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Terrain: create 4x4 terrain chunks per ESM::Cell to improve performance
Improves performance because the number of splatting layers per chunk is reduced, and finer grained frustum culling can be done.
This commit is contained in:
parent
95cf13e3f2
commit
ef18f4217f
6 changed files with 199 additions and 110 deletions
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@ -1,6 +1,7 @@
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#include "storage.hpp"
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#include <set>
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#include <iostream>
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#include <osg/Image>
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#include <osg/Plane>
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@ -34,19 +35,22 @@ namespace ESMTerrain
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osg::Vec2f origin = center - osg::Vec2f(size/2.f, size/2.f);
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assert(origin.x() == (int) origin.x());
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assert(origin.y() == (int) origin.y());
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int cellX = static_cast<int>(std::floor(origin.x()));
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int cellY = static_cast<int>(std::floor(origin.y()));
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int cellX = static_cast<int>(origin.x());
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int cellY = static_cast<int>(origin.y());
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int startRow = (origin.x() - cellX) * ESM::Land::LAND_SIZE;
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int startColumn = (origin.y() - cellY) * ESM::Land::LAND_SIZE;
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int endRow = startRow + size * (ESM::Land::LAND_SIZE-1) + 1;
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int endColumn = startColumn + size * (ESM::Land::LAND_SIZE-1) + 1;
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if (const ESM::Land::LandData *data = getLandData (cellX, cellY, ESM::Land::DATA_VHGT))
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{
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min = std::numeric_limits<float>::max();
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max = -std::numeric_limits<float>::max();
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for (int row=0; row<ESM::Land::LAND_SIZE; ++row)
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for (int row=startRow; row<endRow; ++row)
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{
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for (int col=0; col<ESM::Land::LAND_SIZE; ++col)
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for (int col=startColumn; col<endColumn; ++col)
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{
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float h = data->mHeights[col*ESM::Land::LAND_SIZE+row];
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if (h > max)
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@ -143,11 +147,9 @@ namespace ESMTerrain
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size_t increment = 1 << lodLevel;
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osg::Vec2f origin = center - osg::Vec2f(size/2.f, size/2.f);
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assert(origin.x() == (int) origin.x());
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assert(origin.y() == (int) origin.y());
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int startX = static_cast<int>(origin.x());
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int startY = static_cast<int>(origin.y());
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int startCellX = static_cast<int>(std::floor(origin.x()));
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int startCellY = static_cast<int>(std::floor(origin.y()));
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size_t numVerts = static_cast<size_t>(size*(ESM::Land::LAND_SIZE - 1) / increment + 1);
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@ -162,10 +164,10 @@ namespace ESMTerrain
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float vertX = 0;
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float vertY_ = 0; // of current cell corner
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for (int cellY = startY; cellY < startY + std::ceil(size); ++cellY)
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for (int cellY = startCellY; cellY < startCellY + std::ceil(size); ++cellY)
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{
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float vertX_ = 0; // of current cell corner
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for (int cellX = startX; cellX < startX + std::ceil(size); ++cellX)
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for (int cellX = startCellX; cellX < startCellX + std::ceil(size); ++cellX)
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{
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const ESM::Land::LandData *heightData = getLandData (cellX, cellY, ESM::Land::DATA_VHGT);
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const ESM::Land::LandData *normalData = getLandData (cellX, cellY, ESM::Land::DATA_VNML);
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@ -175,18 +177,31 @@ namespace ESMTerrain
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int colStart = 0;
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// Skip the first row / column unless we're at a chunk edge,
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// since this row / column is already contained in a previous cell
