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555 lines
20 KiB
C++
555 lines
20 KiB
C++
#include "storage.hpp"
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#include <set>
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#include <iostream>
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#include <osg/Image>
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#include <osg/Plane>
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#include <boost/algorithm/string.hpp>
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#include <components/misc/resourcehelpers.hpp>
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#include <components/vfs/manager.hpp>
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namespace ESMTerrain
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{
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Storage::Storage(const VFS::Manager *vfs)
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: mVFS(vfs)
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{
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}
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const ESM::Land::LandData *Storage::getLandData (int cellX, int cellY, int flags)
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{
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if (const ESM::Land *land = getLand (cellX, cellY))
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return land->getLandData (flags);
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return 0;
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}
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bool Storage::getMinMaxHeights(float size, const osg::Vec2f ¢er, float &min, float &max)
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{
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assert (size <= 1 && "Storage::getMinMaxHeights, chunk size should be <= 1 cell");
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/// \todo investigate if min/max heights should be stored at load time in ESM::Land instead
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osg::Vec2f origin = center - osg::Vec2f(size/2.f, size/2.f);
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int cellX = static_cast<int>(std::floor(origin.x()));
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int cellY = static_cast<int>(std::floor(origin.y()));
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int startRow = (origin.x() - cellX) * ESM::Land::LAND_SIZE;
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int startColumn = (origin.y() - cellY) * ESM::Land::LAND_SIZE;
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int endRow = startRow + size * (ESM::Land::LAND_SIZE-1) + 1;
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int endColumn = startColumn + size * (ESM::Land::LAND_SIZE-1) + 1;
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if (const ESM::Land::LandData *data = getLandData (cellX, cellY, ESM::Land::DATA_VHGT))
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{
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min = std::numeric_limits<float>::max();
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max = -std::numeric_limits<float>::max();
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for (int row=startRow; row<endRow; ++row)
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{
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for (int col=startColumn; col<endColumn; ++col)
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{
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float h = data->mHeights[col*ESM::Land::LAND_SIZE+row];
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if (h > max)
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max = h;
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if (h < min)
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min = h;
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}
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}
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return true;
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}
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return false;
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}
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void Storage::fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row)
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{
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while (col >= ESM::Land::LAND_SIZE-1)
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{
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++cellY;
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col -= ESM::Land::LAND_SIZE-1;
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}
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while (row >= ESM::Land::LAND_SIZE-1)
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{
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++cellX;
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row -= ESM::Land::LAND_SIZE-1;
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}
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while (col < 0)
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{
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--cellY;
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col += ESM::Land::LAND_SIZE-1;
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}
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while (row < 0)
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{
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--cellX;
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row += ESM::Land::LAND_SIZE-1;
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}
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if (const ESM::Land::LandData *data = getLandData (cellX, cellY, ESM::Land::DATA_VNML))
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{
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normal.x() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3];
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normal.y() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+1];
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normal.z() = data->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+2];
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normal.normalize();
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}
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else
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normal = osg::Vec3f(0,0,1);
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}
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void Storage::averageNormal(osg::Vec3f &normal, int cellX, int cellY, int col, int row)
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{
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osg::Vec3f n1,n2,n3,n4;
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fixNormal(n1, cellX, cellY, col+1, row);
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fixNormal(n2, cellX, cellY, col-1, row);
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fixNormal(n3, cellX, cellY, col, row+1);
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fixNormal(n4, cellX, cellY, col, row-1);
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normal = (n1+n2+n3+n4);
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normal.normalize();
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}
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void Storage::fixColour (osg::Vec4f& color, int cellX, int cellY, int col, int row)
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{
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if (col == ESM::Land::LAND_SIZE-1)
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{
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++cellY;
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col = 0;
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}
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if (row == ESM::Land::LAND_SIZE-1)
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{
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++cellX;
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row = 0;
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}
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if (const ESM::Land::LandData *data = getLandData (cellX, cellY, ESM::Land::DATA_VCLR))
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{
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color.r() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3] / 255.f;
