Make Distant Terrain more configurable (feature #4890)

pull/2190/head
bzzt 5 years ago committed by Andrei Kortunov
parent 12cef51122
commit fd94d7f7ff

@ -47,6 +47,7 @@
Feature #4812: Support NiSwitchNode
Feature #4836: Daytime node switch
Feature #4887: Add openmw command option to set initial random seed
Feature #4890: Make Distant Terrain configurable
Task #4686: Upgrade media decoder to a more current FFmpeg API
0.45.0

@ -244,7 +244,7 @@ namespace MWRender
int indoorShadowCastingTraversalMask = shadowCastingTraversalMask;
if (Settings::Manager::getBool("object shadows", "Shadows"))
shadowCastingTraversalMask |= Mask_Object;
mShadowManager.reset(new SceneUtil::ShadowManager(sceneRoot, mRootNode, shadowCastingTraversalMask, indoorShadowCastingTraversalMask, mResourceSystem->getSceneManager()->getShaderManager()));
Shader::ShaderManager::DefineMap shadowDefines = mShadowManager->getShadowDefines();
@ -283,12 +283,24 @@ namespace MWRender
mDistantFog = Settings::Manager::getBool("use distant fog", "Fog");
mDistantTerrain = Settings::Manager::getBool("distant terrain", "Terrain");
mTerrainStorage = new TerrainStorage(mResourceSystem, Settings::Manager::getString("normal map pattern", "Shaders"), Settings::Manager::getString("normal height map pattern", "Shaders"),
Settings::Manager::getBool("auto use terrain normal maps", "Shaders"), Settings::Manager::getString("terrain specular map pattern", "Shaders"),
Settings::Manager::getBool("auto use terrain specular maps", "Shaders"));
const std::string normalMapPattern = Settings::Manager::getString("normal map pattern", "Shaders");
const std::string heightMapPattern = Settings::Manager::getString("normal height map pattern", "Shaders");
const std::string specularMapPattern = Settings::Manager::getString("terrain specular map pattern", "Shaders");
const bool useTerrainNormalMaps = Settings::Manager::getBool("auto use terrain normal maps", "Shaders");
const bool useTerrainSpecularMaps = Settings::Manager::getBool("auto use terrain specular maps", "Shaders");
mTerrainStorage = new TerrainStorage(mResourceSystem, normalMapPattern, heightMapPattern, useTerrainNormalMaps, specularMapPattern, useTerrainSpecularMaps);
if (mDistantTerrain)
mTerrain.reset(new Terrain::QuadTreeWorld(sceneRoot, mRootNode, mResourceSystem, mTerrainStorage, Mask_Terrain, Mask_PreCompile, Mask_Debug));
{
const int compMapResolution = Settings::Manager::getInt("composite map resolution", "Terrain");
int compMapPower = Settings::Manager::getInt("composite map level", "Terrain");
compMapPower = std::max(-3, compMapPower);
float compMapLevel = pow(2, compMapPower);
const float lodFactor = Settings::Manager::getFloat("lod factor", "Terrain");
mTerrain.reset(new Terrain::QuadTreeWorld(sceneRoot, mRootNode, mResourceSystem, mTerrainStorage, Mask_Terrain, Mask_PreCompile, Mask_Debug, compMapResolution, compMapLevel, lodFactor));
}
else
mTerrain.reset(new Terrain::TerrainGrid(sceneRoot, mRootNode, mResourceSystem, mTerrainStorage, Mask_Terrain, Mask_PreCompile, Mask_Debug));

@ -28,6 +28,7 @@ ChunkManager::ChunkManager(Storage *storage, Resource::SceneManager *sceneMgr, T
, mTextureManager(textureManager)
, mCompositeMapRenderer(renderer)
, mCompositeMapSize(512)
, mCompositeMapLevel(1.f)
, mCullingActive(true)
{
@ -68,11 +69,6 @@ void ChunkManager::releaseGLObjects(osg::State *state)
mBufferCache.releaseGLObjects(state);
}
void ChunkManager::setCullingActive(bool active)
{
mCullingActive = active;
}
osg::ref_ptr<osg::Texture2D> ChunkManager::createCompositeMapRTT()
{
osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D;
@ -199,7 +195,7 @@ osg::ref_ptr<osg::Node> ChunkManager::createChunk(float chunkSize, const osg::Ve
geometry->addPrimitiveSet(mBufferCache.getIndexBuffer(numVerts, lodFlags));
bool useCompositeMap = chunkSize >= 1.f;
bool useCompositeMap = chunkSize >= mCompositeMapLevel;
unsigned int numUvSets = useCompositeMap ? 1 : 2;
for (unsigned int i=0; i<numUvSets; ++i)

