forked from teamnwah/openmw-tes3coop
Terrain: decoupled Chunk from QuadTreeNode.
This commit is contained in:
parent
2a4e99c069
commit
97c3efb3ba
10 changed files with 304 additions and 309 deletions
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@ -75,7 +75,7 @@ add_component_dir (translation
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add_definitions(-DTERRAIN_USE_SHADER=1)
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add_component_dir (terrain
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quadtreenode chunk world storage material
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quadtreenode chunk world storage material buffercache compositemap defs
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)
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add_component_dir (loadinglistener
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200
components/terrain/buffercache.cpp
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200
components/terrain/buffercache.cpp
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@ -0,0 +1,200 @@
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#include "buffercache.hpp"
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#include <OgreHardwareBufferManager.h>
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#include "defs.hpp"
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namespace Terrain
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{
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Ogre::HardwareVertexBufferSharedPtr BufferCache::getUVBuffer()
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{
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if (mUvBufferMap.find(mNumVerts) != mUvBufferMap.end())
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{
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return mUvBufferMap[mNumVerts];
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}
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int vertexCount = mNumVerts * mNumVerts;
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std::vector<float> uvs;
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uvs.reserve(vertexCount*2);
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for (unsigned int col = 0; col < mNumVerts; ++col)
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{
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for (unsigned int row = 0; row < mNumVerts; ++row)
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{
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uvs.push_back(col / static_cast<float>(mNumVerts-1)); // U
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uvs.push_back(row / static_cast<float>(mNumVerts-1)); // V
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}
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}
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Ogre::HardwareBufferManager* mgr = Ogre::HardwareBufferManager::getSingletonPtr();
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Ogre::HardwareVertexBufferSharedPtr buffer = mgr->createVertexBuffer(
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Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT2),
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vertexCount, Ogre::HardwareBuffer::HBU_STATIC);
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buffer->writeData(0, buffer->getSizeInBytes(), &uvs[0], true);
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mUvBufferMap[mNumVerts] = buffer;
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return buffer;
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}
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Ogre::HardwareIndexBufferSharedPtr BufferCache::getIndexBuffer(int flags)
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{
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unsigned int verts = mNumVerts;
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if (mIndexBufferMap.find(flags) != mIndexBufferMap.end())
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{
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return mIndexBufferMap[flags];
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}
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// LOD level n means every 2^n-th vertex is kept
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size_t lodLevel = (flags >> (4*4));
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size_t lodDeltas[4];
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for (int i=0; i<4; ++i)
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lodDeltas[i] = (flags >> (4*i)) & (0xf);
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bool anyDeltas = (lodDeltas[North] || lodDeltas[South] || lodDeltas[West] || lodDeltas[East]);
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size_t increment = 1 << lodLevel;
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assert(increment < verts);
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std::vector<short> indices;
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indices.reserve((verts-1)*(verts-1)*2*3 / increment);
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size_t rowStart = 0, colStart = 0, rowEnd = verts-1, colEnd = verts-1;
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// If any edge needs stitching we'll skip all edges at this point,
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// mainly because stitching one edge would have an effect on corners and on the adjacent edges
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if (anyDeltas)
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{
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colStart += increment;
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colEnd -= increment;
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rowEnd -= increment;
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rowStart += increment;
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}
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for (size_t row = rowStart; row < rowEnd; row += increment)
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{
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for (size_t col = colStart; col < colEnd; col += increment)
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{
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indices.push_back(verts*col+row);
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indices.push_back(verts*(col+increment)+row+increment);
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indices.push_back(verts*col+row+increment);
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indices.push_back(verts*col+row);
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indices.push_back(verts*(col+increment)+row);
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indices.push_back(verts*(col+increment)+row+increment);
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}
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}
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size_t innerStep = increment;
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if (anyDeltas)
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{
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// Now configure LOD transitions at the edges - this is pretty tedious,
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// and some very long and boring code, but it works great
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// South
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size_t row = 0;
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size_t outerStep = 1 << (lodDeltas[South] + lodLevel);
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for (size_t col = 0; col < verts-1; col += outerStep)
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{
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indices.push_back(verts*col+row);
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indices.push_back(verts*(col+outerStep)+row);
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// Make sure not to touch the right edge
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if (col+outerStep == verts-1)
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indices.push_back(verts*(col+outerStep-innerStep)+row+innerStep);
