You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
261 lines
9.0 KiB
C++
261 lines
9.0 KiB
C++
#include "buffercache.hpp"
|
|
|
|
#include <cassert>
|
|
|
|
#include <OpenThreads/ScopedLock>
|
|
|
|
#include <osg/PrimitiveSet>
|
|
|
|
#include "defs.hpp"
|
|
|
|
namespace
|
|
{
|
|
|
|
template <typename IndexArrayType>
|
|
osg::ref_ptr<IndexArrayType> createIndexBuffer(unsigned int flags, unsigned int verts)
|
|
{
|
|
// LOD level n means every 2^n-th vertex is kept
|
|
size_t lodLevel = (flags >> (4*4));
|
|
|
|
size_t lodDeltas[4];
|
|
for (int i=0; i<4; ++i)
|
|
lodDeltas[i] = (flags >> (4*i)) & (0xf);
|
|
|
|
bool anyDeltas = (lodDeltas[Terrain::North] || lodDeltas[Terrain::South] || lodDeltas[Terrain::West] || lodDeltas[Terrain::East]);
|
|
|
|
size_t increment = static_cast<size_t>(1) << lodLevel;
|
|
assert(increment < verts);
|
|
|
|
osg::ref_ptr<IndexArrayType> indices (new IndexArrayType(osg::PrimitiveSet::TRIANGLES));
|
|
indices->reserve((verts-1)*(verts-1)*2*3 / increment);
|
|
|
|
size_t rowStart = 0, colStart = 0, rowEnd = verts-1, colEnd = verts-1;
|
|
// If any edge needs stitching we'll skip all edges at this point,
|
|
// mainly because stitching one edge would have an effect on corners and on the adjacent edges
|
|
if (anyDeltas)
|
|
{
|
|
colStart += increment;
|
|
colEnd -= increment;
|
|
rowEnd -= increment;
|
|
rowStart += increment;
|
|
}
|
|
for (size_t row = rowStart; row < rowEnd; row += increment)
|
|
{
|
|
for (size_t col = colStart; col < colEnd; col += increment)
|
|
{
|
|
// diamond pattern
|
|
if ((row + col%2) % 2 == 1)
|
|
{
|
|
indices->push_back(verts*(col+increment)+row);
|
|
indices->push_back(verts*(col+increment)+row+increment);
|
|
indices->push_back(verts*col+row+increment);
|
|
|
|
indices->push_back(verts*col+row);
|
|
indices->push_back(verts*(col+increment)+row);
|
|
indices->push_back(verts*(col)+row+increment);
|
|
}
|
|
else
|
|
{
|
|
indices->push_back(verts*col+row);
|
|
indices->push_back(verts*(col+increment)+row+increment);
|
|
indices->push_back(verts*col+row+increment);
|
|
|
|
indices->push_back(verts*col+row);
|
|
indices->push_back(verts*(col+increment)+row);
|
|
indices->push_back(verts*(col+increment)+row+increment);
|
|
}
|
|
}
|
|
}
|
|
|
|
size_t innerStep = increment;
|
|
if (anyDeltas)
|
|
{
|
|
// Now configure LOD transitions at the edges - this is pretty tedious,
|
|
// and some very long and boring code, but it works great
|
|
|
|
// South
|
|
size_t row = 0;
|
|
size_t outerStep = static_cast<size_t>(1) << (lodDeltas[Terrain::South] + lodLevel);
|
|
for (size_t col = 0; col < verts-1; col += outerStep)
|
|
{
|
|
indices->push_back(verts*col+row);
|
|
indices->push_back(verts*(col+outerStep)+row);
|
|
// Make sure not to touch the right edge
|
|
if (col+outerStep == verts-1)
|
|
indices->push_back(verts*(col+outerStep-innerStep)+row+innerStep);
|
|
else
|
|
indices->push_back(verts*(col+outerStep)+row+innerStep);
|
|
|
|
for (size_t i = 0; i < outerStep; i += innerStep)
|
|
{
|
|
// Make sure not to touch the left or right edges
|
|
if (col+i == 0 || col+i == verts-1-innerStep)
|
|
continue;
|
|
indices->push_back(verts*(col)+row);
|
|
indices->push_back(verts*(col+i+innerStep)+row+innerStep);
|
|
indices->push_back(verts*(col+i)+row+innerStep);
|
|
}
|
|
}
|
|
|
|
// North
|
|
row = verts-1;
|
|
outerStep = size_t(1) << (lodDeltas[Terrain::North] + lodLevel);
|
|
for (size_t col = 0; col < verts-1; col += outerStep)
|
|
{
|
|
indices->push_back(verts*(col+outerStep)+row);
|
|
indices->push_back(verts*col+row);
|
|
// Make sure not to touch the left edge
|
|
if (col == 0)
|
|
indices->push_back(verts*(col+innerStep)+row-innerStep);
|
|
else
|
|
indices->push_back(verts*col+row-innerStep);
|
|
|
|
for (size_t i = 0; i < outerStep; i += innerStep)
|
|
{
|
|
// Make sure not to touch the left or right edges
|
|
if (col+i == 0 || col+i == verts-1-innerStep)
|
|
continue;
|
|
indices->push_back(verts*(col+i)+row-innerStep);
|
|
indices->push_back(verts*(col+i+innerStep)+row-innerStep);
|
|
indices->push_back(verts*(col+outerStep)+row);
|
|
}
|
|
}
|
|
|
