#include "storage.hpp" #include #include #include #include #include #include #include #include namespace ESMTerrain { class LandCache { public: typedef std::map, osg::ref_ptr > Map; Map mMap; }; LandObject::LandObject() : mLand(nullptr) , mLoadFlags(0) { } LandObject::LandObject(const ESM::Land *land, int loadFlags) : mLand(land) , mLoadFlags(loadFlags) { mLand->loadData(mLoadFlags, &mData); } LandObject::LandObject(const LandObject ©, const osg::CopyOp ©op) : mLand(nullptr) , mLoadFlags(0) { } LandObject::~LandObject() { } const ESM::Land::LandData *LandObject::getData(int flags) const { if ((mData.mDataLoaded & flags) != flags) return NULL; return &mData; } int LandObject::getPlugin() const { return mLand->mPlugin; } const float defaultHeight = ESM::Land::DEFAULT_HEIGHT; Storage::Storage(const VFS::Manager *vfs, const std::string& normalMapPattern, const std::string& normalHeightMapPattern, bool autoUseNormalMaps, const std::string& specularMapPattern, bool autoUseSpecularMaps) : mVFS(vfs) , mNormalMapPattern(normalMapPattern) , mNormalHeightMapPattern(normalHeightMapPattern) , mAutoUseNormalMaps(autoUseNormalMaps) , mSpecularMapPattern(specularMapPattern) , mAutoUseSpecularMaps(autoUseSpecularMaps) { } bool Storage::getMinMaxHeights(float size, const osg::Vec2f ¢er, float &min, float &max) { assert (size <= 1 && "Storage::getMinMaxHeights, chunk size should be <= 1 cell"); osg::Vec2f origin = center - osg::Vec2f(size/2.f, size/2.f); int cellX = static_cast(std::floor(origin.x())); int cellY = static_cast(std::floor(origin.y())); int startRow = (origin.x() - cellX) * ESM::Land::LAND_SIZE; int startColumn = (origin.y() - cellY) * ESM::Land::LAND_SIZE; int endRow = startRow + size * (ESM::Land::LAND_SIZE-1) + 1; int endColumn = startColumn + size * (ESM::Land::LAND_SIZE-1) + 1; osg::ref_ptr land = getLand (cellX, cellY); const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VHGT) : 0; if (data) { min = std::numeric_limits::max(); max = -std::numeric_limits::max(); for (int row=startRow; rowmHeights[col*ESM::Land::LAND_SIZE+row]; if (h > max) max = h; if (h < min) min = h; } } return true; } min = defaultHeight; max = defaultHeight; return false; } void Storage::fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache) { while (col >= ESM::Land::LAND_SIZE-1) { ++cellY; col -= ESM::Land::LAND_SIZE-1; } while (row >= ESM::Land::LAND_SIZE-1) { ++cellX; row -= ESM::Land::LAND_SIZE-1; } while (col < 0) { --cellY; col += ESM::Land::LAND_SIZE-1; } while (row < 0) { --cellX; row += ESM::Land::LAND_SIZE-1; } const LandObject* land = getLand(cellX, cellY, cache); const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VNML) : 0; if (data) { normal.x() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3]; normal.y() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+1]; normal.z() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+2]; normal.normalize(); } else normal = osg::Vec3f(0,0,1); } void Storage::averageNormal(osg::Vec3f &normal, int cellX, int cellY, int col, int row, LandCache& cache) { osg::Vec3f n1,n2,n3,n4; fixNormal(n1, cellX, cellY, col+1, row, cache); fixNormal(n2, cellX, cellY, col-1, row, cache); fixNormal(n3, cellX, cellY, col, row+1, cache); fixNormal(n4, cellX, cellY, col, row-1, cache); normal = (n1+n2+n3+n4); normal.normalize(); } void Storage::fixColour (osg::Vec4f& color, int cellX, int cellY, int col, int row, LandCache& cache) { if (col == ESM::Land::LAND_SIZE-1) { ++cellY; col = 0; } if (row == ESM::Land::LAND_SIZE-1) { ++cellX; row = 0; } const LandObject* land = getLand(cellX, cellY, cache); const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VCLR) : 0; if (data) { color.r() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3] / 255.f; color.g() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3+1] / 255.f; color.b() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3+2] / 255.f; } else { color.r() = 1; color.g() = 