Merge remote-tracking branch 'scrawl/master'

pull/51/head
Marc Zinnschlag 12 years ago
commit e03e2f0817

@ -988,7 +988,7 @@ void RenderingManager::updateWaterRippleEmitterPtr (const MWWorld::Ptr& old, con
void RenderingManager::frameStarted(float dt, bool paused)
{
if (mTerrain && mTerrain->getVisible())
if (mTerrain)
mTerrain->update(mRendering.getCamera()->getRealPosition());
if (!paused)

@ -466,6 +466,18 @@ namespace MWWorld
ESM::Land *ptr = new ESM::Land();
ptr->load(esm);
// Same area defined in multiple plugins? -> last plugin wins
// Can't use search() because we aren't sorted yet - is there any other way to speed this up?
for (std::vector<ESM::Land*>::iterator it = mStatic.begin(); it != mStatic.end(); ++it)
{
if ((*it)->mX == ptr->mX && (*it)->mY == ptr->mY)
{
delete *it;
mStatic.erase(it);
break;
}
}
mStatic.push_back(ptr);
}

@ -153,6 +153,14 @@ bool Cell::getNextRef(ESMReader &esm, CellRef &ref)
// That should be it, I haven't seen any other fields yet.
}
// NAM0 sometimes appears here, sometimes further on
ref.mNam0 = 0;
if (esm.isNextSub("NAM0"))
{
esm.getHT(ref.mNam0);
//esm.getHNOT(NAM0, "NAM0");
}
esm.getHNT(ref.mRefnum, "FRMR");
ref.mRefID = esm.getHNString("NAME");
@ -243,7 +251,6 @@ bool Cell::getNextRef(ESMReader &esm, CellRef &ref)
// Update: Well, maybe not completely useless. This might actually be
// number_of_references + number_of_references_moved_here_Across_boundaries,
// and could be helpful for collecting these weird moved references.
ref.mNam0 = 0;
if (esm.isNextSub("NAM0"))
{
esm.getHT(ref.mNam0);

