mirror of
https://github.com/OpenMW/openmw.git
synced 2025-03-03 13:09:40 +00:00
waterculling for both terrain
This commit is contained in:
parent
e791e65684
commit
ed20d869b4
8 changed files with 129 additions and 3 deletions
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@ -282,8 +282,6 @@ namespace MWRender
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mEffectManager.reset(new EffectManager(sceneRoot, mResourceSystem));
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mEffectManager.reset(new EffectManager(sceneRoot, mResourceSystem));
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mWater.reset(new Water(mRootNode, sceneRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), resourcePath));
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DLLandFogStart = Settings::Manager::getFloat("distant land fog start", "Fog");
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DLLandFogStart = Settings::Manager::getFloat("distant land fog start", "Fog");
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DLLandFogEnd = Settings::Manager::getFloat("distant land fog end", "Fog");
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DLLandFogEnd = Settings::Manager::getFloat("distant land fog end", "Fog");
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DLUnderwaterFogStart = Settings::Manager::getFloat("distant underwater fog start", "Fog");
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DLUnderwaterFogStart = Settings::Manager::getFloat("distant underwater fog start", "Fog");
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@ -322,6 +320,9 @@ namespace MWRender
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mTerrain->setTargetFrameRate(Settings::Manager::getFloat("target framerate", "Cells"));
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mTerrain->setTargetFrameRate(Settings::Manager::getFloat("target framerate", "Cells"));
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mTerrain->setWorkQueue(mWorkQueue.get());
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mTerrain->setWorkQueue(mWorkQueue.get());
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// water goes after terrain for correct waterculling order
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mWater.reset(new Water(mRootNode, sceneRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), resourcePath));
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mCamera.reset(new Camera(mViewer->getCamera()));
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mCamera.reset(new Camera(mViewer->getCamera()));
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mViewer->setLightingMode(osgViewer::View::NO_LIGHT);
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mViewer->setLightingMode(osgViewer::View::NO_LIGHT);
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@ -541,6 +542,8 @@ namespace MWRender
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void RenderingManager::enableTerrain(bool enable)
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void RenderingManager::enableTerrain(bool enable)
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{
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{
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if (!enable)
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mWater->setCullCallback(nullptr);
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mTerrain->enable(enable);
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mTerrain->enable(enable);
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}
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}
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@ -740,6 +743,7 @@ namespace MWRender
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void RenderingManager::setWaterHeight(float height)
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void RenderingManager::setWaterHeight(float height)
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{
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{
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mWater->setCullCallback(mTerrain->getHeightCullCallback(height, Mask_Water));
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mWater->setHeight(height);
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mWater->setHeight(height);
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mSky->setWaterHeight(height);
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mSky->setWaterHeight(height);
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}
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}
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@ -436,6 +436,7 @@ Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem
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, mToggled(true)
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, mToggled(true)
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, mTop(0)
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, mTop(0)
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, mInterior(false)
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, mInterior(false)
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, mCullCallback(nullptr)
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{
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{
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mSimulation.reset(new RippleSimulation(mSceneRoot, resourceSystem));
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mSimulation.reset(new RippleSimulation(mSceneRoot, resourceSystem));
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@ -466,6 +467,29 @@ Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem
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ico->add(mWaterNode);
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ico->add(mWaterNode);
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}
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}
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void Water::setCullCallback(osg::Callback* callback)
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{
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if (mCullCallback)
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{
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mWaterNode->removeCullCallback(mCullCallback);
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if (mReflection)
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mReflection->removeCullCallback(mCullCallback);
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if (mRefraction)
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mRefraction->removeCullCallback(mCullCallback);
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}
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mCullCallback = callback;
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if (callback)
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{
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mWaterNode->addCullCallback(callback);
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if (mReflection)
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mReflection->addCullCallback(callback);
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if (mRefraction)
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mRefraction->addCullCallback(callback);
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}
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}
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osg::Uniform *Water::getRainIntensityUniform()
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osg::Uniform *Water::getRainIntensityUniform()
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{
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{
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return mRainIntensityUniform.get();
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return mRainIntensityUniform.get();
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@ -491,6 +515,8 @@ void Water::updateWaterMaterial()
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mReflection = new Reflection(mInterior);
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mReflection = new Reflection(mInterior);
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mReflection->setWaterLevel(mTop);
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mReflection->setWaterLevel(mTop);
