mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-02-06 02:15:32 +00:00
Merge pull request #2201 from akortunov/optimize_terrain
Optimize terrain
This commit is contained in:
commit
d56733149c
13 changed files with 139 additions and 55 deletions
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@ -58,6 +58,7 @@
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Feature #4887: Add openmw command option to set initial random seed
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Feature #4890: Make Distant Terrain configurable
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Task #4686: Upgrade media decoder to a more current FFmpeg API
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Task #4695: Optimize Distant Terrain memory consumption
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0.45.0
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------
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@ -371,8 +371,10 @@ namespace MWRender
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mNearClip = Settings::Manager::getFloat("near clip", "Camera");
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mViewDistance = Settings::Manager::getFloat("viewing distance", "Camera");
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mFieldOfView = Settings::Manager::getFloat("field of view", "Camera");
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mFirstPersonFieldOfView = Settings::Manager::getFloat("first person field of view", "Camera");
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float fov = Settings::Manager::getFloat("field of view", "Camera");
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mFieldOfView = std::min(std::max(1.f, fov), 179.f);
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float firstPersonFov = Settings::Manager::getFloat("first person field of view", "Camera");
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mFirstPersonFieldOfView = std::min(std::max(1.f, firstPersonFov), 179.f);
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mStateUpdater->setFogEnd(mViewDistance);
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mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("near", mNearClip));
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@ -1198,6 +1200,12 @@ namespace MWRender
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mUniformNear->set(mNearClip);
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mUniformFar->set(mViewDistance);
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// Since our fog is not radial yet, we should take FOV in account, otherwise terrain near viewing distance may disappear.
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// Limit FOV here just for sure, otherwise viewing distance can be too high.
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fov = std::min(mFieldOfView, 140.f);
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float distanceMult = std::cos(osg::DegreesToRadians(fov)/2.f);
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mTerrain->setViewDistance(mViewDistance * (distanceMult ? 1.f/distanceMult : 1.f));
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}
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void RenderingManager::updateTextureFiltering()
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@ -22,6 +22,15 @@ namespace MWRender
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mResourceSystem->removeResourceManager(mLandManager.get());
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}
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bool TerrainStorage::hasData(int cellX, int cellY)
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{
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const MWWorld::ESMStore &esmStore =
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MWBase::Environment::get().getWorld()->getStore();
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const ESM::Land* land = esmStore.get<ESM::Land>().search(cellX, cellY);
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return land != nullptr;
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}
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void TerrainStorage::getBounds(float& minX, float& maxX, float& minY, float& maxY)
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{
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minX = 0, minY = 0, maxX = 0, maxY = 0;
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@ -23,6 +23,8 @@ namespace MWRender
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virtual osg::ref_ptr<const ESMTerrain::LandObject> getLand (int cellX, int cellY);
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virtual const ESM::LandTexture* getLandTexture(int index, short plugin);
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virtual bool hasData(int cellX, int cellY) override;
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/// Get bounds of the whole terrain in cell units
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virtual void getBounds(float& minX, float& maxX, float& minY, float& maxY);
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@ -189,7 +189,7 @@ osg::ref_ptr<osg::Node> ChunkManager::createChunk(float chunkSize, const osg::Ve
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geometry->setUseDisplayList(false);
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geometry->setUseVertexBufferObjects(true);
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if (chunkSize <= 2.f)
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if (chunkSize <= 1.f)
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geometry->setLightListCallback(new SceneUtil::LightListCallback);
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unsigned int numVerts = (mStorage->getCellVertices()-1) * chunkSize / (1 << lod) + 1;
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@ -76,6 +76,30 @@ QuadTreeNode *QuadTreeNode::getNeighbour(Direction dir)
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return mNeighbours[dir];
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}
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float QuadTreeNode::distance(const osg::Vec3f& v) const
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{
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const osg::BoundingBox& box = getBoundingBox();
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if (box.contains(v))
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return 0;
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else
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{
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osg::Vec3f maxDist(0,0,0);
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if (v.x() < box.xMin())
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maxDist.x() = box.xMin() - v.x();
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else if (v.x() > box.xMax())
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maxDist.x() = v.x() - box.xMax();
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if (v.y() < box.yMin())
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maxDist.y() = box.yMin() - v.y();
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else if (v.y() > box.yMax())
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maxDist.y() = v.y() - box.yMax();
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if (v.z() < box.zMin())
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maxDist.z() = box.zMin() - v.z();
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else if (v.z() > box.zMax())
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maxDist.z() = v.z() - box.zMax();
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return maxDist.length();
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}
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}
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void QuadTreeNode::initNeighbours()
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{
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for (int i=0; i<4; ++i)
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@ -92,7 +116,7 @@ void QuadTreeNode::traverse(osg::NodeVisitor &nv)
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ViewData* vd = getView(nv);
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if ((mLodCallback && mLodCallback->isSufficientDetail(this, vd->getEyePoint())) || !getNumChildren())
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if ((mLodCallback && mLodCallback->isSufficientDetail(this, distance(vd->getEyePoint()))) || !getNumChildren())
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vd->add(this, true);
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else
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osg::Group::traverse(nv);
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@ -23,7 +23,7 @@ namespace Terrain
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public:
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virtual ~LodCallback() {}
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virtual bool isSufficientDetail(QuadTreeNode *node, const osg::Vec3f& eyePoint) = 0;
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virtual bool isSufficientDetail(QuadTreeNode *node, float dist) = 0;
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};
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class ViewDataMap;
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@ -49,6 +49,8 @@ namespace Terrain
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child->addParent(this);
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};
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float distance(const osg::Vec3f& v) const;
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/// Returns our direction relative to the parent node, or Root if we are the root node.