@ -32,14 +32,16 @@ namespace Terrain
osg::ref_ptr<osg::Node> getChunk(float size, const osg::Vec2f& center, int lod, unsigned int lodFlags);
void setCullingActive(bool active) { mCullingActive = active; }
void setCompositeMapSize(unsigned int size) { mCompositeMapSize = size; }
void setCompositeMapLevel(float level) { mCompositeMapLevel = level; }
void reportStats(unsigned int frameNumber, osg::Stats* stats) const override;
void clearCache() override;
void releaseGLObjects(osg::State* state) override;
void setCullingActive(bool active);
private:
osg::ref_ptr<osg::Node> createChunk(float size, const osg::Vec2f& center, int lod, unsigned int lodFlags);
@ -56,6 +58,7 @@ namespace Terrain
BufferCache mBufferCache;
unsigned int mCompositeMapSize;
float mCompositeMapLevel;
bool mCullingActive;
};

@ -75,8 +75,9 @@ namespace Terrain
class DefaultLodCallback : public LodCallback
{
public:
DefaultLodCallback(float minSize)
: mMinSize(minSize)
DefaultLodCallback(float factor, float minSize)
: mFactor(factor)
, mMinSize(minSize)
{
}
@ -84,12 +85,13 @@ public:
{
float dist = distanceToBox(node->getBoundingBox(), eyePoint);
int nativeLodLevel = Log2(static_cast<unsigned int>(node->getSize()/mMinSize));
int lodLevel = Log2(static_cast<unsigned int>(dist/(Constants::CellSizeInUnits*mMinSize)));
int lodLevel = Log2(static_cast<unsigned int>(dist/(Constants::CellSizeInUnits*mMinSize*mFactor)));
return nativeLodLevel <= lodLevel;
}
private:
float mFactor;
float mMinSize;
};
@ -123,8 +125,9 @@ private:
class QuadTreeBuilder
{
public:
QuadTreeBuilder(Terrain::Storage* storage, ViewDataMap* viewDataMap, float minSize)
QuadTreeBuilder(Terrain::Storage* storage, ViewDataMap* viewDataMap, float lodFactor, float minSize)
: mStorage(storage)
, mLodFactor(lodFactor)
, mMinX(0.f), mMaxX(0.f), mMinY(0.f), mMaxY(0.f)
, mMinSize(minSize)
, mViewDataMap(viewDataMap)
@ -146,7 +149,7 @@ public:
mRootNode = new RootNode(size, osg::Vec2f(centerX, centerY));
mRootNode->setViewDataMap(mViewDataMap);
mRootNode->setLodCallback(new DefaultLodCallback(mMinSize));
mRootNode->setLodCallback(new DefaultLodCallback(mLodFactor, mMinSize));
addChildren(mRootNode);
mRootNode->initNeighbours();
@ -222,6 +225,7 @@ public:
private:
Terrain::Storage* mStorage;
float mLodFactor;
float mMinX, mMaxX, mMinY, mMaxY;
float mMinSize;
ViewDataMap* mViewDataMap;
@ -229,13 +233,17 @@ private:
osg::ref_ptr<RootNode> mRootNode;
};
QuadTreeWorld::QuadTreeWorld(osg::Group *parent, osg::Group *compileRoot, Resource::ResourceSystem *resourceSystem, Storage *storage, int nodeMask, int preCompileMask, int borderMask)
QuadTreeWorld::QuadTreeWorld(osg::Group *parent, osg::Group *compileRoot, Resource::ResourceSystem *resourceSystem, Storage *storage, int nodeMask, int preCompileMask, int borderMask, int compMapResolution, float compMapLevel, float lodFactor)
: World(parent, compileRoot, resourceSystem, storage, nodeMask, preCompileMask, borderMask)
, mViewDataMap(new ViewDataMap)
, mQuadTreeBuilt(false)
, mLodFactor(lodFactor)
{
// No need for culling on the Drawable / Transform level as the quad tree performs the culling already.
mChunkManager->setCullingActive(false);
mChunkManager->setCompositeMapSize(compMapResolution);
mChunkManager->setCompositeMapLevel(compMapLevel);
}
QuadTreeWorld::~QuadTreeWorld()
@ -402,7 +410,7 @@ void QuadTreeWorld::ensureQuadTreeBuilt()
return;
const float minSize = 1/8.f;
QuadTreeBuilder builder(mStorage, mViewDataMap.get(), minSize);
QuadTreeBuilder builder(mStorage, mViewDataMap.get(), mLodFactor, minSize);
builder.build();
mRootNode = builder.getRootNode();

