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openmw-tes3mp/apps/openmw/mwrender/terrain.cpp
Jacob Essex 941a22034f Merge branch 'terrain_next' of git://github.com/scrawl/openmw into terrain_next
Conflicts:
	apps/openmw/mwrender/terrain.cpp
2012-03-04 11:30:37 +00:00

484 lines
19 KiB
C++

#include <OgreTerrain.h>
#include <OgreTerrainGroup.h>
#include "terrainmaterial.hpp"
#include "terrain.hpp"
#include "components/esm/loadland.hpp"
#include <boost/lexical_cast.hpp>
using namespace Ogre;
namespace MWRender
{
//----------------------------------------------------------------------------------------------
TerrainManager::TerrainManager(SceneManager* mgr)
{
mTerrainGlobals = OGRE_NEW TerrainGlobalOptions();
TerrainMaterialGeneratorPtr matGen;
TerrainMaterialGeneratorB* matGenP = new TerrainMaterialGeneratorB();
matGen.bind(matGenP);
mTerrainGlobals->setDefaultMaterialGenerator(matGen);
TerrainMaterialGenerator::Profile* const activeProfile =
mTerrainGlobals->getDefaultMaterialGenerator()
->getActiveProfile();
mActiveProfile =
static_cast<TerrainMaterialGeneratorB::SM2Profile*>(activeProfile);
//The pixel error should be as high as possible without it being noticed
//as it governs how fast mesh quality decreases.
mTerrainGlobals->setMaxPixelError(8);
mTerrainGlobals->setLayerBlendMapSize(32);
mTerrainGlobals->setLightMapSize(256);
mTerrainGlobals->setCompositeMapSize(256);
mTerrainGlobals->setDefaultGlobalColourMapSize(256);
//10 (default) didn't seem to be quite enough
mTerrainGlobals->setSkirtSize(128);
//due to the sudden flick between composite and non composite textures,
//this seemed the distance where it wasn't too noticeable
mTerrainGlobals->setCompositeMapDistance(mWorldSize*2);
mActiveProfile->setLightmapEnabled(false);
mActiveProfile->setLayerSpecularMappingEnabled(false);
mActiveProfile->setLayerNormalMappingEnabled(false);
mActiveProfile->setLayerParallaxMappingEnabled(false);
mActiveProfile->setReceiveDynamicShadowsEnabled(false);
mActiveProfile->setCompositeMapEnabled(false);
mTerrainGroup = OGRE_NEW TerrainGroup(mgr,
Terrain::ALIGN_X_Z,
mLandSize,
mWorldSize);
mTerrainGroup->setOrigin(Vector3(mWorldSize/2,
0,
-mWorldSize/2));
Terrain::ImportData& importSettings =
mTerrainGroup->getDefaultImportSettings();
importSettings.inputBias = 0;
importSettings.terrainSize = mLandSize;
importSettings.worldSize = mWorldSize;
importSettings.minBatchSize = 9;
importSettings.maxBatchSize = mLandSize;
importSettings.deleteInputData = true;
}
//----------------------------------------------------------------------------------------------
TerrainManager::~TerrainManager()
{
OGRE_DELETE mTerrainGroup;
OGRE_DELETE mTerrainGlobals;
}
//----------------------------------------------------------------------------------------------
void TerrainManager::setDiffuse(const ColourValue& diffuse)
{
mTerrainGlobals->setCompositeMapDiffuse(diffuse);
}
//----------------------------------------------------------------------------------------------
void TerrainManager::setAmbient(const ColourValue& ambient)
{
mTerrainGlobals->setCompositeMapAmbient(ambient);
}
//----------------------------------------------------------------------------------------------
void TerrainManager::cellAdded(MWWorld::Ptr::CellStore *store)
{
const int cellX = store->cell->getGridX();
const int cellY = store->cell->getGridY();
//split the cell terrain into four segments