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else
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indices.push_back(verts*(col+outerStep)+row+innerStep);
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for (size_t i = 0; i < outerStep; i += innerStep)
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{
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// Make sure not to touch the left or right edges
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if (col+i == 0 || col+i == verts-1-innerStep)
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continue;
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indices.push_back(verts*(col)+row);
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indices.push_back(verts*(col+i+innerStep)+row+innerStep);
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indices.push_back(verts*(col+i)+row+innerStep);
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}
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}
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// North
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row = verts-1;
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outerStep = 1 << (lodDeltas[North] + lodLevel);
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for (size_t col = 0; col < verts-1; col += outerStep)
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{
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indices.push_back(verts*(col+outerStep)+row);
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indices.push_back(verts*col+row);
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// Make sure not to touch the left edge
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if (col == 0)
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indices.push_back(verts*(col+innerStep)+row-innerStep);
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else
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indices.push_back(verts*col+row-innerStep);
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for (size_t i = 0; i < outerStep; i += innerStep)
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{
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// Make sure not to touch the left or right edges
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if (col+i == 0 || col+i == verts-1-innerStep)
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continue;
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indices.push_back(verts*(col+i)+row-innerStep);
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indices.push_back(verts*(col+i+innerStep)+row-innerStep);
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indices.push_back(verts*(col+outerStep)+row);
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}
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}
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// West
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size_t col = 0;
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outerStep = 1 << (lodDeltas[West] + lodLevel);
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for (size_t row = 0; row < verts-1; row += outerStep)
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{
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indices.push_back(verts*col+row+outerStep);
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indices.push_back(verts*col+row);
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// Make sure not to touch the top edge
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if (row+outerStep == verts-1)
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indices.push_back(verts*(col+innerStep)+row+outerStep-innerStep);
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else
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indices.push_back(verts*(col+innerStep)+row+outerStep);
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for (size_t i = 0; i < outerStep; i += innerStep)
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{
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// Make sure not to touch the top or bottom edges
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if (row+i == 0 || row+i == verts-1-innerStep)
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continue;
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indices.push_back(verts*col+row);
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indices.push_back(verts*(col+innerStep)+row+i);
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indices.push_back(verts*(col+innerStep)+row+i+innerStep);
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}
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}
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// East
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col = verts-1;
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outerStep = 1 << (lodDeltas[East] + lodLevel);
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for (size_t row = 0; row < verts-1; row += outerStep)
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{
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indices.push_back(verts*col+row);
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indices.push_back(verts*col+row+outerStep);
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// Make sure not to touch the bottom edge
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if (row == 0)
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indices.push_back(verts*(col-innerStep)+row+innerStep);
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else
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indices.push_back(verts*(col-innerStep)+row);
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for (size_t i = 0; i < outerStep; i += innerStep)
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{
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// Make sure not to touch the top or bottom edges
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if (row+i == 0 || row+i == verts-1-innerStep)
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continue;
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indices.push_back(verts*col+row+outerStep);
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indices.push_back(verts*(col-innerStep)+row+i+innerStep);
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indices.push_back(verts*(col-innerStep)+row+i);
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}
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}
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}
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Ogre::HardwareBufferManager* mgr = Ogre::HardwareBufferManager::getSingletonPtr();
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Ogre::HardwareIndexBufferSharedPtr buffer = mgr->createIndexBuffer(Ogre::HardwareIndexBuffer::IT_16BIT,
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indices.size(), Ogre::HardwareBuffer::HBU_STATIC);
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buffer->writeData(0, buffer->getSizeInBytes(), &indices[0], true);
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mIndexBufferMap[flags] = buffer;
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return buffer;
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}
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}
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36
components/terrain/buffercache.hpp
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36
components/terrain/buffercache.hpp
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#ifndef COMPONENTS_TERRAIN_BUFFERCACHE_H
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#define COMPONENTS_TERRAIN_BUFFERCACHE_H
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#include <OgreHardwareIndexBuffer.h>
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#include <OgreHardwareVertexBuffer.h>
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#include <map>
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namespace Terrain
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{
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/// @brief Implements creation and caching of vertex buffers for terrain chunks.
