Terrain rendering

c++11
scrawl 10 years ago
parent 10f938ff87
commit cdd0623009

@ -174,7 +174,7 @@ if (${OGRE_VERSION} VERSION_LESS "1.9")
message(FATAL_ERROR "OpenMW requires Ogre 1.9 or later, please install the latest stable version from http://ogre3d.org")
endif()
find_package(OpenSceneGraph 3.2.0 REQUIRED osgDB osgViewer osgGA osgAnimation osgParticle osgQt osgUtil)
find_package(OpenSceneGraph 3.2.0 REQUIRED osgDB osgViewer osgGA osgAnimation osgParticle osgQt osgUtil osgFX)
include_directories(${OPENSCENEGRAPH_INCLUDE_DIRS})
find_package(MyGUI REQUIRED)

@ -488,6 +488,11 @@ Resource::ResourceSystem* CSMWorld::Data::getResourceSystem()
return &mResourceSystem;
}
const Resource::ResourceSystem* CSMWorld::Data::getResourceSystem() const
{
return &mResourceSystem;
}
const CSMWorld::IdCollection<ESM::Global>& CSMWorld::Data::getGlobals() const
{
return mGlobals;

@ -140,6 +140,8 @@ namespace CSMWorld
Resource::ResourceSystem* getResourceSystem();
const Resource::ResourceSystem* getResourceSystem() const;
const IdCollection<ESM::Global>& getGlobals() const;
IdCollection<ESM::Global>& getGlobals();

@ -64,7 +64,6 @@ CSVRender::Cell::Cell (CSMWorld::Data& data, osg::Group* rootNode, const std::st
addObjects (0, rows-1);
/*
const CSMWorld::IdCollection<CSMWorld::Land>& land = mData.getLand();
int landIndex = land.searchId(mId);
if (landIndex != -1)
@ -72,27 +71,18 @@ CSVRender::Cell::Cell (CSMWorld::Data& data, osg::Group* rootNode, const std::st
const ESM::Land* esmLand = land.getRecord(mId).get().mLand.get();
if(esmLand && esmLand->mDataTypes&ESM::Land::DATA_VHGT)
{
mTerrain.reset(new Terrain::TerrainGrid(sceneManager, new TerrainStorage(mData), Element_Terrain, true,
Terrain::Align_XY));
mTerrain.reset(new Terrain::TerrainGrid(mCellNode, data.getResourceSystem(), NULL, new TerrainStorage(mData), Element_Terrain<<1));
mTerrain->loadCell(esmLand->mX,
esmLand->mY);
//float verts = ESM::Land::LAND_SIZE;
//float worldsize = ESM::Land::REAL_SIZE;
mX = esmLand->mX;
mY = esmLand->mY;
//mPhysics->addHeightField(sceneManager,
// esmLand->mLandData->mHeights, mX, mY, 0, worldsize / (verts-1), verts);
}
}
*/
}
CSVRender::Cell::~Cell()
{
//if (mTerrain.get())
// mPhysics->removeHeightField(mSceneMgr, mX, mY);
for (std::map<std::string, Object *>::iterator iter (mObjects.begin());
iter!=mObjects.end(); ++iter)
delete iter->second;
@ -221,11 +211,3 @@ bool CSVRender::Cell::referenceAdded (const QModelIndex& parent, int start, int
return addObjects (start, end);
}
float CSVRender::Cell::getTerrainHeightAt(const Ogre::Vector3 &pos) const
{
if(mTerrain.get() != NULL)
return mTerrain->getHeightAt(pos);
else
return -std::numeric_limits<float>::max();
}

@ -75,8 +75,6 @@ namespace CSVRender
/// \return Did this call result in a modification of the visual representation of
/// this cell?
bool referenceAdded (const QModelIndex& parent, int start, int end);
float getTerrainHeightAt(const Ogre::Vector3 &pos) const;
};
}

@ -4,7 +4,8 @@ namespace CSVRender
{
TerrainStorage::TerrainStorage(const CSMWorld::Data &data)
: mData(data)
: ESMTerrain::Storage(data.getResourceSystem()->getVFS())
, mData(data)
{
}

@ -22,8 +22,8 @@ source_group(game FILES ${GAME} ${GAME_HEADER})
add_openmw_dir (mwrender
actors objects renderingmanager animation rotatecontroller sky npcanimation vismask
creatureanimation effectmanager util renderinginterface pathgrid rendermode weaponanimation
bulletdebugdraw globalmap characterpreview camera localmap water
# occlusionquery shadows ripplesimulation terrainstorage
bulletdebugdraw globalmap characterpreview camera localmap water terrainstorage
# occlusionquery shadows ripplesimulation
)
add_openmw_dir (mwinput

@ -157,7 +157,7 @@ osg::ref_ptr<osg::Camera> LocalMap::createOrthographicCamera(float x, float y, f
camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
camera->setRenderOrder(osg::Camera::PRE_RENDER);
camera->setCullMask(MWRender::Mask_Scene|MWRender::Mask_Water);
camera->setCullMask(Mask_Scene|Mask_Water|Mask_Terrain);
camera->setNodeMask(Mask_RenderToTexture);
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
@ -309,7 +309,7 @@ void LocalMap::requestExteriorMap(MWWorld::CellStore* cell)
void LocalMap::requestInteriorMap(MWWorld::CellStore* cell)
{
osg::ComputeBoundsVisitor computeBoundsVisitor;
computeBoundsVisitor.setTraversalMask(Mask_Scene);
computeBoundsVisitor.setTraversalMask(Mask_Scene|Mask_Terrain);
mSceneRoot->accept(computeBoundsVisitor);
osg::BoundingBox bounds = computeBoundsVisitor.getBoundingBox();

@ -26,6 +26,8 @@
#include <components/sceneutil/lightmanager.hpp>
#include <components/sceneutil/statesetupdater.hpp>
#include <components/terrain/terraingrid.hpp>
#include <components/esm/loadcell.hpp>
#include "sky.hpp"
@ -35,6 +37,7 @@
#include "pathgrid.hpp"
#include "camera.hpp"
#include "water.hpp"
#include "terrainstorage.hpp"
namespace MWRender
{
@ -132,7 +135,10 @@ namespace MWRender
mEffectManager.reset(new EffectManager(lightRoot, mResourceSystem));
mWater.reset(new Water(lightRoot, mResourceSystem));
mWater.reset(new Water(lightRoot, mResourceSystem, mViewer->getIncrementalCompileOperation()));
mTerrain.reset(new Terrain::TerrainGrid(lightRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(),
new TerrainStorage(mResourceSystem->getVFS(), false), Mask_Terrain));
mCamera.reset(new Camera(mViewer->getCamera()));
@ -236,12 +242,18 @@ namespace MWRender
mPathgrid->addCell(store);
mWater->changeCell(store);
if (store->getCell()->isExterior())
mTerrain->loadCell(store->getCell()->getGridX(), store->getCell()->getGridY());
}
void RenderingManager::removeCell(const MWWorld::CellStore *store)
{
mPathgrid->removeCell(store);
mObjects->removeCell(store);
if (store->getCell()->isExterior())
mTerrain->unloadCell(store->getCell()->getGridX(), store->getCell()->getGridY());
}
void RenderingManager::setSkyEnabled(bool enabled)
@ -482,7 +494,6 @@ namespace MWRender
void RenderingManager::clear()
{
//mLocalMap->clear();
notifyWorldSpaceChanged();
}
@ -595,6 +606,11 @@ namespace MWRender
return mNearClip;
}
float RenderingManager::getTerrainHeightAt(const osg::Vec3f &pos)
{
return mTerrain->getHeightAt(pos);
}
bool RenderingManager::vanityRotateCamera(const float *rot)
{
if(!mCamera->isVanityOrPreviewModeEnabled())

@ -32,6 +32,11 @@ namespace ESM
struct Cell;
}
namespace Terrain
{
class World;
}
namespace MWRender
{
@ -119,6 +124,8 @@ namespace MWRender
float getNearClipDistance() const;
float getTerrainHeightAt(const osg::Vec3f& pos);
// camera stuff
bool vanityRotateCamera(const float *rot);
void setCameraDistance(float dist, bool adjust, bool override);
@ -147,6 +154,7 @@ namespace MWRender
std::auto_ptr<Pathgrid> mPathgrid;
std::auto_ptr<Objects> mObjects;
std::auto_ptr<Water> mWater;
std::auto_ptr<Terrain::World> mTerrain;
std::auto_ptr<SkyManager> mSky;
std::auto_ptr<EffectManager> mEffectManager;
std::auto_ptr<NpcAnimation> mPlayerAnimation;

@ -9,7 +9,8 @@
namespace MWRender
{
TerrainStorage::TerrainStorage(bool preload)
TerrainStorage::TerrainStorage(const VFS::Manager* vfs, bool preload)
: ESMTerrain::Storage(vfs)
{
if (preload)
{

@ -16,7 +16,7 @@ namespace MWRender
///@param preload Preload all Land records at startup? If using the multithreaded terrain component, this
/// should be set to "true" in order to avoid race conditions.
TerrainStorage(bool preload);
TerrainStorage(const VFS::Manager* vfs, bool preload);
/// Get bounds of the whole terrain in cell units
virtual void getBounds(float& minX, float& maxX, float& minY, float& maxY);

@ -16,13 +16,14 @@ namespace MWRender
Mask_Player = (1<<4),
Mask_Sky = (1<<5),
Mask_Water = (1<<6),
Mask_Terrain = (1<<7),
// top level masks
Mask_Scene = (1<<7),
Mask_GUI = (1<<8),
Mask_Scene = (1<<8),
Mask_GUI = (1<<9),
// Set on cameras within the main scene graph
Mask_RenderToTexture = (1<<9)
Mask_RenderToTexture = (1<<10)
// reserved: (1<<16) for SceneUtil::Mask_Lit
};

@ -9,6 +9,8 @@
#include <osg/PositionAttitudeTransform>
#include <osg/Depth>
#include <osgUtil/IncrementalCompileOperation>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/texturemanager.hpp>
@ -105,7 +107,7 @@ namespace MWRender
// --------------------------------------------------------------------------------------------------------------------------------
Water::Water(osg::Group *parent, Resource::ResourceSystem *resourceSystem)
Water::Water(osg::Group *parent, Resource::ResourceSystem *resourceSystem, osgUtil::IncrementalCompileOperation *ico)
: mParent(parent)
, mResourceSystem(resourceSystem)
, mEnabled(true)
@ -118,6 +120,9 @@ Water::Water(osg::Group *parent, Resource::ResourceSystem *resourceSystem)
geode->addDrawable(waterGeom);
geode->setNodeMask(Mask_Water);
if (ico)
ico->add(geode);
createWaterStateSet(mResourceSystem, geode);
mWaterNode = new osg::PositionAttitudeTransform;

@ -11,6 +11,11 @@ namespace osg
class PositionAttitudeTransform;
}
namespace osgUtil
{
class IncrementalCompileOperation;
}
namespace Resource
{
class ResourceSystem;
@ -27,6 +32,7 @@ namespace MWRender
osg::ref_ptr<osg::Group> mParent;
osg::ref_ptr<osg::PositionAttitudeTransform> mWaterNode;
Resource::ResourceSystem* mResourceSystem;
osg::ref_ptr<osgUtil::IncrementalCompileOperation> mIncrementalCompileOperation;
bool mEnabled;
bool mToggled;
@ -36,7 +42,7 @@ namespace MWRender
void updateVisible();
public:
Water(osg::Group* parent, Resource::ResourceSystem* resourceSystem);
Water(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico);
~Water();
void setEnabled(bool enabled);

@ -1298,7 +1298,9 @@ namespace MWWorld
return;
}
float terrainHeight = -FLT_MAX;//mRendering->getTerrainHeightAt(Ogre::Vector3(pos.pos));
float terrainHeight = -std::numeric_limits<float>::max();
if (isCellExterior())
terrainHeight = mRendering->getTerrainHeightAt(pos.asVec3());
if (pos.pos[2] < terrainHeight)
pos.pos[2] = terrainHeight;

@ -104,10 +104,8 @@ add_component_dir (translation
translation
)
#add_definitions(-DTERRAIN_USE_SHADER=1)
add_definitions(-DTERRAIN_USE_SHADER=0)
add_component_dir (terrain
quadtreenode chunk world defaultworld terraingrid storage material buffercache defs
storage world buffercache defs terraingrid material
)
add_component_dir (loadinglistener

@ -80,7 +80,7 @@ struct Land
VNML mNormals[LAND_NUM_VERTS * 3];
uint16_t mTextures[LAND_NUM_TEXTURES];
char mColours[3 * LAND_NUM_VERTS];
unsigned char mColours[3 * LAND_NUM_VERTS];
int mDataTypes;
// low-LOD heightmap (used for rendering the global map)