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// This is only relevant if we're creating a chunk spanning multiple cells
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if (colStart == 0 && vertY_ != 0)
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colStart += increment;
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if (rowStart == 0 && vertX_ != 0)
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rowStart += increment;
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// Only relevant for chunks smaller than (contained in) one cell
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rowStart += (origin.x() - startCellX) * ESM::Land::LAND_SIZE;
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colStart += (origin.y() - startCellY) * ESM::Land::LAND_SIZE;
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int rowEnd = rowStart + std::min(1.f, size) * (ESM::Land::LAND_SIZE-1) + 1;
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int colEnd = colStart + std::min(1.f, size) * (ESM::Land::LAND_SIZE-1) + 1;
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vertY = vertY_;
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for (int col=colStart; col<ESM::Land::LAND_SIZE; col += increment)
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for (int col=colStart; col<colEnd; col += increment)
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{
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vertX = vertX_;
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for (int row=rowStart; row<ESM::Land::LAND_SIZE; row += increment)
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for (int row=rowStart; row<rowEnd; row += increment)
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{
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int arrayIndex = col*ESM::Land::LAND_SIZE*3+row*3;
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int srcArrayIndex = col*ESM::Land::LAND_SIZE*3+row*3;
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assert(row >= 0 && row < ESM::Land::LAND_SIZE);
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assert(col >= 0 && col < ESM::Land::LAND_SIZE);
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assert (vertX < numVerts);
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assert (vertY < numVerts);
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float height = -2048;
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if (heightData)
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@ -200,7 +215,7 @@ namespace ESMTerrain
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if (normalData)
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{
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for (int i=0; i<3; ++i)
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normal[i] = normalData->mNormals[arrayIndex+i];
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normal[i] = normalData->mNormals[srcArrayIndex+i];
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normal.normalize();
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}
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@ -222,7 +237,7 @@ namespace ESMTerrain
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if (colourData)
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{
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for (int i=0; i<3; ++i)
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color[i] = colourData->mColours[arrayIndex+i] / 255.f;
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color[i] = colourData->mColours[srcArrayIndex+i] / 255.f;
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}
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else
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{
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@ -305,8 +320,19 @@ namespace ESMTerrain
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// and interpolate the rest of the cell by hand? :/
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osg::Vec2f origin = chunkCenter - osg::Vec2f(chunkSize/2.f, chunkSize/2.f);
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int cellX = static_cast<int>(origin.x());
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int cellY = static_cast<int>(origin.y());
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int cellX = static_cast<int>(std::floor(origin.x()));
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int cellY = static_cast<int>(std::floor(origin.y()));
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int realTextureSize = ESM::Land::LAND_TEXTURE_SIZE+1; // add 1 to wrap around next cell
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int rowStart = (origin.x() - cellX) * realTextureSize;
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int colStart = (origin.y() - cellY) * realTextureSize;
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int rowEnd = rowStart + chunkSize * (realTextureSize-1) + 1;
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int colEnd = colStart + chunkSize * (realTextureSize-1) + 1;
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assert (rowStart >= 0 && colStart >= 0);
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assert (rowEnd <= realTextureSize);
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assert (colEnd <= realTextureSize);
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// Save the used texture indices so we know the total number of textures
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// and number of required blend maps
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@ -317,8 +343,15 @@ namespace ESMTerrain
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// So we're always adding _land_default.dds as the base layer here, even if it's not referenced in this cell.