@ -40,29 +40,6 @@ namespace Terrain
}
int MaterialGenerator::getMaxLayersPerPass ()
{
// count the texture units free
Ogre::uint8 freeTextureUnits = 16;
// first layer doesn't need blendmap
--freeTextureUnits;
if (mSplitShadows)
freeTextureUnits -= 3;
else if (mShadows)
--freeTextureUnits;
// each layer needs 1.25 units (1xdiffusespec, 0.25xblend)
return static_cast<Ogre::uint8>(freeTextureUnits / (1.25f)) + 1;
}
int MaterialGenerator::getRequiredPasses ()
{
int maxLayersPerPass = getMaxLayersPerPass();
return std::max(1.f, std::ceil(static_cast<float>(mLayerList.size()) / maxLayersPerPass));
}
Ogre::MaterialPtr MaterialGenerator::generate(Ogre::MaterialPtr mat)
{
return create(mat, false, false);
@ -201,45 +178,64 @@ namespace Terrain
else
{
int numPasses = getRequiredPasses();
assert(numPasses);
int maxLayersInOnePass = getMaxLayersPerPass();
bool shadows = mShadows && !renderCompositeMap;
for (int pass=0; pass<numPasses; ++pass)
int layerOffset = 0;
while (layerOffset < (int)mLayerList.size())
{
int layerOffset = maxLayersInOnePass * pass;
int blendmapOffset = (pass == 0) ? 1 : 0; // the first layer of the first pass is the base layer and does not need a blend map
int blendmapOffset = (layerOffset == 0) ? 1 : 0; // the first layer of the first pass is the base layer and does not need a blend map
// Check how many layers we can fit in this pass
int numLayersInThisPass = 0;
int numBlendTextures = 0;
std::vector<std::string> blendTextures;
int remainingTextureUnits = OGRE_MAX_TEXTURE_LAYERS;
if (shadows)
remainingTextureUnits -= (mSplitShadows ? 3 : 1);
while (remainingTextureUnits && layerOffset + numLayersInThisPass < (int)mLayerList.size())
{
int layerIndex = numLayersInThisPass + layerOffset;
int neededTextureUnits=0;
int neededBlendTextures=0;
if (layerIndex != 0)
{
std::string blendTextureName = mBlendmapList[getBlendmapIndexForLayer(layerIndex)]->getName();
if (std::find(blendTextures.begin(), blendTextures.end(), blendTextureName) == blendTextures.end())
{
blendTextures.push_back(blendTextureName);
++neededBlendTextures;
++neededTextureUnits; // blend texture
}
}
++neededTextureUnits; // layer texture
if (neededTextureUnits <= remainingTextureUnits)
{
// We can fit another!
remainingTextureUnits -= neededTextureUnits;
numBlendTextures += neededBlendTextures;
++numLayersInThisPass;
}
else
break; // We're full
}
sh::MaterialInstancePass* p = material->createPass ();
p->setProperty ("vertex_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_vertex")));
p->setProperty ("fragment_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_fragment")));
if (pass != 0)
if (layerOffset != 0)
{
p->setProperty ("scene_blend", sh::makeProperty(new sh::StringValue("alpha_blend")));
// Only write if depth is equal to the depth value written by the previous pass.
p->setProperty ("depth_func", sh::makeProperty(new sh::StringValue("equal")));
}
p->mShaderProperties.setProperty ("is_first_pass", sh::makeProperty(new sh::BooleanValue(pass == 0)));
p->mShaderProperties.setProperty ("render_composite_map", sh::makeProperty(new sh::BooleanValue(renderCompositeMap)));
p->mShaderProperties.setProperty ("display_composite_map", sh::makeProperty(new sh::BooleanValue(displayCompositeMap)));
Ogre::uint numLayersInThisPass = std::min(maxLayersInOnePass, (int)mLayerList.size()-layerOffset);
// a blend map might be shared between two passes
Ogre::uint numBlendTextures=0;
std::vector<std::string> blendTextures;
for (unsigned int layer=blendmapOffset; layer<numLayersInThisPass; ++layer)
{
std::string blendTextureName = mBlendmapList[getBlendmapIndexForLayer(layerOffset+layer)]->getName();
if (std::find(blendTextures.begin(), blendTextures.end(), blendTextureName) == blendTextures.end())
{
blendTextures.push_back(blendTextureName);
++numBlendTextures;
}
}
p->mShaderProperties.setProperty ("num_layers", sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(numLayersInThisPass))));
p->mShaderProperties.setProperty ("num_blendmaps", sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(numBlendTextures))));
@ -250,7 +246,7 @@ namespace Terrain
blendmapStart = 0;
else
blendmapStart = getBlendmapIndexForLayer(layerOffset+blendmapOffset);
for (Ogre::uint i = 0; i < numBlendTextures; ++i)
for (int i = 0; i < numBlendTextures; ++i)
{
sh::MaterialInstanceTextureUnit* blendTex = p->createTextureUnit ("blendMap" + Ogre::StringConverter::toString(i));
blendTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(mBlendmapList[blendmapStart+i]->getName())));
@ -258,7 +254,7 @@ namespace Terrain
}
// layer maps
for (Ogre::uint i = 0; i < numLayersInThisPass; ++i)
for (int i = 0; i < numLayersInThisPass; ++i)
{
sh::MaterialInstanceTextureUnit* diffuseTex = p->createTextureUnit ("diffuseMap" + Ogre::StringConverter::toString(i));
diffuseTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue("textures\\"+mLayerList[layerOffset+i])));
@ -280,7 +276,7 @@ namespace Terrain
}
// shadow
if (mShadows)
if (shadows)
{
for (Ogre::uint i = 0; i < (mSplitShadows ? 3 : 1); ++i)
{
@ -292,7 +288,9 @@ namespace Terrain
Ogre::StringConverter::toString(numBlendTextures + numLayersInThisPass))));
// Make sure the pass index is fed to the permutation handler, because blendmap components may be different
p->mShaderProperties.setProperty ("pass_index", sh::makeProperty(new sh::IntValue(pass)));
p->mShaderProperties.setProperty ("pass_index", sh::makeProperty(new sh::IntValue(layerOffset)));
layerOffset += numLayersInThisPass;
}
}
}

@ -43,10 +43,6 @@ namespace Terrain
private:
Ogre::MaterialPtr create (Ogre::MaterialPtr mat, bool renderCompositeMap, bool displayCompositeMap);
int getRequiredPasses ();
int getMaxLayersPerPass ();
int mNumLayers;
std::vector<std::string> mLayerList;
std::vector<Ogre::TexturePtr> mBlendmapList;
std::string mCompositeMap;

