Add local LandCache to cut down on store searches

pull/185/head
scrawl 8 years ago
parent 088d5604bf
commit fd215caa02

@ -16,6 +16,12 @@
namespace ESMTerrain namespace ESMTerrain
{ {
class LandCache
{
public:
typedef std::map<std::pair<int, int>, osg::ref_ptr<const LandObject> > Map;
Map mMap;
};
LandObject::LandObject() LandObject::LandObject()
{ {
@ -101,7 +107,7 @@ namespace ESMTerrain
return false; return false;
} }
void Storage::fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row) void Storage::fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache)
{ {
while (col >= ESM::Land::LAND_SIZE-1) while (col >= ESM::Land::LAND_SIZE-1)
{ {
@ -124,7 +130,7 @@ namespace ESMTerrain
row += ESM::Land::LAND_SIZE-1; row += ESM::Land::LAND_SIZE-1;
} }
osg::ref_ptr<const LandObject> land = getLand(cellX, cellY); const LandObject* land = getLand(cellX, cellY, cache);
const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VNML) : 0; const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VNML) : 0;
if (data) if (data)
{ {
@ -137,18 +143,18 @@ namespace ESMTerrain
normal = osg::Vec3f(0,0,1); normal = osg::Vec3f(0,0,1);
} }
void Storage::averageNormal(osg::Vec3f &normal, int cellX, int cellY, int col, int row) void Storage::averageNormal(osg::Vec3f &normal, int cellX, int cellY, int col, int row, LandCache& cache)
{ {
osg::Vec3f n1,n2,n3,n4; osg::Vec3f n1,n2,n3,n4;
fixNormal(n1, cellX, cellY, col+1, row); fixNormal(n1, cellX, cellY, col+1, row, cache);
fixNormal(n2, cellX, cellY, col-1, row); fixNormal(n2, cellX, cellY, col-1, row, cache);
fixNormal(n3, cellX, cellY, col, row+1); fixNormal(n3, cellX, cellY, col, row+1, cache);
fixNormal(n4, cellX, cellY, col, row-1); fixNormal(n4, cellX, cellY, col, row-1, cache);
normal = (n1+n2+n3+n4); normal = (n1+n2+n3+n4);
normal.normalize(); normal.normalize();
} }
void Storage::fixColour (osg::Vec4f& color, int cellX, int cellY, int col, int row) void Storage::fixColour (osg::Vec4f& color, int cellX, int cellY, int col, int row, LandCache& cache)
{ {
if (col == ESM::Land::LAND_SIZE-1) if (col == ESM::Land::LAND_SIZE-1)
{ {
@ -161,7 +167,7 @@ namespace ESMTerrain
row = 0; row = 0;
} }
osg::ref_ptr<const LandObject> land = getLand(cellX, cellY); const LandObject* land = getLand(cellX, cellY, cache);
const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VCLR) : 0; const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VCLR) : 0;
if (data) if (data)
{ {
@ -202,13 +208,15 @@ namespace ESMTerrain
float vertY = 0; float vertY = 0;
float vertX = 0; float vertX = 0;
LandCache cache;
float vertY_ = 0; // of current cell corner float vertY_ = 0; // of current cell corner
for (int cellY = startCellY; cellY < startCellY + std::ceil(size); ++cellY) for (int cellY = startCellY; cellY < startCellY + std::ceil(size); ++cellY)
{ {
float vertX_ = 0; // of current cell corner float vertX_ = 0; // of current cell corner
for (int cellX = startCellX; cellX < startCellX + std::ceil(size); ++cellX) for (int cellX = startCellX; cellX < startCellX + std::ceil(size); ++cellX)
{ {
osg::ref_ptr<const LandObject> land = getLand(cellX, cellY); const LandObject* land = getLand(cellX, cellY, cache);
const ESM::Land::LandData *heightData = 0; const ESM::Land::LandData *heightData = 0;