1; color.b() = 1; } } void Storage::fillVertexBuffers (int lodLevel, float size, const osg::Vec2f& center, osg::ref_ptr positions, osg::ref_ptr normals, osg::ref_ptr colours) { // LOD level n means every 2^n-th vertex is kept size_t increment = static_cast(1) << lodLevel; osg::Vec2f origin = center - osg::Vec2f(size/2.f, size/2.f); int startCellX = static_cast(std::floor(origin.x())); int startCellY = static_cast(std::floor(origin.y())); size_t numVerts = static_cast(size*(ESM::Land::LAND_SIZE - 1) / increment + 1); positions->resize(numVerts*numVerts); normals->resize(numVerts*numVerts); colours->resize(numVerts*numVerts); osg::Vec3f normal; osg::Vec4f color; float vertY = 0; float vertX = 0; LandCache cache; float vertY_ = 0; // of current cell corner for (int cellY = startCellY; cellY < startCellY + std::ceil(size); ++cellY) { float vertX_ = 0; // of current cell corner for (int cellX = startCellX; cellX < startCellX + std::ceil(size); ++cellX) { const LandObject* land = getLand(cellX, cellY, cache); const ESM::Land::LandData *heightData = 0; const ESM::Land::LandData *normalData = 0; const ESM::Land::LandData *colourData = 0; if (land) { heightData = land->getData(ESM::Land::DATA_VHGT); normalData = land->getData(ESM::Land::DATA_VNML); colourData = land->getData(ESM::Land::DATA_VCLR); } int rowStart = 0; int colStart = 0; // Skip the first row / column unless we're at a chunk edge, // since this row / column is already contained in a previous cell // This is only relevant if we're creating a chunk spanning multiple cells if (vertY_ != 0) colStart += increment; if (vertX_ != 0) rowStart += increment; // Only relevant for chunks smaller than (contained in) one cell rowStart += (origin.x() - startCellX) * ESM::Land::LAND_SIZE; colStart += (origin.y() - startCellY) * ESM::Land::LAND_SIZE; int rowEnd = std::min(static_cast(rowStart + std::min(1.f, size) * (ESM::Land::LAND_SIZE-1) + 1), static_cast(ESM::Land::LAND_SIZE)); int colEnd = std::min(static_cast(colStart + std::min(1.f, size) * (ESM::Land::LAND_SIZE-1) + 1), static_cast(ESM::Land::LAND_SIZE)); vertY = vertY_; for (int col=colStart; col= 0 && row < ESM::Land::LAND_SIZE); assert(col >= 0 && col < ESM::Land::LAND_SIZE); assert (vertX < numVerts); assert (vertY < numVerts); float height = defaultHeight; if (heightData) height = heightData->mHeights[col*ESM::Land::LAND_SIZE + row]; (*positions)[static_cast(vertX*numVerts + vertY)] = osg::Vec3f((vertX / float(numVerts - 1) - 0.5f) * size * 8192, (vertY / float(numVerts - 1) - 0.5f) * size * 8192, height); if (normalData) { for (int i=0; i<3; ++i) normal[i] = normalData->mNormals[srcArrayIndex+i]; normal.normalize(); } else 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) fixNormal(normal, cellX, cellY, col, row, cache); // some corner normals appear to be complete garbage (z < 0) if ((row == 0 || row == ESM::Land::LAND_SIZE-1) && (col == 0 || col == ESM::Land::LAND_SIZE-1)) averageNormal(normal, cellX, cellY, col, row, cache); assert(normal.z() > 0); (*normals)[static_cast(vertX*numVerts + vertY)] = normal; if (colourData) { for (int i=0; i<3; ++i) color[i] = colourData->mColours[srcArrayIndex+i] / 255.f; } else { 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, cache); color.a() = 1; (*colours)[static_cast(vertX*numVerts + vertY)] = color; ++vertX; } ++vertY; } vertX_ = vertX; } vertY_ = vertY; assert(vertX_ == numVerts); // Ensure we covered whole area } assert(vertY_ == numVerts); // Ensure we covered whole area } Storage::UniqueTextureId Storage::getVtexIndexAt(int cellX, int cellY, int x, int y, LandCache& cache) { // For the first/last row/column, we need to get the texture from the neighbour cell // to get consistent blending at the borders --x; if (x < 0) { --cellX; x += ESM::Land::LAND_TEXTURE_SIZE; } while (x >= ESM::Land::LAND_TEXTURE_SIZE) { ++cellX; x -= ESM::Land::LAND_TEXTURE_SIZE; } while (y >= ESM::Land::LAND_TEXTURE_SIZE) // Y