mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-11-04 10:56:42 +00:00 
			
		
		
		
	Now that it's no longer a stand-alone component, there's not much point in custom licensing it.
		
			
				
	
	
		
			230 lines
		
	
	
	
		
			7.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			230 lines
		
	
	
	
		
			7.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "buffercache.hpp"
 | 
						|
 | 
						|
#include <cassert>
 | 
						|
 | 
						|
#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 = 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 = 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 (size_t 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 (size_t 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()
 | 
						|
    {
 | 
						|
        if (mUvBufferMap.find(mNumVerts) != mUvBufferMap.end())
 | 
						|
        {
 | 
						|
            return mUvBufferMap[mNumVerts];
 | 
						|
        }
 | 
						|
 | 
						|
        int vertexCount = mNumVerts * mNumVerts;
 | 
						|
 | 
						|
        osg::ref_ptr<osg::Vec2Array> uvs (new osg::Vec2Array);
 | 
						|
        uvs->reserve(vertexCount);
 | 
						|
 | 
						|
        for (unsigned int col = 0; col < mNumVerts; ++col)
 | 
						|
        {
 | 
						|
            for (unsigned int row = 0; row < mNumVerts; ++row)
 | 
						|
            {
 | 
						|
                uvs->push_back(osg::Vec2f(col / static_cast<float>(mNumVerts-1),
 | 
						|
                                          row / static_cast<float>(mNumVerts-1)));
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // Assign a VBO here to enable state sharing between different Geometries.
 | 
						|
        uvs->setVertexBufferObject(new osg::VertexBufferObject);
 | 
						|
 | 
						|
        mUvBufferMap[mNumVerts] = uvs;
 | 
						|
        return uvs;
 | 
						|
    }
 | 
						|
 | 
						|
    osg::ref_ptr<osg::DrawElements> BufferCache::getIndexBuffer(unsigned int flags)
 | 
						|
    {
 | 
						|
        unsigned int verts = mNumVerts;
 | 
						|
 | 
						|
        if (mIndexBufferMap.find(flags) != mIndexBufferMap.end())
 | 
						|
        {
 | 
						|
            return mIndexBufferMap[flags];
 | 
						|
        }
 | 
						|
 | 
						|
        osg::ref_ptr<osg::DrawElements> buffer;
 | 
						|
 | 
						|
        if (verts*verts > (0xffffu))
 | 
						|
            buffer = createIndexBuffer<osg::DrawElementsUShort>(flags, verts);
 | 
						|
        else
 | 
						|
            buffer = createIndexBuffer<osg::DrawElementsUInt>(flags, verts);
 | 
						|
 | 
						|
        // Assign a EBO here to enable state sharing between different Geometries.
 | 
						|
        buffer->setElementBufferObject(new osg::ElementBufferObject);
 | 
						|
 | 
						|
        mIndexBufferMap[flags] = buffer;
 | 
						|
        return buffer;
 | 
						|
    }
 | 
						|
 | 
						|
}
 |