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openmw-tes3mp/components/terrain/chunkmanager.cpp

249 lines
9.6 KiB
C++

#include "chunkmanager.hpp"
#include <sstream>
#include <osg/Texture2D>
#include <osgUtil/IncrementalCompileOperation>
#include <components/resource/objectcache.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include "terraindrawable.hpp"
#include "material.hpp"
#include "storage.hpp"
#include "texturemanager.hpp"
#include "compositemaprenderer.hpp"
namespace Terrain
{
ChunkManager::ChunkManager(Storage *storage, Resource::SceneManager *sceneMgr, TextureManager* textureManager, CompositeMapRenderer* renderer)
: ResourceManager(NULL)
, mStorage(storage)
, mSceneManager(sceneMgr)
, mTextureManager(textureManager)
, mCompositeMapRenderer(renderer)
, mCompositeMapSize(512)
, mCullingActive(true)
{
}
osg::ref_ptr<osg::Node> ChunkManager::getChunk(float size, const osg::Vec2f &center, int lod, unsigned int lodFlags)
{
std::ostringstream stream;
stream << size << " " << center.x() << " " << center.y() << " " << lod << " " << lodFlags;
std::string id = stream.str();
osg::ref_ptr<osg::Object> obj = mCache->getRefFromObjectCache(id);
if (obj)
return obj->asNode();
else
{
osg::ref_ptr<osg::Node> node = createChunk(size, center, lod, lodFlags);
mCache->addEntryToObjectCache(id, node.get());
return node;
}
}
void ChunkManager::reportStats(unsigned int frameNumber, osg::Stats *stats) const
{
stats->setAttribute(frameNumber, "Terrain Chunk", mCache->getCacheSize());
}
void ChunkManager::clearCache()
{
ResourceManager::clearCache();
mBufferCache.clearCache();
}
void ChunkManager::releaseGLObjects(osg::State *state)
{
ResourceManager::releaseGLObjects(state);
mBufferCache.releaseGLObjects(state);
}
void ChunkManager::setCullingActive(bool active)
{
mCullingActive = active;
}
osg::ref_ptr<osg::Texture2D> ChunkManager::createCompositeMapRTT()
{
osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D;
texture->setTextureWidth(mCompositeMapSize);
texture->setTextureHeight(mCompositeMapSize);
texture->setInternalFormat(GL_RGB);
texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
return texture;
}
void ChunkManager::createCompositeMapGeometry(float chunkSize, const osg::Vec2f& chunkCenter, const osg::Vec4f& texCoords, CompositeMap& compositeMap)
{
if (chunkSize > 1.f)
{
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);
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);
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);
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);
}
else
{
float left = texCoords.x()*2.f-1;
float top = texCoords.y()*2.f-1;
float width = texCoords.z()*2.f;
float height = texCoords.w()*2.f;
std::vector<osg::ref_ptr<osg::StateSet> > passes = createPasses(chunkSize, chunkCenter, true);
for (std::vector<osg::ref_ptr<osg::StateSet> >::iterator it = passes.begin(); it != passes.end(); ++it)
{
osg::ref_ptr<osg::Geometry> geom = osg::createTexturedQuadGeometry(osg::Vec3(left,top,0), osg::Vec3(width,0,0), osg::Vec3(0,height,0));
geom->setUseDisplayList(false); // don't bother making a display list for an object that is just rendered once.
