);
    }
Beispiel #2
0
    void GlobalMap::render (Loading::Listener* loadingListener)
    {
        const MWWorld::ESMStore &esmStore =
            MWBase::Environment::get().getWorld()->getStore();

        // get the size of the world
        MWWorld::Store<ESM::Cell>::iterator it = esmStore.get<ESM::Cell>().extBegin();
        for (; it != esmStore.get<ESM::Cell>().extEnd(); ++it)
        {
            if (it->getGridX() < mMinX)
                mMinX = it->getGridX();
            if (it->getGridX() > mMaxX)
                mMaxX = it->getGridX();
            if (it->getGridY() < mMinY)
                mMinY = it->getGridY();
            if (it->getGridY() > mMaxY)
                mMaxY = it->getGridY();
        }

        mWidth = mCellSize*(mMaxX-mMinX+1);
        mHeight = mCellSize*(mMaxY-mMinY+1);

        loadingListener->loadingOn();
        loadingListener->setLabel("Creating map");
        loadingListener->setProgressRange((mMaxX-mMinX+1) * (mMaxY-mMinY+1));
        loadingListener->setProgress(0);

        osg::ref_ptr<osg::Image> image = new osg::Image;
        image->allocateImage(mWidth, mHeight, 1, GL_RGB, GL_UNSIGNED_BYTE);
        unsigned char* data = image->data();

        for (int x = mMinX; x <= mMaxX; ++x)
        {
            for (int y = mMinY; y <= mMaxY; ++y)
            {
                ESM::Land* land = esmStore.get<ESM::Land>().search (x,y);

                if (land)
                {
                    int mask = ESM::Land::DATA_WNAM;
                    if (!land->isDataLoaded(mask))
                        land->loadData(mask);
                }

                const ESM::Land::LandData *landData =
                    land ? land->getLandData (ESM::Land::DATA_WNAM) : 0;

                for (int cellY=0; cellY<mCellSize; ++cellY)
                {
                    for (int cellX=0; cellX<mCellSize; ++cellX)
                    {
                        int vertexX = static_cast<int>(float(cellX)/float(mCellSize) * 9);
                        int vertexY = static_cast<int>(float(cellY) / float(mCellSize) * 9);

                        int texelX = (x-mMinX) * mCellSize + cellX;
                        int texelY = (y-mMinY) * mCellSize + cellY;

                        unsigned char r,g,b;

                        float y = 0;
                        if (landData)
                            y = (landData->mWnam[vertexY * 9 + vertexX] << 4) / 2048.f;
                        else
                            y = (SCHAR_MIN << 4) / 2048.f;
                        if (y < 0)
                        {
                            r = static_cast<unsigned char>(14 * y + 38);
                            g = static_cast<unsigned char>(20 * y + 56);
                            b = static_cast<unsigned char>(18 * y + 51);
                        }
                        else if (y < 0.3f)
                        {
                            if (y < 0.1f)
                                y *= 8.f;
                            else
                            {
                                y -= 0.1f;
                                y += 0.8f;
                            }
                            r = static_cast<unsigned char>(66 - 32 * y);
                            g = static_cast<unsigned char>(48 - 23 * y);
                            b = static_cast<unsigned char>(33 - 16 * y);
                        }
                        else
                        {
                            y -= 0.3f;
                            y *= 1.428f;
                            r = static_cast<unsigned char>(34 - 29 * y);
                            g = static_cast<unsigned char>(25 - 20 * y);
                            b = static_cast<unsigned char>(17 - 12 * y);
                        }

                        data[texelY * mWidth * 3 + texelX * 3] = r;
                        data[texelY * mWidth * 3 + texelX * 3+1] = g;
                        data[texelY * mWidth * 3 + texelX * 3+2] = b;
                    }
                }
                loadingListener->increaseProgress();
                if (land)
                    land->unloadData();
            }
        }

        mBaseTexture = new osg::Texture2D;
        mBaseTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
        mBaseTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
        mBaseTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
        mBaseTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
        mBaseTexture->setImage(image);
        mBaseTexture->setResizeNonPowerOfTwoHint(false);

        clear();

        loadingListener->loadingOff();
    }