@ -1,34 +1,38 @@
#include "storage.hpp"
#include <OgreVector2.h>
#include <OgreTextureManager.h>
#include <OgreStringConverter.h>
#include <OgreRenderSystem.h>
#include <OgreResourceGroupManager.h>
#include <OgreResourceBackgroundQueue.h>
#include <OgreRoot.h>
#include <set>
#include <osg/Image>
#include <osg/Plane>
#include <iostream>
#include <boost/algorithm/string.hpp>
#include <components/terrain/quadtreenode.hpp>
#include <components/misc/resourcehelpers.hpp>
#include <components/vfs/manager.hpp>
namespace ESMTerrain
{
bool Storage::getMinMaxHeights(float size, const Ogre::Vector2 &center, float &min, float &max)
Storage::Storage(const VFS::Manager *vfs)
: mVFS(vfs)
{
}
bool Storage::getMinMaxHeights(float size, const osg::Vec2f &center, float &min, float &max)
{
assert (size <= 1 && "Storage::getMinMaxHeights, chunk size should be <= 1 cell");
/// \todo investigate if min/max heights should be stored at load time in ESM::Land instead
Ogre::Vector2 origin = center - Ogre::Vector2(size/2.f, size/2.f);
osg::Vec2f origin = center - osg::Vec2f(size/2.f, size/2.f);
assert(origin.x == (int) origin.x);
assert(origin.y == (int) origin.y);
assert(origin.x == (int) origin.x());
assert(origin.y == (int) origin.y());
int cellX = static_cast<int>(origin.x);
int cellY = static_cast<int>(origin.y);
int cellX = static_cast<int>(origin.x());
int cellY = static_cast<int>(origin.y());
const ESM::Land* land = getLand(cellX, cellY);
if (!land || !(land->mDataTypes&ESM::Land::DATA_VHGT))
@ -50,7 +54,7 @@ namespace ESMTerrain
return true;
}
void Storage::fixNormal (Ogre::Vector3& normal, int cellX, int cellY, int col, int row)
void Storage::fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row)
{
while (col >= ESM::Land::LAND_SIZE-1)
{
@ -75,27 +79,27 @@ namespace ESMTerrain
ESM::Land* land = getLand(cellX, cellY);
if (land && land->mDataTypes&ESM::Land::DATA_VNML)
{
normal.x = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3];
normal.y = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+1];
normal.z = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+2];
normal.normalise();
normal.x() = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3];
normal.y() = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+1];
normal.z() = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+2];
normal.normalize();
}
else
normal = Ogre::Vector3(0,0,1);
normal = osg::Vec3f(0,0,1);
}
void Storage::averageNormal(Ogre::Vector3 &normal, int cellX, int cellY, int col, int row)
void Storage::averageNormal(osg::Vec3f &normal, int cellX, int cellY, int col, int row)
{
Ogre::Vector3 n1,n2,n3,n4;
osg::Vec3f n1,n2,n3,n4;
fixNormal(n1, cellX, cellY, col+1, row);
fixNormal(n2, cellX, cellY, col-1, row);
fixNormal(n3, cellX, cellY, col, row+1);
fixNormal(n4, cellX, cellY, col, row-1);
normal = (n1+n2+n3+n4);
normal.normalise();
normal.normalize();
}
void Storage::fixColour (Ogre::ColourValue& color, int cellX, int cellY, int col, int row)
void Storage::fixColour (osg::Vec4f& color, int cellX, int cellY, int col, int row)
{
if (col == ESM::Land::LAND_SIZE-1)
{
@ -110,42 +114,42 @@ namespace ESMTerrain
ESM::Land* land = getLand(cellX, cellY);
if (land && land->mDataTypes&ESM::Land::DATA_VCLR)
{
color.r = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3] / 255.f;
color.g = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+1] / 255.f;
color.b = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+2] / 255.f;
color.r() = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3] / 255.f;
color.g() = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+1] / 255.f;
color.b() = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+2] / 255.f;
}
else
{
color.r = 1;
color.g = 1;
color.b = 1;
color.r() = 1;
color.g() = 1;
color.b() = 1;
}
}
void Storage::fillVertexBuffers (int lodLevel, float size, const Ogre::Vector2& center, Terrain::Alignment align,
std::vector<float>& positions,
std::vector<float>& normals,
std::vector<Ogre::uint8>& colours)
void Storage::fillVertexBuffers (int lodLevel, float size, const osg::Vec2f& center,
osg::ref_ptr<osg::Vec3Array> positions,
osg::ref_ptr<osg::Vec3Array> normals,
osg::ref_ptr<osg::Vec4Array> colours)
{
// LOD level n means every 2^n-th vertex is kept
size_t increment = 1 << lodLevel;
Ogre::Vector2 origin = center - Ogre::Vector2(size/2.f, size/2.f);
assert(origin.x == (int) origin.x);
assert(origin.y == (int) origin.y);
osg::Vec2f origin = center - osg::Vec2f(size/2.f, size/2.f);
assert(origin.x() == (int) origin.x());
assert(origin.y() == (int) origin.y());
int startX = static_cast<int>(origin.x);
int startY = static_cast<int>(origin.y);
int startX = static_cast<int>(origin.x());
int startY = static_cast<int>(origin.y());
size_t numVerts = static_cast<size_t>(size*(ESM::Land::LAND_SIZE - 1) / increment + 1);
colours.resize(numVerts*numVerts*4);
positions.resize(numVerts*numVerts*3);
normals.resize(numVerts*numVerts*3);
positions->resize(numVerts*numVerts);
normals->resize(numVerts*numVerts);
colours->resize(numVerts*numVerts);
Ogre::Vector3 normal;
Ogre::ColourValue color;
osg::Vec3f normal;
osg::Vec4f color;
float vertY = 0;
float vertX = 0;
@ -175,22 +179,24 @@ namespace ESMTerrain
vertX = vertX_;
for (int row=rowStart; row<ESM::Land::LAND_SIZE; row += increment)
{
positions[static_cast<unsigned int>(vertX*numVerts * 3 + vertY * 3)] = ((vertX / float(numVerts - 1) - 0.5f) * size * 8192);
positions[static_cast<unsigned int>(vertX*numVerts * 3 + vertY * 3 + 1)] = ((vertY / float(numVerts - 1) - 0.5f) * size * 8192);
float height = -2048;
if (land)
positions[static_cast<unsigned int>(vertX*numVerts * 3 + vertY * 3 + 2)] = land->mLandData->mHeights[col*ESM::Land::LAND_SIZE + row];
else
positions[static_cast<unsigned int>(vertX*numVerts * 3 + vertY * 3 + 2)] = -2048;
height = land->mLandData->mHeights[col*ESM::Land::LAND_SIZE + row];
(*positions)[static_cast<unsigned int>(vertX*numVerts + vertY)]
= osg::Vec3f((vertX / float(numVerts - 1) - 0.5f) * size * 8192,
(vertY / float(numVerts - 1) - 0.5f) * size * 8192,
height);
if (land && land->mDataTypes&ESM::Land::DATA_VNML)
{
normal.x = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3];
normal.y = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+1];
normal.z = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+2];
normal.normalise();
normal.x() = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3];
normal.y() = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+1];
normal.z() = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+2];
normal.normalize();
}
else
normal = Ogre::Vector3(0,0,1);
normal = osg::Vec3f(0,0,1);
// Normals apparently don't connect seamlessly between cells
if (col == ESM::Land::LAND_SIZE-1 || row == ESM::Land::LAND_SIZE-1)
@ -200,33 +206,30 @@ namespace ESMTerrain
if ((row == 0 || row == ESM::Land::LAND_SIZE-1) && (col == 0 || col == ESM::Land::LAND_SIZE-1))
averageNormal(normal, cellX, cellY, col, row);
assert(normal.z > 0);
assert(normal.z() > 0);
normals[static_cast<unsigned int>(vertX*numVerts * 3 + vertY * 3)] = normal.x;
normals[static_cast<unsigned int>(vertX*numVerts * 3 + vertY * 3 + 1)] = normal.y;
normals[static_cast<unsigned int>(vertX*numVerts * 3 + vertY * 3 + 2)] = normal.z;
(*normals)[static_cast<unsigned int>(vertX*numVerts + vertY)] = normal;
if (land && land->mDataTypes&ESM::Land::DATA_VCLR)
{
color.r = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3] / 255.f;
color.g = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+1] / 255.f;
color.b = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+2] / 255.f;
color.r() = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3] / 255.f;
color.g() = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+1] / 255.f;
color.b() = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+2] / 255.f;
}
else
{
color.r = 1;
color.g = 1;
color.b = 1;
color.r() = 1;
color.g() = 1;
color.b() = 1;
}
// Unlike normals, colors mostly connect seamlessly between cells, but not always...
if (col == ESM::Land::LAND_SIZE-1 || row == ESM::Land::LAND_SIZE-1)
fixColour(color, cellX, cellY, col, row);
color.a = 1;
Ogre::uint32 rsColor;
Ogre::Root::getSingleton().getRenderSystem()->convertColourValue(color, &rsColor);
memcpy(&colours[static_cast<unsigned int>(vertX*numVerts * 4 + vertY * 4)], &rsColor, sizeof(Ogre::uint32));
color.a() = 1;
(*colours)[static_cast<unsigned int>(vertX*numVerts + vertY)] = color;
++vertX;
}
@ -281,39 +284,22 @@ namespace ESMTerrain
// NB: All vtex ids are +1 compared to the ltex ids
const ESM::LandTexture* ltex = getLandTexture(id.first-1, id.second);
//TODO this is needed due to MWs messed up texture handling
assert(0 && "no vfs here yet");
std::string texture = ltex->mTexture; //Misc::ResourceHelpers::correctTexturePath(ltex->mTexture);
// this is needed due to MWs messed up texture handling
std::string texture = Misc::ResourceHelpers::correctTexturePath(ltex->mTexture, mVFS);
return texture;
}
void Storage::getBlendmaps (const std::vector<Terrain::QuadTreeNode*>& nodes, std::vector<Terrain::LayerCollection>& out, bool pack)
{
for (std::vector<Terrain::QuadTreeNode*>::const_iterator it = nodes.begin(); it != nodes.end(); ++it)
{
out.push_back(Terrain::LayerCollection());
out.back().mTarget = *it;
getBlendmapsImpl(static_cast<float>((*it)->getSize()), (*it)->getCenter(), pack, out.back().mBlendmaps, out.back().mLayers);
}
}
void Storage::getBlendmaps(float chunkSize, const Ogre::Vector2 &chunkCenter,
bool pack, std::vector<Ogre::PixelBox> &blendmaps, std::vector<Terrain::LayerInfo> &layerList)
{
getBlendmapsImpl(chunkSize, chunkCenter, pack, blendmaps, layerList);
}
void Storage::getBlendmapsImpl(float chunkSize, const Ogre::Vector2 &chunkCenter,
bool pack, std::vector<Ogre::PixelBox> &blendmaps, std::vector<Terrain::LayerInfo> &layerList)
void Storage::getBlendmaps(float chunkSize, const osg::Vec2f &chunkCenter,
bool pack, ImageVector &blendmaps, std::vector<Terrain::LayerInfo> &layerList)
{
// TODO - blending isn't completely right yet; the blending radius appears to be
// different at a cell transition (2 vertices, not 4), so we may need to create a larger blendmap
// and interpolate the rest of the cell by hand? :/
Ogre::Vector2 origin = chunkCenter - Ogre::Vector2(chunkSize/2.f, chunkSize/2.f);
int cellX = static_cast<int>(origin.x);
int cellY = static_cast<int>(origin.y);
osg::Vec2f origin = chunkCenter - osg::Vec2f(chunkSize/2.f, chunkSize/2.f);
int cellX = static_cast<int>(origin.x());
int cellY = static_cast<int>(origin.y());
// Save the used texture indices so we know the total number of textures
// and number of required blend maps
@ -353,11 +339,11 @@ namespace ESMTerrain
for (int i=0; i<numBlendmaps; ++i)
{
Ogre::PixelFormat format = pack ? Ogre::PF_A8B8G8R8 : Ogre::PF_A8;
GLenum format = pack ? GL_RGBA : GL_ALPHA;
Ogre::uchar* pData =
OGRE_ALLOC_T(Ogre::uchar, blendmapSize*blendmapSize*channels, Ogre::MEMCATEGORY_GENERAL);
memset(pData, 0, blendmapSize*blendmapSize*channels);
osg::ref_ptr<osg::Image> image (new osg::Image);
image->allocateImage(blendmapSize, blendmapSize, 1, format, GL_UNSIGNED_BYTE);
unsigned char* pData = image->data();
for (int y=0; y<blendmapSize; ++y)
{
@ -374,14 +360,15 @@ namespace ESMTerrain
pData[y*blendmapSize*channels + x*channels + channel] = 0;
}
}
blendmaps.push_back(Ogre::PixelBox(blendmapSize, blendmapSize, 1, format, pData));
blendmaps.push_back(image);
}
}
float Storage::getHeightAt(const Ogre::Vector3 &worldPos)
float Storage::getHeightAt(const osg::Vec3f &worldPos)
{
int cellX = static_cast<int>(std::floor(worldPos.x / 8192.f));
int cellY = static_cast<int>(std::floor(worldPos.y / 8192.f));
int cellX = static_cast<int>(std::floor(worldPos.x() / 8192.f));
int cellY = static_cast<int>(std::floor(worldPos.y() / 8192.f));
ESM::Land* land = getLand(cellX, cellY);
if (!land || !(land->mDataTypes&ESM::Land::DATA_VHGT))
@ -390,8 +377,8 @@ namespace ESMTerrain
// Mostly lifted from Ogre::Terrain::getHeightAtTerrainPosition
// Normalized position in the cell
float nX = (worldPos.x - (cellX * 8192))/8192.f;
float nY = (worldPos.y - (cellY * 8192))/8192.f;
float nX = (worldPos.x() - (cellX * 8192))/8192.f;
float nY = (worldPos.y() - (cellY * 8192))/8192.f;
// get left / bottom points (rounded down)
float factor = ESM::Land::LAND_SIZE - 1.0f;
@ -423,22 +410,23 @@ namespace ESMTerrain
*/
// Build all 4 positions in normalized cell space, using point-sampled height
Ogre::Vector3 v0 (startXTS, startYTS, getVertexHeight(land, startX, startY) / 8192.f);
Ogre::Vector3 v1 (endXTS, startYTS, getVertexHeight(land, endX, startY) / 8192.f);
Ogre::Vector3 v2 (endXTS, endYTS, getVertexHeight(land, endX, endY) / 8192.f);
Ogre::Vector3 v3 (startXTS, endYTS, getVertexHeight(land, startX, endY) / 8192.f);
osg::Vec3f v0 (startXTS, startYTS, getVertexHeight(land, startX, startY) / 8192.f);
osg::Vec3f v1 (endXTS, startYTS, getVertexHeight(land, endX, startY) / 8192.f);
osg::Vec3f v2 (endXTS, endYTS, getVertexHeight(land, endX, endY) / 8192.f);
osg::Vec3f v3 (startXTS, endYTS, getVertexHeight(land, startX, endY) / 8192.f);
// define this plane in terrain space
Ogre::Plane plane;
// (At the moment, all rows have the same triangle alignment)
osg::Plane plane;
// FIXME: deal with differing triangle alignment
if (true)
{
// odd row
bool secondTri = ((1.0 - yParam) > xParam);
if (secondTri)
plane.redefine(v0, v1, v3);
plane = osg::Plane(v0, v1, v3);
else
plane.redefine(v1, v2, v3);
plane = osg::Plane(v1, v2, v3);
}
/*
else
{
// even row
@ -448,11 +436,12 @@ namespace ESMTerrain
else
plane.redefine(v0, v1, v2);
}
*/
// Solve plane equation for z
return (-plane.normal.x * nX
-plane.normal.y * nY
- plane.d) / plane.normal.z * 8192;
return (-plane.getNormal().x() * nX
-plane.getNormal().y() * nY
- plane[3]) / plane.getNormal().z() * 8192;
}
@ -477,7 +466,7 @@ namespace ESMTerrain
std::string texture_ = texture;
boost::replace_last(texture_, ".", "_nh.");
if (Ogre::ResourceGroupManager::getSingleton().resourceExistsInAnyGroup(texture_))
if (mVFS->exists(texture_))
{
info.mNormalMap = texture_;
info.mParallax = true;
@ -486,24 +475,18 @@ namespace ESMTerrain
{
texture_ = texture;
boost::replace_last(texture_, ".", "_n.");
if (Ogre::ResourceGroupManager::getSingleton().resourceExistsInAnyGroup(texture_))
if (mVFS->exists(texture_))
info.mNormalMap = texture_;
}
texture_ = texture;
boost::replace_last(texture_, ".", "_diffusespec.");
if (Ogre::ResourceGroupManager::getSingleton().resourceExistsInAnyGroup(texture_))
if (mVFS->exists(texture_))
{
info.mDiffuseMap = texture_;
info.mSpecular = true;
}
// This wasn't cached, so the textures are probably not loaded either.
// Background load them so they are hopefully already loaded once we need them!
Ogre::ResourceBackgroundQueue::getSingleton().load("Texture", info.mDiffuseMap, "General");
if (!info.mNormalMap.empty())
Ogre::ResourceBackgroundQueue::getSingleton().load("Texture", info.mNormalMap, "General");
mLayerInfoMap[texture] = info;
return info;

@ -6,6 +6,11 @@
#include <components/esm/loadland.hpp>
#include <components/esm/loadltex.hpp>
namespace VFS
{
class Manager;
}
namespace ESMTerrain
{
@ -20,6 +25,7 @@ namespace ESMTerrain
virtual const ESM::LandTexture* getLandTexture(int index, short plugin) = 0;
public:
Storage(const VFS::Manager* vfs);
// Not implemented in this class, because we need different Store implementations for game and editor
/// Get bounds of the whole terrain in cell units
@ -33,11 +39,10 @@ namespace ESMTerrain
/// @param min min height will be stored here
/// @param max max height will be stored here
/// @return true if there was data available for this terrain chunk
virtual bool getMinMaxHeights (float size, const Ogre::Vector2& center, float& min, float& max);
virtual bool getMinMaxHeights (float size, const osg::Vec2f& center, float& min, float& max);
/// Fill vertex buffers for a terrain chunk.
/// @note May be called from background threads. Make sure to only call thread-safe functions from here!
/// @note returned colors need to be in render-system specific format! Use RenderSystem::convertColourValue.
/// @note Vertices should be written in row-major order (a row is defined as parallel to the x-axis).
/// The specified positions should be in local space, i.e. relative to the center of the terrain chunk.
/// @param lodLevel LOD level, 0 = most detailed
@ -46,10 +51,10 @@ namespace ESMTerrain
/// @param positions buffer to write vertices
/// @param normals buffer to write vertex normals
/// @param colours buffer to write vertex colours
virtual void fillVertexBuffers (int lodLevel, float size, const Ogre::Vector2& center, Terrain::Alignment align,
std::vector<float>& positions,
std::vector<float>& normals,
std::vector<Ogre::uint8>& colours);
virtual void fillVertexBuffers (int lodLevel, float size, const osg::Vec2f& center,
osg::ref_ptr<osg::Vec3Array> positions,
osg::ref_ptr<osg::Vec3Array> normals,
osg::ref_ptr<osg::Vec4Array> colours);
/// Create textures holding layer blend values for a terrain chunk.
/// @note The terrain chunk shouldn't be larger than one cell since otherwise we might
@ -62,23 +67,11 @@ namespace ESMTerrain
/// can utilize packing, FFP can't.
/// @param blendmaps created blendmaps will be written here
/// @param layerList names of the layer textures used will be written here
virtual void getBlendmaps (float chunkSize, const Ogre::Vector2& chunkCenter, bool pack,
std::vector<Ogre::PixelBox>& blendmaps,
virtual void getBlendmaps (float chunkSize, const osg::Vec2f& chunkCenter, bool pack,
ImageVector& blendmaps,
std::vector<Terrain::LayerInfo>& layerList);
/// Retrieve pixel data for textures holding layer blend values for terrain chunks and layer texture information.
/// This variant is provided to eliminate the overhead of virtual function calls when retrieving a large number of blendmaps at once.
/// @note The terrain chunks shouldn't be larger than one cell since otherwise we might
/// have to do a ridiculous amount of different layers. For larger chunks, composite maps should be used.
/// @note May be called from background threads.
/// @param nodes A collection of nodes for which to retrieve the aforementioned data
/// @param out Output vector
/// @param pack Whether to pack blend values for up to 4 layers into one texture (one in each channel) -
/// otherwise, each texture contains blend values for one layer only. Shader-based rendering
/// can utilize packing, FFP can't.
virtual void getBlendmaps (const std::vector<Terrain::QuadTreeNode*>& nodes, std::vector<Terrain::LayerCollection>& out, bool pack);
virtual float getHeightAt (const Ogre::Vector3& worldPos);
virtual float getHeightAt (const osg::Vec3f& worldPos);
virtual Terrain::LayerInfo getDefaultLayer();
@ -89,9 +82,11 @@ namespace ESMTerrain
virtual int getCellVertices();
private:
void fixNormal (Ogre::Vector3& normal, int cellX, int cellY, int col, int row);
void fixColour (Ogre::ColourValue& colour, int cellX, int cellY, int col, int row);
void averageNormal (Ogre::Vector3& normal, int cellX, int cellY, int col, int row);
const VFS::Manager* mVFS;
void fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row);
void fixColour (osg::Vec4f& colour, int cellX, int cellY, int col, int row);
void averageNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row);
float getVertexHeight (const ESM::Land* land, int x, int y);
@ -107,11 +102,6 @@ namespace ESMTerrain
std::map<std::string, Terrain::LayerInfo> mLayerInfoMap;
Terrain::LayerInfo getLayerInfo(const std::string& texture);
// Non-virtual
void getBlendmapsImpl (float chunkSize, const Ogre::Vector2& chunkCenter, bool pack,
std::vector<Ogre::PixelBox>& blendmaps,
std::vector<Terrain::LayerInfo>& layerList);
};
}