geom->setUseVertexBufferObjects(false);
geom->setTexCoordArray(1, geom->getTexCoordArray(0), osg::Array::BIND_PER_VERTEX);
geom->setStateSet(*it);
compositeMap.mDrawables.push_back(geom);
}
}
}
std::vector<osg::ref_ptr<osg::StateSet> > ChunkManager::createPasses(float chunkSize, const osg::Vec2f &chunkCenter, bool forCompositeMap)
{
std::vector<LayerInfo> layerList;
std::vector<osg::ref_ptr<osg::Image> > blendmaps;
mStorage->getBlendmaps(chunkSize, chunkCenter, false, blendmaps, layerList);
bool useShaders = mSceneManager->getForceShaders();
if (!mSceneManager->getClampLighting())
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
std::vector<TextureLayer> layers;
{
for (std::vector<LayerInfo>::const_iterator it = layerList.begin(); it != layerList.end(); ++it)
{
TextureLayer textureLayer;
textureLayer.mParallax = it->mParallax;
textureLayer.mSpecular = it->mSpecular;
textureLayer.mDiffuseMap = mTextureManager->getTexture(it->mDiffuseMap);
if (!forCompositeMap && !it->mNormalMap.empty())
textureLayer.mNormalMap = mTextureManager->getTexture(it->mNormalMap);
if (it->requiresShaders())
useShaders = true;
layers.push_back(textureLayer);
}
}
if (forCompositeMap)
useShaders = false;
std::vector<osg::ref_ptr<osg::Texture2D> > blendmapTextures;
for (std::vector<osg::ref_ptr<osg::Image> >::const_iterator it = blendmaps.begin(); it != blendmaps.end(); ++it)
{
osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
texture->setImage(*it);
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
texture->setResizeNonPowerOfTwoHint(false);
blendmapTextures.push_back(texture);
}
float blendmapScale = mStorage->getBlendmapScale(chunkSize);
return ::Terrain::createPasses(useShaders, mSceneManager->getForcePerPixelLighting(),
mSceneManager->getClampLighting(), &mSceneManager->getShaderManager(), layers, blendmapTextures, blendmapScale, blendmapScale);
}
osg::ref_ptr<osg::Node> ChunkManager::createChunk(float chunkSize, const osg::Vec2f &chunkCenter, int lod, unsigned int lodFlags)
{
osg::Vec2f worldCenter = chunkCenter*mStorage->getCellWorldSize();
osg::ref_ptr<SceneUtil::PositionAttitudeTransform> transform (new SceneUtil::PositionAttitudeTransform);
transform->setPosition(osg::Vec3f(worldCenter.x(), worldCenter.y(), 0.f));
osg::ref_ptr<osg::Vec3Array> positions (new osg::Vec3Array);
osg::ref_ptr<osg::Vec3Array> normals (new osg::Vec3Array);
osg::ref_ptr<osg::Vec4Array> colors (new osg::Vec4Array);
osg::ref_ptr<osg::VertexBufferObject> vbo (new osg::VertexBufferObject);
positions->setVertexBufferObject(vbo);
normals->setVertexBufferObject(vbo);
colors->setVertexBufferObject(vbo);
mStorage->fillVertexBuffers(lod, chunkSize, chunkCenter, positions, normals, colors);
osg::ref_ptr<TerrainDrawable> geometry (new TerrainDrawable);
geometry->setVertexArray(positions);
geometry->setNormalArray(normals, osg::Array::BIND_PER_VERTEX);
geometry->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
geometry->setUseDisplayList(false);
geometry->setUseVertexBufferObjects(true);
if (chunkSize <= 2.f)
geometry->setLightListCallback(new SceneUtil::LightListCallback);
unsigned int numVerts = (mStorage->getCellVertices()-1) * chunkSize / (1 << lod) + 1;
geometry->addPrimitiveSet(mBufferCache.getIndexBuffer(numVerts, lodFlags));
bool useCompositeMap = chunkSize >= 1.f;
unsigned int numUvSets = useCompositeMap ? 1 : 2;
for (unsigned int i=0; i<numUvSets; ++i)
geometry->setTexCoordArray(i, mBufferCache.getUVBuffer(numVerts));
if (useCompositeMap)
{
osg::ref_ptr<CompositeMap> compositeMap = new CompositeMap;
compositeMap->mTexture = createCompositeMapRTT();
createCompositeMapGeometry(chunkSize, chunkCenter, osg::Vec4f(0,0,1,1), *compositeMap);
mCompositeMapRenderer->addCompositeMap(compositeMap.get(), false);
transform->getOrCreateUserDataContainer()->setUserData(compositeMap);
TextureLayer layer;
layer.mDiffuseMap = compositeMap->mTexture;
layer.mParallax = false;
layer.mSpecular = false;
geometry->setPasses(::Terrain::createPasses(mSceneManager->getForceShaders() || !mSceneManager->getClampLighting(), mSceneManager->getForcePerPixelLighting(),
mSceneManager->getClampLighting(), &mSceneManager->getShaderManager(), std::vector<TextureLayer>(1, layer), std::vector<osg::ref_ptr<osg::Texture2D> >(), 1.f, 1.f));
}
else
{
geometry->setPasses(createPasses(chunkSize, chunkCenter, false));
}
transform->addChild(geometry);
if (!mCullingActive)
{
transform->setCullingActive(false);
geometry->setCullingActive(false);
}
else
transform->getBound();
if (mSceneManager->getIncrementalCompileOperation())
{
mSceneManager->getIncrementalCompileOperation()->add(geometry);
}
return transform;
}
}