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ChildDirection getDirection() { return mDirection; }
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@ -40,33 +40,6 @@ namespace
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return targetlevel;
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}
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float distanceToBox(const osg::BoundingBox& box, const osg::Vec3f& v)
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{
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if (box.contains(v))
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return 0;
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else
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{
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osg::Vec3f maxDist(0,0,0);
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if (v.x() < box.xMin())
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maxDist.x() = box.xMin() - v.x();
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else if (v.x() > box.xMax())
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maxDist.x() = v.x() - box.xMax();
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if (v.y() < box.yMin())
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maxDist.y() = box.yMin() - v.y();
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else if (v.y() > box.yMax())
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maxDist.y() = v.y() - box.yMax();
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if (v.z() < box.zMin())
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maxDist.z() = box.zMin() - v.z();
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else if (v.z() > box.zMax())
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maxDist.z() = v.z() - box.zMax();
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return maxDist.length();
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}
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}
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}
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namespace Terrain
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@ -81,9 +54,8 @@ public:
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{
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}
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virtual bool isSufficientDetail(QuadTreeNode* node, const osg::Vec3f& eyePoint)
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virtual bool isSufficientDetail(QuadTreeNode* node, float dist)
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{
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float dist = distanceToBox(node->getBoundingBox(), eyePoint);
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int nativeLodLevel = Log2(static_cast<unsigned int>(node->getSize()/mMinSize));
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int lodLevel = Log2(static_cast<unsigned int>(dist/(Constants::CellSizeInUnits*mMinSize*mFactor)));
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@ -201,22 +173,40 @@ public:
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node->setLodCallback(parent->getLodCallback());
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node->setViewDataMap(mViewDataMap);
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if (node->getSize() > mMinSize)
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if (center.x() - halfSize > mMaxX
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|| center.x() + halfSize < mMinX
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|| center.y() - halfSize > mMaxY
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|| center.y() + halfSize < mMinY )
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// Out of bounds of the actual terrain - this will happen because
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// we rounded the size up to the next power of two
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{
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// Still create and return an empty node so as to not break the assumption that each QuadTreeNode has either 4 or 0 children.
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return node;
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}
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// Do not add child nodes for default cells without data.
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// size = 1 means that the single shape covers the whole cell.
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if (node->getSize() == 1 && !mStorage->hasData(center.x()-0.5, center.y()-0.5))
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return node;
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if (node->getSize() <= mMinSize)
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{
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// We arrived at a leaf
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float minZ,maxZ;
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if (mStorage->getMinMaxHeights(size, center, minZ, maxZ))
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{
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float cellWorldSize = mStorage->getCellWorldSize();
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osg::BoundingBox boundingBox(osg::Vec3f((center.x()-halfSize)*cellWorldSize, (center.y()-halfSize)*cellWorldSize, minZ),
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osg::Vec3f((center.x()+halfSize)*cellWorldSize, (center.y()+halfSize)*cellWorldSize, maxZ));
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node->setBoundingBox(boundingBox);
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}
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return node;
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}
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else
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{
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addChildren(node);
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return node;
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}
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// We arrived at a leaf
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float minZ, maxZ;
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mStorage->getMinMaxHeights(size, center, minZ, maxZ);
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float cellWorldSize = mStorage->getCellWorldSize();
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osg::BoundingBox boundingBox(osg::Vec3f((center.x()-halfSize)*cellWorldSize, (center.y()-halfSize)*cellWorldSize, minZ),
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osg::Vec3f((center.x()+halfSize)*cellWorldSize, (center.y()+halfSize)*cellWorldSize, maxZ));
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node->setBoundingBox(boundingBox);
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return node;
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}
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osg::ref_ptr<RootNode> getRootNode()
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@ -236,11 +226,12 @@ private:
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};
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QuadTreeWorld::QuadTreeWorld(osg::Group *parent, osg::Group *compileRoot, Resource::ResourceSystem *resourceSystem, Storage *storage, int nodeMask, int preCompileMask, int borderMask, int compMapResolution, float compMapLevel, float lodFactor, int vertexLodMod, float maxCompGeometrySize)
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: World(parent, compileRoot, resourceSystem, storage, nodeMask, preCompileMask, borderMask)
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: TerrainGrid(parent, compileRoot, resourceSystem, storage, nodeMask, preCompileMask, borderMask)
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, mViewDataMap(new ViewDataMap)
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, mQuadTreeBuilt(false)
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, mLodFactor(lodFactor)
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, mVertexLodMod(vertexLodMod)
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, mViewDistance(std::numeric_limits<float>::max())
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{
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// No need for culling on the Drawable / Transform level as the quad tree performs the culling already.
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mChunkManager->setCullingActive(false);
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@ -256,7 +247,7 @@ QuadTreeWorld::~QuadTreeWorld()
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}
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void traverse(QuadTreeNode* node, ViewData* vd, osg::NodeVisitor* nv, LodCallback* lodCallback, const osg::Vec3f& eyePoint, bool visible)
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void traverse(QuadTreeNode* node, ViewData* vd, osg::NodeVisitor* nv, LodCallback* lodCallback, const osg::Vec3f& eyePoint, bool visible, float maxDist)
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{
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if (!node->hasValidBounds())
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return;
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@ -264,14 +255,18 @@ void traverse(QuadTreeNode* node, ViewData* vd, osg::NodeVisitor* nv, LodCallbac
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if (nv && nv->getVisitorType() == osg::NodeVisitor::CULL_VISITOR)
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visible = visible && !static_cast<osgUtil::CullVisitor*>(nv)->isCulled(node->getBoundingBox());
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bool stopTraversal = (lodCallback && lodCallback->isSufficientDetail(node, eyePoint)) || !node->getNumChildren();
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float dist = node->distance(eyePoint);
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if (dist > maxDist)
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return;
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bool stopTraversal = (lodCallback && lodCallback->isSufficientDetail(node, dist)) || !node->getNumChildren();
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if (stopTraversal)
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vd->add(node, visible);
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else
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{
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for (unsigned int i=0; i<node->getNumChildren(); ++i)
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traverse(node->getChild(i), vd, nv, lodCallback, eyePoint, visible);
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traverse(node->getChild(i), vd, nv, lodCallback, eyePoint, visible, maxDist);
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}
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}
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@ -403,7 +398,7 @@ void QuadTreeWorld::accept(osg::NodeVisitor &nv)
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traverseToCell(mRootNode.get(), vd, x,y);
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}
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else
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traverse(mRootNode.get(), vd, cv, mRootNode->getLodCallback(), cv->getViewPoint(), true);
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traverse(mRootNode.get(), vd, cv, mRootNode->getLodCallback(), cv->getViewPoint(), true, mViewDistance);
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}
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else
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mRootNode->traverse(nv);
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@ -483,7 +478,7 @@ void QuadTreeWorld::preload(View *view, const osg::Vec3f &eyePoint, std::atomic<
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ensureQuadTreeBuilt();
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ViewData* vd = static_cast<ViewData*>(view);
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traverse(mRootNode.get(), vd, nullptr, mRootNode->getLodCallback(), eyePoint, false);
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traverse(mRootNode.get(), vd, nullptr, mRootNode->getLodCallback(), eyePoint, false, mViewDistance);
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for (unsigned int i=0; i<vd->getNumEntries() && !abort; ++i)
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{
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@ -502,5 +497,25 @@ void QuadTreeWorld::setDefaultViewer(osg::Object *obj)
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mViewDataMap->setDefaultViewer(obj);
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}
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void QuadTreeWorld::loadCell(int x, int y)
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{
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// fallback behavior only for undefined cells (every other is already handled in quadtree)
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float dummy;
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if (!mStorage->getMinMaxHeights(1, osg::Vec2f(x+0.5, y+0.5), dummy, dummy))
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TerrainGrid::loadCell(x,y);
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else
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World::loadCell(x,y);
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}
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void QuadTreeWorld::unloadCell(int x, int y)
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{
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// fallback behavior only for undefined cells (every other is already handled in quadtree)
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float dummy;
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if (!mStorage->getMinMaxHeights(1, osg::Vec2f(x+0.5, y+0.5), dummy, dummy))
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TerrainGrid::unloadCell(x,y);
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else
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World::unloadCell(x,y);
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}
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}
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@ -2,6 +2,7 @@
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#define COMPONENTS_TERRAIN_QUADTREEWORLD_H
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#include "world.hpp"
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#include "terraingrid.hpp"
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#include <OpenThreads/Mutex>
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@ -16,7 +17,7 @@ namespace Terrain
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class ViewDataMap;
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/// @brief Terrain implementation that loads cells into a Quad Tree, with geometry LOD and texture LOD. The entire world is displayed at all times.