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mReflection->setScene(mSceneRoot);
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mReflection->setScene(mSceneRoot);
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if (mCullCallback)
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mReflection->addCullCallback(mCullCallback);
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mParent->addChild(mReflection);
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mParent->addChild(mReflection);
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if (Settings::Manager::getBool("refraction", "Water"))
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if (Settings::Manager::getBool("refraction", "Water"))
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@ -498,6 +524,8 @@ void Water::updateWaterMaterial()
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mRefraction = new Refraction;
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mRefraction = new Refraction;
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mRefraction->setWaterLevel(mTop);
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mRefraction->setWaterLevel(mTop);
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mRefraction->setScene(mSceneRoot);
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mRefraction->setScene(mSceneRoot);
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if (mCullCallback)
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mRefraction->addCullCallback(mCullCallback);
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mParent->addChild(mRefraction);
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mParent->addChild(mRefraction);
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}
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}
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@ -71,6 +71,8 @@ namespace MWRender
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float mTop;
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float mTop;
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bool mInterior;
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bool mInterior;
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osg::Callback* mCullCallback;
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osg::Vec3f getSceneNodeCoordinates(int gridX, int gridY);
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osg::Vec3f getSceneNodeCoordinates(int gridX, int gridY);
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void updateVisible();
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void updateVisible();
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@ -88,6 +90,8 @@ namespace MWRender
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const std::string& resourcePath);
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const std::string& resourcePath);
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~Water();
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~Water();
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void setCullCallback(osg::Callback* callback);
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void listAssetsToPreload(std::vector<std::string>& textures);
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void listAssetsToPreload(std::vector<std::string>& textures);
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void setEnabled(bool enabled);
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void setEnabled(bool enabled);
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@ -307,6 +307,38 @@ void loadRenderingNode(ViewData::Entry& entry, ViewData* vd, int vertexLodMod, C
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entry.mRenderingNode = chunkManager->getChunk(entry.mNode->getSize(), entry.mNode->getCenter(), ourLod, entry.mLodFlags);
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entry.mRenderingNode = chunkManager->getChunk(entry.mNode->getSize(), entry.mNode->getCenter(), ourLod, entry.mLodFlags);
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}
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}
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void updateWaterCullingView(HeightCullCallback* callback, ViewData* vd, osgUtil::CullVisitor* cv, float cellworldsize, bool outofworld)
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{
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if (!(cv->getTraversalMask() & callback->getCullMask()))
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return;
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float lowZ = FLT_MAX;
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float highZ = callback->getHighZ();
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if (cv->getEyePoint().z() <= highZ || outofworld)
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{
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callback->setLowZ(-FLT_MAX);
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return;
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}
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cv->pushCurrentMask();
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for (unsigned int i=0; i<vd->getNumEntries(); ++i)
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{
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ViewData::Entry& entry = vd->getEntry(i);
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osg::BoundingBox bb = static_cast<osg::Drawable*>(entry.mRenderingNode->asGroup()->getChild(0))->getBoundingBox();
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float minZ = bb._min.z();
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if (minZ > highZ)
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continue;
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osg::Vec3f ofs (entry.mNode->getCenter().x()*cellworldsize, entry.mNode->getCenter().y()*cellworldsize, 0.f);
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bb._min += ofs; bb._max += ofs;
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bb._min.z() = highZ;
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bb._max.z() = highZ;
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if (cv->isCulled(bb))
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continue;
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lowZ = minZ;
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break;
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}
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callback->setLowZ(lowZ);
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cv->popCurrentMask();
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}
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void QuadTreeWorld::accept(osg::NodeVisitor &nv)
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void QuadTreeWorld::accept(osg::NodeVisitor &nv)
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{
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{
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bool isCullVisitor = nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR;
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bool isCullVisitor = nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR;
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@ -384,6 +416,9 @@ void QuadTreeWorld::accept(osg::NodeVisitor &nv)
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entry.mRenderingNode->accept(nv);
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entry.mRenderingNode->accept(nv);
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}
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}
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if (isCullVisitor)
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updateWaterCullingView(mHeightCullCallback, vd, static_cast<osgUtil::CullVisitor*>(&nv), mStorage->getCellWorldSize(), !mGrid.empty());
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if (!isCullVisitor)
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if (!isCullVisitor)
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vd->clear(); // we can't reuse intersection views in the next frame because they only contain what is touched by the intersection ray.
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vd->clear(); // we can't reuse intersection views in the next frame because they only contain what is touched by the intersection ray.