@ -151,8 +151,15 @@ QuadTreeNode::QuadTreeNode(Terrain* terrain, ChildDirection dir, float size, con
for (int i=0; i<4; ++i)
mNeighbours[i] = NULL;
mSceneNode = mTerrain->getSceneManager()->getRootSceneNode()->createChildSceneNode(
Ogre::Vector3(mCenter.x*8192, mCenter.y*8192, 0));
if (mDirection == Root)
mSceneNode = mTerrain->getRootSceneNode();
else
mSceneNode = mTerrain->getSceneManager()->createSceneNode();
Ogre::Vector2 pos (0,0);
if (mParent)
pos = mParent->getCenter();
pos = mCenter - pos;
mSceneNode->setPosition(Ogre::Vector3(pos.x*8192, pos.y*8192, 0));
mLodLevel = log2(mSize);
@ -221,13 +228,12 @@ void QuadTreeNode::update(const Ogre::Vector3 &cameraPos)
float dist = distance(mWorldBounds, cameraPos);
if (!mTerrain->getDistantLandEnabled())
bool distantLand = mTerrain->getDistantLandEnabled();
// Make sure our scene node is attached
if (!mSceneNode->isInSceneGraph())
{
if (dist > 8192*2)
{
destroyChunks();
return;
}
mParent->getSceneNode()->addChild(mSceneNode);
}
/// \todo implement error metrics or some other means of not using arbitrary values
@ -246,9 +252,22 @@ void QuadTreeNode::update(const Ogre::Vector3 &cameraPos)
if (dist > 8192*64)
wantedLod = 6;
bool hadChunk = hasChunk();
if (!distantLand && dist > 8192*2)
{
if (mIsActive)
{
destroyChunks(true);
mIsActive = false;
}
return;
}
mIsActive = true;
if (mSize <= mTerrain->getMaxBatchSize() && mLodLevel <= wantedLod)
{
bool hadChunk = hasChunk();
// Wanted LOD is small enough to render this node in one chunk
if (!mChunk)
{
@ -297,32 +316,36 @@ void QuadTreeNode::update(const Ogre::Vector3 &cameraPos)
if (!hadChunk && hasChildren())
{
for (int i=0; i<4; ++i)
mChildren[i]->hideChunks();
// Make sure child scene nodes are detached
mSceneNode->removeAllChildren();
// If distant land is enabled, keep the chunks around in case we need them again,
// otherwise, prefer low memory usage
if (!distantLand)
for (int i=0; i<4; ++i)
mChildren[i]->destroyChunks(true);
}
}
else
{
// Wanted LOD is too detailed to be rendered in one chunk,
// so split it up by delegating to child nodes
if (mChunk)
mChunk->setVisible(false);
if (hadChunk)
{
// If distant land is enabled, keep the chunks around in case we need them again,
// otherwise, prefer low memory usage
if (!distantLand)
destroyChunks(false);
else if (mChunk)
mChunk->setVisible(false);
}
assert(hasChildren() && "Leaf node's LOD needs to be 0");
for (int i=0; i<4; ++i)
mChildren[i]->update(cameraPos);
}
}
void QuadTreeNode::hideChunks()
{
if (mChunk)
mChunk->setVisible(false);
else if (hasChildren())
for (int i=0; i<4; ++i)
mChildren[i]->hideChunks();
}
void QuadTreeNode::destroyChunks()
void QuadTreeNode::destroyChunks(bool children)
{
if (mChunk)
{
@ -348,9 +371,9 @@ void QuadTreeNode::destroyChunks()
mCompositeMap.setNull();
}
}
else if (hasChildren())
else if (children && hasChildren())
for (int i=0; i<4; ++i)
mChildren[i]->destroyChunks();
mChildren[i]->destroyChunks(true);
}
void QuadTreeNode::updateIndexBuffers()
@ -366,7 +389,7 @@ void QuadTreeNode::updateIndexBuffers()
bool QuadTreeNode::hasChunk()
{
return mChunk && mChunk->getVisible();
return mSceneNode->isInSceneGraph() && mChunk && mChunk->getVisible();
}
size_t QuadTreeNode::getActualLodLevel()
@ -400,7 +423,7 @@ void QuadTreeNode::prepareForCompositeMap(Ogre::TRect<float> area)
std::vector<std::string> layer;
layer.push_back("_land_default.dds");
matGen.setLayerList(layer);
makeQuad(sceneMgr, area.left, area.top, area.right, area.bottom, matGen.generate(Ogre::MaterialPtr()));
makeQuad(sceneMgr, area.left, area.top, area.right, area.bottom, matGen.generateForCompositeMapRTT(Ogre::MaterialPtr()));
return;
}
if (mSize > 1)

