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			563 lines
		
	
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			563 lines
		
	
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "quadtreeworld.hpp"
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#include <osgUtil/CullVisitor>
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#include <osg/ShapeDrawable>
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#include <osg/PolygonMode>
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#include <limits>
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#include <sstream>
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#include <components/misc/constants.hpp>
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#include <components/sceneutil/mwshadowtechnique.hpp>
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#include <components/sceneutil/positionattitudetransform.hpp>
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#include "quadtreenode.hpp"
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#include "storage.hpp"
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#include "viewdata.hpp"
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#include "chunkmanager.hpp"
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#include "compositemaprenderer.hpp"
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#include "terraindrawable.hpp"
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namespace
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{
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    bool isPowerOfTwo(int x)
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    {
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        return ( (x > 0) && ((x & (x - 1)) == 0) );
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    }
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    int nextPowerOfTwo (int v)
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    {
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        if (isPowerOfTwo(v)) return v;
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        int depth=0;
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        while(v)
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        {
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            v >>= 1;
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            depth++;
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        }
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        return 1 << depth;
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    }
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    int Log2( unsigned int n )
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    {
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        int targetlevel = 0;
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        while (n >>= 1) ++targetlevel;
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        return targetlevel;
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    }
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}
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namespace Terrain
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{
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class DefaultLodCallback : public LodCallback
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{
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public:
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    DefaultLodCallback(float factor, float minSize, float viewDistance, const osg::Vec4i& grid)
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        : mFactor(factor)
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        , mMinSize(minSize)
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        , mViewDistance(viewDistance)
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        , mActiveGrid(grid)
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    {
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    }
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    ReturnValue isSufficientDetail(QuadTreeNode* node, float dist) override
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    {
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        const osg::Vec2f& center = node->getCenter();
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        bool activeGrid = (center.x() > mActiveGrid.x() && center.y() > mActiveGrid.y() && center.x() < mActiveGrid.z() && center.y() < mActiveGrid.w());
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        if (dist > mViewDistance && !activeGrid) // for Scene<->ObjectPaging sync the activegrid must remain loaded
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            return StopTraversal;
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        if (node->getSize()>1)
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        {
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            float halfSize = node->getSize()/2;
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            osg::Vec4i nodeBounds (static_cast<int>(center.x() - halfSize), static_cast<int>(center.y() - halfSize), static_cast<int>(center.x() + halfSize), static_cast<int>(center.y() + halfSize));
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            bool intersects = (std::max(nodeBounds.x(), mActiveGrid.x()) < std::min(nodeBounds.z(), mActiveGrid.z()) && std::max(nodeBounds.y(), mActiveGrid.y()) < std::min(nodeBounds.w(), mActiveGrid.w()));
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            // to prevent making chunks who will cross the activegrid border
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            if (intersects)
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                return Deeper;
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        }
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        int nativeLodLevel = Log2(static_cast<unsigned int>(node->getSize()/mMinSize));
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        int lodLevel = Log2(static_cast<unsigned int>(dist/(Constants::CellSizeInUnits*mMinSize*mFactor)));
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        return nativeLodLevel <= lodLevel ? StopTraversalAndUse : Deeper;
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    }
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private:
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    float mFactor;
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    float mMinSize;
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    float mViewDistance;
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    osg::Vec4i mActiveGrid;
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};
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class RootNode : public QuadTreeNode
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{
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public:
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    RootNode(float size, const osg::Vec2f& center)
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        : QuadTreeNode(nullptr, Root, size, center)
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        , mWorld(nullptr)
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    {
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    }
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    void setWorld(QuadTreeWorld* world)
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    {
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        mWorld = world;
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    }
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    void accept(osg::NodeVisitor &nv) override
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    {
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        if (!nv.validNodeMask(*this))
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            return;
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        nv.pushOntoNodePath(this);