@ -19,7 +19,7 @@ namespace Terrain
class QuadTreeWorld : public Terrain::World
{
public:
QuadTreeWorld(osg::Group* parent, osg::Group* compileRoot, Resource::ResourceSystem* resourceSystem, Storage* storage, int nodeMask, int preCompileMask=~0, int borderMask=0);
QuadTreeWorld(osg::Group* parent, osg::Group* compileRoot, Resource::ResourceSystem* resourceSystem, Storage* storage, int nodeMask, int preCompileMask, int borderMask, int compMapResolution, float comMapLevel, float lodFactor);
~QuadTreeWorld();
void accept(osg::NodeVisitor& nv);
@ -44,6 +44,7 @@ namespace Terrain
OpenThreads::Mutex mQuadTreeMutex;
bool mQuadTreeBuilt;
float mLodFactor;
};
}

@ -12,7 +12,7 @@ Controls whether the engine will use paging and LOD algorithms to load the terra
Otherwise, only the terrain of the surrounding cells is loaded.
.. note::
When enabling distant terrain, make sure the 'viewing distance' in the camera section is set to a larger value so
When enabling distant terrain, make sure the 'viewing distance' in the camera section is set to a larger value so
that you can actually see the additional terrain.
To avoid frame drops as the player moves around, nearby terrain pages are always preloaded in the background,
@ -23,3 +23,36 @@ will still be controlled by cell preloading settings.
The distant terrain engine is currently considered experimental
and may receive updates and/or further configuration options in the future.
The glaring omission of non-terrain objects in the distance somewhat limits this setting's usefulness.
lod factor
----------
:Type: float
:Range: >0
:Default: 1.0
Controls the level of detail if distant terrain is enabled. Higher values increase detail at the cost of performance, lower values reduce detail but increase performance.
composite map level
-------------------
:Type: integer
:Range: >= -3
:Default: 0
Controls at what size (in 2^value cell units) terrain chunks will start to use a composite map instead of the high-detail textures.
With value -3 composite maps are used everywhere.
With value >= 1 the map window will not use composited textures.
A composite map is a pre-rendered texture that contains all the texture layers combined. Note that resolution of composite maps is currently always fixed at 'composite map resolution', regardless of the resolution of the underlying terrain textures. If high-detail texture replacers are used, probably it is worth to increase 'composite map resolution' setting value.
composite map resolution
------------------------
:Type: integer
:Range: >0
:Default: 512
Controls the resolution of composite maps. Larger values result in increased detail, but may take longer to prepare and thus could result in longer loading times and an increased chance of frame drops during play. As with most other texture resolution settings, it's most efficient to use values that are powers of two.
An easy way to observe changes to loading time is to load a save in an interior next to an exterior door (so it will start preloding terrain) and watch how long it takes for the 'Composite' counter on the F4 panel to fall to zero.

@ -90,6 +90,16 @@ pointers cache size = 40
# If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells
distant terrain = false
# Controls the level of detail for distant terrain. Lower values = less detail, higher = more detail, should be > 0
lod factor = 1.0
# Controls when the distant terrain will flip to composited textures instead of high-detail textures, should be >= -3.
# Higher value is more detailed textures.
composite map level = 0
# Controls the resolution of composite maps.
composite map resolution = 512
[Fog]
# If true, use extended fog parameters for distant terrain not controlled by
@ -236,7 +246,7 @@ barter disposition change is permanent = false
# Uses the MCP formula (damage * (strength / 40)) to factor Strength into hand-to-hand combat.
# (0 means it does not factor it in, 1 means it factors into werewolves damage calculation and
# 2 means werewolves are ignored)
# 2 means werewolves are ignored)
strength influences hand to hand = 0
# Render holstered weapons (with quivers and scabbards), requires modded assets

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