@ -21,15 +21,17 @@
*/
#include "buffercache.hpp"
#include <OgreHardwareBufferManager.h>
#include <cassert>
#include <osg/PrimitiveSet>
#include "defs.hpp"
namespace
{
template <typename IndexType>
Ogre::HardwareIndexBufferSharedPtr createIndexBuffer(unsigned int flags, unsigned int verts, Ogre::HardwareIndexBuffer::IndexType type)
template <typename IndexArrayType>
osg::ref_ptr<IndexArrayType> createIndexBuffer(unsigned int flags, unsigned int verts)
{
// LOD level n means every 2^n-th vertex is kept
size_t lodLevel = (flags >> (4*4));
@ -42,8 +44,9 @@ Ogre::HardwareIndexBufferSharedPtr createIndexBuffer(unsigned int flags, unsigne
size_t increment = 1 << lodLevel;
assert(increment < verts);
std::vector<IndexType> indices;
indices.reserve((verts-1)*(verts-1)*2*3 / increment);
osg::ref_ptr<IndexArrayType> indices (new IndexArrayType(osg::PrimitiveSet::TRIANGLES));
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,
@ -62,23 +65,23 @@ Ogre::HardwareIndexBufferSharedPtr createIndexBuffer(unsigned int flags, unsigne
// diamond pattern
if ((row + col%2) % 2 == 1)
{
indices.push_back(verts*(col+increment)+row);
indices.push_back(verts*(col+increment)+row+increment);
indices.push_back(verts*col+row+increment);
indices->push_back(verts*(col+increment)+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)+row+increment);
indices->push_back(verts*col+row);
indices->push_back(verts*(col+increment)+row);
indices->push_back(verts*(col)+row+increment);
}
else
{
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+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);
indices->push_back(verts*col+row);
indices->push_back(verts*(col+increment)+row);
indices->push_back(verts*(col+increment)+row+increment);
}
}
}
@ -94,22 +97,22 @@ Ogre::HardwareIndexBufferSharedPtr createIndexBuffer(unsigned int flags, unsigne
size_t outerStep = 1 << (lodDeltas[Terrain::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);
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);
indices->push_back(verts*(col+outerStep-innerStep)+row+innerStep);
else
indices.push_back(verts*(col+outerStep)+row+innerStep);
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);
indices->push_back(verts*(col)+row);
indices->push_back(verts*(col+i+innerStep)+row+innerStep);
indices->push_back(verts*(col+i)+row+innerStep);
}
}
@ -118,22 +121,22 @@ Ogre::HardwareIndexBufferSharedPtr createIndexBuffer(unsigned int flags, unsigne
outerStep = size_t(1) << (lodDeltas[Terrain::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);
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);
indices->push_back(verts*(col+innerStep)+row-innerStep);
else
indices.push_back(verts*col+row-innerStep);
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);
indices->push_back(verts*(col+i)+row-innerStep);
indices->push_back(verts*(col+i+innerStep)+row-innerStep);
indices->push_back(verts*(col+outerStep)+row);
}
}
@ -142,22 +145,22 @@ Ogre::HardwareIndexBufferSharedPtr createIndexBuffer(unsigned int flags, unsigne
outerStep = size_t(1) << (lodDeltas[Terrain::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);
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);
indices->push_back(verts*(col+innerStep)+row+outerStep-innerStep);
else
indices.push_back(verts*(col+innerStep)+row+outerStep);
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);
indices->push_back(verts*col+row);
indices->push_back(verts*(col+innerStep)+row+i);
indices->push_back(verts*(col+innerStep)+row+i+innerStep);
}
}
@ -166,31 +169,27 @@ Ogre::HardwareIndexBufferSharedPtr createIndexBuffer(unsigned int flags, unsigne
outerStep = size_t(1) << (lodDeltas[Terrain::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);
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);
indices->push_back(verts*(col-innerStep)+row+innerStep);
else
indices.push_back(verts*(col-innerStep)+row);
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);
indices->push_back(verts*col+row+outerStep);
indices->push_back(verts*(col-innerStep)+row+i+innerStep);
indices->push_back(verts*(col-innerStep)+row+i);
}
}
}
Ogre::HardwareBufferManager* mgr = Ogre::HardwareBufferManager::getSingletonPtr();
Ogre::HardwareIndexBufferSharedPtr buffer = mgr->createIndexBuffer(type,
indices.size(), Ogre::HardwareBuffer::HBU_STATIC);
buffer->writeData(0, buffer->getSizeInBytes(), &indices[0], true);
return buffer;
return indices;
}
}
@ -198,7 +197,7 @@ Ogre::HardwareIndexBufferSharedPtr createIndexBuffer(unsigned int flags, unsigne
namespace Terrain
{
Ogre::HardwareVertexBufferSharedPtr BufferCache::getUVBuffer()
osg::ref_ptr<osg::Vec2Array> BufferCache::getUVBuffer()
{
if (mUvBufferMap.find(mNumVerts) != mUvBufferMap.end())
{
@ -207,30 +206,23 @@ namespace Terrain
int vertexCount = mNumVerts * mNumVerts;
std::vector<float> uvs;
uvs.reserve(vertexCount*2);
osg::ref_ptr<osg::Vec2Array> uvs (new osg::Vec2Array);
uvs->reserve(vertexCount);
for (unsigned int col = 0; col < mNumVerts; ++col)
{
for (unsigned int row = 0; row < mNumVerts; ++row)
{
uvs.push_back(col / static_cast<float>(mNumVerts-1)); // U
uvs.push_back(row / static_cast<float>(mNumVerts-1)); // V
uvs->push_back(osg::Vec2f(col / static_cast<float>(mNumVerts-1),
row / static_cast<float>(mNumVerts-1)));
}
}
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[mNumVerts] = buffer;
return buffer;
mUvBufferMap[mNumVerts] = uvs;
return uvs;
}
Ogre::HardwareIndexBufferSharedPtr BufferCache::getIndexBuffer(unsigned int flags)
osg::ref_ptr<osg::DrawElements> BufferCache::getIndexBuffer(unsigned int flags)
{
unsigned int verts = mNumVerts;
@ -239,11 +231,12 @@ namespace Terrain
return mIndexBufferMap[flags];
}
Ogre::HardwareIndexBufferSharedPtr buffer;
osg::ref_ptr<osg::DrawElements> buffer;
if (verts*verts > (0xffffu))
buffer = createIndexBuffer<unsigned int>(flags, verts, Ogre::HardwareIndexBuffer::IT_32BIT);
buffer = createIndexBuffer<osg::DrawElementsUShort>(flags, verts);
else
buffer = createIndexBuffer<unsigned short>(flags, verts, Ogre::HardwareIndexBuffer::IT_16BIT);
buffer = createIndexBuffer<osg::DrawElementsUInt>(flags, verts);
mIndexBufferMap[flags] = buffer;
return buffer;

@ -22,8 +22,8 @@
#ifndef COMPONENTS_TERRAIN_BUFFERCACHE_H
#define COMPONENTS_TERRAIN_BUFFERCACHE_H
#include <OgreHardwareIndexBuffer.h>
#include <OgreHardwareVertexBuffer.h>
#include <osg/ref_ptr>
#include <osg/Array>
#include <map>
@ -38,16 +38,18 @@ namespace Terrain
/// @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)
Ogre::HardwareIndexBufferSharedPtr getIndexBuffer (unsigned int flags);
osg::ref_ptr<osg::DrawElements> getIndexBuffer (unsigned int flags);
Ogre::HardwareVertexBufferSharedPtr getUVBuffer ();
osg::ref_ptr<osg::Vec2Array> getUVBuffer();
// TODO: add releaseGLObjects() for our vertex/element buffer objects
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, osg::ref_ptr<osg::DrawElements> > mIndexBufferMap;
std::map<int, Ogre::HardwareVertexBufferSharedPtr> mUvBufferMap;
std::map<int, osg::ref_ptr<osg::Vec2Array> > mUvBufferMap;
unsigned int mNumVerts;
};

@ -1,169 +0,0 @@
/*
* Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "chunk.hpp"
#include <OgreSceneNode.h>
#include <OgreHardwareBufferManager.h>
#include <OgreRenderQueue.h>
#include <OgreMaterialManager.h>
#include <OgreStringConverter.h>
namespace Terrain
{
Chunk::Chunk(Ogre::HardwareVertexBufferSharedPtr uvBuffer, const Ogre::AxisAlignedBox& bounds,
const std::vector<float>& positions, const std::vector<float>& normals, const std::vector<Ogre::uint8>& colours)
: mBounds(bounds)
, mOwnMaterial(false)
{
mVertexData = OGRE_NEW Ogre::VertexData;
mVertexData->vertexStart = 0;
mVertexData->vertexCount = positions.size()/3;
// Set up the vertex declaration, which specifies the info for each vertex (normals, colors, UVs, etc)
Ogre::VertexDeclaration* vertexDecl = mVertexData->vertexDeclaration;
Ogre::HardwareBufferManager* mgr = Ogre::HardwareBufferManager::getSingletonPtr();
size_t nextBuffer = 0;
// Positions
vertexDecl->addElement(nextBuffer++, 0, Ogre::VET_FLOAT3, Ogre::VES_POSITION);
Ogre::HardwareVertexBufferSharedPtr vertexBuffer = mgr->createVertexBuffer(Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3),
mVertexData->vertexCount, Ogre::HardwareBuffer::HBU_STATIC);
// Normals
vertexDecl->addElement(nextBuffer++, 0, Ogre::VET_FLOAT3, Ogre::VES_NORMAL);
Ogre::HardwareVertexBufferSharedPtr normalBuffer = mgr->createVertexBuffer(Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3),
mVertexData->vertexCount, Ogre::HardwareBuffer::HBU_STATIC);
// UV texture coordinates
vertexDecl->addElement(nextBuffer++, 0, Ogre::VET_FLOAT2,
Ogre::VES_TEXTURE_COORDINATES, 0);
// Colours
vertexDecl->addElement(nextBuffer++, 0, Ogre::VET_COLOUR, Ogre::VES_DIFFUSE);
Ogre::HardwareVertexBufferSharedPtr colourBuffer = mgr->createVertexBuffer(Ogre::VertexElement::getTypeSize(Ogre::VET_COLOUR),
mVertexData->vertexCount, Ogre::HardwareBuffer::HBU_STATIC);
vertexBuffer->writeData(0, vertexBuffer->getSizeInBytes(), &positions[0], true);
normalBuffer->writeData(0, normalBuffer->getSizeInBytes(), &normals[0], true);
colourBuffer->writeData(0, colourBuffer->getSizeInBytes(), &colours[0], true);
mVertexData->vertexBufferBinding->setBinding(0, vertexBuffer);
mVertexData->vertexBufferBinding->setBinding(1, normalBuffer);
mVertexData->vertexBufferBinding->setBinding(2, uvBuffer);
mVertexData->vertexBufferBinding->setBinding(3, colourBuffer);
// Assign a default material in case terrain material fails to be created
mMaterial = Ogre::MaterialManager::getSingleton().getByName("BaseWhite");
mIndexData = OGRE_NEW Ogre::IndexData();
mIndexData->indexStart = 0;
}
void Chunk::setIndexBuffer(Ogre::HardwareIndexBufferSharedPtr buffer)
{
mIndexData->indexBuffer = buffer;
mIndexData->indexCount = buffer->getNumIndexes();
}
Chunk::~Chunk()
{
if (!mMaterial.isNull() && mOwnMaterial)
{
#if TERRAIN_USE_SHADER
sh::Factory::getInstance().destroyMaterialInstance(mMaterial->getName());
#endif
Ogre::MaterialManager::getSingleton().remove(mMaterial->getName());
}
OGRE_DELETE mVertexData;
OGRE_DELETE mIndexData;
}
void Chunk::setMaterial(const Ogre::MaterialPtr &material, bool own)
{
// Clean up the previous material, if we own it
if (!mMaterial.isNull() && mOwnMaterial)
{
#if TERRAIN_USE_SHADER
sh::Factory::getInstance().destroyMaterialInstance(mMaterial->getName());
#endif
Ogre::MaterialManager::getSingleton().remove(mMaterial->getName());
}
mMaterial = material;
mOwnMaterial = own;
}
const Ogre::AxisAlignedBox& Chunk::getBoundingBox(void) const
{
return mBounds;
}
Ogre::Real Chunk::getBoundingRadius(void) const
{
return mBounds.getHalfSize().length();
}
void Chunk::_updateRenderQueue(Ogre::RenderQueue* queue)
{
queue->addRenderable(this, mRenderQueueID);
}
void Chunk::visitRenderables(Ogre::Renderable::Visitor* visitor,
bool debugRenderables)
{
visitor->visit(this, 0, false);
}
const Ogre::MaterialPtr& Chunk::getMaterial(void) const
{
return mMaterial;
}
void Chunk::getRenderOperation(Ogre::RenderOperation& op)
{
assert (!mIndexData->indexBuffer.isNull() && "Trying to render, but no index buffer set!");
assert(!mMaterial.isNull() && "Trying to render, but no material set!");
op.useIndexes = true;
op.operationType = Ogre::RenderOperation::OT_TRIANGLE_LIST;
op.vertexData = mVertexData;
op.indexData = mIndexData;
}
void Chunk::getWorldTransforms(Ogre::Matrix4* xform) const
{
*xform = getParentSceneNode()->_getFullTransform();
}
Ogre::Real Chunk::getSquaredViewDepth(const Ogre::Camera* cam) const
{
return getParentSceneNode()->getSquaredViewDepth(cam);
}
const Ogre::LightList& Chunk::getLights(void) const
{
return queryLights();
}
}

@ -1,75 +0,0 @@
/*
* Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#ifndef COMPONENTS_TERRAIN_TERRAINBATCH_H
#define COMPONENTS_TERRAIN_TERRAINBATCH_H
#include <OgreRenderable.h>
#include <OgreMovableObject.h>
namespace Terrain
{
/**
* @brief A movable object representing a chunk of terrain.
*/
class Chunk : public Ogre::Renderable, public Ogre::MovableObject
{
public:
Chunk (Ogre::HardwareVertexBufferSharedPtr uvBuffer, const Ogre::AxisAlignedBox& bounds,
const std::vector<float>& positions,
const std::vector<float>& normals,
const std::vector<Ogre::uint8>& colours);
virtual ~Chunk();
/// @param own Should we take ownership of the material?
void setMaterial (const Ogre::MaterialPtr& material, bool own=true);
void setIndexBuffer(Ogre::HardwareIndexBufferSharedPtr buffer);
// Inherited from MovableObject
virtual const Ogre::String& getMovableType(void) const { static Ogre::String t = "MW_TERRAIN"; return t; }
virtual const Ogre::AxisAlignedBox& getBoundingBox(void) const;
virtual Ogre::Real getBoundingRadius(void) const;
virtual void _updateRenderQueue(Ogre::RenderQueue* queue);
virtual void visitRenderables(Renderable::Visitor* visitor,
bool debugRenderables = false);
// Inherited from Renderable
virtual const Ogre::MaterialPtr& getMaterial(void) const;
virtual void getRenderOperation(Ogre::RenderOperation& op);
virtual void getWorldTransforms(Ogre::Matrix4* xform) const;
virtual Ogre::Real getSquaredViewDepth(const Ogre::Camera* cam) const;
virtual const Ogre::LightList& getLights(void) const;
private:
Ogre::AxisAlignedBox mBounds;
Ogre::MaterialPtr mMaterial;
bool mOwnMaterial; // Should we remove mMaterial on destruction?
Ogre::VertexData* mVertexData;
Ogre::IndexData* mIndexData;
};
}
#endif