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class BufferCache
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{
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public:
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BufferCache(unsigned int numVerts) : mNumVerts(numVerts) {}
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/// @param flags first 4*4 bits are LOD deltas on each edge, respectively (4 bits each)
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/// next 4 bits are LOD level of the index buffer (LOD 0 = don't omit any vertices)
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Ogre::HardwareIndexBufferSharedPtr getIndexBuffer (int flags);
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Ogre::HardwareVertexBufferSharedPtr getUVBuffer ();
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private:
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// Index buffers are shared across terrain batches where possible. There is one index buffer for each
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// combination of LOD deltas and index buffer LOD we may need.
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std::map<int, Ogre::HardwareIndexBufferSharedPtr> mIndexBufferMap;
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std::map<int, Ogre::HardwareVertexBufferSharedPtr> mUvBufferMap;
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unsigned int mNumVerts;
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};
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}
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#endif
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@ -4,31 +4,17 @@
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#include <OgreHardwareBufferManager.h>
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#include <OgreRenderQueue.h>
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#include "quadtreenode.hpp"
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#include "world.hpp"
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#include "storage.hpp"
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#include "world.hpp" // FIXME: for LoadResponseData, move to backgroundloader.hpp
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namespace Terrain
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{
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Chunk::Chunk(QuadTreeNode* node, const LoadResponseData& data)
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: mNode(node)
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, mVertexLod(node->getNativeLodLevel())
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, mAdditionalLod(0)
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Chunk::Chunk(Ogre::HardwareVertexBufferSharedPtr uvBuffer, const Ogre::AxisAlignedBox& bounds, const LoadResponseData& data)
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: mBounds(bounds)
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{
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mVertexData = OGRE_NEW Ogre::VertexData;
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mVertexData->vertexStart = 0;
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unsigned int verts = mNode->getTerrain()->getStorage()->getCellVertices();
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size_t lodLevel = mNode->getNativeLodLevel();
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// Set the total number of vertices
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size_t numVertsOneSide = mNode->getSize() * (verts-1);
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numVertsOneSide /= 1 << lodLevel;
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numVertsOneSide += 1;
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assert(numVertsOneSide == verts);
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mVertexData->vertexCount = numVertsOneSide * numVertsOneSide;
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mVertexData->vertexCount = data.mPositions.size()/3;
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// Set up the vertex declaration, which specifies the info for each vertex (normals, colors, UVs, etc)
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Ogre::VertexDeclaration* vertexDecl = mVertexData->vertexDeclaration;
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@ -40,15 +26,16 @@ namespace Terrain
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vertexDecl->addElement(nextBuffer++, 0, Ogre::VET_FLOAT3, Ogre::VES_POSITION);
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mVertexBuffer = mgr->createVertexBuffer(Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3),
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mVertexData->vertexCount, Ogre::HardwareBuffer::HBU_STATIC);
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// Normals
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vertexDecl->addElement(nextBuffer++, 0, Ogre::VET_FLOAT3, Ogre::VES_NORMAL);
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mNormalBuffer = mgr->createVertexBuffer(Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3),
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mVertexData->vertexCount, Ogre::HardwareBuffer::HBU_STATIC);
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// UV texture coordinates
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vertexDecl->addElement(nextBuffer++, 0, Ogre::VET_FLOAT2,
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Ogre::VES_TEXTURE_COORDINATES, 0);
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Ogre::HardwareVertexBufferSharedPtr uvBuf = mNode->getTerrain()->getVertexBuffer(numVertsOneSide);
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// Colours
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vertexDecl->addElement(nextBuffer++, 0, Ogre::VET_COLOUR, Ogre::VES_DIFFUSE);
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@ -61,54 +48,17 @@ namespace Terrain
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mVertexData->vertexBufferBinding->setBinding(0, mVertexBuffer);
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mVertexData->vertexBufferBinding->setBinding(1, mNormalBuffer);
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mVertexData->vertexBufferBinding->setBinding(2, uvBuf);
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mVertexData->vertexBufferBinding->setBinding(2, uvBuffer);
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mVertexData->vertexBufferBinding->setBinding(3, mColourBuffer);
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mIndexData = OGRE_NEW Ogre::IndexData();
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mIndexData->indexStart = 0;
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}
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void Chunk::updateIndexBuffer()
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void Chunk::setIndexBuffer(Ogre::HardwareIndexBufferSharedPtr buffer)
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{
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// Fetch a suitable index buffer (which may be shared)
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size_t ourLod = mVertexLod + mAdditionalLod;
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int flags = 0;
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for (int i=0; i<4; ++i)
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{
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QuadTreeNode* neighbour = mNode->getNeighbour((Direction)i);
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// If the neighbour isn't currently rendering itself,
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// go up until we find one. NOTE: We don't need to go down,
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// because in that case neighbour's detail would be higher than
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// our detail and the neighbour would handle stitching by itself.