|
// West
|
|
size_t col = 0;
|
|
outerStep = size_t(1) << (lodDeltas[Terrain::West] + lodLevel);
|
|
for (row = 0; row < verts-1; row += outerStep)
|
|
{
|
|
indices->push_back(verts*col+row+outerStep);
|
|
indices->push_back(verts*col+row);
|
|
// Make sure not to touch the top edge
|
|
if (row+outerStep == verts-1)
|
|
indices->push_back(verts*(col+innerStep)+row+outerStep-innerStep);
|
|
else
|
|
indices->push_back(verts*(col+innerStep)+row+outerStep);
|
|
|
|
for (size_t i = 0; i < outerStep; i += innerStep)
|
|
{
|
|
// Make sure not to touch the top or bottom edges
|
|
if (row+i == 0 || row+i == verts-1-innerStep)
|
|
continue;
|
|
indices->push_back(verts*col+row);
|
|
indices->push_back(verts*(col+innerStep)+row+i);
|
|
indices->push_back(verts*(col+innerStep)+row+i+innerStep);
|
|
}
|
|
}
|
|
|
|
// East
|
|
col = verts-1;
|
|
outerStep = size_t(1) << (lodDeltas[Terrain::East] + lodLevel);
|
|
for (row = 0; row < verts-1; row += outerStep)
|
|
{
|
|
indices->push_back(verts*col+row);
|
|
indices->push_back(verts*col+row+outerStep);
|
|
// Make sure not to touch the bottom edge
|
|
if (row == 0)
|
|
indices->push_back(verts*(col-innerStep)+row+innerStep);
|
|
else
|
|
indices->push_back(verts*(col-innerStep)+row);
|
|
|
|
for (size_t i = 0; i < outerStep; i += innerStep)
|
|
{
|
|
// Make sure not to touch the top or bottom edges
|
|
if (row+i == 0 || row+i == verts-1-innerStep)
|
|
continue;
|
|
indices->push_back(verts*col+row+outerStep);
|
|
indices->push_back(verts*(col-innerStep)+row+i+innerStep);
|
|
indices->push_back(verts*(col-innerStep)+row+i);
|
|
}
|
|
}
|
|
}
|
|
|
|
return indices;
|
|
}
|
|
|
|
}
|
|
|
|
namespace Terrain
|
|
{
|
|
|
|
osg::ref_ptr<osg::Vec2Array> BufferCache::getUVBuffer(unsigned int numVerts)
|
|
{
|
|
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mUvBufferMutex);
|
|
if (mUvBufferMap.find(numVerts) != mUvBufferMap.end())
|
|
{
|
|
return mUvBufferMap[numVerts];
|
|
}
|
|
|
|
int vertexCount = numVerts * numVerts;
|
|
|
|
osg::ref_ptr<osg::Vec2Array> uvs (new osg::Vec2Array);
|
|
uvs->reserve(vertexCount);
|
|
|
|
for (unsigned int col = 0; col < numVerts; ++col)
|
|
{
|
|
for (unsigned int row = 0; row < numVerts; ++row)
|
|
{
|
|
uvs->push_back(osg::Vec2f(col / static_cast<float>(numVerts-1),
|
|
((numVerts-1) - row) / static_cast<float>(numVerts-1)));
|
|
}
|
|
}
|
|
|
|
// Assign a VBO here to enable state sharing between different Geometries.
|
|
uvs->setVertexBufferObject(new osg::VertexBufferObject);
|
|
|
|
mUvBufferMap[numVerts] = uvs;
|
|
return uvs;
|
|
}
|
|
|
|
osg::ref_ptr<osg::DrawElements> BufferCache::getIndexBuffer(unsigned int numVerts, unsigned int flags)
|
|
{
|
|
std::pair<int, int> id = std::make_pair(numVerts, flags);
|
|
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mIndexBufferMutex);
|
|
|
|
if (mIndexBufferMap.find(id) != mIndexBufferMap.end())
|
|
{
|
|
return mIndexBufferMap[id];
|
|
}
|
|
|
|
osg::ref_ptr<osg::DrawElements> buffer;
|
|
|
|
if (numVerts*numVerts <= (0xffffu))
|
|
buffer = createIndexBuffer<osg::DrawElementsUShort>(flags, numVerts);
|
|
else
|
|
buffer = createIndexBuffer<osg::DrawElementsUInt>(flags, numVerts);
|
|
|
|
// Assign a EBO here to enable state sharing between different Geometries.
|
|
buffer->setElementBufferObject(new osg::ElementBufferObject);
|
|
|
|
mIndexBufferMap[id] = buffer;
|
|
return buffer;
|
|
}
|
|
|
|
void BufferCache::clearCache()
|
|
{
|
|
{
|
|
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mIndexBufferMutex);
|
|
mIndexBufferMap.clear();
|
|
}
|
|
{
|
|
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mUvBufferMutex);
|
|
mUvBufferMap.clear();
|
|
}
|
|
}
|
|
|
|
void BufferCache::releaseGLObjects(osg::State *state)
|
|
{
|
|
{
|
|
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mIndexBufferMutex);
|
|
for (auto indexbuffer : mIndexBufferMap)
|
|
indexbuffer.second->releaseGLObjects(state);
|
|
}
|
|
{
|
|
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mUvBufferMutex);
|
|
for (auto uvbuffer : mUvBufferMap)
|
|
uvbuffer.second->releaseGLObjects(state);
|
|
}
|
|
}
|
|
|
|
}
|