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        mWorld->accept(nv);
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        nv.popFromNodePath();
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    }
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private:
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    QuadTreeWorld* mWorld;
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};
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class QuadTreeBuilder
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{
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public:
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    QuadTreeBuilder(Terrain::Storage* storage, float minSize)
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        : mStorage(storage)
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        , mMinX(0.f), mMaxX(0.f), mMinY(0.f), mMaxY(0.f)
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        , mMinSize(minSize)
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    {
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    }
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    void build()
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    {
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        mStorage->getBounds(mMinX, mMaxX, mMinY, mMaxY);
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        int origSizeX = static_cast<int>(mMaxX - mMinX);
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        int origSizeY = static_cast<int>(mMaxY - mMinY);
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        // Dividing a quad tree only works well for powers of two, so round up to the nearest one
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        int size = nextPowerOfTwo(std::max(origSizeX, origSizeY));
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        float centerX = (mMinX+mMaxX)/2.f + (size-origSizeX)/2.f;
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        float centerY = (mMinY+mMaxY)/2.f + (size-origSizeY)/2.f;
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        mRootNode = new RootNode(size, osg::Vec2f(centerX, centerY));
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        addChildren(mRootNode);
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        mRootNode->initNeighbours();
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        float cellWorldSize = mStorage->getCellWorldSize();
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        mRootNode->setInitialBound(osg::BoundingSphere(osg::BoundingBox(osg::Vec3(mMinX*cellWorldSize, mMinY*cellWorldSize, 0), osg::Vec3(mMaxX*cellWorldSize, mMaxY*cellWorldSize, 0))));
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    }
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    void addChildren(QuadTreeNode* parent)
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    {
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        float halfSize = parent->getSize()/2.f;
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        osg::BoundingBox boundingBox;
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        for (unsigned int i=0; i<4; ++i)
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        {
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            osg::ref_ptr<QuadTreeNode> child = addChild(parent, static_cast<ChildDirection>(i), halfSize);
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            if (child)
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            {
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                boundingBox.expandBy(child->getBoundingBox());
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                parent->addChildNode(child);
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            }
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        }
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        if (!boundingBox.valid())
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            parent->removeChildren(0, 4);
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        else
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            parent->setBoundingBox(boundingBox);
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    }
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    osg::ref_ptr<QuadTreeNode> addChild(QuadTreeNode* parent, ChildDirection direction, float size)
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    {
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        float halfSize = size/2.f;
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        osg::Vec2f center;
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        switch (direction)
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        {
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        case SW:
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            center = parent->getCenter() + osg::Vec2f(-halfSize,-halfSize);
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            break;
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        case SE:
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            center = parent->getCenter() + osg::Vec2f(halfSize, -halfSize);
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            break;
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        case NW:
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            center = parent->getCenter() + osg::Vec2f(-halfSize, halfSize);
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            break;
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        case NE:
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            center = parent->getCenter() + osg::Vec2f(halfSize, halfSize);
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            break;
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        default:
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            break;
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        }
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        osg::ref_ptr<QuadTreeNode> node = new QuadTreeNode(parent, direction, size, center);
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        if (center.x() - halfSize > mMaxX
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                || center.x() + halfSize < mMinX
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                || center.y() - halfSize > mMaxY
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                || center.y() + halfSize < mMinY )
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            // Out of bounds of the actual terrain - this will happen because
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            // we rounded the size up to the next power of two
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        {
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            // Still create and return an empty node so as to not break the assumption that each QuadTreeNode has either 4 or 0 children.
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            return node;
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        }
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        // Do not add child nodes for default cells without data.
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        // size = 1 means that the single shape covers the whole cell.
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        if (node->getSize() == 1 && !mStorage->hasData(center.x()-0.5, center.y()-0.5))
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            return node;
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        if (node->getSize() <= mMinSize)
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        {
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            // We arrived at a leaf.
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            // Since the tree is used for LOD level selection instead of culling, we do not need to load the actual height data here.