const ESM::Land::LandData *normalData = 0; const ESM::Land::LandData *normalData = 0;
const ESM::Land::LandData *colourData = 0; const ESM::Land::LandData *colourData = 0;
@ -270,11 +278,11 @@ namespace ESMTerrain
// Normals apparently don't connect seamlessly between cells // Normals apparently don't connect seamlessly between cells
if (col == ESM::Land::LAND_SIZE-1 || row == ESM::Land::LAND_SIZE-1) if (col == ESM::Land::LAND_SIZE-1 || row == ESM::Land::LAND_SIZE-1)
fixNormal(normal, cellX, cellY, col, row); fixNormal(normal, cellX, cellY, col, row, cache);
// some corner normals appear to be complete garbage (z < 0) // 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)) if ((row == 0 || row == ESM::Land::LAND_SIZE-1) && (col == 0 || col == ESM::Land::LAND_SIZE-1))
averageNormal(normal, cellX, cellY, col, row); averageNormal(normal, cellX, cellY, col, row, cache);
assert(normal.z() > 0); assert(normal.z() > 0);
@ -294,7 +302,7 @@ namespace ESMTerrain
// Unlike normals, colors mostly connect seamlessly between cells, but not always... // Unlike normals, colors mostly connect seamlessly between cells, but not always...
if (col == ESM::Land::LAND_SIZE-1 || row == ESM::Land::LAND_SIZE-1) if (col == ESM::Land::LAND_SIZE-1 || row == ESM::Land::LAND_SIZE-1)
fixColour(color, cellX, cellY, col, row); fixColour(color, cellX, cellY, col, row, cache);
color.a() = 1; color.a() = 1;
@ -314,7 +322,7 @@ namespace ESMTerrain
} }
Storage::UniqueTextureId Storage::getVtexIndexAt(int cellX, int cellY, Storage::UniqueTextureId Storage::getVtexIndexAt(int cellX, int cellY,
int x, int y, osg::ref_ptr<const LandObject> land) int x, int y, LandCache& cache)
{ {
// For the first/last row/column, we need to get the texture from the neighbour cell // For the first/last row/column, we need to get the texture from the neighbour cell
// to get consistent blending at the borders // to get consistent blending at the borders
@ -323,26 +331,22 @@ namespace ESMTerrain
{ {
--cellX; --cellX;
x += ESM::Land::LAND_TEXTURE_SIZE; x += ESM::Land::LAND_TEXTURE_SIZE;
land = NULL;
} }
while (x >= ESM::Land::LAND_TEXTURE_SIZE) while (x >= ESM::Land::LAND_TEXTURE_SIZE)
{ {
++cellX; ++cellX;
x -= ESM::Land::LAND_TEXTURE_SIZE; x -= ESM::Land::LAND_TEXTURE_SIZE;
land = NULL;
} }
while (y >= ESM::Land::LAND_TEXTURE_SIZE) // Y appears to be wrapped from the other side because why the hell not? while (y >= ESM::Land::LAND_TEXTURE_SIZE) // Y appears to be wrapped from the other side because why the hell not?
{ {
++cellY; ++cellY;
y -= ESM::Land::LAND_TEXTURE_SIZE; y -= ESM::Land::LAND_TEXTURE_SIZE;
land = NULL;
} }
assert(x<ESM::Land::LAND_TEXTURE_SIZE); assert(x<ESM::Land::LAND_TEXTURE_SIZE);
assert(y<ESM::Land::LAND_TEXTURE_SIZE); assert(y<ESM::Land::LAND_TEXTURE_SIZE);
if (!land) const LandObject* land = getLand(cellX, cellY, cache);
land = getLand(cellX, cellY);
const ESM::Land::LandData *data = land ? land->getData(ESM::Land::DATA_VTEX) : 0; const ESM::Land::LandData *data = land ? land->getData(ESM::Land::DATA_VTEX) : 0;
if (data) if (data)
@ -398,12 +402,12 @@ namespace ESMTerrain
// So we're always adding _land_default.dds as the base layer here, even if it's not referenced in this cell. // So we're always adding _land_default.dds as the base layer here, even if it's not referenced in this cell.
