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			258 lines
		
	
	
	
		
			8.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			258 lines
		
	
	
	
		
			8.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "buffercache.hpp"
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| 
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| #include <cassert>
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| 
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| #include <osg/PrimitiveSet>
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| 
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| #include "defs.hpp"
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| 
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| namespace
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| {
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| 
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| template <typename IndexArrayType>
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| osg::ref_ptr<IndexArrayType> createIndexBuffer(unsigned int flags, unsigned int verts)
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| {
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|     // LOD level n means every 2^n-th vertex is kept
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|     size_t lodLevel = (flags >> (4*4));
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| 
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|     size_t lodDeltas[4];
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|     for (int i=0; i<4; ++i)
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|         lodDeltas[i] = (flags >> (4*i)) & (0xf);
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| 
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|     bool anyDeltas = (lodDeltas[Terrain::North] || lodDeltas[Terrain::South] || lodDeltas[Terrain::West] || lodDeltas[Terrain::East]);
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| 
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|     size_t increment = static_cast<size_t>(1) << lodLevel;
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|     assert(increment < verts);
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| 
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|     osg::ref_ptr<IndexArrayType> indices (new IndexArrayType(osg::PrimitiveSet::TRIANGLES));
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|     indices->reserve((verts-1)*(verts-1)*2*3 / increment);
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| 
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|     size_t rowStart = 0, colStart = 0, rowEnd = verts-1, colEnd = verts-1;
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|     // If any edge needs stitching we'll skip all edges at this point,
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|     // mainly because stitching one edge would have an effect on corners and on the adjacent edges
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|     if (anyDeltas)
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|     {
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|         colStart += increment;
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|         colEnd -= increment;
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|         rowEnd -= increment;
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|         rowStart += increment;
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|     }
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|     for (size_t row = rowStart; row < rowEnd; row += increment)
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|     {
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|         for (size_t col = colStart; col < colEnd; col += increment)
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|         {
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|             // diamond pattern
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|             if ((row + col%2) % 2 == 1)
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|             {
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|                 indices->push_back(verts*(col+increment)+row);
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|                 indices->push_back(verts*(col+increment)+row+increment);
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|                 indices->push_back(verts*col+row+increment);
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| 
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|                 indices->push_back(verts*col+row);
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|                 indices->push_back(verts*(col+increment)+row);
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|                 indices->push_back(verts*(col)+row+increment);
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|             }
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|             else
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|             {
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|                 indices->push_back(verts*col+row);
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|                 indices->push_back(verts*(col+increment)+row+increment);
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|                 indices->push_back(verts*col+row+increment);
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| 
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|                 indices->push_back(verts*col+row);
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|                 indices->push_back(verts*(col+increment)+row);
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|                 indices->push_back(verts*(col+increment)+row+increment);
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|             }
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|         }
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|     }
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| 
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|     size_t innerStep = increment;
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|     if (anyDeltas)
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|     {
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|         // Now configure LOD transitions at the edges - this is pretty tedious,
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|         // and some very long and boring code, but it works great
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| 
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|         // South
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|         size_t row = 0;
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|         size_t outerStep = static_cast<size_t>(1) << (lodDeltas[Terrain::South] + lodLevel);
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|         for (size_t col = 0; col < verts-1; col += outerStep)
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|         {
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|             indices->push_back(verts*col+row);
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|             indices->push_back(verts*(col+outerStep)+row);
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|             // Make sure not to touch the right edge
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|             if (col+outerStep == verts-1)
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|                 indices->push_back(verts*(col+outerStep-innerStep)+row+innerStep);
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|             else
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|                 indices->push_back(verts*(col+outerStep)+row+innerStep);
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| 
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|             for (size_t i = 0; i < outerStep; i += innerStep)
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|             {
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|                 // Make sure not to touch the left or right edges
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|                 if (col+i == 0 || col+i == verts-1-innerStep)
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|                     continue;
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|                 indices->push_back(verts*(col)+row);
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|                 indices->push_back(verts*(col+i+innerStep)+row+innerStep);
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|                 indices->push_back(verts*(col+i)+row+innerStep);
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|             }
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|         }
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| 
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|         // North
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|         row = verts-1;
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|         outerStep = size_t(1) << (lodDeltas[Terrain::North] + lodLevel);
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|         for (size_t col = 0; col < verts-1; col += outerStep)
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|         {
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|             indices->push_back(verts*(col+outerStep)+row);
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|             indices->push_back(verts*col+row);
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|             // Make sure not to touch the left edge
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|             if (col == 0)
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|                 indices->push_back(verts*(col+innerStep)+row-innerStep);
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|             else
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|                 indices->push_back(verts*col+row-innerStep);
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| 
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|             for (size_t i = 0; i < outerStep; i += innerStep)
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|             {
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|                 // Make sure not to touch the left or right edges
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|                 if (col+i == 0 || col+i == verts-1-innerStep)
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|                     continue;
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|                 indices->push_back(verts*(col+i)+row-innerStep);
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|                 indices->push_back(verts*(col+i+innerStep)+row-innerStep);
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|                 indices->push_back(verts*(col+outerStep)+row);
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|             }
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|         }
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| 
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|         // West
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|         size_t col = 0;
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|         outerStep = size_t(1) << (lodDeltas[Terrain::West] + lodLevel);
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|         for (row = 0; row < verts-1; row += outerStep)
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|         {
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|             indices->push_back(verts*col+row+outerStep);
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|             indices->push_back(verts*col+row);
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|             // Make sure not to touch the top edge
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|             if (row+outerStep == verts-1)
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|                 indices->push_back(verts*(col+innerStep)+row+outerStep-innerStep);
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|             else
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|                 indices->push_back(verts*(col+innerStep)+row+outerStep);
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| 
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|             for (size_t i = 0; i < outerStep; i += innerStep)
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|             {
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|                 // Make sure not to touch the top or bottom edges
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|                 if (row+i == 0 || row+i == verts-1-innerStep)
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|                     continue;
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|                 indices->push_back(verts*col+row);
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|                 indices->push_back(verts*(col+innerStep)+row+i);
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|                 indices->push_back(verts*(col+innerStep)+row+i+innerStep);
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|             }
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|         }
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| 
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|         // East
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|         col = verts-1;
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|         outerStep = size_t(1) << (lodDeltas[Terrain::East] + lodLevel);
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|         for (row = 0; row < verts-1; row += outerStep)
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|         {
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|             indices->push_back(verts*col+row);
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|             indices->push_back(verts*col+row+outerStep);
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|             // Make sure not to touch the bottom edge
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|             if (row == 0)
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|                 indices->push_back(verts*(col-innerStep)+row+innerStep);
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|             else
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|                 indices->push_back(verts*(col-innerStep)+row);
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| 
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|             for (size_t i = 0; i < outerStep; i += innerStep)
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|             {
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|                 // Make sure not to touch the top or bottom edges
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|                 if (row+i == 0 || row+i == verts-1-innerStep)
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|                     continue;
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|                 indices->push_back(verts*col+row+outerStep);
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|                 indices->push_back(verts*(col-innerStep)+row+i+innerStep);
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|                 indices->push_back(verts*(col-innerStep)+row+i);
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|             }
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|         }
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|     }
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| 
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|     return indices;
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| }
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| 
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| }
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| 
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| namespace Terrain
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| {
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| 
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|     osg::ref_ptr<osg::Vec2Array> BufferCache::getUVBuffer(unsigned int numVerts)
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|     {
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|         std::lock_guard<std::mutex> lock(mUvBufferMutex);
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|         if (mUvBufferMap.find(numVerts) != mUvBufferMap.end())
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|         {
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|             return mUvBufferMap[numVerts];
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|         }
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| 
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|         int vertexCount = numVerts * numVerts;
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| 
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|         osg::ref_ptr<osg::Vec2Array> uvs (new osg::Vec2Array(osg::Array::BIND_PER_VERTEX));
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|         uvs->reserve(vertexCount);
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| 
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|         for (unsigned int col = 0; col < numVerts; ++col)
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|         {
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|             for (unsigned int row = 0; row < numVerts; ++row)
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|             {
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|                 uvs->push_back(osg::Vec2f(col / static_cast<float>(numVerts-1),
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|                                           ((numVerts-1) - row) / static_cast<float>(numVerts-1)));
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|             }
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|         }
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| 
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|         // Assign a VBO here to enable state sharing between different Geometries.
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|         uvs->setVertexBufferObject(new osg::VertexBufferObject);
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| 
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|         mUvBufferMap[numVerts] = uvs;
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|         return uvs;
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|     }
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| 
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|     osg::ref_ptr<osg::DrawElements> BufferCache::getIndexBuffer(unsigned int numVerts, unsigned int flags)
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|     {
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|         std::pair<int, int> id = std::make_pair(numVerts, flags);
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|         std::lock_guard<std::mutex> lock(mIndexBufferMutex);
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| 
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|         if (mIndexBufferMap.find(id) != mIndexBufferMap.end())
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|         {
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|             return mIndexBufferMap[id];
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|         }
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| 
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|         osg::ref_ptr<osg::DrawElements> buffer;
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| 
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|         if (numVerts*numVerts <= (0xffffu))
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|             buffer = createIndexBuffer<osg::DrawElementsUShort>(flags, numVerts);
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|         else
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|             buffer = createIndexBuffer<osg::DrawElementsUInt>(flags, numVerts);
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| 
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|         // Assign a EBO here to enable state sharing between different Geometries.
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|         buffer->setElementBufferObject(new osg::ElementBufferObject);
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| 
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|         mIndexBufferMap[id] = buffer;
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|         return buffer;
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|     }
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| 
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|     void BufferCache::clearCache()
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|     {
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|         {
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|             std::lock_guard<std::mutex> lock(mIndexBufferMutex);
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|             mIndexBufferMap.clear();
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|         }
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|         {
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|             std::lock_guard<std::mutex> lock(mUvBufferMutex);
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|             mUvBufferMap.clear();
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|         }
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|     }
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| 
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|     void BufferCache::releaseGLObjects(osg::State *state)
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|     {
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|         {
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|             std::lock_guard<std::mutex> lock(mIndexBufferMutex);
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|             for (auto indexbuffer : mIndexBufferMap)
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|                 indexbuffer.second->releaseGLObjects(state);
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|         }
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|         {
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|             std::lock_guard<std::mutex> lock(mUvBufferMutex);
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|             for (auto uvbuffer : mUvBufferMap)
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|                 uvbuffer.second->releaseGLObjects(state);
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|         }
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|     }
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| 
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| }
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