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            float minZ = -std::numeric_limits<float>::max();
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            float maxZ = std::numeric_limits<float>::max();
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            float cellWorldSize = mStorage->getCellWorldSize();
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            osg::BoundingBox boundingBox(osg::Vec3f((center.x()-halfSize)*cellWorldSize, (center.y()-halfSize)*cellWorldSize, minZ),
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                                    osg::Vec3f((center.x()+halfSize)*cellWorldSize, (center.y()+halfSize)*cellWorldSize, maxZ));
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            node->setBoundingBox(boundingBox);
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            return node;
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        }
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        else
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        {
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            addChildren(node);
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            return node;
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        }
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    }
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    osg::ref_ptr<RootNode> getRootNode()
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    {
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        return mRootNode;
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    }
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private:
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    Terrain::Storage* mStorage;
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    float mMinX, mMaxX, mMinY, mMaxY;
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    float mMinSize;
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    osg::ref_ptr<RootNode> mRootNode;
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};
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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, int vertexLodMod, float maxCompGeometrySize)
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    : TerrainGrid(parent, compileRoot, resourceSystem, storage, nodeMask, preCompileMask, borderMask)
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    , mViewDataMap(new ViewDataMap)
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    , mQuadTreeBuilt(false)
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    , mLodFactor(lodFactor)
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    , mVertexLodMod(vertexLodMod)
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    , mViewDistance(std::numeric_limits<float>::max())
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    , mMinSize(1/8.f)
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{
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    mChunkManager->setCompositeMapSize(compMapResolution);
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    mChunkManager->setCompositeMapLevel(compMapLevel);
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    mChunkManager->setMaxCompositeGeometrySize(maxCompGeometrySize);
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    mChunkManagers.push_back(mChunkManager.get());
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}
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QuadTreeWorld::QuadTreeWorld(osg::Group *parent, Storage *storage, int nodeMask, float lodFactor, float chunkSize)
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    : TerrainGrid(parent, storage, nodeMask)
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    , mViewDataMap(new ViewDataMap)
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    , mQuadTreeBuilt(false)
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    , mLodFactor(lodFactor)
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    , mVertexLodMod(0)
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    , mViewDistance(std::numeric_limits<float>::max())
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    , mMinSize(chunkSize)
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{
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}
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QuadTreeWorld::~QuadTreeWorld()
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{
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}
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/// get the level of vertex detail to render this node at, expressed relative to the native resolution of the data set.
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unsigned int getVertexLod(QuadTreeNode* node, int vertexLodMod)
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{
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    int lod = Log2(int(node->getSize()));
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    if (vertexLodMod > 0)
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    {
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        lod = std::max(0, lod-vertexLodMod);
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    }
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    else if (vertexLodMod < 0)
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    {
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        float size = node->getSize();
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        // Stop to simplify at this level since with size = 1 the node already covers the whole cell and has getCellVertices() vertices.
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        while (size < 1)
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        {
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            size *= 2;
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            vertexLodMod = std::min(0, vertexLodMod+1);
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        }
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        lod += std::abs(vertexLodMod);
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    }
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    return lod;
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}
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/// get the flags to use for stitching in the index buffer so that chunks of different LOD connect seamlessly
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unsigned int getLodFlags(QuadTreeNode* node, int ourLod, int vertexLodMod, const ViewData* vd)
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{
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    unsigned int lodFlags = 0;
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    for (unsigned int i=0; i<4; ++i)
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    {
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        QuadTreeNode* neighbour = node->getNeighbour(static_cast<Direction>(i));
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        // If the neighbour isn't currently rendering itself,
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        // go up until we find one. NOTE: We don't need to go down,
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        // because in that case neighbour's detail would be higher than
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        // our detail and the neighbour would handle stitching by itself.
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        while (neighbour && !vd->contains(neighbour))
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            neighbour = neighbour->getParent();
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        int lod = 0;
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        if (neighbour)
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            lod = getVertexLod(neighbour, vertexLodMod);
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        if (lod <= ourLod) // We only need to worry about neighbours less detailed than we are -
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            lod = 0;         // neighbours with more detail will do the stitching themselves
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        // Use 4 bits for each LOD delta
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        if (lod > 0)
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        {
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            lodFlags |= static_cast<unsigned int>(lod - ourLod) << (4*i);
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        }
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    }
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    return lodFlags;
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}
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void loadRenderingNode(ViewData::Entry& entry, ViewData* vd, int vertexLodMod, float cellWorldSize, const osg::Vec4i &gridbounds, const std::vector<QuadTreeWorld::ChunkManager*>& chunkManagers, bool compile)
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{
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    if (!vd->hasChanged() && entry.mRenderingNode)
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        return;
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    int ourLod = getVertexLod(entry.mNode, vertexLodMod);
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    if (vd->hasChanged())
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    {
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        // have to recompute the lodFlags in case a neighbour has changed LOD.
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        unsigned int lodFlags = getLodFlags(entry.mNode, ourLod, vertexLodMod, vd);
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        if (lodFlags != entry.mLodFlags)
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        {
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            entry.mRenderingNode = nullptr;
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            entry.mLodFlags = lodFlags;
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        }
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    }
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    if (!entry.mRenderingNode)
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    {
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        osg::ref_ptr<SceneUtil::PositionAttitudeTransform> pat = new SceneUtil::PositionAttitudeTransform;
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        pat->setPosition(osg::Vec3f(entry.mNode->getCenter().x()*cellWorldSize, entry.mNode->getCenter().y()*cellWorldSize, 0.f));
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        const osg::Vec2f& center = entry.mNode->getCenter();
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        bool activeGrid = (center.x() > gridbounds.x() && center.y() > gridbounds.y() && center.x() < gridbounds.z() && center.y() < gridbounds.w());
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        for (QuadTreeWorld::ChunkManager* m : chunkManagers)
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        {
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            osg::ref_ptr<osg::Node> n = m->getChunk(entry.mNode->getSize(), entry.mNode->getCenter(), ourLod, entry.mLodFlags, activeGrid, vd->getViewPoint(), compile);
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            if (n) pat->addChild(n);
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        }
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        entry.mRenderingNode = pat;
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    }
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}
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void updateWaterCullingView(HeightCullCallback* callback, ViewData* vd, osgUtil::CullVisitor* cv, float cellworldsize, bool outofworld)
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{
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    if (!(cv->getTraversalMask() & callback->getCullMask()))
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        return;
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    float lowZ = std::numeric_limits<float>::max();
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    float highZ = callback->getHighZ();
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    if (cv->getEyePoint().z() <= highZ || outofworld)
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    {
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        callback->setLowZ(-std::numeric_limits<float>::max());
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        return;
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    }
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    cv->pushCurrentMask();
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    static bool debug = getenv("OPENMW_WATER_CULLING_DEBUG") != nullptr;
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    for (unsigned int i=0; i<vd->getNumEntries(); ++i)
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    {
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        ViewData::Entry& entry = vd->getEntry(i);
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        osg::BoundingBox bb = static_cast<TerrainDrawable*>(entry.mRenderingNode->asGroup()->getChild(0))->getWaterBoundingBox();
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        if (!bb.valid())
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            continue;
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        osg::Vec3f ofs (entry.mNode->getCenter().x()*cellworldsize, entry.mNode->getCenter().y()*cellworldsize, 0.f);
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        bb._min += ofs; bb._max += ofs;
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        bb._min.z() = highZ;
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        bb._max.z() = highZ;
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        if (cv->isCulled(bb))
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            continue;
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        lowZ = bb._min.z();
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        if (!debug)
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            break;
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        osg::Box* b = new osg::Box;
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        b->set(bb.center(), bb._max - bb.center());
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        osg::ShapeDrawable* drw = new osg::ShapeDrawable(b);