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@ -3,6 +3,7 @@
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#include <memory>
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#include <memory>
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#include <osg/Group>
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#include <osg/Group>
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#include <osg/ComputeBoundsVisitor>
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#include "chunkmanager.hpp"
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#include "chunkmanager.hpp"
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#include "compositemaprenderer.hpp"
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#include "compositemaprenderer.hpp"
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@ -80,6 +81,7 @@ void TerrainGrid::loadCell(int x, int y)
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mTerrainRoot->addChild(terrainNode);
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mTerrainRoot->addChild(terrainNode);
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mGrid[std::make_pair(x,y)] = terrainNode;
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mGrid[std::make_pair(x,y)] = terrainNode;
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updateWaterCulling();
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}
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}
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void TerrainGrid::unloadCell(int x, int y)
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void TerrainGrid::unloadCell(int x, int y)
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mTerrainRoot->removeChild(terrainNode);
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mTerrainRoot->removeChild(terrainNode);
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mGrid.erase(it);
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mGrid.erase(it);
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updateWaterCulling();
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}
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void TerrainGrid::updateWaterCulling()
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{
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osg::ComputeBoundsVisitor computeBoundsVisitor;
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mTerrainRoot->accept(computeBoundsVisitor);
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float lowZ = computeBoundsVisitor.getBoundingBox()._min.z();
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mHeightCullCallback->setLowZ(lowZ);
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}
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}
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View *TerrainGrid::createView()
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View *TerrainGrid::createView()
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@ -27,8 +27,9 @@ namespace Terrain
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View* createView();
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View* createView();
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private:
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protected:
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osg::ref_ptr<osg::Node> buildTerrain (osg::Group* parent, float chunkSize, const osg::Vec2f& chunkCenter);
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osg::ref_ptr<osg::Node> buildTerrain (osg::Group* parent, float chunkSize, const osg::Vec2f& chunkCenter);
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void updateWaterCulling();
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// split each ESM::Cell into mNumSplits*mNumSplits terrain chunks
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// split each ESM::Cell into mNumSplits*mNumSplits terrain chunks
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unsigned int mNumSplits;
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unsigned int mNumSplits;
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@ -19,6 +19,7 @@ World::World(osg::Group* parent, osg::Group* compileRoot, Resource::ResourceSyst
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, mParent(parent)
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, mParent(parent)
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, mResourceSystem(resourceSystem)
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, mResourceSystem(resourceSystem)
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, mBorderVisible(false)
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, mBorderVisible(false)
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, mHeightCullCallback(new HeightCullCallback)
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{
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{
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mTerrainRoot = new osg::Group;
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mTerrainRoot = new osg::Group;
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mTerrainRoot->setNodeMask(nodeMask);
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mTerrainRoot->setNodeMask(nodeMask);
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mChunkManager->clearCache();
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mChunkManager->clearCache();
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}
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}
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osg::Callback* World::getHeightCullCallback(float highz, unsigned int mask)
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{
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mHeightCullCallback->setHighZ(highz);
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mHeightCullCallback->setCullMask(mask);
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return mHeightCullCallback;
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}
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}
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}
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#include <osg/ref_ptr>
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#include <osg/ref_ptr>
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#include <osg/Referenced>
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#include <osg/Referenced>
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#include <osg/Vec3f>
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#include <osg/Vec3f>
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#include <osg/NodeCallback>
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#include <atomic>
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#include <atomic>
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#include <memory>
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#include <memory>
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@ -39,6 +40,37 @@ namespace Terrain
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class ChunkManager;
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class ChunkManager;
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class CompositeMapRenderer;
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class CompositeMapRenderer;
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class HeightCullCallback : public osg::NodeCallback
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{
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public:
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HeightCullCallback() : mLowZ(-FLT_MAX), mHighZ(FLT_MAX), mMask(~0) {}
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void setLowZ(float z)
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{
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mLowZ = z;
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}
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float getLowZ() const { return mLowZ; }
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void setHighZ(float highZ)
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{
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mHighZ = highZ;
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}
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float getHighZ() const { return mHighZ; }
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void setCullMask(unsigned int mask) { mMask = mask; }
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unsigned int getCullMask() const { return mMask; }
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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if (mLowZ <= mHighZ)
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traverse(node, nv);
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}
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private:
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float mLowZ;
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float mHighZ;
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unsigned int mMask;
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};
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/**
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/**
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* @brief A View is a collection of rendering objects that are visible from a given camera/intersection.
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* @brief A View is a collection of rendering objects that are visible from a given camera/intersection.
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* The base View class is part of the interface for usage in conjunction with preload feature.
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* The base View class is part of the interface for usage in conjunction with preload feature.
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@ -116,6 +148,8 @@ namespace Terrain
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Storage* getStorage() { return mStorage; }
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Storage* getStorage() { return mStorage; }
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osg::Callback* getHeightCullCallback(float highz, unsigned int mask);
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protected:
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protected:
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Storage* mStorage;
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Storage* mStorage;
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@ -135,6 +169,7 @@ namespace Terrain
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bool mBorderVisible;
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bool mBorderVisible;
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std::set<std::pair<int,int>> mLoadedCells;
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std::set<std::pair<int,int>> mLoadedCells;
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osg::ref_ptr<HeightCullCallback> mHeightCullCallback;
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};
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};
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}
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}
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