const int numTextures = ESM::Land::LAND_TEXTURE_SIZE/2;
for ( int x = 0; x < 2; x++ )
{
for ( int y = 0; y < 2; y++ )
{
Terrain::ImportData terrainData =
mTerrainGroup->getDefaultImportSettings();
const int terrainX = cellX * 2 + x;
const int terrainY = cellY * 2 + y;
//it makes far more sense to reallocate the memory here,
//and let Ogre deal with it due to the issues with deleting
//it at the wrong time if using threads (Which Terrain does)
terrainData.inputFloat = OGRE_ALLOC_T(float,
mLandSize*mLandSize,
MEMCATEGORY_GEOMETRY);
//copy the height data row by row
for ( int terrainCopyY = 0; terrainCopyY < mLandSize; terrainCopyY++ )
{
//the offset of the current segment
const size_t yOffset = y * (mLandSize-1) * ESM::Land::LAND_SIZE +
//offset of the row
terrainCopyY * ESM::Land::LAND_SIZE;
const size_t xOffset = x * (mLandSize-1);
memcpy(&terrainData.inputFloat[terrainCopyY*mLandSize],
&store->land[1][1]->landData->heights[yOffset + xOffset],
mLandSize*sizeof(float));
}
std::map<uint16_t, int> indexes;
initTerrainTextures(&terrainData, store,
x * numTextures, y * numTextures,
numTextures, indexes);
if (mTerrainGroup->getTerrain(terrainX, terrainY) == NULL)
{
mTerrainGroup->defineTerrain(terrainX, terrainY, &terrainData);
mTerrainGroup->loadTerrain(terrainX, terrainY, true);
Terrain* terrain = mTerrainGroup->getTerrain(terrainX, terrainY);
initTerrainBlendMaps(terrain, store,
x * numTextures, y * numTextures,
numTextures,
indexes);
// disable or enable global colour map (depends on available vertex colours)
if ( store->land[1][1]->landData->usingColours )
mActiveProfile->setGlobalColourMapEnabled(true);
else
mActiveProfile->setGlobalColourMapEnabled(false);
if ( store->land[1][1]->landData->usingColours )
{
TexturePtr vertex = getVertexColours(store,
x*(mLandSize-1),
y*(mLandSize-1),
mLandSize);
//this is a hack to get around the fact that Ogre seems to
//corrupt the global colour map leading to rendering errors
MaterialPtr mat = terrain->getMaterial();
mat->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName( vertex->getName() );
//mat = terrain->_getCompositeMapMaterial();
//mat->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName( vertex->getName() );
}
}
}
}
mTerrainGroup->freeTemporaryResources();
}
//----------------------------------------------------------------------------------------------
void TerrainManager::cellRemoved(MWWorld::Ptr::CellStore *store)
{
for ( int x = 0; x < 2; x++ )
{
for ( int y = 0; y < 2; y++ )
{
mTerrainGroup->unloadTerrain(store->cell->getGridX() * 2 + x,
store->cell->getGridY() * 2 + y);
}
}
}
//----------------------------------------------------------------------------------------------
void TerrainManager::initTerrainTextures(Terrain::ImportData* terrainData,
MWWorld::Ptr::CellStore* store,
int fromX, int fromY, int size,
std::map<uint16_t, int>& indexes)
{
assert(store != NULL && "store must be a valid pointer");
assert(terrainData != NULL && "Must have valid terrain data");
assert(fromX >= 0 && fromY >= 0 &&
"Can't get a terrain texture on terrain outside the current cell");
assert(fromX+size <= ESM::Land::LAND_TEXTURE_SIZE &&
fromY+size <= ESM::Land::LAND_TEXTURE_SIZE &&
"Can't get a terrain texture on terrain outside the current cell");
//this ensures that the ltex indexes are sorted (or retrived as sorted
//which simplifies shading between cells).