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while (neighbour && !neighbour->hasChunk())
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neighbour = neighbour->getParent();
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size_t lod = 0;
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if (neighbour)
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lod = neighbour->getActualLodLevel();
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if (lod <= ourLod) // We only need to worry about neighbours less detailed than we are -
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lod = 0; // neighbours with more detail will do the stitching themselves
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// Use 4 bits for each LOD delta
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if (lod > 0)
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{
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assert (lod - ourLod < (1 << 4));
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flags |= int(lod - ourLod) << (4*i);
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}
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}
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flags |= ((int)mAdditionalLod) << (4*4);
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size_t numIndices;
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mIndexBuffer = mNode->getTerrain()->getIndexBuffer(flags, numIndices);
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mIndexData->indexCount = numIndices;
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mIndexData->indexBuffer = mIndexBuffer;
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mIndexData->indexBuffer = buffer;
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mIndexData->indexCount = buffer->getNumIndexes();
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}
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Chunk::~Chunk()
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@ -124,12 +74,12 @@ namespace Terrain
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const Ogre::AxisAlignedBox& Chunk::getBoundingBox(void) const
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{
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return mNode->getBoundingBox();
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return mBounds;
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}
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Ogre::Real Chunk::getBoundingRadius(void) const
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{
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return mNode->getBoundingBox().getHalfSize().length();
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return mBounds.getHalfSize().length();
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}
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void Chunk::_updateRenderQueue(Ogre::RenderQueue* queue)
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void Chunk::getRenderOperation(Ogre::RenderOperation& op)
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{
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assert (!mIndexBuffer.isNull() && "Trying to render, but no index buffer set!");
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assert (!mIndexData->indexBuffer.isNull() && "Trying to render, but no index buffer set!");
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op.useIndexes = true;
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op.operationType = Ogre::RenderOperation::OT_TRIANGLE_LIST;
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op.vertexData = mVertexData;
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@ -7,7 +7,7 @@
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namespace Terrain
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{
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class QuadTreeNode;
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class BufferCache;
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struct LoadResponseData;
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/**
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@ -16,18 +16,13 @@ namespace Terrain
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class Chunk : public Ogre::Renderable, public Ogre::MovableObject
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{
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public:
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Chunk (QuadTreeNode* node, const LoadResponseData& data);
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Chunk (Ogre::HardwareVertexBufferSharedPtr uvBuffer, const Ogre::AxisAlignedBox& bounds, const LoadResponseData& data);
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virtual ~Chunk();
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void setMaterial (const Ogre::MaterialPtr& material);
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/// Set additional LOD applied on top of vertex LOD. \n
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/// This is achieved by changing the index buffer to omit vertices.