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class QuadTreeWorld : public Terrain::World
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class QuadTreeWorld : public TerrainGrid // note: derived from TerrainGrid is only to render default cells (see loadCell)
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{
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public:
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QuadTreeWorld(osg::Group* parent, osg::Group* compileRoot, Resource::ResourceSystem* resourceSystem, Storage* storage, int nodeMask, int preCompileMask, int borderMask, int compMapResolution, float comMapLevel, float lodFactor, int vertexLodMod, float maxCompGeometrySize);
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@ -27,7 +28,13 @@ namespace Terrain
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virtual void enable(bool enabled);
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virtual void setViewDistance(float distance) { mViewDistance = distance; }
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void cacheCell(View *view, int x, int y);
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/// @note Not thread safe.
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virtual void loadCell(int x, int y);
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/// @note Not thread safe.
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virtual void unloadCell(int x, int y);
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View* createView();
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void preload(View* view, const osg::Vec3f& eyePoint, std::atomic<bool>& abort);
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@ -47,6 +54,7 @@ namespace Terrain
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bool mQuadTreeBuilt;
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float mLodFactor;
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int mVertexLodMod;
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float mViewDistance;
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};
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}
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@ -28,6 +28,14 @@ namespace Terrain
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/// Get bounds of the whole terrain in cell units
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virtual void getBounds(float& minX, float& maxX, float& minY, float& maxY) = 0;
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/// Return true if there is land data for this cell
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/// May be overriden for a faster implementation
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virtual bool hasData(int cellX, int cellY)
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{
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float dummy;
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return getMinMaxHeights(1, osg::Vec2f(cellX+0.5, cellY+0.5), dummy, dummy);
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}
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/// Get the minimum and maximum heights of a terrain region.
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/// @note Will only be called for chunks with size = minBatchSize, i.e. leafs of the quad tree.
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/// Larger chunks can simply merge AABB of children.
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@ -5,6 +5,7 @@
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#include <osg/Group>
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#include "chunkmanager.hpp"
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#include "compositemaprenderer.hpp"
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namespace Terrain
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{
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@ -61,6 +62,10 @@ osg::ref_ptr<osg::Node> TerrainGrid::buildTerrain (osg::Group* parent, float chu
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if (parent)
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parent->addChild(node);
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osg::UserDataContainer* udc = node->getUserDataContainer();
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if (udc && udc->getUserData())
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mCompositeMapRenderer->setImmediate(static_cast<CompositeMap*>(udc->getUserData()));
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return node;
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}
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}
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@ -101,6 +101,8 @@ namespace Terrain
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/// Set the default viewer (usually a Camera), used as viewpoint for any viewers that don't use their own viewpoint.
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virtual void setDefaultViewer(osg::Object* obj) {}
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virtual void setViewDistance(float distance) {}
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Storage* getStorage() { return mStorage; }
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protected:
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@ -94,7 +94,7 @@ field of view
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-------------
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:Type: floating point
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:Range: 0-360
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:Range: 1-179
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:Default: 55.0
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Sets the camera field of view in degrees. Recommended values range from 30 degrees to 110 degrees.
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@ -109,7 +109,7 @@ first person field of view
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--------------------------
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:Type: floating point
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:Range: 0-360
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:Range: 1-179
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:Default: 55.0
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This setting controls the field of view for first person meshes such as the player's hands and held objects.
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