//
//If we don't sort the ltex indexes, the splatting order may differ between
//cells which may lead to inconsistent results when shading between cells
std::set<uint16_t> ltexIndexes;
for ( int y = fromY - 1; y < fromY + size + 1; y++ )
{
for ( int x = fromX - 1; x < fromX + size + 1; x++ )
{
ltexIndexes.insert(getLtexIndexAt(store, x, y));
}
}
//there is one texture that we want to use as a base (i.e. it won't have
//a blend map). This holds the ltex index of that base texture so that
//we know not to include it in the output map
int baseTexture = -1;
for ( std::set<uint16_t>::iterator iter = ltexIndexes.begin();
iter != ltexIndexes.end();
++iter )
{
const uint16_t ltexIndex = *iter;
//this is the base texture, so we can ignore this at present
if ( ltexIndex == baseTexture )
{
continue;
}
const std::map<uint16_t, int>::const_iterator it = indexes.find(ltexIndex);
if ( it == indexes.end() )
{
//NB: All vtex ids are +1 compared to the ltex ids
assert( (int)store->landTextures->ltex.size() >= (int)ltexIndex - 1 &&
"LAND.VTEX must be within the bounds of the LTEX array");
std::string texture;
if ( ltexIndex == 0 )
{
texture = "_land_default.dds";
}
else
{
texture = store->landTextures->ltex[ltexIndex-1].texture;
//TODO this is needed due to MWs messed up texture handling
texture = texture.substr(0, texture.rfind(".")) + ".dds";
}
const size_t position = terrainData->layerList.size();
terrainData->layerList.push_back(Terrain::LayerInstance());
terrainData->layerList[position].worldSize = 256;
terrainData->layerList[position].textureNames.push_back("textures\\" + texture);
if ( baseTexture == -1 )
{
baseTexture = ltexIndex;
}
else
{
indexes[ltexIndex] = position;
}
}
}
}
//----------------------------------------------------------------------------------------------
void TerrainManager::initTerrainBlendMaps(Terrain* terrain,
MWWorld::Ptr::CellStore* store,
int fromX, int fromY, int size,
const std::map<uint16_t, int>& indexes)
{
assert(store != NULL && "store must be a valid pointer");
assert(terrain != NULL && "Must have valid terrain");
assert(fromX >= 0 && fromY >= 0 &&
"Can't get a terrain texture on terrain outside the current cell");
assert(fromX+size <= ESM::Land::LAND_TEXTURE_SIZE &&
fromY+size <= ESM::Land::LAND_TEXTURE_SIZE &&
"Can't get a terrain texture on terrain outside the current cell");
//size must be a power of 2 as we do divisions with a power of 2 number
//that need to result in an integer for correct splatting
assert( (size & (size - 1)) == 0 && "Size must be a power of 2");
const int blendMapSize = terrain->getLayerBlendMapSize();
const int splatSize = blendMapSize / size;
//zero out every map
std::map<uint16_t, int>::const_iterator iter;
for ( iter = indexes.begin(); iter != indexes.end(); ++iter )
{
float* pBlend = terrain->getLayerBlendMap(iter->second)
->getBlendPointer();
memset(pBlend, 0, sizeof(float) * blendMapSize * blendMapSize);
}
//covert the ltex data into a set of blend maps
for ( int texY = fromY - 1; texY < fromY + size + 1; texY++ )
{
for ( int texX = fromX - 1; texX < fromX + size + 1; texX++ )
{
const uint16_t ltexIndex = getLtexIndexAt(store, texX, texY);
//check if it is the base texture (which isn't in the map) and
//if it is don't bother altering the blend map for it
if ( indexes.find(ltexIndex) == indexes.end() )
{
continue;
}
//while texX is the splat index relative to the entire cell,
//relX is relative to the current segment we are splatting
const int relX = texX - fromX;
const int relY = texY - fromY;
const int layerIndex = indexes.find(ltexIndex)->second;