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void setAdditionalLod (size_t lod) { mAdditionalLod = lod; }
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size_t getAdditionalLod() { return mAdditionalLod; }
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void updateIndexBuffer();
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void setIndexBuffer(Ogre::HardwareIndexBufferSharedPtr buffer);
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// Inherited from MovableObject
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virtual const Ogre::String& getMovableType(void) const { static Ogre::String t = "MW_TERRAIN"; return t; }
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@ -45,18 +40,14 @@ namespace Terrain
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virtual const Ogre::LightList& getLights(void) const;
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private:
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QuadTreeNode* mNode;
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Ogre::AxisAlignedBox mBounds;
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Ogre::MaterialPtr mMaterial;
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size_t mVertexLod;
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size_t mAdditionalLod;
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Ogre::VertexData* mVertexData;
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Ogre::IndexData* mIndexData;
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Ogre::HardwareVertexBufferSharedPtr mVertexBuffer;
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Ogre::HardwareVertexBufferSharedPtr mNormalBuffer;
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Ogre::HardwareVertexBufferSharedPtr mColourBuffer;
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Ogre::HardwareIndexBufferSharedPtr mIndexBuffer;
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};
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}
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@ -36,6 +36,14 @@ namespace Terrain
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}
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}
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enum Direction
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{
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North = 0,
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East = 1,
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South = 2,
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West = 3
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};
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struct LayerInfo
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{
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std::string mDiffuseMap;
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@ -9,7 +9,7 @@
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#include "world.hpp"
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#include "chunk.hpp"
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#include "storage.hpp"
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|
||||
#include "buffercache.hpp"
|
||||
#include "material.hpp"
|
||||
|
||||
using namespace Terrain;
|
||||
|
@ -372,7 +372,7 @@ void QuadTreeNode::load(const LoadResponseData &data)
|
|||
assert (!mChunk);
|
||||
|
||||
std::cout << "loading " << std::endl;
|
||||
mChunk = new Chunk(this, data);
|
||||
mChunk = new Chunk(mTerrain->getBufferCache().getUVBuffer(), mBounds, data);
|
||||
mChunk->setVisibilityFlags(mTerrain->getVisiblityFlags());
|
||||
mChunk->setCastShadows(true);
|
||||
mSceneNode->attachObject(mChunk);
|
||||
|
@ -429,7 +429,38 @@ void QuadTreeNode::unload()
|
|||
void QuadTreeNode::updateIndexBuffers()
|
||||
{
|
||||
if (hasChunk())
|
||||
mChunk->updateIndexBuffer();
|
||||
{
|
||||
// Fetch a suitable index buffer (which may be shared)
|
||||