@ -1,336 +0,0 @@
/*
* Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "defaultworld.hpp"
#include <OgreAxisAlignedBox.h>
#include <OgreCamera.h>
#include <OgreHardwarePixelBuffer.h>
#include <OgreTextureManager.h>
#include <OgreRenderTexture.h>
#include <OgreSceneNode.h>
#include <OgreRoot.h>
#include "storage.hpp"
#include "quadtreenode.hpp"
namespace
{
bool isPowerOfTwo(int x)
{
return ( (x > 0) && ((x & (x - 1)) == 0) );
}
int nextPowerOfTwo (int v)
{
if (isPowerOfTwo(v)) return v;
int depth=0;
while(v)
{
v >>= 1;
depth++;
}
return 1 << depth;
}
Terrain::QuadTreeNode* findNode (const Ogre::Vector2& center, Terrain::QuadTreeNode* node)
{
if (center == node->getCenter())
return node;
if (center.x > node->getCenter().x && center.y > node->getCenter().y)
return findNode(center, node->getChild(Terrain::NE));
else if (center.x > node->getCenter().x && center.y < node->getCenter().y)
return findNode(center, node->getChild(Terrain::SE));
else if (center.x < node->getCenter().x && center.y > node->getCenter().y)
return findNode(center, node->getChild(Terrain::NW));
else //if (center.x < node->getCenter().x && center.y < node->getCenter().y)
return findNode(center, node->getChild(Terrain::SW));
}
}
namespace Terrain
{
const Ogre::uint REQ_ID_CHUNK = 1;
const Ogre::uint REQ_ID_LAYERS = 2;
DefaultWorld::DefaultWorld(Ogre::SceneManager* sceneMgr,
Storage* storage, int visibilityFlags, bool shaders, Alignment align, float minBatchSize, float maxBatchSize)
: World(sceneMgr, storage, visibilityFlags, shaders, align)
, mWorkQueueChannel(0)
, mVisible(true)
, mChunksLoading(0)
, mMinX(0)
, mMaxX(0)
, mMinY(0)
, mMaxY(0)
, mMinBatchSize(minBatchSize)
, mMaxBatchSize(maxBatchSize)
, mLayerLoadPending(true)
{
#if TERRAIN_USE_SHADER == 0
if (mShaders)
std::cerr << "Compiled Terrain without shader support, disabling..." << std::endl;
mShaders = false;
#endif
mCompositeMapSceneMgr = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC);
/// \todo make composite map size configurable
Ogre::Camera* compositeMapCam = mCompositeMapSceneMgr->createCamera("a");
mCompositeMapRenderTexture = Ogre::TextureManager::getSingleton().createManual(
"terrain/comp/rt", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
Ogre::TEX_TYPE_2D, 128, 128, 0, Ogre::PF_A8B8G8R8, Ogre::TU_RENDERTARGET);
mCompositeMapRenderTarget = mCompositeMapRenderTexture->getBuffer()->getRenderTarget();
mCompositeMapRenderTarget->setAutoUpdated(false);
mCompositeMapRenderTarget->addViewport(compositeMapCam);
storage->getBounds(mMinX, mMaxX, mMinY, mMaxY);
int origSizeX = static_cast<int>(mMaxX - mMinX);
int origSizeY = static_cast<int>(mMaxY - mMinY);
// Dividing a quad tree only works well for powers of two, so round up to the nearest one
int size = nextPowerOfTwo(std::max(origSizeX, origSizeY));
// Adjust the center according to the new size
float centerX = (mMinX+mMaxX)/2.f + (size-origSizeX)/2.f;
float centerY = (mMinY+mMaxY)/2.f + (size-origSizeY)/2.f;
mRootSceneNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
// While building the quadtree, remember leaf nodes since we need to load their layers
LayersRequestData data;
data.mPack = getShadersEnabled();
mRootNode = new QuadTreeNode(this, Root, static_cast<float>(size), Ogre::Vector2(centerX, centerY), NULL);
buildQuadTree(mRootNode, data.mNodes);
//loadingListener->indicateProgress();
mRootNode->initAabb();
//loadingListener->indicateProgress();
mRootNode->initNeighbours();
//loadingListener->indicateProgress();
Ogre::WorkQueue* wq = Ogre::Root::getSingleton().getWorkQueue();
mWorkQueueChannel = wq->getChannel("LargeTerrain");
wq->addRequestHandler(mWorkQueueChannel, this);
wq->addResponseHandler(mWorkQueueChannel, this);
// Start loading layers in the background (for leaf nodes)
wq->addRequest(mWorkQueueChannel, REQ_ID_LAYERS, Ogre::Any(data));
}
DefaultWorld::~DefaultWorld()
{
Ogre::WorkQueue* wq = Ogre::Root::getSingleton().getWorkQueue();
wq->removeRequestHandler(mWorkQueueChannel, this);
wq->removeResponseHandler(mWorkQueueChannel, this);
delete mRootNode;
}
void DefaultWorld::buildQuadTree(QuadTreeNode *node, std::vector<QuadTreeNode*>& leafs)
{
float halfSize = node->getSize()/2.f;
if (node->getSize() <= mMinBatchSize)
{
// We arrived at a leaf
float minZ,maxZ;
Ogre::Vector2 center = node->getCenter();
float cellWorldSize = getStorage()->getCellWorldSize();
if (mStorage->getMinMaxHeights(static_cast<float>(node->getSize()), center, minZ, maxZ))
{
Ogre::AxisAlignedBox bounds(Ogre::Vector3(-halfSize*cellWorldSize, -halfSize*cellWorldSize, minZ),
Ogre::Vector3(halfSize*cellWorldSize, halfSize*cellWorldSize, maxZ));
convertBounds(bounds);
node->setBoundingBox(bounds);
leafs.push_back(node);
}
else
node->markAsDummy(); // no data available for this node, skip it
return;
}
if (node->getCenter().x - halfSize > mMaxX
|| node->getCenter().x + halfSize < mMinX
|| node->getCenter().y - halfSize > mMaxY
|| node->getCenter().y + halfSize < mMinY )
// Out of bounds of the actual terrain - this will happen because
// we rounded the size up to the next power of two
{
node->markAsDummy();
return;
}
// Not a leaf, create its children
node->createChild(SW, halfSize, node->getCenter() - halfSize/2.f);
node->createChild(SE, halfSize, node->getCenter() + Ogre::Vector2(halfSize/2.f, -halfSize/2.f));
node->createChild(NW, halfSize, node->getCenter() + Ogre::Vector2(-halfSize/2.f, halfSize/2.f));
node->createChild(NE, halfSize, node->getCenter() + halfSize/2.f);
buildQuadTree(node->getChild(SW), leafs);
buildQuadTree(node->getChild(SE), leafs);
buildQuadTree(node->getChild(NW), leafs);
buildQuadTree(node->getChild(NE), leafs);
// if all children are dummy, we are also dummy
for (int i=0; i<4; ++i)
{
if (!node->getChild((ChildDirection)i)->isDummy())
return;
}
node->markAsDummy();
}
void DefaultWorld::update(const Ogre::Vector3& cameraPos)
{
if (!mVisible)
return;
mRootNode->update(cameraPos);
mRootNode->updateIndexBuffers();
}
Ogre::AxisAlignedBox DefaultWorld::getWorldBoundingBox (const Ogre::Vector2& center)
{
if (center.x > mMaxX
|| center.x < mMinX
|| center.y > mMaxY
|| center.y < mMinY)
return Ogre::AxisAlignedBox::BOX_NULL;
QuadTreeNode* node = findNode(center, mRootNode);
return node->getWorldBoundingBox();
}
void DefaultWorld::renderCompositeMap(Ogre::TexturePtr target)
{
mCompositeMapRenderTarget->update();
target->getBuffer()->blit(mCompositeMapRenderTexture->getBuffer());
}
void DefaultWorld::clearCompositeMapSceneManager()
{
mCompositeMapSceneMgr->destroyAllManualObjects();
mCompositeMapSceneMgr->clearScene();
}
void DefaultWorld::applyMaterials(bool shadows, bool splitShadows)
{
mShadows = shadows;
mSplitShadows = splitShadows;
mRootNode->applyMaterials();
}
void DefaultWorld::setVisible(bool visible)
{
if (visible && !mVisible)
mSceneMgr->getRootSceneNode()->addChild(mRootSceneNode);
else if (!visible && mVisible)
mSceneMgr->getRootSceneNode()->removeChild(mRootSceneNode);
mVisible = visible;
}
bool DefaultWorld::getVisible()
{
return mVisible;
}
void DefaultWorld::syncLoad()
{
while (mChunksLoading || mLayerLoadPending)
{
OGRE_THREAD_SLEEP(0);
Ogre::Root::getSingleton().getWorkQueue()->processResponses();
}
}
Ogre::WorkQueue::Response* DefaultWorld::handleRequest(const Ogre::WorkQueue::Request *req, const Ogre::WorkQueue *srcQ)
{
if (req->getType() == REQ_ID_CHUNK)
{
const LoadRequestData data = Ogre::any_cast<LoadRequestData>(req->getData());
QuadTreeNode* node = data.mNode;
LoadResponseData* responseData = new LoadResponseData();
getStorage()->fillVertexBuffers(node->getNativeLodLevel(), static_cast<float>(node->getSize()), node->getCenter(), getAlign(),
responseData->mPositions, responseData->mNormals, responseData->mColours);
return OGRE_NEW Ogre::WorkQueue::Response(req, true, Ogre::Any(responseData));
}
else // REQ_ID_LAYERS
{
const LayersRequestData data = Ogre::any_cast<LayersRequestData>(req->getData());
LayersResponseData* responseData = new LayersResponseData();
getStorage()->getBlendmaps(data.mNodes, responseData->mLayerCollections, data.mPack);
return OGRE_NEW Ogre::WorkQueue::Response(req, true, Ogre::Any(responseData));
}
}
void DefaultWorld::handleResponse(const Ogre::WorkQueue::Response *res, const Ogre::WorkQueue *srcQ)
{
assert(res->succeeded() && "Response failure not handled");
if (res->getRequest()->getType() == REQ_ID_CHUNK)
{
LoadResponseData* data = Ogre::any_cast<LoadResponseData*>(res->getData());
const LoadRequestData requestData = Ogre::any_cast<LoadRequestData>(res->getRequest()->getData());
requestData.mNode->load(*data);
delete data;
--mChunksLoading;
}
else // REQ_ID_LAYERS
{
LayersResponseData* data = Ogre::any_cast<LayersResponseData*>(res->getData());
for (std::vector<LayerCollection>::iterator it = data->mLayerCollections.begin(); it != data->mLayerCollections.end(); ++it)
{
it->mTarget->loadLayers(*it);
}
delete data;
mRootNode->loadMaterials();
mLayerLoadPending = false;
}
}
void DefaultWorld::queueLoad(QuadTreeNode *node)
{
LoadRequestData data;
data.mNode = node;
Ogre::Root::getSingleton().getWorkQueue()->addRequest(mWorkQueueChannel, REQ_ID_CHUNK, Ogre::Any(data));
++mChunksLoading;
}
}

@ -1,177 +0,0 @@
/*
* Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#ifndef COMPONENTS_TERRAIN_H
#define COMPONENTS_TERRAIN_H
#include <OgreAxisAlignedBox.h>
#include <OgreTexture.h>
#include <OgreWorkQueue.h>
#include "world.hpp"
namespace Ogre
{
class Camera;
}
namespace Terrain
{
class QuadTreeNode;
class Storage;
/**
* @brief A quadtree-based terrain implementation suitable for large data sets. \n
* Near cells are rendered with alpha splatting, distant cells are merged
* together in batches and have their layers pre-rendered onto a composite map. \n
* Cracks at LOD transitions are avoided using stitching.
* @note Multiple cameras are not supported yet
*/
class DefaultWorld : public World, public Ogre::WorkQueue::RequestHandler, public Ogre::WorkQueue::ResponseHandler
{
public:
/// @note takes ownership of \a storage
/// @param sceneMgr scene manager to use
/// @param storage Storage instance to get terrain data from (heights, normals, colors, textures..)
/// @param visbilityFlags visibility flags for the created meshes
/// @param shaders Whether to use splatting shader, or multi-pass fixed function splatting. Shader is usually
/// faster so this is just here for compatibility.
/// @param align The align of the terrain, see Alignment enum
/// @param minBatchSize Minimum size of a terrain batch along one side (in cell units). Used for building the quad tree.
/// @param maxBatchSize Maximum size of a terrain batch along one side (in cell units). Used when traversing the quad tree.
DefaultWorld(Ogre::SceneManager* sceneMgr,
Storage* storage, int visibilityFlags, bool shaders, Alignment align, float minBatchSize, float maxBatchSize);
~DefaultWorld();
/// Update chunk LODs according to this camera position
/// @note Calling this method might lead to composite textures being rendered, so it is best
/// not to call it when render commands are still queued, since that would cause a flush.
virtual void update (const Ogre::Vector3& cameraPos);
/// Get the world bounding box of a chunk of terrain centered at \a center
virtual Ogre::AxisAlignedBox getWorldBoundingBox (const Ogre::Vector2& center);
Ogre::SceneNode* getRootSceneNode() { return mRootSceneNode; }
/// Show or hide the whole terrain
/// @note this setting will be invalidated once you call Terrain::update, so do not call it while the terrain should be hidden
virtual void setVisible(bool visible);
virtual bool getVisible();
/// Recreate materials used by terrain chunks. This should be called whenever settings of
/// the material factory are changed. (Relying on the factory to update those materials is not
/// enough, since turning a feature on/off can change the number of texture units available for layer/blend
/// textures, and to properly respond to this we may need to change the structure of the material, such as
/// adding or removing passes. This can only be achieved by a full rebuild.)
virtual void applyMaterials(bool shadows, bool splitShadows);
int getMaxBatchSize() { return static_cast<int>(mMaxBatchSize); }
/// Wait until all background loading is complete.
void syncLoad();
private:
// Called from a background worker thread
virtual Ogre::WorkQueue::Response* handleRequest(const Ogre::WorkQueue::Request* req, const Ogre::WorkQueue* srcQ);
// Called from the main thread
virtual void handleResponse(const Ogre::WorkQueue::Response* res, const Ogre::WorkQueue* srcQ);
Ogre::uint16 mWorkQueueChannel;
bool mVisible;
QuadTreeNode* mRootNode;
Ogre::SceneNode* mRootSceneNode;
/// The number of chunks currently loading in a background thread. If 0, we have finished loading!
int mChunksLoading;
Ogre::SceneManager* mCompositeMapSceneMgr;
/// Bounds in cell units
float mMinX, mMaxX, mMinY, mMaxY;
/// Minimum size of a terrain batch along one side (in cell units)
float mMinBatchSize;
/// Maximum size of a terrain batch along one side (in cell units)
float mMaxBatchSize;
void buildQuadTree(QuadTreeNode* node, std::vector<QuadTreeNode*>& leafs);
// Are layers for leaf nodes loaded? This is done once at startup (but in a background thread)
bool mLayerLoadPending;
public:
// ----INTERNAL----
Ogre::SceneManager* getCompositeMapSceneManager() { return mCompositeMapSceneMgr; }
bool areLayersLoaded() { return !mLayerLoadPending; }
// Delete all quads
void clearCompositeMapSceneManager();
void renderCompositeMap (Ogre::TexturePtr target);
// Adds a WorkQueue request to load a chunk for this node in the background.
void queueLoad (QuadTreeNode* node);
private:
Ogre::RenderTarget* mCompositeMapRenderTarget;
Ogre::TexturePtr mCompositeMapRenderTexture;
};
struct LoadRequestData
{
QuadTreeNode* mNode;
friend std::ostream& operator<<(std::ostream& o, const LoadRequestData& r)
{ return o; }
};
struct LoadResponseData
{
std::vector<float> mPositions;
std::vector<float> mNormals;
std::vector<Ogre::uint8> mColours;
friend std::ostream& operator<<(std::ostream& o, const LoadResponseData& r)
{ return o; }
};
struct LayersRequestData
{
std::vector<QuadTreeNode*> mNodes;
bool mPack;
friend std::ostream& operator<<(std::ostream& o, const LayersRequestData& r)
{ return o; }
};
struct LayersResponseData
{
std::vector<LayerCollection> mLayerCollections;
friend std::ostream& operator<<(std::ostream& o, const LayersResponseData& r)
{ return o; }
};
}
#endif

