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241 lines
9.6 KiB
C++
241 lines
9.6 KiB
C++
#include "chunkmanager.hpp"
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#include <sstream>
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#include <osg/Texture2D>
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#include <osg/ClusterCullingCallback>
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#include <osg/Material>
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#include <osgUtil/IncrementalCompileOperation>
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#include <components/resource/objectcache.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/lightmanager.hpp>
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#include "terraindrawable.hpp"
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#include "material.hpp"
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#include "storage.hpp"
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#include "texturemanager.hpp"
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#include "compositemaprenderer.hpp"
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namespace Terrain
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{
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ChunkManager::ChunkManager(Storage *storage, Resource::SceneManager *sceneMgr, TextureManager* textureManager, CompositeMapRenderer* renderer)
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: GenericResourceManager<ChunkId>(nullptr)
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, mStorage(storage)
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, mSceneManager(sceneMgr)
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, mTextureManager(textureManager)
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, mCompositeMapRenderer(renderer)
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, mNodeMask(0)
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, mCompositeMapSize(512)
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, mCompositeMapLevel(1.f)
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, mMaxCompGeometrySize(1.f)
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{
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mMultiPassRoot = new osg::StateSet;
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mMultiPassRoot->setRenderingHint(osg::StateSet::OPAQUE_BIN);
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osg::ref_ptr<osg::Material> material (new osg::Material);
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material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
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mMultiPassRoot->setAttributeAndModes(material, osg::StateAttribute::ON);
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}
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osg::ref_ptr<osg::Node> ChunkManager::getChunk(float size, const osg::Vec2f& center, unsigned char lod, unsigned int lodFlags, bool activeGrid, const osg::Vec3f& viewPoint, bool compile)
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{
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ChunkId id = std::make_tuple(center, lod, lodFlags);
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osg::ref_ptr<osg::Object> obj = mCache->getRefFromObjectCache(id);
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if (obj)
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return obj->asNode();
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else
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{
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osg::ref_ptr<osg::Node> node = createChunk(size, center, lod, lodFlags, compile);
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mCache->addEntryToObjectCache(id, node.get());
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return node;
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}
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}
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void ChunkManager::reportStats(unsigned int frameNumber, osg::Stats *stats) const
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{
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stats->setAttribute(frameNumber, "Terrain Chunk", mCache->getCacheSize());
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}
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void ChunkManager::clearCache()
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{
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GenericResourceManager<ChunkId>::clearCache();
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mBufferCache.clearCache();
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}
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void ChunkManager::releaseGLObjects(osg::State *state)
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{
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GenericResourceManager<ChunkId>::releaseGLObjects(state);
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mBufferCache.releaseGLObjects(state);
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}
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osg::ref_ptr<osg::Texture2D> ChunkManager::createCompositeMapRTT()
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{
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osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D;
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texture->setTextureWidth(mCompositeMapSize);
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texture->setTextureHeight(mCompositeMapSize);
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texture->setInternalFormat(GL_RGB);
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texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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return texture;
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}
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void ChunkManager::createCompositeMapGeometry(float chunkSize, const osg::Vec2f& chunkCenter, const osg::Vec4f& texCoords, CompositeMap& compositeMap)
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{
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if (chunkSize > mMaxCompGeometrySize)
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{
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createCompositeMapGeometry(chunkSize/2.f, chunkCenter + osg::Vec2f(chunkSize/4.f, chunkSize/4.f), osg::Vec4f(texCoords.x() + texCoords.z()/2.f, texCoords.y(), texCoords.z()/2.f, texCoords.w()/2.f), compositeMap);
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createCompositeMapGeometry(chunkSize/2.f, chunkCenter + osg::Vec2f(-chunkSize/4.f, chunkSize/4.f), osg::Vec4f(texCoords.x(), texCoords.y(), texCoords.z()/2.f, texCoords.w()/2.f), compositeMap);
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createCompositeMapGeometry(chunkSize/2.f, chunkCenter + osg::Vec2f(chunkSize/4.f, -chunkSize/4.f), osg::Vec4f(texCoords.x() + texCoords.z()/2.f, texCoords.y()+texCoords.w()/2.f, texCoords.z()/2.f, texCoords.w()/2.f), compositeMap);
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createCompositeMapGeometry(chunkSize/2.f, chunkCenter + osg::Vec2f(-chunkSize/4.f, -chunkSize/4.f), osg::Vec4f(texCoords.x(), texCoords.y()+texCoords.w()/2.f, texCoords.z()/2.f, texCoords.w()/2.f), compositeMap);
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}
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else
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{
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float left = texCoords.x()*2.f-1;
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float top = texCoords.y()*2.f-1;
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float width = texCoords.z()*2.f;
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float height = texCoords.w()*2.f;
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std::vector<osg::ref_ptr<osg::StateSet> > passes = createPasses(chunkSize, chunkCenter, true);
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for (std::vector<osg::ref_ptr<osg::StateSet> >::iterator it = passes.begin(); it != passes.end(); ++it)
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{
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osg::ref_ptr<osg::Geometry> geom = osg::createTexturedQuadGeometry(osg::Vec3(left,top,0), osg::Vec3(width,0,0), osg::Vec3(0,height,0));
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geom->setUseDisplayList(false); // don't bother making a display list for an object that is just rendered once.