size_t ourLod = getActualLodLevel();
|
||||
|
||||
int flags = 0;
|
||||
|
||||
for (int i=0; i<4; ++i)
|
||||
{
|
||||
QuadTreeNode* neighbour = getNeighbour((Direction)i);
|
||||
|
||||
// If the neighbour isn't currently rendering itself,
|
||||
// go up until we find one. NOTE: We don't need to go down,
|
||||
// because in that case neighbour's detail would be higher than
|
||||
// our detail and the neighbour would handle stitching by itself.
|
||||
while (neighbour && !neighbour->hasChunk())
|
||||
neighbour = neighbour->getParent();
|
||||
size_t lod = 0;
|
||||
if (neighbour)
|
||||
lod = neighbour->getActualLodLevel();
|
||||
if (lod <= ourLod) // We only need to worry about neighbours less detailed than we are -
|
||||
lod = 0; // neighbours with more detail will do the stitching themselves
|
||||
// Use 4 bits for each LOD delta
|
||||
if (lod > 0)
|
||||
{
|
||||
assert (lod - ourLod < (1 << 4));
|
||||
flags |= int(lod - ourLod) << (4*i);
|
||||
}
|
||||
}
|
||||
flags |= 0 /*((int)mAdditionalLod)*/ << (4*4);
|
||||
|
||||
mChunk->setIndexBuffer(mTerrain->getBufferCache().getIndexBuffer(flags));
|
||||
}
|
||||
else if (hasChildren())
|
||||
{
|
||||
for (int i=0; i<4; ++i)
|
||||
|
@ -445,7 +476,7 @@ bool QuadTreeNode::hasChunk()
|
|||
size_t QuadTreeNode::getActualLodLevel()
|
||||
{
|
||||
assert(hasChunk() && "Can't get actual LOD level if this node has no render chunk");
|
||||
return mLodLevel + mChunk->getAdditionalLod();
|
||||
return mLodLevel /* + mChunk->getAdditionalLod() */;
|
||||
}
|
||||
|
||||
void QuadTreeNode::ensureLayerInfo()
|
||||
|
|
|
@ -5,6 +5,8 @@
|
|||
#include <OgreVector2.h>
|
||||
#include <OgreTexture.h>
|
||||
|
||||
#include "defs.hpp"
|
||||
|
||||
namespace Ogre
|
||||
{
|
||||
class Rectangle2D;
|
||||
|
@ -17,14 +19,6 @@ namespace Terrain
|
|||
class MaterialGenerator;
|
||||
struct LoadResponseData;
|
||||
|
||||
enum Direction
|
||||
{
|
||||
North = 0,
|
||||
East = 1,
|
||||
South = 2,
|
||||
West = 3
|
||||
};
|
||||
|
||||
enum ChildDirection
|
||||
{
|
||||
NW = 0,
|
||||
|
|
|
@ -2,7 +2,6 @@
|
|||
|
||||
#include <OgreAxisAlignedBox.h>
|
||||
#include <OgreCamera.h>
|
||||
#include <OgreHardwareBufferManager.h>
|
||||
#include <OgreHardwarePixelBuffer.h>
|
||||
#include <OgreTextureManager.h>
|
||||
#include <OgreRenderTexture.h>
|
||||
|
@ -70,6 +69,7 @@ namespace Terrain
|
|||
, mMinY(0)
|
||||
, mChunksLoading(0)
|
||||
, mWorkQueueChannel(0)
|
||||
, mCache(storage->getCellVertices())
|
||||
{
|
||||
#if TERRAIN_USE_SHADER == 0
|
||||
if (mShaders)
|
||||
|
@ -197,201 +197,6 @@ namespace Terrain
|
|||
return node->getWorldBoundingBox();
|
||||
}
|
||||
|
||||
Ogre::HardwareVertexBufferSharedPtr World::getVertexBuffer(int numVertsOneSide)
|
||||
{
|
||||
if (mUvBufferMap.find(numVertsOneSide) != mUvBufferMap.end())
|
||||
{
|
||||
return mUvBufferMap[numVertsOneSide];
|
||||
}
|
||||
|
||||
int vertexCount = numVertsOneSide * numVertsOneSide;
|
||||
|
||||
std::vector<float> uvs;
|
||||
uvs.reserve(vertexCount*2);
|
||||
|
||||
for (int col = 0; col < numVertsOneSide; ++col)
|
||||
{
|
||||
for (int row = 0; row < numVertsOneSide; ++row)
|
||||
{
|
||||
uvs.push_back(col / static_cast<float>(numVertsOneSide-1)); // U
|
||||
uvs.push_back(row / static_cast<float>(numVertsOneSide-1)); // V
|
||||
}
|
||||
}
|
||||
|
||||
Ogre::HardwareBufferManager* mgr = Ogre::HardwareBufferManager::getSingletonPtr();
|
||||
Ogre::HardwareVertexBufferSharedPtr buffer = mgr->createVertexBuffer(
|
||||
Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT2),
|
||||
vertexCount, Ogre::HardwareBuffer::HBU_STATIC);
|
||||
|
||||
buffer->writeData(0, buffer->getSizeInBytes(), &uvs[0], true);
|
||||
|
||||
mUvBufferMap[numVertsOneSide] = buffer;
|
||||
return buffer;
|
||||
}
|
||||
|
||||
Ogre::HardwareIndexBufferSharedPtr World::getIndexBuffer(int flags, size_t& numIndices)
|
||||
{
|
||||
unsigned int verts = mStorage->getCellVertices();
|
||||