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textureIndices.insert(std::make_pair(0,0));
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for (int y=0; y<ESM::Land::LAND_TEXTURE_SIZE+1; ++y)
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for (int x=0; x<ESM::Land::LAND_TEXTURE_SIZE+1; ++x)
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/*
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_________
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| | | | - | | | | -
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| | | | - | | | | -
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*/
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for (int y=colStart; y<colEnd; ++y)
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for (int x=rowStart; x<rowEnd; ++x)
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{
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UniqueTextureId id = getVtexIndexAt(cellX, cellY, x, y);
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textureIndices.insert(id);
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int channels = pack ? 4 : 1;
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// Second iteration - create and fill in the blend maps
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const int blendmapSize = ESM::Land::LAND_TEXTURE_SIZE+1;
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const int blendmapSize = (realTextureSize-1) * chunkSize + 1;
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for (int i=0; i<numBlendmaps; ++i)
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{
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@ -356,7 +389,8 @@ namespace ESMTerrain
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{
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for (int x=0; x<blendmapSize; ++x)
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{
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UniqueTextureId id = getVtexIndexAt(cellX, cellY, x, y);
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UniqueTextureId id = getVtexIndexAt(cellX, cellY, x+rowStart, y+colStart);
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assert(textureIndicesMap.find(id) != textureIndicesMap.end());
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int layerIndex = textureIndicesMap.find(id)->second;
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int blendIndex = (pack ? static_cast<int>(std::floor((layerIndex - 1) / 4.f)) : layerIndex - 1);
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int channel = pack ? std::max(0, (layerIndex-1) % 4) : 0;
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#include "buffercache.hpp"
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#include <cassert>
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#include <iostream>
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#include <osg/PrimitiveSet>
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@ -208,6 +209,8 @@ namespace Terrain
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{
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unsigned int verts = mNumVerts;
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std::cout << "getting index buffer for " << verts << std::endl;
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if (mIndexBufferMap.find(flags) != mIndexBufferMap.end())
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{
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return mIndexBufferMap[flags];
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@ -11,7 +11,7 @@ namespace Terrain
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{
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FixedFunctionTechnique::FixedFunctionTechnique(const std::vector<osg::ref_ptr<osg::Texture2D> >& layers,
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const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapSize, float layerTileSize)
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const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize)
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{
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bool firstLayer = true;
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int i=0;
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// This is to map corner vertices directly to the center of a blendmap texel.
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osg::Matrixf texMat;
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float scale = (blendmapSize/(static_cast<float>(blendmapSize)+1.f));
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float scale = (blendmapScale/(static_cast<float>(blendmapScale)+1.f));
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texMat.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f));
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texMat.preMultScale(osg::Vec3f(scale, scale, 1.f));
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texMat.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f));
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}
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Effect::Effect(const std::vector<osg::ref_ptr<osg::Texture2D> > &layers, const std::vector<osg::ref_ptr<osg::Texture2D> > &blendmaps,
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int blendmapSize, float layerTileSize)
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int blendmapScale, float layerTileSize)
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: mLayers(layers)
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, mBlendmaps(blendmaps)
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, mBlendmapSize(blendmapSize)
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, mBlendmapScale(blendmapScale)
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, mLayerTileSize(layerTileSize)
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{
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osg::ref_ptr<osg::Material> material (new osg::Material);
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bool Effect::define_techniques()
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{
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addTechnique(new FixedFunctionTechnique(mLayers, mBlendmaps, mBlendmapSize, mLayerTileSize));
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addTechnique(new FixedFunctionTechnique(mLayers, mBlendmaps, mBlendmapScale, mLayerTileSize));
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return true;
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}
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@ -19,7 +19,7 @@ namespace Terrain
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public:
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FixedFunctionTechnique(
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const std::vector<osg::ref_ptr<osg::Texture2D> >& layers,
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const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapSize, float layerTileSize);
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const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize);
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protected:
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virtual void define_passes() {}
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public:
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Effect(
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const std::vector<osg::ref_ptr<osg::Texture2D> >& layers,
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const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapSize, float layerTileSize);
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const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize);
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virtual bool define_techniques();
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private:
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std::vector<osg::ref_ptr<osg::Texture2D> > mLayers;
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std::vector<osg::ref_ptr<osg::Texture2D> > mBlendmaps;
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int mBlendmapSize;
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int mBlendmapScale;
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float mLayerTileSize;
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};
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#include "terraingrid.hpp"
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#include <memory>
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#include <osg/io_utils>
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#include <iostream>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/texturemanager.hpp>
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TerrainGrid::TerrainGrid(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico,
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Storage* storage, int nodeMask)
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: Terrain::World(parent, resourceSystem, ico, storage, nodeMask)
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, mNumSplits(4)
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, mKdTreeBuilder(new osg::KdTreeBuilder)
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{
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mCache = BufferCache((storage->getCellVertices()-1)/static_cast<float>(mNumSplits) + 1);
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}
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TerrainGrid::~TerrainGrid()
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class GridElement
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{
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public:
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osg::ref_ptr<osg::PositionAttitudeTransform> mNode;
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osg::ref_ptr<osg::Node> mNode;
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};
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osg::ref_ptr<osg::Node> TerrainGrid::buildTerrain (osg::Group* parent, float chunkSize, const osg::Vec2f& chunkCenter)
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{
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if (chunkSize * mNumSplits > 1.f)
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{
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// keep splitting
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osg::ref_ptr<osg::Group> group (new osg::Group);
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if (parent)
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parent->addChild(group);
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std::cout << "splitting " << chunkSize << " " << std::endl;
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float newChunkSize = chunkSize/2.f;
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buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(newChunkSize/2.f, newChunkSize/2.f));
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buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(newChunkSize/2.f, -newChunkSize/2.f));
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buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(-newChunkSize/2.f, newChunkSize/2.f));
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buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(-newChunkSize/2.f, -newChunkSize/2.f));
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return group;
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}
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else
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{
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float minH, maxH;
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if (!mStorage->getMinMaxHeights(chunkSize, chunkCenter, minH, maxH))
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return NULL; // no terrain defined
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std::cout << "creating " << chunkSize << " " << chunkCenter << std::endl;
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osg::Vec2f worldCenter = chunkCenter*mStorage->getCellWorldSize();
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osg::ref_ptr<osg::PositionAttitudeTransform> transform (new osg::PositionAttitudeTransform);
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transform->setPosition(osg::Vec3f(worldCenter.x(), worldCenter.y(), 0.f));
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if (parent)
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parent->addChild(transform);
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osg::ref_ptr<osg::Vec3Array> positions (new osg::Vec3Array);
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osg::ref_ptr<osg::Vec3Array> normals (new osg::Vec3Array);
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osg::ref_ptr<osg::Vec4Array> colors (new osg::Vec4Array);
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osg::ref_ptr<osg::VertexBufferObject> vbo (new osg::VertexBufferObject);
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positions->setVertexBufferObject(vbo);
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normals->setVertexBufferObject(vbo);
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colors->setVertexBufferObject(vbo);
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mStorage->fillVertexBuffers(0, chunkSize, chunkCenter, positions, normals, colors);
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osg::ref_ptr<osg::Geometry> geometry (new osg::Geometry);
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geometry->setVertexArray(positions);
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geometry->setNormalArray(normals, osg::Array::BIND_PER_VERTEX);
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geometry->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
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geometry->setUseDisplayList(false);
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geometry->setUseVertexBufferObjects(true);
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geometry->addPrimitiveSet(mCache.getIndexBuffer(0));
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// we already know the bounding box, so no need to let OSG compute it.