appears to be wrapped from the other side because why the hell not? { ++cellY; y -= ESM::Land::LAND_TEXTURE_SIZE; } assert(xgetData(ESM::Land::DATA_VTEX) : 0; if (data) { int tex = data->mTextures[y * ESM::Land::LAND_TEXTURE_SIZE + x]; if (tex == 0) return std::make_pair(0,0); // vtex 0 is always the base texture, regardless of plugin return std::make_pair(tex, land->getPlugin()); } return std::make_pair(0,0); } std::string Storage::getTextureName(UniqueTextureId id) { // Goes under used terrain blend transitions static const std::string baseTexture = "textures\\tx_black_01.dds"; if (id.first == -1) return baseTexture; static const std::string defaultTexture = "textures\\_land_default.dds"; if (id.first == 0) return defaultTexture; // Not sure if the default texture really is hardcoded? // NB: All vtex ids are +1 compared to the ltex ids const ESM::LandTexture* ltex = getLandTexture(id.first-1, id.second); if (!ltex) { std::cerr << "Warning: Unable to find land texture index " << id.first-1 << " in plugin " << id.second << ", using default texture instead" << std::endl; return defaultTexture; } // this is needed due to MWs messed up texture handling std::string texture = Misc::ResourceHelpers::correctTexturePath(ltex->mTexture, mVFS); return texture; } void Storage::getBlendmaps(float chunkSize, const osg::Vec2f &chunkCenter, bool pack, ImageVector &blendmaps, std::vector &layerList) { osg::Vec2f origin = chunkCenter - osg::Vec2f(chunkSize/2.f, chunkSize/2.f); int cellX = static_cast(std::floor(origin.x())); int cellY = static_cast(std::floor(origin.y())); int realTextureSize = ESM::Land::LAND_TEXTURE_SIZE+1; // add 1 to wrap around next cell int rowStart = (origin.x() - cellX) * realTextureSize; int colStart = (origin.y() - cellY) * realTextureSize; int rowEnd = rowStart + chunkSize * (realTextureSize-1) + 1; int colEnd = colStart + chunkSize * (realTextureSize-1) + 1; // Save the used texture indices so we know the total number of textures // and number of required blend maps std::set textureIndices; // Due to the way the blending works, the base layer will bleed between texture transitions so we want it to be a black texture // The subsequent passes are added instead of blended, so this gives the correct result textureIndices.insert(std::make_pair(-1,0)); // -1 goes to tx_black_01 LandCache cache; for (int y=colStart; y textureIndicesMap; for (std::set::iterator it = textureIndices.begin(); it != textureIndices.end(); ++it) { int size = textureIndicesMap.size(); textureIndicesMap[*it] = size; layerList.push_back(getLayerInfo(getTextureName(*it))); } int numTextures = textureIndices.size(); // numTextures-1 since the base layer doesn't need blending int numBlendmaps = pack ? static_cast(std::ceil((numTextures - 1) / 4.f)) : (numTextures - 1); int channels = pack ? 4 : 1; // Second iteration - create and fill in the blend maps const int blendmapSize = (realTextureSize-1) * chunkSize + 1; // We need to upscale the blendmap 2x with nearest neighbor sampling to look like Vanilla const int imageScaleFactor = 2; const int blendmapImageSize = blendmapSize * imageScaleFactor; for (int i=0; i image (new osg::Image); image->allocateImage(blendmapImageSize, blendmapImageSize, 1, format, GL_UNSIGNED_BYTE); unsigned char* pData = image->data(); for (int y=0; ysecond; int blendIndex = (pack ? static_cast(std::floor((layerIndex - 1) / 4.f)) : layerIndex - 1); int channel = pack ? std::max(0, (layerIndex-1) % 4) : 0; int alpha = (blendIndex == i) ? 