|
||||
if (mIndexBufferMap.find(flags) != mIndexBufferMap.end())
|
||||
{
|
||||
numIndices = mIndexBufferMap[flags]->getNumIndexes();
|
||||
return mIndexBufferMap[flags];
|
||||
}
|
||||
|
||||
// LOD level n means every 2^n-th vertex is kept
|
||||
size_t lodLevel = (flags >> (4*4));
|
||||
|
||||
size_t lodDeltas[4];
|
||||
for (int i=0; i<4; ++i)
|
||||
lodDeltas[i] = (flags >> (4*i)) & (0xf);
|
||||
|
||||
bool anyDeltas = (lodDeltas[North] || lodDeltas[South] || lodDeltas[West] || lodDeltas[East]);
|
||||
|
||||
size_t increment = 1 << lodLevel;
|
||||
assert(increment < verts);
|
||||
std::vector<short> indices;
|
||||
indices.reserve((verts-1)*(verts-1)*2*3 / increment);
|
||||
|
||||
size_t rowStart = 0, colStart = 0, rowEnd = verts-1, colEnd = verts-1;
|
||||
// If any edge needs stitching we'll skip all edges at this point,
|
||||
// mainly because stitching one edge would have an effect on corners and on the adjacent edges
|
||||
if (anyDeltas)
|
||||
{
|
||||
colStart += increment;
|
||||
colEnd -= increment;
|
||||
rowEnd -= increment;
|
||||
rowStart += increment;
|
||||
}
|
||||
for (size_t row = rowStart; row < rowEnd; row += increment)
|
||||
{
|
||||
for (size_t col = colStart; col < colEnd; col += increment)
|
||||
{
|
||||
indices.push_back(verts*col+row);
|
||||
indices.push_back(verts*(col+increment)+row+increment);
|
||||
indices.push_back(verts*col+row+increment);
|
||||
|
||||
indices.push_back(verts*col+row);
|
||||
indices.push_back(verts*(col+increment)+row);
|
||||
indices.push_back(verts*(col+increment)+row+increment);
|
||||
}
|
||||
}
|
||||
|
||||
size_t innerStep = increment;
|
||||
if (anyDeltas)
|
||||
{
|
||||
// Now configure LOD transitions at the edges - this is pretty tedious,
|
||||
// and some very long and boring code, but it works great
|
||||
|
||||
// South
|
||||
size_t row = 0;
|
||||
size_t outerStep = 1 << (lodDeltas[South] + lodLevel);
|
||||
for (size_t col = 0; col < verts-1; col += outerStep)
|
||||
{
|
||||
indices.push_back(verts*col+row);
|
||||
indices.push_back(verts*(col+outerStep)+row);
|
||||
// Make sure not to touch the right edge
|
||||
if (col+outerStep == verts-1)
|
||||
indices.push_back(verts*(col+outerStep-innerStep)+row+innerStep);
|
||||
else
|
||||
indices.push_back(verts*(col+outerStep)+row+innerStep);
|
||||
|
||||
for (size_t i = 0; i < outerStep; i += innerStep)
|
||||
{
|
||||
// Make sure not to touch the left or right edges
|
||||
if (col+i == 0 || col+i == verts-1-innerStep)
|
||||
continue;
|
||||
indices.push_back(verts*(col)+row);
|
||||
indices.push_back(verts*(col+i+innerStep)+row+innerStep);
|
||||
indices.push_back(verts*(col+i)+row+innerStep);
|
||||
}
|
||||
}
|
||||
|
||||
// North
|
||||
row = verts-1;
|
||||
outerStep = 1 << (lodDeltas[North] + lodLevel);
|
||||
for (size_t col = 0; col < verts-1; col += outerStep)
|
||||
{
|
||||
indices.push_back(verts*(col+outerStep)+row);
|
||||
indices.push_back(verts*col+row);
|
||||
// Make sure not to touch the left edge
|
||||
if (col == 0)
|
||||
indices.push_back(verts*(col+innerStep)+row-innerStep);
|
||||
else
|
||||
indices.push_back(verts*col+row-innerStep);
|
||||
|
||||
for (size_t i = 0; i < outerStep; i += innerStep)
|
||||
{
|
||||
// Make sure not to touch the left or right edges
|
||||
if (col+i == 0 || col+i == verts-1-innerStep)
|
||||
continue;
|
||||
indices.push_back(verts*(col+i)+row-innerStep);
|
||||
indices.push_back(verts*(col+i+innerStep)+row-innerStep);
|
||||
indices.push_back(verts*(col+outerStep)+row);
|
||||
}
|
||||
}
|
||||
|
||||
// West
|
||||
size_t col = 0;
|
||||
outerStep = 1 << (lodDeltas[West] + lodLevel);
|
||||
for (size_t row = 0; row < verts-1; row += outerStep)
|
||||
{
|
||||
indices.push_back(verts*col+row+outerStep);
|
||||
indices.push_back(verts*col+row);
|
||||
// Make sure not to touch the top edge
|
||||
if (row+outerStep == verts-1)
|
||||
indices.push_back(verts*(col+innerStep)+row+outerStep-innerStep);