@ -72,6 +72,8 @@ namespace Terrain
QuadTreeNode* getParent() { return mParent; }
Ogre::SceneNode* getSceneNode() { return mSceneNode; }
int getSize() { return mSize; }
Ogre::Vector2 getCenter() { return mCenter; }
@ -100,11 +102,8 @@ namespace Terrain
/// Call after QuadTreeNode::update!
void updateIndexBuffers();
/// Hide chunks rendered by this node and all its children
void hideChunks();
/// Destroy chunks rendered by this node and all its children
void destroyChunks();
/// Destroy chunks rendered by this node *and* its children (if param is true)
void destroyChunks(bool children);
/// Get the effective LOD level if this node was rendered in one chunk
/// with ESM::Land::LAND_SIZE^2 vertices
@ -127,6 +126,10 @@ namespace Terrain
// Stored here for convenience in case we need layer list again
MaterialGenerator* mMaterialGenerator;
/// Is this node (or any of its child nodes) currently configured to render itself?
/// (only relevant when distant land is disabled, otherwise whole terrain is always rendered)
bool mIsActive;
bool mIsDummy;
float mSize;
size_t mLodLevel; // LOD if we were to render this node in one chunk

@ -59,6 +59,7 @@ namespace Terrain
, mVisibilityFlags(visibilityFlags)
, mDistantLand(distantLand)
, mShaders(shaders)
, mVisible(true)
{
mCompositeMapSceneMgr = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC);
@ -81,6 +82,8 @@ namespace Terrain
// Adjust the center according to the new size
Ogre::Vector3 center = mBounds.getCenter() + Ogre::Vector3((size-origSizeX)/2.f, (size-origSizeY)/2.f, 0);
mRootSceneNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
mRootNode = new QuadTreeNode(this, Root, size, Ogre::Vector2(center.x, center.y), NULL);
buildQuadTree(mRootNode);
mRootNode->initAabb();
@ -142,6 +145,8 @@ namespace Terrain
void Terrain::update(const Ogre::Vector3& cameraPos)
{
if (!mVisible)
return;
mRootNode->update(cameraPos);
mRootNode->updateIndexBuffers();
}
@ -379,8 +384,12 @@ namespace Terrain
void Terrain::setVisible(bool visible)
{
if (visible && !mVisible)
mSceneMgr->getRootSceneNode()->addChild(mRootSceneNode);
else if (!visible && mVisible)
mSceneMgr->getRootSceneNode()->removeChild(mRootSceneNode);
mVisible = visible;
mRootNode->setVisible(visible);
}
bool Terrain::getVisible()

@ -55,6 +55,8 @@ namespace Terrain
Ogre::SceneManager* getSceneManager() { return mSceneMgr; }
Ogre::SceneNode* getRootSceneNode() { return mRootSceneNode; }
Storage* getStorage() { return mStorage; }
/// Show or hide the whole terrain
@ -83,6 +85,7 @@ namespace Terrain
bool mVisible;
QuadTreeNode* mRootNode;
Ogre::SceneNode* mRootSceneNode;
Storage* mStorage;
int mVisibilityFlags;

@ -39,7 +39,6 @@
#if LIGHTING
@shAllocatePassthrough(3, lightResult)
@shAllocatePassthrough(3, directionalResult)
#endif
#if SHADOWS
@shAllocatePassthrough(4, lightSpacePos0)
@ -49,6 +48,7 @@
@shAllocatePassthrough(4, lightSpacePos@shIterator)
@shEndForeach
#endif
#endif
#ifdef SH_VERTEX_SHADER
@ -200,6 +200,7 @@
@shPassthroughFragmentInputs
#if LIGHTING
#if SHADOWS
shSampler2D(shadowMap0)
shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, @shPropertyString(shadowtexture_offset))
@ -215,6 +216,7 @@
#if SHADOWS || SHADOWS_PSSM
shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
#endif
#endif
#if (UNDERWATER) || (FOG)
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)

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