float* const pBlend = terrain->getLayerBlendMap(layerIndex)
->getBlendPointer();
for ( int y = -1; y < splatSize + 1; y++ ){
for ( int x = -1; x < splatSize + 1; x++ ){
//Note: Y is reversed
const int splatY = blendMapSize - 1 - relY * splatSize - y;
const int splatX = relX * splatSize + x;
if ( splatX >= 0 && splatX < blendMapSize &&
splatY >= 0 && splatY < blendMapSize )
{
const int index = (splatY)*blendMapSize + splatX;
if ( y >= 0 && y < splatSize &&
x >= 0 && x < splatSize )
{
pBlend[index] = 1;
}
else
{
//this provides a transition shading but also
//rounds off the corners slightly
pBlend[index] = std::min(1.0f, pBlend[index] + 0.5f);
}
}
}
}
}
}
for ( int i = 1; i < terrain->getLayerCount(); i++ )
{
TerrainLayerBlendMap* blend = terrain->getLayerBlendMap(i);
blend->dirty();
blend->update();
}
}
//----------------------------------------------------------------------------------------------
int TerrainManager::getLtexIndexAt(MWWorld::Ptr::CellStore* store,
int x, int y)
{
//check texture index falls within the 9 cell bounds
//as this function can't cope with anything above that
assert(x >= -ESM::Land::LAND_TEXTURE_SIZE &&
y >= -ESM::Land::LAND_TEXTURE_SIZE &&
"Trying to get land textures that are out of bounds");
assert(x < 2*ESM::Land::LAND_TEXTURE_SIZE &&
y < 2*ESM::Land::LAND_TEXTURE_SIZE &&
"Trying to get land textures that are out of bounds");
assert(store != NULL && "Store pointer must be valid");
//default center cell is indexed at (1,1)
int cellX = 1;
int cellY = 1;
if ( x < 0 )
{
cellX--;
x += ESM::Land::LAND_TEXTURE_SIZE;
}
else if ( x >= ESM::Land::LAND_TEXTURE_SIZE )
{
cellX++;
x -= ESM::Land::LAND_TEXTURE_SIZE;
}
if ( y < 0 )
{
cellY--;
y += ESM::Land::LAND_TEXTURE_SIZE;
}
else if ( y >= ESM::Land::LAND_TEXTURE_SIZE )
{
cellY++;
y -= ESM::Land::LAND_TEXTURE_SIZE;
}
return store->land[cellX][cellY]
->landData
->textures[y * ESM::Land::LAND_TEXTURE_SIZE + x];
}
//----------------------------------------------------------------------------------------------
TexturePtr TerrainManager::getVertexColours(MWWorld::Ptr::CellStore* store,
int fromX, int fromY, int size)
{
TextureManager* const texMgr = TextureManager::getSingletonPtr();
const std::string colourTextureName = "VtexColours_" +
boost::lexical_cast<std::string>(store->cell->getGridX()) +
"_" +
boost::lexical_cast<std::string>(store->cell->getGridY()) +
"_" +
boost::lexical_cast<std::string>(fromX) +
"_" +
boost::lexical_cast<std::string>(fromY);
TexturePtr tex = texMgr->getByName(colourTextureName);
if ( !tex.isNull() )
{
return tex;
}
tex = texMgr->createManual(colourTextureName,
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
TEX_TYPE_2D, size, size, 0, PF_BYTE_BGR);
HardwarePixelBufferSharedPtr pixelBuffer = tex->getBuffer();
pixelBuffer->lock(HardwareBuffer::HBL_DISCARD);
const PixelBox& pixelBox = pixelBuffer->getCurrentLock();
uint8* pDest = static_cast<uint8*>(pixelBox.data);
const char* const colours = store->land[1][1]->landData->colours;
for ( int y = 0; y < size; y++ )
{
for ( int x = 0; x < size; x++ )
{
const size_t colourOffset = (y+fromY)*3*65 + (x+fromX)*3;
assert( colourOffset >= 0 && colourOffset < 65*65*3 &&
"Colour offset is out of the expected bounds of record" );
const unsigned char r = colours[colourOffset + 0];
const unsigned char g = colours[colourOffset + 1];
const unsigned char b = colours[colourOffset + 2];
//as is the case elsewhere we need to flip the y
const size_t imageOffset = (size - 1 - y)*size*4 + x*4;
pDest[imageOffset + 0] = b;
pDest[imageOffset + 1] = g;
pDest[imageOffset + 2] = r;
}
}
pixelBuffer->unlock();
return tex;
}
}