|
||||
else
|
||||
indices.push_back(verts*(col+innerStep)+row+outerStep);
|
||||
|
||||
for (size_t i = 0; i < outerStep; i += innerStep)
|
||||
{
|
||||
// Make sure not to touch the top or bottom edges
|
||||
if (row+i == 0 || row+i == verts-1-innerStep)
|
||||
continue;
|
||||
indices.push_back(verts*col+row);
|
||||
indices.push_back(verts*(col+innerStep)+row+i);
|
||||
indices.push_back(verts*(col+innerStep)+row+i+innerStep);
|
||||
}
|
||||
}
|
||||
|
||||
// East
|
||||
col = verts-1;
|
||||
outerStep = 1 << (lodDeltas[East] + lodLevel);
|
||||
for (size_t row = 0; row < verts-1; row += outerStep)
|
||||
{
|
||||
indices.push_back(verts*col+row);
|
||||
indices.push_back(verts*col+row+outerStep);
|
||||
// Make sure not to touch the bottom edge
|
||||
if (row == 0)
|
||||
indices.push_back(verts*(col-innerStep)+row+innerStep);
|
||||
else
|
||||
indices.push_back(verts*(col-innerStep)+row);
|
||||
|
||||
for (size_t i = 0; i < outerStep; i += innerStep)
|
||||
{
|
||||
// Make sure not to touch the top or bottom edges
|
||||
if (row+i == 0 || row+i == verts-1-innerStep)
|
||||
continue;
|
||||
indices.push_back(verts*col+row+outerStep);
|
||||
indices.push_back(verts*(col-innerStep)+row+i+innerStep);
|
||||
indices.push_back(verts*(col-innerStep)+row+i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
numIndices = indices.size();
|
||||
|
||||
Ogre::HardwareBufferManager* mgr = Ogre::HardwareBufferManager::getSingletonPtr();
|
||||
Ogre::HardwareIndexBufferSharedPtr buffer = mgr->createIndexBuffer(Ogre::HardwareIndexBuffer::IT_16BIT,
|
||||
numIndices, Ogre::HardwareBuffer::HBU_STATIC);
|
||||
buffer->writeData(0, buffer->getSizeInBytes(), &indices[0], true);
|
||||
mIndexBufferMap[flags] = buffer;
|
||||
return buffer;
|
||||
}
|
||||
|
||||
void World::renderCompositeMap(Ogre::TexturePtr target)
|
||||
{
|
||||
mCompositeMapRenderTarget->update();
|
||||
|
|
|
@ -1,13 +1,12 @@
|
|||
#ifndef COMPONENTS_TERRAIN_H
|
||||
#define COMPONENTS_TERRAIN_H
|
||||
|
||||
#include <OgreHardwareIndexBuffer.h>
|
||||
#include <OgreHardwareVertexBuffer.h>
|
||||
#include <OgreAxisAlignedBox.h>
|
||||
#include <OgreTexture.h>
|
||||
#include <OgreWorkQueue.h>
|
||||
|
||||
#include "defs.hpp"
|
||||
#include "buffercache.hpp"
|
||||
|
||||
namespace Ogre
|
||||
{
|
||||
|
@ -125,25 +124,12 @@ namespace Terrain
|
|||
|
||||
void buildQuadTree(QuadTreeNode* node);
|
||||
|
||||
BufferCache mCache;
|
||||
|
||||
public:
|
||||
// ----INTERNAL----
|
||||
|
||||
enum IndexBufferFlags
|
||||
{
|
||||
IBF_North = 1 << 0,
|
||||
IBF_East = 1 << 1,
|
||||
IBF_South = 1 << 2,
|
||||
IBF_West = 1 << 3
|
||||
};
|
||||
|
||||
/// @param flags first 4*4 bits are LOD deltas on each edge, respectively (4 bits each)
|
||||
/// next 4 bits are LOD level of the index buffer (LOD 0 = don't omit any vertices)
|
||||
/// @param numIndices number of indices that were used will be written here
|
||||
Ogre::HardwareIndexBufferSharedPtr getIndexBuffer (int flags, size_t& numIndices);
|
||||
|
||||
Ogre::HardwareVertexBufferSharedPtr getVertexBuffer (int numVertsOneSide);
|
||||
|
||||
Ogre::SceneManager* getCompositeMapSceneManager() { return mCompositeMapSceneMgr; }
|
||||
BufferCache& getBufferCache() { return mCache; }
|
||||
|
||||
// Delete all quads
|
||||
void clearCompositeMapSceneManager();
|
||||
|
@ -158,12 +144,6 @@ namespace Terrain
|
|||
void queueLoad (QuadTreeNode* node);
|
||||
|
||||
private:
|
||||
// Index buffers are shared across terrain batches where possible. There is one index buffer for each
|
||||
// combination of LOD deltas and index buffer LOD we may need.
|
||||
std::map<int, Ogre::HardwareIndexBufferSharedPtr> mIndexBufferMap;
|
||||
|
||||
std::map<int, Ogre::HardwareVertexBufferSharedPtr> mUvBufferMap;
|
||||
|
||||
Ogre::RenderTarget* mCompositeMapRenderTarget;
|
||||
Ogre::TexturePtr mCompositeMapRenderTexture;
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue