Merge pull request #2201 from akortunov/optimize_terrain

Optimize terrain
pull/541/head
Bret Curtis 6 years ago committed by GitHub
commit d56733149c
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

@ -58,6 +58,7 @@
Feature #4887: Add openmw command option to set initial random seed
Feature #4890: Make Distant Terrain configurable
Task #4686: Upgrade media decoder to a more current FFmpeg API
Task #4695: Optimize Distant Terrain memory consumption
0.45.0
------

@ -371,8 +371,10 @@ namespace MWRender
mNearClip = Settings::Manager::getFloat("near clip", "Camera");
mViewDistance = Settings::Manager::getFloat("viewing distance", "Camera");
mFieldOfView = Settings::Manager::getFloat("field of view", "Camera");
mFirstPersonFieldOfView = Settings::Manager::getFloat("first person field of view", "Camera");
float fov = Settings::Manager::getFloat("field of view", "Camera");
mFieldOfView = std::min(std::max(1.f, fov), 179.f);
float firstPersonFov = Settings::Manager::getFloat("first person field of view", "Camera");
mFirstPersonFieldOfView = std::min(std::max(1.f, firstPersonFov), 179.f);
mStateUpdater->setFogEnd(mViewDistance);
mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("near", mNearClip));
@ -1198,6 +1200,12 @@ namespace MWRender
mUniformNear->set(mNearClip);
mUniformFar->set(mViewDistance);
// Since our fog is not radial yet, we should take FOV in account, otherwise terrain near viewing distance may disappear.
// Limit FOV here just for sure, otherwise viewing distance can be too high.
fov = std::min(mFieldOfView, 140.f);
float distanceMult = std::cos(osg::DegreesToRadians(fov)/2.f);
mTerrain->setViewDistance(mViewDistance * (distanceMult ? 1.f/distanceMult : 1.f));
}
void RenderingManager::updateTextureFiltering()

@ -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);

@ -189,7 +189,7 @@ osg::ref_ptr<osg::Node> ChunkManager::createChunk(float chunkSize, const osg::Ve
geometry->setUseDisplayList(false);
geometry->setUseVertexBufferObjects(true);
if (chunkSize <= 2.f)
if (chunkSize <= 1.f)
geometry->setLightListCallback(new SceneUtil::LightListCallback);
unsigned int numVerts = (mStorage->getCellVertices()-1) * chunkSize / (1 << lod) + 1;

@ -76,6 +76,30 @@ QuadTreeNode *QuadTreeNode::getNeighbour(Direction dir)
return mNeighbours[dir];
}
float QuadTreeNode::distance(const osg::Vec3f& v) const
{
const osg::BoundingBox& box = getBoundingBox();
if (box.contains(v))
return 0;
else
{
osg::Vec3f maxDist(0,0,0);
if (v.x() < box.xMin())
maxDist.x() = box.xMin() - v.x();
else if (v.x() > box.xMax())
maxDist.x() = v.x() - box.xMax();
if (v.y() < box.yMin())
maxDist.y() = box.yMin() - v.y();
else if (v.y() > box.yMax())
maxDist.y() = v.y() - box.yMax();
if (v.z() < box.zMin())
maxDist.z() = box.zMin() - v.z();
else if (v.z() > box.zMax())
maxDist.z() = v.z() - box.zMax();
return maxDist.length();
}
}
void QuadTreeNode::initNeighbours()
{
for (int i=0; i<4; ++i)
@ -92,7 +116,7 @@ void QuadTreeNode::traverse(osg::NodeVisitor &nv)
ViewData* vd = getView(nv);
if ((mLodCallback && mLodCallback->isSufficientDetail(this, vd->getEyePoint())) || !getNumChildren())
if ((mLodCallback && mLodCallback->isSufficientDetail(this, distance(vd->getEyePoint()))) || !getNumChildren())
vd->add(this, true);
else
osg::Group::traverse(nv);

@ -23,7 +23,7 @@ namespace Terrain
public:
virtual ~LodCallback() {}
virtual bool isSufficientDetail(QuadTreeNode *node, const osg::Vec3f& eyePoint) = 0;
virtual bool isSufficientDetail(QuadTreeNode *node, float dist) = 0;
};
class ViewDataMap;
@ -49,6 +49,8 @@ namespace Terrain
child->addParent(this);
};
float distance(const osg::Vec3f& v) const;
/// Returns our direction relative to the parent node, or Root if we are the root node.
ChildDirection getDirection() { return mDirection; }

@ -40,33 +40,6 @@ namespace
return targetlevel;
}
float distanceToBox(const osg::BoundingBox& box, const osg::Vec3f& v)
{
if (box.contains(v))
return 0;
else
{
osg::Vec3f maxDist(0,0,0);
if (v.x() < box.xMin())
maxDist.x() = box.xMin() - v.x();
else if (v.x() > box.xMax())
maxDist.x() = v.x() - box.xMax();
if (v.y() < box.yMin())
maxDist.y() = box.yMin() - v.y();
else if (v.y() > box.yMax())
maxDist.y() = v.y() - box.yMax();
if (v.z() < box.zMin())
maxDist.z() = box.zMin() - v.z();
else if (v.z() > box.zMax())
maxDist.z() = v.z() - box.zMax();
return maxDist.length();
}
}
}
namespace Terrain
@ -81,9 +54,8 @@ public:
{
}
virtual bool isSufficientDetail(QuadTreeNode* node, const osg::Vec3f& eyePoint)
virtual bool isSufficientDetail(QuadTreeNode* node, float dist)
{
float dist = distanceToBox(node->getBoundingBox(), eyePoint);
int nativeLodLevel = Log2(static_cast<unsigned int>(node->getSize()/mMinSize));
int lodLevel = Log2(static_cast<unsigned int>(dist/(Constants::CellSizeInUnits*mMinSize*mFactor)));
@ -201,22 +173,40 @@ public:
node->setLodCallback(parent->getLodCallback());
node->setViewDataMap(mViewDataMap);
if (node->getSize() > mMinSize)
if (center.x() - halfSize > mMaxX
|| center.x() + halfSize < mMinX
|| center.y() - halfSize > mMaxY
|| center.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
{
addChildren(node);
// Still create and return an empty node so as to not break the assumption that each QuadTreeNode has either 4 or 0 children.
return node;
}
// We arrived at a leaf
float minZ, maxZ;
mStorage->getMinMaxHeights(size, center, minZ, maxZ);
float cellWorldSize = mStorage->getCellWorldSize();
osg::BoundingBox boundingBox(osg::Vec3f((center.x()-halfSize)*cellWorldSize, (center.y()-halfSize)*cellWorldSize, minZ),
osg::Vec3f((center.x()+halfSize)*cellWorldSize, (center.y()+halfSize)*cellWorldSize, maxZ));
node->setBoundingBox(boundingBox);
// 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;
return node;
if (node->getSize() <= mMinSize)
{
// We arrived at a leaf
float minZ,maxZ;
if (mStorage->getMinMaxHeights(size, center, minZ, maxZ))
{
float cellWorldSize = mStorage->getCellWorldSize();
osg::BoundingBox boundingBox(osg::Vec3f((center.x()-halfSize)*cellWorldSize, (center.y()-halfSize)*cellWorldSize, minZ),
osg::Vec3f((center.x()+halfSize)*cellWorldSize, (center.y()+halfSize)*cellWorldSize, maxZ));
node->setBoundingBox(boundingBox);
}
return node;
}
else
{
addChildren(node);
return node;
}
}
osg::ref_ptr<RootNode> getRootNode()
@ -236,11 +226,12 @@ private:
};
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)
: World(parent, compileRoot, resourceSystem, storage, nodeMask, preCompileMask, borderMask)
: TerrainGrid(parent, compileRoot, resourceSystem, storage, nodeMask, preCompileMask, borderMask)
, mViewDataMap(new ViewDataMap)
, mQuadTreeBuilt(false)
, mLodFactor(lodFactor)
, mVertexLodMod(vertexLodMod)
, mViewDistance(std::numeric_limits<float>::max())
{
// No need for culling on the Drawable / Transform level as the quad tree performs the culling already.
mChunkManager->setCullingActive(false);
@ -256,7 +247,7 @@ QuadTreeWorld::~QuadTreeWorld()
}
void traverse(QuadTreeNode* node, ViewData* vd, osg::NodeVisitor* nv, LodCallback* lodCallback, const osg::Vec3f& eyePoint, bool visible)
void traverse(QuadTreeNode* node, ViewData* vd, osg::NodeVisitor* nv, LodCallback* lodCallback, const osg::Vec3f& eyePoint, bool visible, float maxDist)
{
if (!node->hasValidBounds())
return;
@ -264,14 +255,18 @@ void traverse(QuadTreeNode* node, ViewData* vd, osg::NodeVisitor* nv, LodCallbac
if (nv && nv->getVisitorType() == osg::NodeVisitor::CULL_VISITOR)
visible = visible && !static_cast<osgUtil::CullVisitor*>(nv)->isCulled(node->getBoundingBox());
bool stopTraversal = (lodCallback && lodCallback->isSufficientDetail(node, eyePoint)) || !node->getNumChildren();
float dist = node->distance(eyePoint);
if (dist > maxDist)
return;
bool stopTraversal = (lodCallback && lodCallback->isSufficientDetail(node, dist)) || !node->getNumChildren();
if (stopTraversal)
vd->add(node, visible);
else
{
for (unsigned int i=0; i<node->getNumChildren(); ++i)
traverse(node->getChild(i), vd, nv, lodCallback, eyePoint, visible);
traverse(node->getChild(i), vd, nv, lodCallback, eyePoint, visible, maxDist);
}
}
@ -403,7 +398,7 @@ void QuadTreeWorld::accept(osg::NodeVisitor &nv)
traverseToCell(mRootNode.get(), vd, x,y);
}
else
traverse(mRootNode.get(), vd, cv, mRootNode->getLodCallback(), cv->getViewPoint(), true);
traverse(mRootNode.get(), vd, cv, mRootNode->getLodCallback(), cv->getViewPoint(), true, mViewDistance);
}
else
mRootNode->traverse(nv);
@ -483,7 +478,7 @@ void QuadTreeWorld::preload(View *view, const osg::Vec3f &eyePoint, std::atomic<
ensureQuadTreeBuilt();
ViewData* vd = static_cast<ViewData*>(view);
traverse(mRootNode.get(), vd, nullptr, mRootNode->getLodCallback(), eyePoint, false);
traverse(mRootNode.get(), vd, nullptr, mRootNode->getLodCallback(), eyePoint, false, mViewDistance);
for (unsigned int i=0; i<vd->getNumEntries() && !abort; ++i)
{
@ -502,5 +497,25 @@ void QuadTreeWorld::setDefaultViewer(osg::Object *obj)
mViewDataMap->setDefaultViewer(obj);
}
void QuadTreeWorld::loadCell(int x, int y)
{
// fallback behavior only for undefined cells (every other is already handled in quadtree)
float dummy;
if (!mStorage->getMinMaxHeights(1, osg::Vec2f(x+0.5, y+0.5), dummy, dummy))
TerrainGrid::loadCell(x,y);
else
World::loadCell(x,y);
}
void QuadTreeWorld::unloadCell(int x, int y)
{
// fallback behavior only for undefined cells (every other is already handled in quadtree)
float dummy;
if (!mStorage->getMinMaxHeights(1, osg::Vec2f(x+0.5, y+0.5), dummy, dummy))
TerrainGrid::unloadCell(x,y);
else
World::unloadCell(x,y);
}
}