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geom->setUseVertexBufferObjects(false);
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geom->setTexCoordArray(1, geom->getTexCoordArray(0), osg::Array::BIND_PER_VERTEX);
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geom->setStateSet(*it);
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compositeMap.mDrawables.emplace_back(geom);
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}
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}
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}
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std::vector<osg::ref_ptr<osg::StateSet> > ChunkManager::createPasses(float chunkSize, const osg::Vec2f &chunkCenter, bool forCompositeMap)
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{
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std::vector<LayerInfo> layerList;
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std::vector<osg::ref_ptr<osg::Image> > blendmaps;
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mStorage->getBlendmaps(chunkSize, chunkCenter, blendmaps, layerList);
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bool useShaders = mSceneManager->getForceShaders();
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if (!mSceneManager->getClampLighting())
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useShaders = true; // always use shaders when lighting is unclamped, this is to avoid lighting seams between a terrain chunk with normal maps and one without normal maps
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std::vector<TextureLayer> layers;
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{
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for (std::vector<LayerInfo>::const_iterator it = layerList.begin(); it != layerList.end(); ++it)
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{
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TextureLayer textureLayer;
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textureLayer.mParallax = it->mParallax;
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textureLayer.mSpecular = it->mSpecular;
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textureLayer.mDiffuseMap = mTextureManager->getTexture(it->mDiffuseMap);
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if (!forCompositeMap && !it->mNormalMap.empty())
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textureLayer.mNormalMap = mTextureManager->getTexture(it->mNormalMap);
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if (it->requiresShaders())
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useShaders = true;
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layers.push_back(textureLayer);
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}
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}
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if (forCompositeMap)
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useShaders = false;
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std::vector<osg::ref_ptr<osg::Texture2D> > blendmapTextures;
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for (std::vector<osg::ref_ptr<osg::Image> >::const_iterator it = blendmaps.begin(); it != blendmaps.end(); ++it)
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{
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osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
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texture->setImage(*it);
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texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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texture->setResizeNonPowerOfTwoHint(false);
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blendmapTextures.push_back(texture);
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}
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float blendmapScale = mStorage->getBlendmapScale(chunkSize);
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return ::Terrain::createPasses(useShaders, &mSceneManager->getShaderManager(), layers, blendmapTextures, blendmapScale, blendmapScale);
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}
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osg::ref_ptr<osg::Node> ChunkManager::createChunk(float chunkSize, const osg::Vec2f &chunkCenter, unsigned char lod, unsigned int lodFlags, bool compile)
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{
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osg::ref_ptr<osg::Vec3Array> positions (new osg::Vec3Array);
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osg::ref_ptr<osg::Vec3Array> normals (new osg::Vec3Array);
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osg::ref_ptr<osg::Vec4ubArray> colors (new osg::Vec4ubArray);
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colors->setNormalize(true);
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osg::ref_ptr<osg::VertexBufferObject> vbo (new osg::VertexBufferObject);
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positions->setVertexBufferObject(vbo);
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normals->setVertexBufferObject(vbo);
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colors->setVertexBufferObject(vbo);
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mStorage->fillVertexBuffers(lod, chunkSize, chunkCenter, positions, normals, colors);
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osg::ref_ptr<TerrainDrawable> geometry (new TerrainDrawable);
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geometry->setVertexArray(positions);
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geometry->setNormalArray(normals, osg::Array::BIND_PER_VERTEX);
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geometry->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
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geometry->setUseDisplayList(false);
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geometry->setUseVertexBufferObjects(true);
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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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geometry->addPrimitiveSet(mBufferCache.getIndexBuffer(numVerts, lodFlags));
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bool useCompositeMap = chunkSize >= mCompositeMapLevel;
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unsigned int numUvSets = useCompositeMap ? 1 : 2;
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geometry->setTexCoordArrayList(osg::Geometry::ArrayList(numUvSets, mBufferCache.getUVBuffer(numVerts)));
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geometry->createClusterCullingCallback();
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geometry->setStateSet(mMultiPassRoot);
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if (useCompositeMap)
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{
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osg::ref_ptr<CompositeMap> compositeMap = new CompositeMap;
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compositeMap->mTexture = createCompositeMapRTT();
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createCompositeMapGeometry(chunkSize, chunkCenter, osg::Vec4f(0,0,1,1), *compositeMap);
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mCompositeMapRenderer->addCompositeMap(compositeMap.get(), false);
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geometry->setCompositeMap(compositeMap);
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geometry->setCompositeMapRenderer(mCompositeMapRenderer);
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TextureLayer layer;
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layer.mDiffuseMap = compositeMap->mTexture;
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layer.mParallax = false;
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layer.mSpecular = false;
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geometry->setPasses(::Terrain::createPasses(mSceneManager->getForceShaders() || !mSceneManager->getClampLighting(), &mSceneManager->getShaderManager(), std::vector<TextureLayer>(1, layer), std::vector<osg::ref_ptr<osg::Texture2D> >(), 1.f, 1.f));
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}
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else
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{
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geometry->setPasses(createPasses(chunkSize, chunkCenter, false));
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}
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geometry->setupWaterBoundingBox(-1, chunkSize * mStorage->getCellWorldSize() / numVerts);
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if (compile && mSceneManager->getIncrementalCompileOperation())
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{
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mSceneManager->getIncrementalCompileOperation()->add(geometry);
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}
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geometry->setNodeMask(mNodeMask);
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return geometry;
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}
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}
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