@ -22,41 +22,10 @@
#ifndef COMPONENTS_TERRAIN_DEFS_HPP
#define COMPONENTS_TERRAIN_DEFS_HPP
#include <string>
namespace Terrain
{
class QuadTreeNode;
/// The alignment of the terrain
enum Alignment
{
/// Terrain is in the X/Z plane
Align_XZ = 0,
/// Terrain is in the X/Y plane
Align_XY = 1,
/// Terrain is in the Y/Z plane.
/// UNTESTED - use at own risk.
/// Besides, X as up axis? What is wrong with you? ;)
Align_YZ = 2
};
inline void convertPosition(Alignment align, float &x, float &y, float &z)
{
switch (align)
{
case Align_XY:
return;
case Align_XZ:
std::swap(y, z);
// This is since -Z should be going *into* the screen
// If not doing this, we'd get wrong vertex winding
z *= -1;
return;
case Align_YZ:
std::swap(x, y);
std::swap(y, z);
return;
}
}
enum Direction
{
@ -74,13 +43,6 @@ namespace Terrain
bool mSpecular; // Specular info in diffuse map alpha channel?
};
struct LayerCollection
{
QuadTreeNode* mTarget;
// Since we can't create a texture from a different thread, this only holds the raw texel data
std::vector<Ogre::PixelBox> mBlendmaps;
std::vector<LayerInfo> mLayers;
};
}
#endif

@ -21,353 +21,86 @@
*/
#include "material.hpp"
#include <OgreMaterialManager.h>
#include <OgreTechnique.h>
#include <OgrePass.h>
#include <iostream>
#include <boost/functional/hash.hpp>
#include <osg/Depth>
#include <osg/TexEnvCombine>
#include <osg/Texture2D>
#include <osg/TexMat>
#include <osg/Material>
#if TERRAIN_USE_SHADER
#include <extern/shiny/Main/Factory.hpp>
#endif
namespace
{
int getBlendmapIndexForLayer (int layerIndex)
{
return static_cast<int>(std::floor((layerIndex - 1) / 4.f));
}
std::string getBlendmapComponentForLayer (int layerIndex)
{
int n = (layerIndex-1)%4;
if (n == 0)
return "x";
if (n == 1)
return "y";
if (n == 2)
return "z";
else
return "w";
}
}
#include <osg/io_utils>
namespace Terrain
{
MaterialGenerator::MaterialGenerator()
: mShaders(true)
, mShadows(false)
, mSplitShadows(false)
, mNormalMapping(true)
, mParallaxMapping(true)
{
}
Ogre::MaterialPtr MaterialGenerator::generate()
FixedFunctionTechnique::FixedFunctionTechnique(const std::vector<osg::ref_ptr<osg::Texture2D> >& layers,
const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps)
{
assert(!mLayerList.empty() && "Can't create material with no layers");
return create(false, false);
}
Ogre::MaterialPtr MaterialGenerator::generateForCompositeMapRTT()
bool firstLayer = true;
int i=0;
for (std::vector<osg::ref_ptr<osg::Texture2D> >::const_iterator it = layers.begin(); it != layers.end(); ++it)
{
assert(!mLayerList.empty() && "Can't create material with no layers");
osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
return create(true, false);
}
Ogre::MaterialPtr MaterialGenerator::generateForCompositeMap()
if (!firstLayer)
{
return create(false, true);
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
osg::ref_ptr<osg::Depth> depth (new osg::Depth);
depth->setFunction(osg::Depth::EQUAL);
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
}
Ogre::MaterialPtr MaterialGenerator::create(bool renderCompositeMap, bool displayCompositeMap)
int texunit = 0;
if(!firstLayer)
{
assert(!renderCompositeMap || !displayCompositeMap);
osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(i++);
static int count = 0;
std::stringstream name;
name << "terrain/mat" << count++;
if (!mShaders)
{
Ogre::MaterialPtr mat = Ogre::MaterialManager::getSingleton().create(name.str(),
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
Ogre::Technique* technique = mat->getTechnique(0);
technique->removeAllPasses();
if (displayCompositeMap)
{
Ogre::Pass* pass = technique->createPass();
pass->setVertexColourTracking(Ogre::TVC_AMBIENT|Ogre::TVC_DIFFUSE);
pass->createTextureUnitState(mCompositeMap)->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
}
else
{
assert(mLayerList.size() == mBlendmapList.size()+1);
std::vector<Ogre::TexturePtr>::iterator blend = mBlendmapList.begin();
for (std::vector<LayerInfo>::iterator layer = mLayerList.begin(); layer != mLayerList.end(); ++layer)
{
Ogre::Pass* pass = technique->createPass();
pass->setLightingEnabled(false);
pass->setVertexColourTracking(Ogre::TVC_NONE);
// TODO: How to handle fog?
pass->setFog(true, Ogre::FOG_NONE);
bool first = (layer == mLayerList.begin());
Ogre::TextureUnitState* tus;
if (!first)
{
pass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
pass->setDepthFunction(Ogre::CMPF_EQUAL);
tus = pass->createTextureUnitState((*blend)->getName());
tus->setAlphaOperation(Ogre::LBX_BLEND_TEXTURE_ALPHA,
Ogre::LBS_TEXTURE,
Ogre::LBS_TEXTURE);
tus->setColourOperationEx(Ogre::LBX_BLEND_DIFFUSE_ALPHA,
Ogre::LBS_TEXTURE,
Ogre::LBS_TEXTURE);
tus->setIsAlpha(true);
tus->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
stateset->setTextureAttributeAndModes(texunit, blendmap.get());
// This is to map corner vertices directly to the center of a blendmap texel.
osg::Matrixf texMat;
float scale = (16/(16.f+1.f));
tus->setTextureScale(1.f/scale,1.f/scale);
}
// Add the actual layer texture on top of the alpha map.
tus = pass->createTextureUnitState(layer->mDiffuseMap);
if (!first)
tus->setColourOperationEx(Ogre::LBX_BLEND_DIFFUSE_ALPHA,
Ogre::LBS_TEXTURE,
Ogre::LBS_CURRENT);
texMat.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f));
texMat.preMultScale(osg::Vec3f(scale, scale, 1.f));
texMat.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f));
tus->setTextureScale(1/16.f,1/16.f);
stateset->setTextureAttributeAndModes(texunit, new osg::TexMat(texMat));
if (!first)
++blend;
++texunit;
}
if (!renderCompositeMap)
{
Ogre::Pass* lightingPass = technique->createPass();
lightingPass->setSceneBlending(Ogre::SBT_MODULATE);
lightingPass->setVertexColourTracking(Ogre::TVC_AMBIENT|Ogre::TVC_DIFFUSE);
lightingPass->setFog(true, Ogre::FOG_NONE);
}
}
return mat;
}
#if TERRAIN_USE_SHADER
else
{
sh::MaterialInstance* material = sh::Factory::getInstance().createMaterialInstance (name.str());
material->setProperty ("allow_fixed_function", sh::makeProperty<sh::BooleanValue>(new sh::BooleanValue(false)));
if (displayCompositeMap)
{
sh::MaterialInstancePass* p = material->createPass ();
// Add the actual layer texture multiplied by the alpha map.
osg::ref_ptr<osg::Texture2D> tex = *it;
stateset->setTextureAttributeAndModes(texunit, tex.get());
p->setProperty ("vertex_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_vertex")));
p->setProperty ("fragment_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_fragment")));
p->mShaderProperties.setProperty ("is_first_pass", sh::makeProperty(new sh::BooleanValue(true)));
p->mShaderProperties.setProperty ("render_composite_map", sh::makeProperty(new sh::BooleanValue(false)));
p->mShaderProperties.setProperty ("display_composite_map", sh::makeProperty(new sh::BooleanValue(true)));
p->mShaderProperties.setProperty ("num_layers", sh::makeProperty (new sh::StringValue("0")));
p->mShaderProperties.setProperty ("num_blendmaps", sh::makeProperty (new sh::StringValue("0")));
p->mShaderProperties.setProperty ("normal_map_enabled", sh::makeProperty (new sh::BooleanValue(false)));
p->mShaderProperties.setProperty ("parallax_enabled", sh::makeProperty (new sh::BooleanValue(false)));
p->mShaderProperties.setProperty ("normal_maps",
sh::makeProperty (new sh::IntValue(0)));
osg::ref_ptr<osg::TexMat> texMat (new osg::TexMat);
float scale = 16.f;
texMat->setMatrix(osg::Matrix::scale(osg::Vec3f(scale,scale,1.f)));
stateset->setTextureAttributeAndModes(texunit, texMat, osg::StateAttribute::ON);
sh::MaterialInstanceTextureUnit* tex = p->createTextureUnit ("compositeMap");
tex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(mCompositeMap)));
tex->setProperty ("tex_address_mode", sh::makeProperty (new sh::StringValue("clamp")));
firstLayer = false;
// shadow. TODO: repeated, put in function
if (mShadows)
{
for (int i = 0; i < (mSplitShadows ? 3 : 1); ++i)
{
sh::MaterialInstanceTextureUnit* shadowTex = p->createTextureUnit ("shadowMap" + Ogre::StringConverter::toString(i));
shadowTex->setProperty ("content_type", sh::makeProperty<sh::StringValue> (new sh::StringValue("shadow")));
addPass(stateset);
}
}
p->mShaderProperties.setProperty ("shadowtexture_offset", sh::makeProperty (new sh::StringValue(
Ogre::StringConverter::toString(1))));
p->mShaderProperties.setProperty ("pass_index", sh::makeProperty(new sh::IntValue(0)));
}
else
{
bool shadows = mShadows && !renderCompositeMap;
int layerOffset = 0;
while (layerOffset < (int)mLayerList.size())
{
int blendmapOffset = (layerOffset == 0) ? 1 : 0; // the first layer of the first pass is the base layer and does not need a blend map
// Check how many layers we can fit in this pass
int numLayersInThisPass = 0;
int numBlendTextures = 0;
std::vector<std::string> blendTextures;
int remainingTextureUnits = OGRE_MAX_TEXTURE_LAYERS;
if (shadows)
remainingTextureUnits -= (mSplitShadows ? 3 : 1);
while (remainingTextureUnits && layerOffset + numLayersInThisPass < (int)mLayerList.size())
{
int layerIndex = numLayersInThisPass + layerOffset;
int neededTextureUnits=0;
int neededBlendTextures=0;
if (layerIndex != 0)
{
std::string blendTextureName = mBlendmapList[getBlendmapIndexForLayer(layerIndex)]->getName();
if (std::find(blendTextures.begin(), blendTextures.end(), blendTextureName) == blendTextures.end())
{
blendTextures.push_back(blendTextureName);
++neededBlendTextures;
++neededTextureUnits; // blend texture
}
}
++neededTextureUnits; // layer texture
// Check if this layer has a normal map
if (mNormalMapping && !mLayerList[layerIndex].mNormalMap.empty() && !renderCompositeMap)
++neededTextureUnits; // normal map
if (neededTextureUnits <= remainingTextureUnits)
{
// We can fit another!
remainingTextureUnits -= neededTextureUnits;
numBlendTextures += neededBlendTextures;
++numLayersInThisPass;
}
else
break; // We're full
}
sh::MaterialInstancePass* p = material->createPass ();
p->setProperty ("vertex_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_vertex")));
p->setProperty ("fragment_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_fragment")));
if (layerOffset != 0)
{
p->setProperty ("scene_blend", sh::makeProperty(new sh::StringValue("alpha_blend")));
// Only write if depth is equal to the depth value written by the previous pass.
p->setProperty ("depth_func", sh::makeProperty(new sh::StringValue("equal")));
}
p->mShaderProperties.setProperty ("render_composite_map", sh::makeProperty(new sh::BooleanValue(renderCompositeMap)));
p->mShaderProperties.setProperty ("display_composite_map", sh::makeProperty(new sh::BooleanValue(displayCompositeMap)));
p->mShaderProperties.setProperty ("num_layers", sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(numLayersInThisPass))));
p->mShaderProperties.setProperty ("num_blendmaps", sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(numBlendTextures))));
p->mShaderProperties.setProperty ("normal_map_enabled",
sh::makeProperty (new sh::BooleanValue(false)));
// blend maps
// the index of the first blend map used in this pass
int blendmapStart;
if (mLayerList.size() == 1) // special case. if there's only one layer, we don't need blend maps at all
blendmapStart = 0;
else
blendmapStart = getBlendmapIndexForLayer(layerOffset+blendmapOffset);
for (int i = 0; i < numBlendTextures; ++i)
{
sh::MaterialInstanceTextureUnit* blendTex = p->createTextureUnit ("blendMap" + Ogre::StringConverter::toString(i));
blendTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(mBlendmapList[blendmapStart+i]->getName())));
blendTex->setProperty ("tex_address_mode", sh::makeProperty (new sh::StringValue("clamp")));
}
// layer maps
bool anyNormalMaps = false;
bool anyParallax = false;
size_t normalMaps = 0;
for (int i = 0; i < numLayersInThisPass; ++i)
Effect::Effect(const std::vector<osg::ref_ptr<osg::Texture2D> > &layers, const std::vector<osg::ref_ptr<osg::Texture2D> > &blendmaps)
: mLayers(layers)
, mBlendmaps(blendmaps)
{
const LayerInfo& layer = mLayerList[layerOffset+i];
// diffuse map
sh::MaterialInstanceTextureUnit* diffuseTex = p->createTextureUnit ("diffuseMap" + Ogre::StringConverter::toString(i));
diffuseTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(layer.mDiffuseMap)));
osg::ref_ptr<osg::Material> material (new osg::Material);
material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
getOrCreateStateSet()->setAttributeAndModes(material, osg::StateAttribute::ON);
// normal map (optional)
bool useNormalMap = mNormalMapping && !mLayerList[layerOffset+i].mNormalMap.empty() && !renderCompositeMap;
bool useParallax = useNormalMap && mParallaxMapping && layer.mParallax;
bool useSpecular = layer.mSpecular;
if (useNormalMap)
{
anyNormalMaps = true;
anyParallax = anyParallax || useParallax;
sh::MaterialInstanceTextureUnit* normalTex = p->createTextureUnit ("normalMap" + Ogre::StringConverter::toString(i));
normalTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(layer.mNormalMap)));
selectTechnique(0);
}
p->mShaderProperties.setProperty ("use_normal_map_" + Ogre::StringConverter::toString(i),
sh::makeProperty (new sh::BooleanValue(useNormalMap)));
p->mShaderProperties.setProperty ("use_parallax_" + Ogre::StringConverter::toString(i),
sh::makeProperty (new sh::BooleanValue(useParallax)));
p->mShaderProperties.setProperty ("use_specular_" + Ogre::StringConverter::toString(i),
sh::makeProperty (new sh::BooleanValue(useSpecular)));
boost::hash_combine(normalMaps, useNormalMap);
boost::hash_combine(normalMaps, useNormalMap && layer.mParallax);
boost::hash_combine(normalMaps, useSpecular);
if (i+layerOffset > 0)
{
int blendTextureIndex = getBlendmapIndexForLayer(layerOffset+i);
std::string blendTextureComponent = getBlendmapComponentForLayer(layerOffset+i);
p->mShaderProperties.setProperty ("blendmap_component_" + Ogre::StringConverter::toString(i),
sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(blendTextureIndex-blendmapStart) + "." + blendTextureComponent)));
}
else
bool Effect::define_techniques()
{
// just to make it shut up about blendmap_component_0 not existing in the first pass.
// it might be retrieved, but will never survive the preprocessing step.
p->mShaderProperties.setProperty ("blendmap_component_" + Ogre::StringConverter::toString(i),
sh::makeProperty (new sh::StringValue("")));
}
}
p->mShaderProperties.setProperty ("normal_map_enabled",
sh::makeProperty (new sh::BooleanValue(anyNormalMaps)));
p->mShaderProperties.setProperty ("parallax_enabled",
sh::makeProperty (new sh::BooleanValue(anyParallax)));
// Since the permutation handler can't handle dynamic property names,
// combine normal map settings for all layers into one value
p->mShaderProperties.setProperty ("normal_maps",
sh::makeProperty (new sh::IntValue(normalMaps)));
addTechnique(new FixedFunctionTechnique(mLayers, mBlendmaps));
// shadow
if (shadows)
{
for (int i = 0; i < (mSplitShadows ? 3 : 1); ++i)
{
sh::MaterialInstanceTextureUnit* shadowTex = p->createTextureUnit ("shadowMap" + Ogre::StringConverter::toString(i));
shadowTex->setProperty ("content_type", sh::makeProperty<sh::StringValue> (new sh::StringValue("shadow")));
}
}
p->mShaderProperties.setProperty ("shadowtexture_offset", sh::makeProperty (new sh::StringValue(
Ogre::StringConverter::toString(numBlendTextures + numLayersInThisPass))));
// Make sure the pass index is fed to the permutation handler, because blendmap components may be different
p->mShaderProperties.setProperty ("pass_index", sh::makeProperty(new sh::IntValue(layerOffset)));
assert ((int)p->mTexUnits.size() == OGRE_MAX_TEXTURE_LAYERS - remainingTextureUnits);
layerOffset += numLayersInThisPass;
}
}
}
#endif
return Ogre::MaterialManager::getSingleton().getByName(name.str());
return true;
}
}