255 : 0; int realY = (blendmapSize - y - 1)*imageScaleFactor; int realX = x*imageScaleFactor; pData[((realY+0)*blendmapImageSize + realX + 0)*channels + channel] = alpha; pData[((realY+1)*blendmapImageSize + realX + 0)*channels + channel] = alpha; pData[((realY+0)*blendmapImageSize + realX + 1)*channels + channel] = alpha; pData[((realY+1)*blendmapImageSize + realX + 1)*channels + channel] = alpha; } } blendmaps.push_back(image); } } float Storage::getHeightAt(const osg::Vec3f &worldPos) { int cellX = static_cast(std::floor(worldPos.x() / 8192.f)); int cellY = static_cast(std::floor(worldPos.y() / 8192.f)); osg::ref_ptr land = getLand(cellX, cellY); if (!land) return defaultHeight; const ESM::Land::LandData* data = land->getData(ESM::Land::DATA_VHGT); if (!data) return defaultHeight; // 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; // get left / bottom points (rounded down) float factor = ESM::Land::LAND_SIZE - 1.0f; float invFactor = 1.0f / factor; int startX = static_cast(nX * factor); int startY = static_cast(nY * factor); int endX = startX + 1; int endY = startY + 1; endX = std::min(endX, ESM::Land::LAND_SIZE-1); endY = std::min(endY, ESM::Land::LAND_SIZE-1); // now get points in terrain space (effectively rounding them to boundaries) float startXTS = startX * invFactor; float startYTS = startY * invFactor; float endXTS = endX * invFactor; float endYTS = endY * invFactor; // get parametric from start coord to next point float xParam = (nX - startXTS) * factor; float yParam = (nY - startYTS) * factor; /* For even / odd tri strip rows, triangles are this shape: even odd 3---2 3---2 | / | | \ | 0---1 0---1 */ // Build all 4 positions in normalized cell space, using point-sampled height osg::Vec3f v0 (startXTS, startYTS, getVertexHeight(data, startX, startY) / 8192.f); osg::Vec3f v1 (endXTS, startYTS, getVertexHeight(data, endX, startY) / 8192.f); osg::Vec3f v2 (endXTS, endYTS, getVertexHeight(data, endX, endY) / 8192.f); osg::Vec3f v3 (startXTS, endYTS, getVertexHeight(data, startX, endY) / 8192.f); // define this plane in terrain space osg::Plane plane; // FIXME: deal with differing triangle alignment if (true) { // odd row bool secondTri = ((1.0 - yParam) > xParam); if (secondTri) plane = osg::Plane(v0, v1, v3); else plane = osg::Plane(v1, v2, v3); } /* else { // even row bool secondTri = (yParam > xParam); if (secondTri) plane.redefine(v0, v2, v3); else plane.redefine(v0, v1, v2); } */ // Solve plane equation for z return (-plane.getNormal().x() * nX -plane.getNormal().y() * nY - plane[3]) / plane.getNormal().z() * 8192; } float Storage::getVertexHeight(const ESM::Land::LandData* data, int x, int y) { assert(x < ESM::Land::LAND_SIZE); assert(y < ESM::Land::LAND_SIZE); return data->mHeights[y * ESM::Land::LAND_SIZE + x]; } const LandObject* Storage::getLand(int cellX, int cellY, LandCache& cache) { LandCache::Map::iterator found = cache.mMap.find(std::make_pair(cellX, cellY)); if (found != cache.mMap.end()) return found->second; else { found = cache.mMap.insert(std::make_pair(std::make_pair(cellX, cellY), getLand(cellX, cellY))).first; return found->second; } } Terrain::LayerInfo Storage::getLayerInfo(const std::string& texture) { OpenThreads::ScopedLock lock(mLayerInfoMutex); // Already have this cached? std::map::iterator found = mLayerInfoMap.find(texture); if (found != mLayerInfoMap.end()) return found->second; Terrain::LayerInfo info; info.mParallax = false; info.mSpecular = false; info.mDiffuseMap = texture; if (mAutoUseNormalMaps) { std::string texture_ = texture; boost::replace_last(texture_, ".", mNormalHeightMapPattern + "."); if (mVFS->exists(texture_)) { info.mNormalMap = texture_; info.mParallax = true; } else { texture_ = texture; boost::replace_last(texture_, ".", mNormalMapPattern + "."); if (mVFS->exists(texture_)) info.mNormalMap = texture_; } } if (mAutoUseSpecularMaps) { std::string texture_ = texture; boost::replace_last(texture_, ".", mSpecularMapPattern + "."); if (mVFS->exists(texture_)) { info.mDiffuseMap = texture_; info.mSpecular = true; } } mLayerInfoMap[texture] = info; return info; } float Storage::getCellWorldSize() { return static_cast(ESM::Land::REAL_SIZE); } int Storage::getCellVertices() { return ESM::Land::LAND_SIZE; } int Storage::getBlendmapScale(float chunkSize) { return ESM::Land::LAND_TEXTURE_SIZE*chunkSize; } }