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osg::Vec3f min(-0.5f*mStorage->getCellWorldSize()*chunkSize,
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-0.5f*mStorage->getCellWorldSize()*chunkSize,
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minH);
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osg::Vec3f max (0.5f*mStorage->getCellWorldSize()*chunkSize,
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0.5f*mStorage->getCellWorldSize()*chunkSize,
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maxH);
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osg::BoundingBox bounds(min, max);
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geometry->setComputeBoundingBoxCallback(new StaticBoundingBoxCallback(bounds));
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osg::ref_ptr<osg::Geode> geode (new osg::Geode);
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geode->addDrawable(geometry);
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std::vector<LayerInfo> layerList;
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std::vector<osg::ref_ptr<osg::Image> > blendmaps;
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mStorage->getBlendmaps(chunkSize, chunkCenter, false, blendmaps, layerList);
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// For compiling textures, I don't think the osgFX::Effect does it correctly
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osg::ref_ptr<osg::Node> textureCompileDummy (new osg::Node);
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std::vector<osg::ref_ptr<osg::Texture2D> > layerTextures;
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for (std::vector<LayerInfo>::const_iterator it = layerList.begin(); it != layerList.end(); ++it)
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{
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layerTextures.push_back(mResourceSystem->getTextureManager()->getTexture2D(it->mDiffuseMap, osg::Texture::REPEAT, osg::Texture::REPEAT));
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textureCompileDummy->getOrCreateStateSet()->setTextureAttributeAndModes(0, layerTextures.back());
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}
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std::vector<osg::ref_ptr<osg::Texture2D> > blendmapTextures;
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for (std::vector<osg::ref_ptr<osg::Image> >::const_iterator it = blendmaps.begin(); it != blendmaps.end(); ++it)
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{
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osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
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texture->setImage(*it);
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texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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texture->setResizeNonPowerOfTwoHint(false);
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blendmapTextures.push_back(texture);
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|
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textureCompileDummy->getOrCreateStateSet()->setTextureAttributeAndModes(0, layerTextures.back());
|
||||
}
|
||||
|
||||
// use texture coordinates for both texture units, the layer texture and blend texture
|
||||
for (unsigned int i=0; i<2; ++i)
|
||||
geometry->setTexCoordArray(i, mCache.getUVBuffer());
|
||||
|
||||
float blendmapScale = ESM::Land::LAND_TEXTURE_SIZE*chunkSize;
|
||||
osg::ref_ptr<osgFX::Effect> effect (new Terrain::Effect(layerTextures, blendmapTextures, blendmapScale, blendmapScale));
|
||||
|
||||
effect->addCullCallback(new SceneUtil::LightListCallback);
|
||||
|
||||
transform->addChild(effect);
|
||||
effect->addChild(geode);
|
||||
|
||||
return transform;
|
||||
}
|
||||
}
|
||||
|
||||
void TerrainGrid::loadCell(int x, int y)
|
||||
{
|
||||
if (mGrid.find(std::make_pair(x, y)) != mGrid.end())
|
||||
return; // already loaded
|
||||
|
||||
osg::Vec2f center(x+0.5f, y+0.5f);
|
||||
float minH, maxH;
|
||||
if (!mStorage->getMinMaxHeights(1, center, minH, maxH))
|
||||
|
||||
osg::ref_ptr<osg::Node> terrainNode = buildTerrain(NULL, 1.f, center);
|
||||
if (!terrainNode)
|
||||
return; // no terrain defined
|
||||
|
||||
std::auto_ptr<GridElement> element (new GridElement);
|
||||
|
||||
osg::Vec2f worldCenter = center*mStorage->getCellWorldSize();
|
||||
element->mNode = new osg::PositionAttitudeTransform;
|
||||
element->mNode->setPosition(osg::Vec3f(worldCenter.x(), worldCenter.y(), 0.f));
|
||||
element->mNode = terrainNode;
|
||||
mTerrainRoot->addChild(element->mNode);
|
||||
|
||||
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(0, 1, center, positions, normals, colors);
|
||||
|
||||
osg::ref_ptr<osg::Geometry> geometry (new osg::Geometry);
|
||||
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);
|
||||
|
||||
geometry->addPrimitiveSet(mCache.getIndexBuffer(0));
|
||||
|
||||
// we already know the bounding box, so no need to let OSG compute it.