@ -22,51 +22,55 @@
#ifndef COMPONENTS_TERRAIN_MATERIAL_H
#define COMPONENTS_TERRAIN_MATERIAL_H
#include <OgreMaterial.h>
#include <osgFX/Technique>
#include <osgFX/Effect>
#include "storage.hpp"
#include "defs.hpp"
namespace osg
{
class Texture2D;
}
namespace Terrain
{
class MaterialGenerator
class FixedFunctionTechnique : public osgFX::Technique
{
public:
MaterialGenerator ();
FixedFunctionTechnique(
const std::vector<osg::ref_ptr<osg::Texture2D> >& layers,
const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps);
void setLayerList (const std::vector<LayerInfo>& layerList) { mLayerList = layerList; }
bool hasLayers() { return mLayerList.size() > 0; }
void setBlendmapList (const std::vector<Ogre::TexturePtr>& blendmapList) { mBlendmapList = blendmapList; }
const std::vector<Ogre::TexturePtr>& getBlendmapList() { return mBlendmapList; }
void setCompositeMap (const std::string& name) { mCompositeMap = name; }
void enableShaders(bool shaders) { mShaders = shaders; }
void enableShadows(bool shadows) { mShadows = shadows; }
void enableNormalMapping(bool normalMapping) { mNormalMapping = normalMapping; }
void enableParallaxMapping(bool parallaxMapping) { mParallaxMapping = parallaxMapping; }
void enableSplitShadows(bool splitShadows) { mSplitShadows = splitShadows; }
protected:
virtual void define_passes() {}
};
/// Creates a material suitable for displaying a chunk of terrain using alpha-blending.
Ogre::MaterialPtr generate ();
class Effect : public osgFX::Effect
{
public:
Effect(
const std::vector<osg::ref_ptr<osg::Texture2D> >& layers,
const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps);
/// Creates a material suitable for displaying a chunk of terrain using a ready-made composite map.
Ogre::MaterialPtr generateForCompositeMap ();
virtual bool define_techniques();
/// Creates a material suitable for rendering composite maps, i.e. for "baking" several layer textures
/// into one. The main difference compared to a normal material is that no shading is applied at this point.
Ogre::MaterialPtr generateForCompositeMapRTT ();
virtual const char *effectName() const
{
return NULL;
}
virtual const char *effectDescription() const
{
return NULL;
}
virtual const char *effectAuthor() const
{
return NULL;
}
private:
Ogre::MaterialPtr create (bool renderCompositeMap, bool displayCompositeMap);
std::vector<LayerInfo> mLayerList;
std::vector<Ogre::TexturePtr> mBlendmapList;
std::string mCompositeMap;
bool mShaders;
bool mShadows;
bool mSplitShadows;
bool mNormalMapping;
bool mParallaxMapping;
std::vector<osg::ref_ptr<osg::Texture2D> > mLayers;
std::vector<osg::ref_ptr<osg::Texture2D> > mBlendmaps;
};
}

@ -1,611 +0,0 @@
/*
* Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "quadtreenode.hpp"
#include <OgreSceneManager.h>
#include <OgreManualObject.h>
#include <OgreSceneNode.h>
#include <OgreMaterialManager.h>
#include <OgreTextureManager.h>
#include "defaultworld.hpp"
#include "chunk.hpp"
#include "storage.hpp"
#include "buffercache.hpp"
#include "material.hpp"
using namespace Terrain;
namespace
{
int Log2( int n )
{
assert(n > 0);
int targetlevel = 0;
while (n >>= 1) ++targetlevel;
return targetlevel;
}
// Utility functions for neighbour finding algorithm
ChildDirection reflect(ChildDirection dir, Direction dir2)
{
assert(dir != Root);
const int lookupTable[4][4] =
{
// NW NE SW SE
{ SW, SE, NW, NE }, // N
{ NE, NW, SE, SW }, // E
{ SW, SE, NW, NE }, // S
{ NE, NW, SE, SW } // W
};
return (ChildDirection)lookupTable[dir2][dir];
}
bool adjacent(ChildDirection dir, Direction dir2)
{
assert(dir != Root);
const bool lookupTable[4][4] =
{
// NW NE SW SE
{ true, true, false, false }, // N
{ false, true, false, true }, // E
{ false, false, true, true }, // S
{ true, false, true, false } // W
};
return lookupTable[dir2][dir];
}
// Algorithm described by Hanan Samet - 'Neighbour Finding in Quadtrees'
// http://www.cs.umd.edu/~hjs/pubs/SametPRIP81.pdf
QuadTreeNode* searchNeighbourRecursive (QuadTreeNode* currentNode, Direction dir)
{
if (!currentNode->getParent())
return NULL; // Arrived at root node, the root node does not have neighbours
QuadTreeNode* nextNode;
if (adjacent(currentNode->getDirection(), dir))
nextNode = searchNeighbourRecursive(currentNode->getParent(), dir);
else
nextNode = currentNode->getParent();
if (nextNode && nextNode->hasChildren())
return nextNode->getChild(reflect(currentNode->getDirection(), dir));
else
return NULL;
}
// Create a 2D quad
void makeQuad(Ogre::SceneManager* sceneMgr, float left, float top, float right, float bottom, Ogre::MaterialPtr material)
{
Ogre::ManualObject* manual = sceneMgr->createManualObject();
// Use identity view/projection matrices to get a 2d quad
manual->setUseIdentityProjection(true);
manual->setUseIdentityView(true);
manual->begin(material->getName());
float normLeft = left*2-1;
float normTop = top*2-1;
float normRight = right*2-1;
float normBottom = bottom*2-1;
manual->position(normLeft, normTop, 0.0);
manual->textureCoord(0, 1);
manual->position(normRight, normTop, 0.0);
manual->textureCoord(1, 1);
manual->position(normRight, normBottom, 0.0);
manual->textureCoord(1, 0);
manual->position(normLeft, normBottom, 0.0);
manual->textureCoord(0, 0);
manual->quad(0,1,2,3);
manual->end();
Ogre::AxisAlignedBox aabInf;
aabInf.setInfinite();
manual->setBoundingBox(aabInf);
sceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(manual);
}
}
QuadTreeNode::QuadTreeNode(DefaultWorld* terrain, ChildDirection dir, float size, const Ogre::Vector2 &center, QuadTreeNode* parent)
: mMaterialGenerator(NULL)
, mLoadState(LS_Unloaded)
, mIsDummy(false)
, mSize(size)
, mLodLevel(Log2(static_cast<int>(mSize)))
, mBounds(Ogre::AxisAlignedBox::BOX_NULL)
, mWorldBounds(Ogre::AxisAlignedBox::BOX_NULL)
, mDirection(dir)
, mCenter(center)
, mSceneNode(NULL)
, mParent(parent)
, mChunk(NULL)
, mTerrain(terrain)
{
mBounds.setNull();
for (int i=0; i<4; ++i)
mChildren[i] = NULL;
for (int i=0; i<4; ++i)
mNeighbours[i] = NULL;
if (mDirection == Root)
mSceneNode = mTerrain->getRootSceneNode();
else
mSceneNode = mTerrain->getSceneManager()->createSceneNode();
Ogre::Vector2 pos (0,0);
if (mParent)
pos = mParent->getCenter();
pos = mCenter - pos;
float cellWorldSize = mTerrain->getStorage()->getCellWorldSize();
Ogre::Vector3 sceneNodePos (pos.x*cellWorldSize, pos.y*cellWorldSize, 0);
mTerrain->convertPosition(sceneNodePos);
mSceneNode->setPosition(sceneNodePos);
mMaterialGenerator = new MaterialGenerator();
mMaterialGenerator->enableShaders(mTerrain->getShadersEnabled());
}
void QuadTreeNode::createChild(ChildDirection id, float size, const Ogre::Vector2 &center)
{
mChildren[id] = new QuadTreeNode(mTerrain, id, size, center, this);
}
QuadTreeNode::~QuadTreeNode()
{
for (int i=0; i<4; ++i)
delete mChildren[i];
delete mChunk;
delete mMaterialGenerator;
}
QuadTreeNode* QuadTreeNode::getNeighbour(Direction dir)
{
return mNeighbours[static_cast<int>(dir)];
}
void QuadTreeNode::initNeighbours()
{
for (int i=0; i<4; ++i)
mNeighbours[i] = searchNeighbourRecursive(this, (Direction)i);
if (hasChildren())
for (int i=0; i<4; ++i)
mChildren[i]->initNeighbours();
}
void QuadTreeNode::initAabb()
{
float cellWorldSize = mTerrain->getStorage()->getCellWorldSize();
if (hasChildren())
{
for (int i=0; i<4; ++i)
{
mChildren[i]->initAabb();
mBounds.merge(mChildren[i]->getBoundingBox());
}
float minH, maxH;
switch (mTerrain->getAlign())
{
case Terrain::Align_XY:
minH = mBounds.getMinimum().z;
maxH = mBounds.getMaximum().z;
break;
case Terrain::Align_XZ:
minH = mBounds.getMinimum().y;
maxH = mBounds.getMaximum().y;
break;
case Terrain::Align_YZ:
minH = mBounds.getMinimum().x;
maxH = mBounds.getMaximum().x;
break;
}
Ogre::Vector3 min(-mSize/2*cellWorldSize, -mSize/2*cellWorldSize, minH);
Ogre::Vector3 max(Ogre::Vector3(mSize/2*cellWorldSize, mSize/2*cellWorldSize, maxH));
mBounds = Ogre::AxisAlignedBox (min, max);
mTerrain->convertBounds(mBounds);
}
Ogre::Vector3 offset(mCenter.x*cellWorldSize, mCenter.y*cellWorldSize, 0);
mTerrain->convertPosition(offset);
mWorldBounds = Ogre::AxisAlignedBox(mBounds.getMinimum() + offset,
mBounds.getMaximum() + offset);
}
void QuadTreeNode::setBoundingBox(const Ogre::AxisAlignedBox &box)
{
mBounds = box;
}
const Ogre::AxisAlignedBox& QuadTreeNode::getBoundingBox()
{
return mBounds;
}
const Ogre::AxisAlignedBox& QuadTreeNode::getWorldBoundingBox()
{
return mWorldBounds;
}
bool QuadTreeNode::update(const Ogre::Vector3 &cameraPos)
{
if (isDummy())
return true;
if (mBounds.isNull())
return true;
float dist = mWorldBounds.distance(cameraPos);
// Make sure our scene node is attached
if (!mSceneNode->isInSceneGraph())
{
mParent->getSceneNode()->addChild(mSceneNode);
}
// Simple LOD selection
/// \todo use error metrics?
size_t wantedLod = 0;
float cellWorldSize = mTerrain->getStorage()->getCellWorldSize();
if (dist > cellWorldSize*64)
wantedLod = 6;
else if (dist > cellWorldSize*32)
wantedLod = 5;
else if (dist > cellWorldSize*12)
wantedLod = 4;
else if (dist > cellWorldSize*5)
wantedLod = 3;
else if (dist > cellWorldSize*2)
wantedLod = 2;
else if (dist > cellWorldSize * 1.42) // < sqrt2 so the 3x3 grid around player is always highest lod
wantedLod = 1;
bool wantToDisplay = mSize <= mTerrain->getMaxBatchSize() && mLodLevel <= wantedLod;
if (wantToDisplay)
{
// Wanted LOD is small enough to render this node in one chunk
if (mLoadState == LS_Unloaded)
{
mLoadState = LS_Loading;
mTerrain->queueLoad(this);
return false;
}
if (mLoadState == LS_Loaded)
{
// Additional (index buffer) LOD is currently disabled.
// This is due to a problem with the LOD selection when a node splits.
// After splitting, the distance is measured from the children's bounding boxes, which are possibly
// further away than the original node's bounding box, possibly causing a child to switch to a *lower* LOD
// than the original node.
// In short, we'd sometimes get a switch to a lesser detail when actually moving closer.
// This wouldn't be so bad, but unfortunately it also breaks LOD edge connections if a neighbour
// node hasn't split yet, and has a higher LOD than our node's child:
// ----- ----- ------------
// | LOD | LOD | |
// | 1 | 1 | |
// |-----|-----| LOD 0 |
// | LOD | LOD | |
// | 0 | 0 | |
// ----- ----- ------------
// To prevent this, nodes of the same size need to always select the same LOD, which is basically what we're
// doing here.
// But this "solution" does increase triangle overhead, so eventually we need to find a more clever way.
//mChunk->setAdditionalLod(wantedLod - mLodLevel);
if (!mChunk->getVisible() && hasChildren())
{
for (int i=0; i<4; ++i)
mChildren[i]->unload(true);
}
mChunk->setVisible(true);
return true;
}
return false; // LS_Loading
}
// We do not want to display this node - delegate to children if they are already loaded
if (!wantToDisplay && hasChildren())
{
if (mChunk)
{
// Are children already loaded?
bool childrenLoaded = true;
for (int i=0; i<4; ++i)
if (!mChildren[i]->update(cameraPos))
childrenLoaded = false;
if (!childrenLoaded)
{
mChunk->setVisible(true);
// Make sure child scene nodes are detached until all children are loaded
mSceneNode->removeAllChildren();
}
else
{
// Delegation went well, we can unload now
unload();
for (int i=0; i<4; ++i)
{
if (!mChildren[i]->getSceneNode()->isInSceneGraph())
mSceneNode->addChild(mChildren[i]->getSceneNode());
}
}
return true;
}
else
{
bool success = true;
for (int i=0; i<4; ++i)
success = mChildren[i]->update(cameraPos) & success;
return success;
}
}
return false;
}
void QuadTreeNode::load(const LoadResponseData &data)
{
assert (!mChunk);
mChunk = new Chunk(mTerrain->getBufferCache().getUVBuffer(), mBounds, data.mPositions, data.mNormals, data.mColours);
mChunk->setVisibilityFlags(mTerrain->getVisibilityFlags());
mChunk->setCastShadows(true);
mSceneNode->attachObject(mChunk);
mMaterialGenerator->enableShadows(mTerrain->getShadowsEnabled());
mMaterialGenerator->enableSplitShadows(mTerrain->getSplitShadowsEnabled());
if (mTerrain->areLayersLoaded())
{
if (mSize == 1)
{
mChunk->setMaterial(mMaterialGenerator->generate());
}
else
{
ensureCompositeMap();
mMaterialGenerator->setCompositeMap(mCompositeMap->getName());
mChunk->setMaterial(mMaterialGenerator->generateForCompositeMap());
}
}
// else: will be loaded in loadMaterials() after background thread has finished loading layers
mChunk->setVisible(false);
mLoadState = LS_Loaded;
}
void QuadTreeNode::unload(bool recursive)
{
if (mChunk)
{
mSceneNode->detachObject(mChunk);
delete mChunk;
mChunk = NULL;
if (!mCompositeMap.isNull())
{
Ogre::TextureManager::getSingleton().remove(mCompositeMap->getName());
mCompositeMap.setNull();
}
// Do *not* set this when we are still loading!
mLoadState = LS_Unloaded;
}
if (recursive && hasChildren())
{
for (int i=0; i<4; ++i)
mChildren[i]->unload(true);
}
}
void QuadTreeNode::updateIndexBuffers()
{
if (hasChunk())
{
// Fetch a suitable index buffer (which may be shared)
size_t ourLod = getActualLodLevel();
unsigned 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 |= static_cast<unsigned 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)
mChildren[i]->updateIndexBuffers();
}
}
bool QuadTreeNode::hasChunk()
{
return mSceneNode->isInSceneGraph() && mChunk && mChunk->getVisible();
}
size_t QuadTreeNode::getActualLodLevel()
{
assert(hasChunk() && "Can't get actual LOD level if this node has no render chunk");
return mLodLevel /* + mChunk->getAdditionalLod() */;
}
void QuadTreeNode::loadLayers(const LayerCollection& collection)
{
assert (!mMaterialGenerator->hasLayers());
std::vector<Ogre::TexturePtr> blendTextures;
for (std::vector<Ogre::PixelBox>::const_iterator it = collection.mBlendmaps.begin(); it != collection.mBlendmaps.end(); ++it)
{
// TODO: clean up blend textures on destruction
static int count=0;
Ogre::TexturePtr map = Ogre::TextureManager::getSingleton().createManual("terrain/blend/"
+ Ogre::StringConverter::toString(count++), Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
Ogre::TEX_TYPE_2D, it->getWidth(), it->getHeight(), 0, it->format);
Ogre::DataStreamPtr stream(new Ogre::MemoryDataStream(it->data, it->getWidth()*it->getHeight()*Ogre::PixelUtil::getNumElemBytes(it->format), true));
map->loadRawData(stream, it->getWidth(), it->getHeight(), it->format);
blendTextures.push_back(map);
}
mMaterialGenerator->setLayerList(collection.mLayers);
mMaterialGenerator->setBlendmapList(blendTextures);
}
void QuadTreeNode::loadMaterials()
{
if (isDummy())
return;
// Load children first since we depend on them when creating a composite map
if (hasChildren())
{
for (int i=0; i<4; ++i)
mChildren[i]->loadMaterials();
}
if (mChunk)
{
if (mSize == 1)
{
mChunk->setMaterial(mMaterialGenerator->generate());
}
else
{
ensureCompositeMap();
mMaterialGenerator->setCompositeMap(mCompositeMap->getName());
mChunk->setMaterial(mMaterialGenerator->generateForCompositeMap());
}
}
}
void QuadTreeNode::prepareForCompositeMap(Ogre::TRect<float> area)
{
Ogre::SceneManager* sceneMgr = mTerrain->getCompositeMapSceneManager();
if (mIsDummy)
{
// TODO - store this default material somewhere instead of creating one for each empty cell
MaterialGenerator matGen;
matGen.enableShaders(mTerrain->getShadersEnabled());
std::vector<LayerInfo> layer;
layer.push_back(mTerrain->getStorage()->getDefaultLayer());
matGen.setLayerList(layer);
makeQuad(sceneMgr, area.left, area.top, area.right, area.bottom, matGen.generateForCompositeMapRTT());
return;
}
if (mSize > 1)
{
assert(hasChildren());
// 0,0 -------- 1,0
// | | |
// |-----|------|
// | | |
// 0,1 -------- 1,1
float halfW = area.width()/2.f;
float halfH = area.height()/2.f;
mChildren[NW]->prepareForCompositeMap(Ogre::TRect<float>(area.left, area.top, area.right-halfW, area.bottom-halfH));
mChildren[NE]->prepareForCompositeMap(Ogre::TRect<float>(area.left+halfW, area.top, area.right, area.bottom-halfH));
mChildren[SW]->prepareForCompositeMap(Ogre::TRect<float>(area.left, area.top+halfH, area.right-halfW, area.bottom));
mChildren[SE]->prepareForCompositeMap(Ogre::TRect<float>(area.left+halfW, area.top+halfH, area.right, area.bottom));
}
else
{
// TODO: when to destroy?
Ogre::MaterialPtr material = mMaterialGenerator->generateForCompositeMapRTT();
makeQuad(sceneMgr, area.left, area.top, area.right, area.bottom, material);
}
}
void QuadTreeNode::ensureCompositeMap()
{
if (!mCompositeMap.isNull())
return;
static int i=0;
std::stringstream name;
name << "terrain/comp" << i++;
const int size = 128;
mCompositeMap = Ogre::TextureManager::getSingleton().createManual(
name.str(), Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
Ogre::TEX_TYPE_2D, size, size, Ogre::MIP_DEFAULT, Ogre::PF_A8B8G8R8);
// Create quads for each cell
prepareForCompositeMap(Ogre::TRect<float>(0,0,1,1));
mTerrain->renderCompositeMap(mCompositeMap);
mTerrain->clearCompositeMapSceneManager();
}
void QuadTreeNode::applyMaterials()
{
if (mChunk)
{
mMaterialGenerator->enableShadows(mTerrain->getShadowsEnabled());
mMaterialGenerator->enableSplitShadows(mTerrain->getSplitShadowsEnabled());
if (mSize <= 1)
mChunk->setMaterial(mMaterialGenerator->generate());
else
mChunk->setMaterial(mMaterialGenerator->generateForCompositeMap());
}
if (hasChildren())
for (int i=0; i<4; ++i)
mChildren[i]->applyMaterials();
}