textureIndices.insert(std::make_pair(0,0)); textureIndices.insert(std::make_pair(0,0));
osg::ref_ptr<const LandObject> land = getLand(cellX, cellY); LandCache cache;
for (int y=colStart; y<colEnd; ++y) for (int y=colStart; y<colEnd; ++y)
for (int x=rowStart; x<rowEnd; ++x) for (int x=rowStart; x<rowEnd; ++x)
{ {
UniqueTextureId id = getVtexIndexAt(cellX, cellY, x, y, land); UniqueTextureId id = getVtexIndexAt(cellX, cellY, x, y, cache);
textureIndices.insert(id); textureIndices.insert(id);
} }
@ -439,7 +443,7 @@ namespace ESMTerrain
{ {
for (int x=0; x<blendmapSize; ++x) for (int x=0; x<blendmapSize; ++x)
{ {
UniqueTextureId id = getVtexIndexAt(cellX, cellY, x+rowStart, y+colStart, land); UniqueTextureId id = getVtexIndexAt(cellX, cellY, x+rowStart, y+colStart, cache);
assert(textureIndicesMap.find(id) != textureIndicesMap.end()); assert(textureIndicesMap.find(id) != textureIndicesMap.end());
int layerIndex = textureIndicesMap.find(id)->second; int layerIndex = textureIndicesMap.find(id)->second;
int blendIndex = (pack ? static_cast<int>(std::floor((layerIndex - 1) / 4.f)) : layerIndex - 1); int blendIndex = (pack ? static_cast<int>(std::floor((layerIndex - 1) / 4.f)) : layerIndex - 1);
@ -547,6 +551,18 @@ namespace ESMTerrain
return data->mHeights[y * ESM::Land::LAND_SIZE + x]; 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) Terrain::LayerInfo Storage::getLayerInfo(const std::string& texture)
{ {
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mLayerInfoMutex); OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mLayerInfoMutex);

@ -16,6 +16,8 @@ namespace VFS
namespace ESMTerrain namespace ESMTerrain
{ {
class LandCache;
/// @brief Wrapper around Land Data with reference counting. The wrapper needs to be held as long as the data is still in use /// @brief Wrapper around Land Data with reference counting. The wrapper needs to be held as long as the data is still in use
class LandObject : public osg::Object class LandObject : public osg::Object
{ {
@ -105,19 +107,21 @@ namespace ESMTerrain
private: private:
const VFS::Manager* mVFS; const VFS::Manager* mVFS;
void fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row); void fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache);
void fixColour (osg::Vec4f& colour, int cellX, int cellY, int col, int row); void fixColour (osg::Vec4f& colour, int cellX, int cellY, int col, int row, LandCache& cache);
void averageNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row); void averageNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache);
float getVertexHeight (const ESM::Land::LandData* data, int x, int y); float getVertexHeight (const ESM::Land::LandData* data, int x, int y);
const LandObject* getLand(int cellX, int cellY, LandCache& cache);
// Since plugins can define new texture palettes, we need to know the plugin index too // Since plugins can define new texture palettes, we need to know the plugin index too
// in order to retrieve the correct texture name. // in order to retrieve the correct texture name.
// pair <texture id, plugin id> // pair <texture id, plugin id>
typedef std::pair<short, short> UniqueTextureId; typedef std::pair<short, short> UniqueTextureId;
UniqueTextureId getVtexIndexAt(int cellX, int cellY, UniqueTextureId getVtexIndexAt(int cellX, int cellY,
int x, int y, osg::ref_ptr<const LandObject> land); int x, int y, LandCache&);
std::string getTextureName (UniqueTextureId id); std::string getTextureName (UniqueTextureId id);
std::map<std::string, Terrain::LayerInfo> mLayerInfoMap; std::map<std::string, Terrain::LayerInfo> mLayerInfoMap;

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