@ -2,6 +2,7 @@
#define COMPONENTS_TERRAIN_QUADTREEWORLD_H
#include "world.hpp"
#include "terraingrid.hpp"
#include <OpenThreads/Mutex>
@ -16,7 +17,7 @@ namespace Terrain
class ViewDataMap;
/// @brief Terrain implementation that loads cells into a Quad Tree, with geometry LOD and texture LOD. The entire world is displayed at all times.
class QuadTreeWorld : public Terrain::World
class QuadTreeWorld : public TerrainGrid // note: derived from TerrainGrid is only to render default cells (see loadCell)
{
public:
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);
@ -27,7 +28,13 @@ namespace Terrain
virtual void enable(bool enabled);
virtual void setViewDistance(float distance) { mViewDistance = distance; }
void cacheCell(View *view, int x, int y);
/// @note Not thread safe.
virtual void loadCell(int x, int y);
/// @note Not thread safe.
virtual void unloadCell(int x, int y);
View* createView();
void preload(View* view, const osg::Vec3f& eyePoint, std::atomic<bool>& abort);
@ -47,6 +54,7 @@ namespace Terrain
bool mQuadTreeBuilt;
float mLodFactor;
int mVertexLodMod;
float mViewDistance;
};
}

@ -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.

@ -5,6 +5,7 @@
#include <osg/Group>
#include "chunkmanager.hpp"
#include "compositemaprenderer.hpp"
namespace Terrain
{
@ -61,6 +62,10 @@ osg::ref_ptr<osg::Node> TerrainGrid::buildTerrain (osg::Group* parent, float chu
if (parent)
parent->addChild(node);
osg::UserDataContainer* udc = node->getUserDataContainer();
if (udc && udc->getUserData())
mCompositeMapRenderer->setImmediate(static_cast<CompositeMap*>(udc->getUserData()));
return node;
}
}

@ -101,6 +101,8 @@ namespace Terrain
/// Set the default viewer (usually a Camera), used as viewpoint for any viewers that don't use their own viewpoint.
virtual void setDefaultViewer(osg::Object* obj) {}
virtual void setViewDistance(float distance) {}
Storage* getStorage() { return mStorage; }
protected:

@ -94,7 +94,7 @@ field of view
-------------
:Type: floating point
:Range: 0-360
:Range: 1-179
:Default: 55.0
Sets the camera field of view in degrees. Recommended values range from 30 degrees to 110 degrees.
@ -109,7 +109,7 @@ first person field of view
--------------------------
:Type: floating point
:Range: 0-360
:Range: 1-179
:Default: 55.0
This setting controls the field of view for first person meshes such as the player's hands and held objects.

Loading…
Cancel
Save