@ -1,189 +0,0 @@
/*
* Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#ifndef COMPONENTS_TERRAIN_QUADTREENODE_H
#define COMPONENTS_TERRAIN_QUADTREENODE_H
#include <OgreAxisAlignedBox.h>
#include <OgreVector2.h>
#include <OgreTexture.h>
#include "defs.hpp"
namespace Ogre
{
class Rectangle2D;
}
namespace Terrain
{
class DefaultWorld;
class Chunk;
class MaterialGenerator;
struct LoadResponseData;
enum ChildDirection
{
NW = 0,
NE = 1,
SW = 2,
SE = 3,
Root
};
enum LoadState
{
LS_Unloaded,
LS_Loading,
LS_Loaded
};
/**
* @brief A node in the quad tree for our terrain. Depending on LOD,
* a node can either choose to render itself in one batch (merging its children),
* or delegate the render process to its children, rendering each child in at least one batch.
*/
class QuadTreeNode
{
public:
/// @param terrain
/// @param dir relative to parent, or Root if we are the root node
/// @param size size (in *cell* units!)
/// @param center center (in *cell* units!)
/// @param parent parent node
QuadTreeNode (DefaultWorld* terrain, ChildDirection dir, float size, const Ogre::Vector2& center, QuadTreeNode* parent);
~QuadTreeNode();
/// Rebuild all materials
void applyMaterials();
/// Initialize neighbours - do this after the quadtree is built
void initNeighbours();
/// Initialize bounding boxes of non-leafs by merging children bounding boxes.
/// Do this after the quadtree is built - note that leaf bounding boxes
/// need to be set first via setBoundingBox!
void initAabb();
/// @note takes ownership of \a child
void createChild (ChildDirection id, float size, const Ogre::Vector2& center);
/// Mark this node as a dummy node. This can happen if the terrain size isn't a power of two.
/// For the QuadTree to work, we need to round the size up to a power of two, which means we'll
/// end up with empty nodes that don't actually render anything.
void markAsDummy() { mIsDummy = true; }
bool isDummy() { return mIsDummy; }
QuadTreeNode* getParent() { return mParent; }
Ogre::SceneNode* getSceneNode() { return mSceneNode; }
int getSize() { return static_cast<int>(mSize); }
Ogre::Vector2 getCenter() { return mCenter; }
bool hasChildren() { return mChildren[0] != 0; }
QuadTreeNode* getChild(ChildDirection dir) { return mChildren[dir]; }
/// Get neighbour node in this direction
QuadTreeNode* getNeighbour (Direction dir);
/// Returns our direction relative to the parent node, or Root if we are the root node.
ChildDirection getDirection() { return mDirection; }
/// Set bounding box in local coordinates. Should be done at load time for leaf nodes.
/// Other nodes can merge AABB of child nodes.
void setBoundingBox (const Ogre::AxisAlignedBox& box);
/// Get bounding box in local coordinates
const Ogre::AxisAlignedBox& getBoundingBox();
const Ogre::AxisAlignedBox& getWorldBoundingBox();
DefaultWorld* getTerrain() { return mTerrain; }
/// Adjust LODs for the given camera position, possibly splitting up chunks or merging them.
/// @return Did we (or all of our children) choose to render?
bool update (const Ogre::Vector3& cameraPos);
/// Adjust index buffers of chunks to stitch together chunks of different LOD, so that cracks are avoided.
/// Call after QuadTreeNode::update!
void updateIndexBuffers();
/// Destroy chunks rendered by this node *and* its children (if param is true)
void destroyChunks(bool children);
/// Get the effective LOD level if this node was rendered in one chunk
/// with Storage::getCellVertices^2 vertices
size_t getNativeLodLevel() { return mLodLevel; }
/// Get the effective current LOD level used by the chunk rendering this node
size_t getActualLodLevel();
/// Is this node currently configured to render itself?
bool hasChunk();
/// Add a textured quad to a specific 2d area in the composite map scenemanager.
/// Only nodes with size <= 1 can be rendered with alpha blending, so larger nodes will simply
/// call this method on their children.
/// @note Do not call this before World::areLayersLoaded() == true
/// @param area area in image space to put the quad
void prepareForCompositeMap(Ogre::TRect<float> area);
/// Create a chunk for this node from the given data.
void load (const LoadResponseData& data);
void unload(bool recursive=false);
void loadLayers (const LayerCollection& collection);
/// This is recursive! Call it once on the root node after all leafs have loaded layers.
void loadMaterials();
LoadState getLoadState() { return mLoadState; }
private:
// Stored here for convenience in case we need layer list again
MaterialGenerator* mMaterialGenerator;
LoadState mLoadState;
bool mIsDummy;
float mSize;
size_t mLodLevel; // LOD if we were to render this node in one chunk
Ogre::AxisAlignedBox mBounds;
Ogre::AxisAlignedBox mWorldBounds;
ChildDirection mDirection;
Ogre::Vector2 mCenter;
Ogre::SceneNode* mSceneNode;
QuadTreeNode* mParent;
QuadTreeNode* mChildren[4];
QuadTreeNode* mNeighbours[4];
Chunk* mChunk;
DefaultWorld* mTerrain;
Ogre::TexturePtr mCompositeMap;
void ensureCompositeMap();
};
}
#endif

@ -19,3 +19,5 @@
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "storage.hpp"

@ -22,10 +22,20 @@
#ifndef COMPONENTS_TERRAIN_STORAGE_H
#define COMPONENTS_TERRAIN_STORAGE_H
#include <OgreHardwareVertexBuffer.h>
#include <vector>
#include <osg/Vec2f>
#include <osg/Vec3f>
#include <osg/ref_ptr>
#include <osg/Array>
#include "defs.hpp"
namespace osg
{
class Image;
}
namespace Terrain
{
/// We keep storage of terrain data abstract here since we need different implementations for game and editor
@ -46,7 +56,7 @@ namespace Terrain
/// @param min min height will be stored here
/// @param max max height will be stored here
/// @return true if there was data available for this terrain chunk
virtual bool getMinMaxHeights (float size, const Ogre::Vector2& center, float& min, float& max) = 0;
virtual bool getMinMaxHeights (float size, const osg::Vec2f& center, float& min, float& max) = 0;
/// Fill vertex buffers for a terrain chunk.
/// @note May be called from background threads. Make sure to only call thread-safe functions from here!
@ -59,11 +69,12 @@ namespace Terrain
/// @param positions buffer to write vertices
/// @param normals buffer to write vertex normals
/// @param colours buffer to write vertex colours
virtual void fillVertexBuffers (int lodLevel, float size, const Ogre::Vector2& center, Terrain::Alignment align,
std::vector<float>& positions,
std::vector<float>& normals,
std::vector<Ogre::uint8>& colours) = 0;
virtual void fillVertexBuffers (int lodLevel, float size, const osg::Vec2f& center,
osg::ref_ptr<osg::Vec3Array> positions,
osg::ref_ptr<osg::Vec3Array> normals,
osg::ref_ptr<osg::Vec4Array> colours) = 0;
typedef std::vector<osg::ref_ptr<osg::Image> > ImageVector;
/// Create textures holding layer blend values for a terrain chunk.
/// @note The terrain chunk shouldn't be larger than one cell since otherwise we might
/// have to do a ridiculous amount of different layers. For larger chunks, composite maps should be used.
@ -75,23 +86,11 @@ namespace Terrain
/// can utilize packing, FFP can't.
/// @param blendmaps created blendmaps will be written here
/// @param layerList names of the layer textures used will be written here
virtual void getBlendmaps (float chunkSize, const Ogre::Vector2& chunkCenter, bool pack,
std::vector<Ogre::PixelBox>& blendmaps,
virtual void getBlendmaps (float chunkSize, const osg::Vec2f& chunkCenter, bool pack,
ImageVector& blendmaps,
std::vector<LayerInfo>& layerList) = 0;
/// Retrieve pixel data for textures holding layer blend values for terrain chunks and layer texture information.
/// This variant is provided to eliminate the overhead of virtual function calls when retrieving a large number of blendmaps at once.
/// @note The terrain chunks shouldn't be larger than one cell since otherwise we might
/// have to do a ridiculous amount of different layers. For larger chunks, composite maps should be used.
/// @note May be called from background threads. Make sure to only call thread-safe functions from here!
/// @param nodes A collection of nodes for which to retrieve the aforementioned data
/// @param out Output vector
/// @param pack Whether to pack blend values for up to 4 layers into one texture (one in each channel) -
/// otherwise, each texture contains blend values for one layer only. Shader-based rendering
/// can utilize packing, FFP can't.
virtual void getBlendmaps (const std::vector<QuadTreeNode*>& nodes, std::vector<LayerCollection>& out, bool pack) = 0;
virtual float getHeightAt (const Ogre::Vector3& worldPos) = 0;
virtual float getHeightAt (const osg::Vec3f& worldPos) = 0;
virtual LayerInfo getDefaultLayer() = 0;

