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			281 lines
		
	
	
	
		
			9.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			281 lines
		
	
	
	
		
			9.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "terraingrid.hpp"
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#include <memory>
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#include <osg/UserDataContainer>
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#include <OpenThreads/ScopedLock>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/imagemanager.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/lightmanager.hpp>
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#include <components/sceneutil/positionattitudetransform.hpp>
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#include <components/sceneutil/unrefqueue.hpp>
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#include <components/esm/loadland.hpp>
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#include <osg/Geometry>
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#include <osg/Geode>
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#include <osg/KdTree>
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#include <osgFX/Effect>
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#include <osgUtil/IncrementalCompileOperation>
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#include "material.hpp"
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#include "storage.hpp"
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namespace
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{
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    class StaticBoundingBoxCallback : public osg::Drawable::ComputeBoundingBoxCallback
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    {
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    public:
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        StaticBoundingBoxCallback(const osg::BoundingBox& bounds)
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            : mBoundingBox(bounds)
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        {
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        }
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        virtual osg::BoundingBox computeBound(const osg::Drawable&) const
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        {
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            return mBoundingBox;
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        }
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    private:
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        osg::BoundingBox mBoundingBox;
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    };
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}
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namespace Terrain
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{
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TerrainGrid::TerrainGrid(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico, Storage* storage, int nodeMask, SceneUtil::UnrefQueue* unrefQueue)
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    : Terrain::World(parent, resourceSystem, ico, storage, nodeMask)
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    , mNumSplits(4)
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    , mCache((storage->getCellVertices()-1)/static_cast<float>(mNumSplits) + 1)
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    , mUnrefQueue(unrefQueue)
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{
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}
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TerrainGrid::~TerrainGrid()
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{
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    while (!mGrid.empty())
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    {
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        unloadCell(mGrid.begin()->first.first, mGrid.begin()->first.second);
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    }
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}
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osg::ref_ptr<osg::Node> TerrainGrid::cacheCell(int x, int y)
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{
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    {
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        OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mGridCacheMutex);
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        Grid::iterator found = mGridCache.find(std::make_pair(x,y));
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        if (found != mGridCache.end())
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            return found->second;
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    }
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    osg::ref_ptr<osg::Node> node = buildTerrain(NULL, 1.f, osg::Vec2f(x+0.5, y+0.5));
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    OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mGridCacheMutex);
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    mGridCache.insert(std::make_pair(std::make_pair(x,y), node));
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    return node;
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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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        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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        osg::Vec2f worldCenter = chunkCenter*mStorage->getCellWorldSize();
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        osg::ref_ptr<SceneUtil::PositionAttitudeTransform> transform (new SceneUtil::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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        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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        unsigned int dummyTextureCounter = 0;
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        std::vector<osg::ref_ptr<osg::Texture2D> > layerTextures;
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        {
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            OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mTextureCacheMutex);
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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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                osg::ref_ptr<osg::Texture2D> texture = mTextureCache[it->mDiffuseMap];
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                if (!texture)
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                {
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                    texture = new osg::Texture2D(mResourceSystem->getImageManager()->getImage(it->mDiffuseMap));
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                    texture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
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                    texture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
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                    mResourceSystem->getSceneManager()->applyFilterSettings(texture);
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                    mTextureCache[it->mDiffuseMap] = texture;
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                }
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                layerTextures.push_back(texture);
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                textureCompileDummy->getOrCreateStateSet()->setTextureAttributeAndModes(dummyTextureCounter++, layerTextures.back());
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            }
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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->setResizeNonPowerOfTwoHint(false);
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            texture->getOrCreateUserDataContainer()->addDescription("dont_override_filter");
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            blendmapTextures.push_back(texture);
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            textureCompileDummy->getOrCreateStateSet()->setTextureAttributeAndModes(dummyTextureCounter++, blendmapTextures.back());
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        }
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        // use texture coordinates for both texture units, the layer texture and blend texture
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        for (unsigned int i=0; i<2; ++i)
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            geometry->setTexCoordArray(i, mCache.getUVBuffer());
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        float blendmapScale = ESM::Land::LAND_TEXTURE_SIZE*chunkSize;
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        osg::ref_ptr<osgFX::Effect> effect (new Terrain::Effect(layerTextures, blendmapTextures, blendmapScale, blendmapScale));
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        effect->addCullCallback(new SceneUtil::LightListCallback);
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        transform->addChild(effect);
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        osg::Node* toAttach = geometry.get();
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        effect->addChild(toAttach);
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        if (mIncrementalCompileOperation)
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        {
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            mIncrementalCompileOperation->add(toAttach);
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            mIncrementalCompileOperation->add(textureCompileDummy);
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        }
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        return transform;
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    }
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}
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void TerrainGrid::loadCell(int x, int y)
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{
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    if (mGrid.find(std::make_pair(x, y)) != mGrid.end())
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        return; // already loaded
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    // try to get it from the cache
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    osg::ref_ptr<osg::Node> terrainNode;
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    {
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        OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mGridCacheMutex);
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        Grid::const_iterator found = mGridCache.find(std::make_pair(x,y));
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        if (found != mGridCache.end())
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        {
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            terrainNode = found->second;
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            if (!terrainNode)
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                return; // no terrain defined
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        }
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    }
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    // didn't find in cache, build it
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    if (!terrainNode)
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    {
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        osg::Vec2f center(x+0.5f, y+0.5f);
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        terrainNode = buildTerrain(NULL, 1.f, center);
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        if (!terrainNode)
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            return; // no terrain defined
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    }
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    mTerrainRoot->addChild(terrainNode);
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    mGrid[std::make_pair(x,y)] = terrainNode;
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}
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void TerrainGrid::unloadCell(int x, int y)
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{
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    Grid::iterator it = mGrid.find(std::make_pair(x,y));
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    if (it == mGrid.end())
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        return;
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    osg::ref_ptr<osg::Node> terrainNode = it->second;
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    mTerrainRoot->removeChild(terrainNode);
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    if (mUnrefQueue.get())
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        mUnrefQueue->push(terrainNode);
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    mGrid.erase(it);
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}
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void TerrainGrid::updateCache()
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{
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    {
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        OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mGridCacheMutex);
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        for (Grid::iterator it = mGridCache.begin(); it != mGridCache.end();)
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        {
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            if (it->second->referenceCount() <= 1)
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                mGridCache.erase(it++);
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            else
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                ++it;
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        }
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    }
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    {
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        OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mTextureCacheMutex);
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        for (TextureCache::iterator it = mTextureCache.begin(); it != mTextureCache.end();)
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        {
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            if (it->second->referenceCount() <= 1)
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                mTextureCache.erase(it++);
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            else
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                ++it;
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        }
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    }
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}
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}
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