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color.g() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3+1] / 255.f;
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color.b() = data->mColours[col*ESM::Land::LAND_SIZE*3+row*3+2] / 255.f;
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}
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else
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{
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color.r() = 1;
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color.g() = 1;
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color.b() = 1;
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}
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}
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void Storage::fillVertexBuffers (int lodLevel, float size, const osg::Vec2f& center,
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osg::ref_ptr<osg::Vec3Array> positions,
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osg::ref_ptr<osg::Vec3Array> normals,
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osg::ref_ptr<osg::Vec4Array> colours)
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{
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// LOD level n means every 2^n-th vertex is kept
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size_t increment = 1 << lodLevel;
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osg::Vec2f origin = center - osg::Vec2f(size/2.f, size/2.f);
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int startCellX = static_cast<int>(std::floor(origin.x()));
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int startCellY = static_cast<int>(std::floor(origin.y()));
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size_t numVerts = static_cast<size_t>(size*(ESM::Land::LAND_SIZE - 1) / increment + 1);
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positions->resize(numVerts*numVerts);
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normals->resize(numVerts*numVerts);
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colours->resize(numVerts*numVerts);
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osg::Vec3f normal;
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osg::Vec4f color;
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float vertY = 0;
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float vertX = 0;
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float vertY_ = 0; // of current cell corner
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for (int cellY = startCellY; cellY < startCellY + std::ceil(size); ++cellY)
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{
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float vertX_ = 0; // of current cell corner
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for (int cellX = startCellX; cellX < startCellX + std::ceil(size); ++cellX)
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{
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const ESM::Land::LandData *heightData = getLandData (cellX, cellY, ESM::Land::DATA_VHGT);
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const ESM::Land::LandData *normalData = getLandData (cellX, cellY, ESM::Land::DATA_VNML);
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const ESM::Land::LandData *colourData = getLandData (cellX, cellY, ESM::Land::DATA_VCLR);
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int rowStart = 0;
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int colStart = 0;
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// Skip the first row / column unless we're at a chunk edge,
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// since this row / column is already contained in a previous cell
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// This is only relevant if we're creating a chunk spanning multiple cells
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if (colStart == 0 && vertY_ != 0)
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colStart += increment;
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if (rowStart == 0 && vertX_ != 0)
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rowStart += increment;
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// Only relevant for chunks smaller than (contained in) one cell
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rowStart += (origin.x() - startCellX) * ESM::Land::LAND_SIZE;
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colStart += (origin.y() - startCellY) * ESM::Land::LAND_SIZE;
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int rowEnd = rowStart + std::min(1.f, size) * (ESM::Land::LAND_SIZE-1) + 1;
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int colEnd = colStart + std::min(1.f, size) * (ESM::Land::LAND_SIZE-1) + 1;
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vertY = vertY_;
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for (int col=colStart; col<colEnd; col += increment)
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{
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vertX = vertX_;
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for (int row=rowStart; row<rowEnd; row += increment)
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{
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int srcArrayIndex = col*ESM::Land::LAND_SIZE*3+row*3;
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assert(row >= 0 && row < ESM::Land::LAND_SIZE);
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assert(col >= 0 && col < ESM::Land::LAND_SIZE);
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assert (vertX < numVerts);
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assert (vertY < numVerts);
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float height = -2048;
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if (heightData)
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height = heightData->mHeights[col*ESM::Land::LAND_SIZE + row];
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(*positions)[static_cast<unsigned int>(vertX*numVerts + vertY)]
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= osg::Vec3f((vertX / float(numVerts - 1) - 0.5f) * size * 8192,
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(vertY / float(numVerts - 1) - 0.5f) * size * 8192,
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height);
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if (normalData)
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{
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for (int i=0; i<3; ++i)
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normal[i] = normalData->mNormals[srcArrayIndex+i];
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normal.normalize();
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}
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else
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normal = osg::Vec3f(0,0,1);
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// Normals apparently don't connect seamlessly between cells
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if (col == ESM::Land::LAND_SIZE-1 || row == ESM::Land::LAND_SIZE-1)
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fixNormal(normal, cellX, cellY, col, row);
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// some corner normals appear to be complete garbage (z < 0)
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if ((row == 0 || row == ESM::Land::LAND_SIZE-1) && (col == 0 || col == ESM::Land::LAND_SIZE-1))
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averageNormal(normal, cellX, cellY, col, row);
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assert(normal.z() > 0);
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(*normals)[static_cast<unsigned int>(vertX*numVerts + vertY)] = normal;
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if (colourData)
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{
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for (int i=0; i<3; ++i)
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color[i] = colourData->mColours[srcArrayIndex+i] / 255.f;
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}
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else
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{
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color.r() = 1;
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color.g() = 1;
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color.b() = 1;
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}
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// Unlike normals, colors mostly connect seamlessly between cells, but not always...
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if (col == ESM::Land::LAND_SIZE-1 || row == ESM::Land::LAND_SIZE-1)
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fixColour(color, cellX, cellY, col, row);
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color.a() = 1;
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(*colours)[static_cast<unsigned int>(vertX*numVerts + vertY)] = color;
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++vertX;
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}
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++vertY;
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}
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vertX_ = vertX;
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}
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vertY_ = vertY;
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assert(vertX_ == numVerts); // Ensure we covered whole area
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}
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assert(vertY_ == numVerts); // Ensure we covered whole area
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}
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Storage::UniqueTextureId Storage::getVtexIndexAt(int cellX, int cellY,
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int x, int y)
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{
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// For the first/last row/column, we need to get the texture from the neighbour cell
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// to get consistent blending at the borders
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--x;
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if (x < 0)
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{
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--cellX;
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x += ESM::Land::LAND_TEXTURE_SIZE;
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}
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if (y >= ESM::Land::LAND_TEXTURE_SIZE) // Y appears to be wrapped from the other side because why the hell not?
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{
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++cellY;
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y -= ESM::Land::LAND_TEXTURE_SIZE;
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}
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assert(x<ESM::Land::LAND_TEXTURE_SIZE);
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assert(y<ESM::Land::LAND_TEXTURE_SIZE);
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if (const ESM::Land::LandData *data = getLandData (cellX, cellY, ESM::Land::DATA_VTEX))
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{
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int tex = data->mTextures[y * ESM::Land::LAND_TEXTURE_SIZE + x];
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if (tex == 0)
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return std::make_pair(0,0); // vtex 0 is always the base texture, regardless of plugin
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return std::make_pair(tex, getLand (cellX, cellY)->mPlugin);
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}
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else
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return std::make_pair(0,0);
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}
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std::string Storage::getTextureName(UniqueTextureId id)
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{
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static const std::string defaultTexture = "textures\\_land_default.dds";
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if (id.first == 0)
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return defaultTexture; // Not sure if the default texture really is hardcoded?
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// NB: All vtex ids are +1 compared to the ltex ids
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const ESM::LandTexture* ltex = getLandTexture(id.first-1, id.second);
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if (!ltex)
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{
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std::cerr << "Unable to find land texture index " << id.first-1 << " in plugin " << id.second << ", using default texture instead" << std::endl;
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return defaultTexture;
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}
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// this is needed due to MWs messed up texture handling
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std::string texture = Misc::ResourceHelpers::correctTexturePath(ltex->mTexture, mVFS);
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return texture;
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}
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void Storage::getBlendmaps(float chunkSize, const osg::Vec2f &chunkCenter,
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bool pack, ImageVector &blendmaps, std::vector<Terrain::LayerInfo> &layerList)
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{
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// TODO - blending isn't completely right yet; the blending radius appears to be
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// different at a cell transition (2 vertices, not 4), so we may need to create a larger blendmap
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// and interpolate the rest of the cell by hand? :/
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osg::Vec2f origin = chunkCenter - osg::Vec2f(chunkSize/2.f, chunkSize/2.f);
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int cellX = static_cast<int>(std::floor(origin.x()));
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int cellY = static_cast<int>(std::floor(origin.y()));
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int realTextureSize = ESM::Land::LAND_TEXTURE_SIZE+1; // add 1 to wrap around next cell
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int rowStart = (origin.x() - cellX) * realTextureSize;
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int colStart = (origin.y() - cellY) * realTextureSize;
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int rowEnd = rowStart + chunkSize * (realTextureSize-1) + 1;
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int colEnd = colStart + chunkSize * (realTextureSize-1) + 1;
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assert (rowStart >= 0 && colStart >= 0);
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assert (rowEnd <= realTextureSize);
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assert (colEnd <= realTextureSize);
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// Save the used texture indices so we know the total number of textures
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// and number of required blend maps
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std::set<UniqueTextureId> textureIndices;
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// Due to the way the blending works, the base layer will always shine through in between
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// blend transitions (eg halfway between two texels, both blend values will be 0.5, so 25% of base layer visible).
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// To get a consistent look, we need to make sure to use the same base layer in all cells.
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// So we're always adding _land_default.dds as the base layer here, even if it's not referenced in this cell.
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textureIndices.insert(std::make_pair(0,0));
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for (int y=colStart; y<colEnd; ++y)
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for (int x=rowStart; x<rowEnd; ++x)
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{
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UniqueTextureId id = getVtexIndexAt(cellX, cellY, x, y);
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textureIndices.insert(id);
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}
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// Makes sure the indices are sorted, or rather,
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// retrieved as sorted. This is important to keep the splatting order
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// consistent across cells.
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std::map<UniqueTextureId, int> textureIndicesMap;
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for (std::set<UniqueTextureId>::iterator it = textureIndices.begin(); it != textureIndices.end(); ++it)
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{
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int size = textureIndicesMap.size();
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textureIndicesMap[*it] = size;
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layerList.push_back(getLayerInfo(getTextureName(*it)));
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}
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int numTextures = textureIndices.size();
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// numTextures-1 since the base layer doesn't need blending
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int numBlendmaps = pack ? static_cast<int>(std::ceil((numTextures - 1) / 4.f)) : (numTextures - 1);
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int channels = pack ? 4 : 1;
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// Second iteration - create and fill in the blend maps
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const int blendmapSize = (realTextureSize-1) * chunkSize + 1;
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for (int i=0; i<numBlendmaps; ++i)
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{
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GLenum format = pack ? GL_RGBA : GL_ALPHA;
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osg::ref_ptr<osg::Image> image (new osg::Image);
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image->allocateImage(blendmapSize, blendmapSize, 1, format, GL_UNSIGNED_BYTE);
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unsigned char* pData = image->data();
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for (int y=0; y<blendmapSize; ++y)
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{
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for (int x=0; x<blendmapSize; ++x)
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{
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UniqueTextureId id = getVtexIndexAt(cellX, cellY, x+rowStart, y+colStart);
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assert(textureIndicesMap.find(id) != textureIndicesMap.end());
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int layerIndex = textureIndicesMap.find(id)->second;
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int blendIndex = (pack ? static_cast<int>(std::floor((layerIndex - 1) / 4.f)) : layerIndex - 1);
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int channel = pack ? std::max(0, (layerIndex-1) % 4) : 0;
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if (blendIndex == i)
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pData[y*blendmapSize*channels + x*channels + channel] = 255;
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else
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pData[y*blendmapSize*channels + x*channels + channel] = 0;
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}
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}
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blendmaps.push_back(image);
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}
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}
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float Storage::getHeightAt(const osg::Vec3f &worldPos)
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{
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int cellX = static_cast<int>(std::floor(worldPos.x() / 8192.f));
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int cellY = static_cast<int>(std::floor(worldPos.y() / 8192.f));
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const ESM::Land* land = getLand(cellX, cellY);
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if (!land || !(land->mDataTypes&ESM::Land::DATA_VHGT))
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return -2048;
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// Mostly lifted from Ogre::Terrain::getHeightAtTerrainPosition
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// Normalized position in the cell
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float nX = (worldPos.x() - (cellX * 8192))/8192.f;
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float nY = (worldPos.y() - (cellY * 8192))/8192.f;
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// get left / bottom points (rounded down)
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float factor = ESM::Land::LAND_SIZE - 1.0f;
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float invFactor = 1.0f / factor;
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int startX = static_cast<int>(nX * factor);
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int startY = static_cast<int>(nY * factor);
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int endX = startX + 1;
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int endY = startY + 1;
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endX = std::min(endX, ESM::Land::LAND_SIZE-1);
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endY = std::min(endY, ESM::Land::LAND_SIZE-1);
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// now get points in terrain space (effectively rounding them to boundaries)
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float startXTS = startX * invFactor;
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float startYTS = startY * invFactor;
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float endXTS = endX * invFactor;
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float endYTS = endY * invFactor;
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// get parametric from start coord to next point
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float xParam = (nX - startXTS) * factor;
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float yParam = (nY - startYTS) * factor;
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/* For even / odd tri strip rows, triangles are this shape:
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even odd
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3---2 3---2
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| / | | \ |
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0---1 0---1
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*/
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// Build all 4 positions in normalized cell space, using point-sampled height
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osg::Vec3f v0 (startXTS, startYTS, getVertexHeight(land, startX, startY) / 8192.f);
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osg::Vec3f v1 (endXTS, startYTS, getVertexHeight(land, endX, startY) / 8192.f);
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osg::Vec3f v2 (endXTS, endYTS, getVertexHeight(land, endX, endY) / 8192.f);
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osg::Vec3f v3 (startXTS, endYTS, getVertexHeight(land, startX, endY) / 8192.f);
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// define this plane in terrain space
|
|
osg::Plane plane;
|
|
// FIXME: deal with differing triangle alignment
|
|
if (true)
|
|
{
|
|
// odd row
|
|
bool secondTri = ((1.0 - yParam) > xParam);
|
|
if (secondTri)
|
|
plane = osg::Plane(v0, v1, v3);
|
|
else
|
|
plane = osg::Plane(v1, v2, v3);
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
// even row
|
|
bool secondTri = (yParam > xParam);
|
|
if (secondTri)
|
|
plane.redefine(v0, v2, v3);
|
|
else
|
|
plane.redefine(v0, v1, v2);
|
|
}
|
|
*/
|
|
|
|
// Solve plane equation for z
|
|
return (-plane.getNormal().x() * nX
|
|
-plane.getNormal().y() * nY
|
|
- plane[3]) / plane.getNormal().z() * 8192;
|
|
|
|
}
|
|
|
|
float Storage::getVertexHeight(const ESM::Land *land, int x, int y)
|
|
{
|
|
assert(x < ESM::Land::LAND_SIZE);
|
|
assert(y < ESM::Land::LAND_SIZE);
|
|
return land->getLandData()->mHeights[y * ESM::Land::LAND_SIZE + x];
|
|
}
|
|
|
|
Terrain::LayerInfo Storage::getLayerInfo(const std::string& texture)
|
|
{
|
|
// Already have this cached?
|
|
std::map<std::string, Terrain::LayerInfo>::iterator found = mLayerInfoMap.find(texture);
|
|
if (found != mLayerInfoMap.end())
|
|
return found->second;
|
|
|
|
Terrain::LayerInfo info;
|
|
info.mParallax = false;
|
|
info.mSpecular = false;
|
|
info.mDiffuseMap = texture;
|
|
std::string texture_ = texture;
|
|
boost::replace_last(texture_, ".", "_nh.");
|
|
|
|
if (mVFS->exists(texture_))
|
|
{
|
|
info.mNormalMap = texture_;
|
|
info.mParallax = true;
|
|
}
|
|
else
|
|
{
|
|
texture_ = texture;
|
|
boost::replace_last(texture_, ".", "_n.");
|
|
if (mVFS->exists(texture_))
|
|
info.mNormalMap = texture_;
|
|
}
|
|
|
|
texture_ = texture;
|
|
boost::replace_last(texture_, ".", "_diffusespec.");
|
|
if (mVFS->exists(texture_))
|
|
{
|
|
info.mDiffuseMap = texture_;
|
|
info.mSpecular = true;
|
|
}
|
|
|
|
mLayerInfoMap[texture] = info;
|
|
|
|
return info;
|
|
}
|
|
|
|
Terrain::LayerInfo Storage::getDefaultLayer()
|
|
{
|
|
Terrain::LayerInfo info;
|
|
info.mDiffuseMap = "textures\\_land_default.dds";
|
|
info.mParallax = false;
|
|
info.mSpecular = false;
|
|
return info;
|
|
}
|
|
|
|
float Storage::getCellWorldSize()
|
|
{
|
|
return static_cast<float>(ESM::Land::REAL_SIZE);
|
|
}
|
|
|
|
int Storage::getCellVertices()
|
|
{
|
|
return ESM::Land::LAND_SIZE;
|
|
}
|
|
|
|
}
|