@ -19,22 +19,54 @@
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "terraingrid.hpp"
#include <OgreSceneManager.h>
#include <OgreSceneNode.h>
#include <OgreAxisAlignedBox.h>
#include <memory>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/texturemanager.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include <osg/PositionAttitudeTransform>
#include <osg/Geometry>
#include <osg/Geode>
#include "chunk.hpp"
#include <osgFX/Effect>
#include <osgUtil/IncrementalCompileOperation>
#include "material.hpp"
#include "storage.hpp"
namespace
{
class StaticBoundingBoxCallback : public osg::Drawable::ComputeBoundingBoxCallback
{
public:
StaticBoundingBoxCallback(const osg::BoundingBox& bounds)
: mBoundingBox(bounds)
{
}
virtual osg::BoundingBox computeBound(const osg::Drawable&) const
{
return mBoundingBox;
}
private:
osg::BoundingBox mBoundingBox;
};
}
namespace Terrain
{
TerrainGrid::TerrainGrid(Ogre::SceneManager *sceneMgr, Terrain::Storage *storage, int visibilityFlags, bool shaders, Terrain::Alignment align)
: Terrain::World(sceneMgr, storage, visibilityFlags, shaders, align)
, mVisible(true)
TerrainGrid::TerrainGrid(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico,
Storage* storage, int nodeMask)
: Terrain::World(parent, resourceSystem, ico, storage, nodeMask)
{
mRootNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
}
TerrainGrid::~TerrainGrid()
@ -43,143 +75,118 @@ TerrainGrid::~TerrainGrid()
{
unloadCell(mGrid.begin()->first.first, mGrid.begin()->first.second);
}
mSceneMgr->destroySceneNode(mRootNode);
}
void TerrainGrid::update(const Ogre::Vector3 &cameraPos)
class GridElement
{
}
public:
osg::ref_ptr<osg::PositionAttitudeTransform> mNode;
};
void TerrainGrid::loadCell(int x, int y)
{
if (mGrid.find(std::make_pair(x, y)) != mGrid.end())
return; // already loaded
Ogre::Vector2 center(x+0.5f, y+0.5f);
osg::Vec2f center(x+0.5f, y+0.5f);
float minH, maxH;
if (!mStorage->getMinMaxHeights(1, center, minH, maxH))
return; // no terrain defined
Ogre::Vector3 min (-0.5f*mStorage->getCellWorldSize(),
-0.5f*mStorage->getCellWorldSize(),
minH);
Ogre::Vector3 max (0.5f*mStorage->getCellWorldSize(),
0.5f*mStorage->getCellWorldSize(),
maxH);
Ogre::AxisAlignedBox bounds(min, max);
GridElement element;
std::auto_ptr<GridElement> element (new GridElement);
Ogre::Vector2 worldCenter = center*mStorage->getCellWorldSize();
element.mSceneNode = mRootNode->createChildSceneNode(Ogre::Vector3(worldCenter.x, worldCenter.y, 0));
osg::Vec2f worldCenter = center*mStorage->getCellWorldSize();
element->mNode = new osg::PositionAttitudeTransform;
element->mNode->setPosition(osg::Vec3f(worldCenter.x(), worldCenter.y(), 0.f));
mTerrainRoot->addChild(element->mNode);
std::vector<float> positions;
std::vector<float> normals;
std::vector<Ogre::uint8> colours;
mStorage->fillVertexBuffers(0, 1, center, mAlign, positions, normals, colours);
osg::ref_ptr<osg::Vec3Array> positions (new osg::Vec3Array);
osg::ref_ptr<osg::Vec3Array> normals (new osg::Vec3Array);
osg::ref_ptr<osg::Vec4Array> colors (new osg::Vec4Array);
element.mChunk = new Terrain::Chunk(mCache.getUVBuffer(), bounds, positions, normals, colours);
element.mChunk->setIndexBuffer(mCache.getIndexBuffer(0));
element.mChunk->setVisibilityFlags(mVisibilityFlags);
element.mChunk->setCastShadows(true);
mStorage->fillVertexBuffers(0, 1, center, positions, normals, colors);
std::vector<Ogre::PixelBox> blendmaps;
std::vector<Terrain::LayerInfo> layerList;
mStorage->getBlendmaps(1, center, mShaders, blendmaps, layerList);
osg::ref_ptr<osg::Geometry> geometry (new osg::Geometry);
geometry->setVertexArray(positions);
geometry->setNormalArray(normals, osg::Array::BIND_PER_VERTEX);
geometry->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
geometry->setUseDisplayList(false);
geometry->setUseVertexBufferObjects(true);
element.mMaterialGenerator.setLayerList(layerList);
geometry->addPrimitiveSet(mCache.getIndexBuffer(0));
// upload blendmaps to GPU
std::vector<Ogre::TexturePtr> blendTextures;
for (std::vector<Ogre::PixelBox>::const_iterator it = blendmaps.begin(); it != blendmaps.end(); ++it)
{
static int count=0;
Ogre::TexturePtr map = Ogre::TextureManager::getSingleton().createManual("terrain/blend/"
+ Ogre::StringConverter::toString(count++), Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
Ogre::TEX_TYPE_2D, it->getWidth(), it->getHeight(), 0, it->format);
Ogre::DataStreamPtr stream(new Ogre::MemoryDataStream(it->data, it->getWidth()*it->getHeight()*Ogre::PixelUtil::getNumElemBytes(it->format), true));
map->loadRawData(stream, it->getWidth(), it->getHeight(), it->format);
blendTextures.push_back(map);
}
// we already know the bounding box, so no need to let OSG compute it.
osg::Vec3f min(-0.5f*mStorage->getCellWorldSize(),
-0.5f*mStorage->getCellWorldSize(),
minH);
osg::Vec3f max (0.5f*mStorage->getCellWorldSize(),
0.5f*mStorage->getCellWorldSize(),
maxH);
osg::BoundingBox bounds(min, max);
geometry->setComputeBoundingBoxCallback(new StaticBoundingBoxCallback(bounds));
element.mMaterialGenerator.setBlendmapList(blendTextures);
osg::ref_ptr<osg::Geode> geode (new osg::Geode);
geode->addDrawable(geometry);
element.mSceneNode->attachObject(element.mChunk);
updateMaterial(element);
std::vector<LayerInfo> layerList;
std::vector<osg::ref_ptr<osg::Image> > blendmaps;
mStorage->getBlendmaps(1.f, center, false, blendmaps, layerList);
mGrid[std::make_pair(x,y)] = element;
}
// For compiling textures, I don't think the osgFX::Effect does it correctly
osg::ref_ptr<osg::Node> textureCompileDummy (new osg::Node);
void TerrainGrid::updateMaterial(GridElement &element)
{
element.mMaterialGenerator.enableShadows(getShadowsEnabled());
element.mMaterialGenerator.enableSplitShadows(getSplitShadowsEnabled());
element.mChunk->setMaterial(element.mMaterialGenerator.generate());
}
std::vector<osg::ref_ptr<osg::Texture2D> > layerTextures;
for (std::vector<LayerInfo>::const_iterator it = layerList.begin(); it != layerList.end(); ++it)
{
layerTextures.push_back(mResourceSystem->getTextureManager()->getTexture2D(it->mDiffuseMap, osg::Texture::REPEAT, osg::Texture::REPEAT));
textureCompileDummy->getOrCreateStateSet()->setTextureAttributeAndModes(0, layerTextures.back());
}
void TerrainGrid::unloadCell(int x, int y)
{
Grid::iterator it = mGrid.find(std::make_pair(x,y));
if (it == mGrid.end())
return;
std::vector<osg::ref_ptr<osg::Texture2D> > blendmapTextures;
for (std::vector<osg::ref_ptr<osg::Image> >::const_iterator it = blendmaps.begin(); it != blendmaps.end(); ++it)
{
osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
texture->setImage(*it);
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
texture->setResizeNonPowerOfTwoHint(false);
blendmapTextures.push_back(texture);
textureCompileDummy->getOrCreateStateSet()->setTextureAttributeAndModes(0, layerTextures.back());
}
GridElement& element = it->second;
delete element.mChunk;
element.mChunk = NULL;
for (unsigned int i=0; i<blendmapTextures.size()+1; ++i)
geometry->setTexCoordArray(i, mCache.getUVBuffer());
const std::vector<Ogre::TexturePtr>& blendmaps = element.mMaterialGenerator.getBlendmapList();
for (std::vector<Ogre::TexturePtr>::const_iterator it = blendmaps.begin(); it != blendmaps.end(); ++it)
Ogre::TextureManager::getSingleton().remove((*it)->getName());
osg::ref_ptr<osgFX::Effect> effect (new Terrain::Effect(layerTextures, blendmapTextures));
mSceneMgr->destroySceneNode(element.mSceneNode);
element.mSceneNode = NULL;
effect->addCullCallback(new SceneUtil::LightListCallback);
mGrid.erase(it);
}
effect->addChild(geode);
element->mNode->addChild(effect);
void TerrainGrid::applyMaterials(bool shadows, bool splitShadows)
{
mShadows = shadows;
mSplitShadows = splitShadows;
for (Grid::iterator it = mGrid.begin(); it != mGrid.end(); ++it)
if (mIncrementalCompileOperation)
{
updateMaterial(it->second);
mIncrementalCompileOperation->add(geode);
mIncrementalCompileOperation->add(textureCompileDummy);
}
}
bool TerrainGrid::getVisible()
{
return mVisible;
mGrid[std::make_pair(x,y)] = element.release();
}
void TerrainGrid::setVisible(bool visible)
{
mVisible = visible;
mRootNode->setVisible(visible);
}
Ogre::AxisAlignedBox TerrainGrid::getWorldBoundingBox (const Ogre::Vector2& center)
void TerrainGrid::unloadCell(int x, int y)
{
int cellX = static_cast<int>(std::floor(center.x));
int cellY = static_cast<int>(std::floor(center.y));
Grid::iterator it = mGrid.find(std::make_pair(cellX, cellY));
Grid::iterator it = mGrid.find(std::make_pair(x,y));
if (it == mGrid.end())
return Ogre::AxisAlignedBox::BOX_NULL;
Terrain::Chunk* chunk = it->second.mChunk;
Ogre::SceneNode* node = it->second.mSceneNode;
Ogre::AxisAlignedBox box = chunk->getBoundingBox();
box = Ogre::AxisAlignedBox(box.getMinimum() + node->getPosition(), box.getMaximum() + node->getPosition());
return box;
}
return;
void TerrainGrid::syncLoad()
{
GridElement* element = it->second;
mTerrainRoot->removeChild(element->mNode);
delete element;
mGrid.erase(it);
}
}

@ -27,64 +27,23 @@
namespace Terrain
{
class Chunk;
struct GridElement
{
Ogre::SceneNode* mSceneNode;
Terrain::MaterialGenerator mMaterialGenerator;
Terrain::Chunk* mChunk;
};
class GridElement;
/// @brief Simple terrain implementation that loads cells in a grid, with no LOD
class TerrainGrid : public Terrain::World
{
public:
/// @note takes ownership of \a storage
/// @param sceneMgr scene manager to use
/// @param storage Storage instance to get terrain data from (heights, normals, colors, textures..)
/// @param visbilityFlags visibility flags for the created meshes
/// @param shaders Whether to use splatting shader, or multi-pass fixed function splatting. Shader is usually
/// faster so this is just here for compatibility.
/// @param align The align of the terrain, see Alignment enum
TerrainGrid(Ogre::SceneManager* sceneMgr,
Terrain::Storage* storage, int visibilityFlags, bool shaders, Terrain::Alignment align);
TerrainGrid(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico,
Storage* storage, int nodeMask);
~TerrainGrid();
/// Update chunk LODs according to this camera position
virtual void update (const Ogre::Vector3& cameraPos);
virtual void loadCell(int x, int y);
virtual void unloadCell(int x, int y);
/// Get the world bounding box of a chunk of terrain centered at \a center
virtual Ogre::AxisAlignedBox getWorldBoundingBox (const Ogre::Vector2& center);
/// Show or hide the whole terrain
/// @note this setting may be invalidated once you call Terrain::update, so do not call it while the terrain should be hidden
virtual void setVisible(bool visible);
virtual bool getVisible();
/// Recreate materials used by terrain chunks. This should be called whenever settings of
/// the material factory are changed. (Relying on the factory to update those materials is not
/// enough, since turning a feature on/off can change the number of texture units available for layer/blend
/// textures, and to properly respond to this we may need to change the structure of the material, such as
/// adding or removing passes. This can only be achieved by a full rebuild.)
virtual void applyMaterials(bool shadows, bool splitShadows);
/// Wait until all background loading is complete.
virtual void syncLoad();
private:
void updateMaterial (GridElement& element);
typedef std::map<std::pair<int, int>, GridElement> Grid;
typedef std::map<std::pair<int, int>, GridElement*> Grid;
Grid mGrid;
Ogre::SceneNode* mRootNode;
bool mVisible;
};
}

@ -21,63 +21,39 @@
*/
#include "world.hpp"
#include <OgreAxisAlignedBox.h>
#include <osg/Group>
#include <osgUtil/IncrementalCompileOperation>
#include "storage.hpp"
namespace Terrain
{
World::World(Ogre::SceneManager* sceneMgr,
Storage* storage, int visibilityFlags, bool shaders, Alignment align)
: mShaders(shaders)
, mShadows(false)
, mSplitShadows(false)
, mAlign(align)
, mStorage(storage)
, mVisibilityFlags(visibilityFlags)
, mSceneMgr(sceneMgr)
World::World(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico,
Storage* storage, int nodeMask)
: mStorage(storage)
, mCache(storage->getCellVertices())
, mParent(parent)
, mResourceSystem(resourceSystem)
, mIncrementalCompileOperation(ico)
{
mTerrainRoot = new osg::Group;
mTerrainRoot->setNodeMask(nodeMask);
mTerrainRoot->getOrCreateStateSet()->setRenderingHint(osg::StateSet::OPAQUE_BIN);
mParent->addChild(mTerrainRoot);
}
World::~World()
{
mParent->removeChild(mTerrainRoot);
delete mStorage;
}
float World::getHeightAt(const Ogre::Vector3 &worldPos)
float World::getHeightAt(const osg::Vec3f &worldPos)
{
return mStorage->getHeightAt(worldPos);
}
void World::convertPosition(float &x, float &y, float &z)
{
Terrain::convertPosition(mAlign, x, y, z);
}
void World::convertPosition(Ogre::Vector3 &pos)
{
convertPosition(pos.x, pos.y, pos.z);
}
void World::convertBounds(Ogre::AxisAlignedBox& bounds)
{
switch (mAlign)
{
case Align_XY:
return;
case Align_XZ:
convertPosition(bounds.getMinimum());
convertPosition(bounds.getMaximum());
// Because we changed sign of Z
std::swap(bounds.getMinimum().z, bounds.getMaximum().z);
return;
case Align_YZ:
convertPosition(bounds.getMinimum());
convertPosition(bounds.getMaximum());
return;
}
}
}

@ -22,14 +22,24 @@
#ifndef COMPONENTS_TERRAIN_WORLD_H
#define COMPONENTS_TERRAIN_WORLD_H
#include <OgreVector3.h>
#include <osg/ref_ptr>
#include "defs.hpp"
#include "buffercache.hpp"
namespace Ogre
namespace osg
{
class SceneManager;
class Group;
}
namespace osgUtil
{
class IncrementalCompileOperation;
}
namespace Resource
{
class ResourceSystem;
}
namespace Terrain
@ -44,79 +54,31 @@ namespace Terrain
{
public:
/// @note takes ownership of \a storage
/// @param sceneMgr scene manager to use
/// @param storage Storage instance to get terrain data from (heights, normals, colors, textures..)
/// @param visbilityFlags visibility flags for the created meshes
/// @param shaders Whether to use splatting shader, or multi-pass fixed function splatting. Shader is usually
/// faster so this is just here for compatibility.
/// @param align The align of the terrain, see Alignment enum
World(Ogre::SceneManager* sceneMgr,
Storage* storage, int visiblityFlags, bool shaders, Alignment align);
/// @param nodeMask mask for the terrain root
World(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico,
Storage* storage, int nodeMask);
virtual ~World();
bool getShadersEnabled() { return mShaders; }
bool getShadowsEnabled() { return mShadows; }
bool getSplitShadowsEnabled() { return mSplitShadows; }
float getHeightAt (const Ogre::Vector3& worldPos);
/// Update chunk LODs according to this camera position
/// @note Calling this method might lead to composite textures being rendered, so it is best
/// not to call it when render commands are still queued, since that would cause a flush.
virtual void update (const Ogre::Vector3& cameraPos) = 0;
float getHeightAt (const osg::Vec3f& worldPos);
// This is only a hint and may be ignored by the implementation.
virtual void loadCell(int x, int y) {}
virtual void unloadCell(int x, int y) {}
/// Get the world bounding box of a chunk of terrain centered at \a center
virtual Ogre::AxisAlignedBox getWorldBoundingBox (const Ogre::Vector2& center) = 0;
Ogre::SceneManager* getSceneManager() { return mSceneMgr; }
Storage* getStorage() { return mStorage; }
/// Show or hide the whole terrain
/// @note this setting may be invalidated once you call Terrain::update, so do not call it while the terrain should be hidden
virtual void setVisible(bool visible) = 0;
virtual bool getVisible() = 0;
/// Recreate materials used by terrain chunks. This should be called whenever settings of
/// the material factory are changed. (Relying on the factory to update those materials is not
/// enough, since turning a feature on/off can change the number of texture units available for layer/blend
/// textures, and to properly respond to this we may need to change the structure of the material, such as
/// adding or removing passes. This can only be achieved by a full rebuild.)
virtual void applyMaterials(bool shadows, bool splitShadows) = 0;
int getVisibilityFlags() { return mVisibilityFlags; }
Alignment getAlign() { return mAlign; }
/// Wait until all background loading is complete.
virtual void syncLoad() {}
protected:
bool mShaders;
bool mShadows;
bool mSplitShadows;
Alignment mAlign;
Storage* mStorage;
int mVisibilityFlags;
Ogre::SceneManager* mSceneMgr;
BufferCache mCache;
public:
// ----INTERNAL----
BufferCache& getBufferCache() { return mCache; }
osg::ref_ptr<osg::Group> mParent;
osg::ref_ptr<osg::Group> mTerrainRoot;
Resource::ResourceSystem* mResourceSystem;
// Convert the given position from Z-up align, i.e. Align_XY to the wanted align set in mAlign
void convertPosition (float& x, float& y, float& z);
void convertPosition (Ogre::Vector3& pos);
void convertBounds (Ogre::AxisAlignedBox& bounds);
osg::ref_ptr<osgUtil::IncrementalCompileOperation> mIncrementalCompileOperation;
};
}

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