|
||||
osg::Vec3f min(-0.5f*mStorage->getCellWorldSize(),
|
||||
-0.5f*mStorage->getCellWorldSize(),
|
||||
minH);
|
||||
osg::Vec3f max (0.5f*mStorage->getCellWorldSize(),
|
||||
0.5f*mStorage->getCellWorldSize(),
|
||||
maxH);
|
||||
osg::BoundingBox bounds(min, max);
|
||||
geometry->setComputeBoundingBoxCallback(new StaticBoundingBoxCallback(bounds));
|
||||
|
||||
osg::ref_ptr<osg::Geode> geode (new osg::Geode);
|
||||
geode->addDrawable(geometry);
|
||||
|
||||
/*
|
||||
// build a kdtree to speed up intersection tests with the terrain
|
||||
// Note, the build could be optimized using a custom kdtree builder, since we know that the terrain can be represented by a quadtree
|
||||
geode->accept(*mKdTreeBuilder);
|
||||
*/
|
||||
|
||||
std::vector<LayerInfo> layerList;
|
||||
std::vector<osg::ref_ptr<osg::Image> > blendmaps;
|
||||
mStorage->getBlendmaps(1.f, center, false, blendmaps, layerList);
|
||||
|
||||
// For compiling textures, I don't think the osgFX::Effect does it correctly
|
||||
osg::ref_ptr<osg::Node> textureCompileDummy (new osg::Node);
|
||||
|
||||
std::vector<osg::ref_ptr<osg::Texture2D> > layerTextures;
|
||||
for (std::vector<LayerInfo>::const_iterator it = layerList.begin(); it != layerList.end(); ++it)
|
||||
{
|
||||
layerTextures.push_back(mResourceSystem->getTextureManager()->getTexture2D(it->mDiffuseMap, osg::Texture::REPEAT, osg::Texture::REPEAT));
|
||||
textureCompileDummy->getOrCreateStateSet()->setTextureAttributeAndModes(0, layerTextures.back());
|
||||
}
|
||||
|
||||
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->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
|
||||
texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
|
||||
texture->setResizeNonPowerOfTwoHint(false);
|
||||
blendmapTextures.push_back(texture);
|
||||
|
||||
textureCompileDummy->getOrCreateStateSet()->setTextureAttributeAndModes(0, layerTextures.back());
|
||||
}
|
||||
|
||||
// use texture coordinates for both texture units, the layer texture and blend texture
|
||||
for (unsigned int i=0; i<2; ++i)
|
||||
geometry->setTexCoordArray(i, mCache.getUVBuffer());
|
||||
|
||||
osg::ref_ptr<osgFX::Effect> effect (new Terrain::Effect(layerTextures, blendmapTextures, ESM::Land::LAND_TEXTURE_SIZE, ESM::Land::LAND_TEXTURE_SIZE));
|
||||
|
||||
effect->addCullCallback(new SceneUtil::LightListCallback);
|
||||
|
||||
effect->addChild(geode);
|
||||
element->mNode->addChild(effect);
|
||||
|
||||
/*
|
||||
if (mIncrementalCompileOperation)
|
||||
{
|
||||
mIncrementalCompileOperation->add(geode);
|
||||
mIncrementalCompileOperation->add(textureCompileDummy);
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
mGrid[std::make_pair(x,y)] = element.release();
|
||||
}
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
#ifndef COMPONENTS_TERRAIN_TERRAINGRID_H
|
||||
#define COMPONENTS_TERRAIN_TERRAINGRID_H
|
||||
|
||||
#include <osg/Vec2f>
|
||||
|
||||
#include "world.hpp"
|
||||
#include "material.hpp"
|
||||
|
||||
|
@ -26,6 +28,11 @@ namespace Terrain
|
|||
virtual void unloadCell(int x, int y);
|
||||
|
||||
private:
|
||||
osg::ref_ptr<osg::Node> buildTerrain (osg::Group* parent, float chunkSize, const osg::Vec2f& chunkCenter);
|
||||
|
||||
// split each ESM::Cell into mNumSplits*mNumSplits terrain chunks
|
||||
unsigned int mNumSplits;
|
||||
|
||||
typedef std::map<std::pair<int, int>, GridElement*> Grid;
|
||||
Grid mGrid;
|
||||
|
||||
|
|
Loading…
Reference in a new issue