Reject empty quad tree nodes at the cell level without land data

pull/541/head
bzzt 6 years ago committed by Andrei Kortunov
parent 36fa51b6ad
commit 6029ed4ecc

@ -22,6 +22,15 @@ namespace MWRender
mResourceSystem->removeResourceManager(mLandManager.get());
}
bool TerrainStorage::hasData(int cellX, int cellY)
{
const MWWorld::ESMStore &esmStore =
MWBase::Environment::get().getWorld()->getStore();
const ESM::Land* land = esmStore.get<ESM::Land>().search(cellX, cellY);
return land != nullptr;
}
void TerrainStorage::getBounds(float& minX, float& maxX, float& minY, float& maxY)
{
minX = 0, minY = 0, maxX = 0, maxY = 0;

@ -23,6 +23,8 @@ namespace MWRender
virtual osg::ref_ptr<const ESMTerrain::LandObject> getLand (int cellX, int cellY);
virtual const ESM::LandTexture* getLandTexture(int index, short plugin);
virtual bool hasData(int cellX, int cellY) override;
/// Get bounds of the whole terrain in cell units
virtual void getBounds(float& minX, float& maxX, float& minY, float& maxY);

@ -184,6 +184,11 @@ public:
return node;
}
// Do not add child nodes for default cells without data.
// size = 1 means that the single shape covers the whole cell.
if (node->getSize() == 1 && !mStorage->hasData(center.x()-0.5, center.y()-0.5))
return node;
if (node->getSize() <= mMinSize)
{
// We arrived at a leaf

@ -28,6 +28,14 @@ namespace Terrain
/// Get bounds of the whole terrain in cell units
virtual void getBounds(float& minX, float& maxX, float& minY, float& maxY) = 0;
/// Return true if there is land data for this cell
/// May be overriden for a faster implementation
virtual bool hasData(int cellX, int cellY)
{
float dummy;
return getMinMaxHeights(1, osg::Vec2f(cellX+0.5, cellY+0.5), dummy, dummy);
}
/// Get the minimum and maximum heights of a terrain region.
/// @note Will only be called for chunks with size = minBatchSize, i.e. leafs of the quad tree.
/// Larger chunks can simply merge AABB of children.

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