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        static osg::ref_ptr<osg::StateSet> stateset = nullptr;
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        if (!stateset)
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        {
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            stateset = new osg::StateSet;
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            stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
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            stateset->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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            stateset->setAttributeAndModes(new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE), osg::StateAttribute::ON);
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            osg::Material* m = new osg::Material;
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            m->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(0,0,1,1));
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            m->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0,0,0,1));
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            m->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(0,0,0,1));
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            stateset->setAttributeAndModes(m, osg::StateAttribute::ON);
 | 
						|
            stateset->setRenderBinDetails(100,"RenderBin");
 | 
						|
        }
 | 
						|
        drw->setStateSet(stateset);
 | 
						|
        drw->accept(*cv);
 | 
						|
    }
 | 
						|
    callback->setLowZ(lowZ);
 | 
						|
    cv->popCurrentMask();
 | 
						|
}
 | 
						|
 | 
						|
void QuadTreeWorld::accept(osg::NodeVisitor &nv)
 | 
						|
{
 | 
						|
    bool isCullVisitor = nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR;
 | 
						|
    if (!isCullVisitor && nv.getVisitorType() != osg::NodeVisitor::INTERSECTION_VISITOR)
 | 
						|
    {
 | 
						|
        if (nv.getName().find("AcceptedByComponentsTerrainQuadTreeWorld") != std::string::npos)
 | 
						|
        {
 | 
						|
            if (nv.getName().find("SceneUtil::MWShadowTechnique::ComputeLightSpaceBounds") != std::string::npos)
 | 
						|
            {
 | 
						|
                SceneUtil::MWShadowTechnique::ComputeLightSpaceBounds* clsb = static_cast<SceneUtil::MWShadowTechnique::ComputeLightSpaceBounds*>(&nv);
 | 
						|
                clsb->apply(*this);
 | 
						|
            }
 | 
						|
            else
 | 
						|
                nv.apply(*mRootNode);
 | 
						|
        }
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    osg::Object * viewer = isCullVisitor ? static_cast<osgUtil::CullVisitor*>(&nv)->getCurrentCamera() : nullptr;
 | 
						|
    bool needsUpdate = true;
 | 
						|
    ViewData *vd = mViewDataMap->getViewData(viewer, nv.getViewPoint(), mActiveGrid, needsUpdate);
 | 
						|
 | 
						|
    if (needsUpdate)
 | 
						|
    {
 | 
						|
        vd->reset();
 | 
						|
        DefaultLodCallback lodCallback(mLodFactor, mMinSize, mViewDistance, mActiveGrid);
 | 
						|
        mRootNode->traverseNodes(vd, nv.getViewPoint(), &lodCallback);
 | 
						|
    }
 | 
						|
 | 
						|
    const float cellWorldSize = mStorage->getCellWorldSize();
 | 
						|
 | 
						|
    for (unsigned int i=0; i<vd->getNumEntries(); ++i)
 | 
						|
    {
 | 
						|
        ViewData::Entry& entry = vd->getEntry(i);
 | 
						|
        loadRenderingNode(entry, vd, mVertexLodMod, cellWorldSize, mActiveGrid, mChunkManagers, false);
 | 
						|
        entry.mRenderingNode->accept(nv);
 | 
						|
    }
 | 
						|
 | 
						|
    if (mHeightCullCallback && isCullVisitor)
 | 
						|
        updateWaterCullingView(mHeightCullCallback, vd, static_cast<osgUtil::CullVisitor*>(&nv), mStorage->getCellWorldSize(), !isGridEmpty());
 | 
						|
 | 
						|
    vd->markUnchanged();
 | 
						|
 | 
						|
    double referenceTime = nv.getFrameStamp() ? nv.getFrameStamp()->getReferenceTime() : 0.0;
 | 
						|
    if (referenceTime != 0.0)
 | 
						|
    {
 | 
						|
        vd->setLastUsageTimeStamp(referenceTime);
 | 
						|
        mViewDataMap->clearUnusedViews(referenceTime);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void QuadTreeWorld::ensureQuadTreeBuilt()
 | 
						|
{
 | 
						|
    std::lock_guard<std::mutex> lock(mQuadTreeMutex);
 | 
						|
    if (mQuadTreeBuilt)
 | 
						|
        return;
 | 
						|
 | 
						|
    QuadTreeBuilder builder(mStorage, mMinSize);
 | 
						|
    builder.build();
 | 
						|
 | 
						|
    mRootNode = builder.getRootNode();
 | 
						|
    mRootNode->setWorld(this);
 | 
						|
    mQuadTreeBuilt = true;
 | 
						|
}
 | 
						|
 | 
						|
void QuadTreeWorld::enable(bool enabled)
 | 
						|
{
 | 
						|
    if (enabled)
 | 
						|
    {
 | 
						|
        ensureQuadTreeBuilt();
 | 
						|
 | 
						|
        if (!mRootNode->getNumParents())
 | 
						|
            mTerrainRoot->addChild(mRootNode);
 | 
						|
    }
 | 
						|
 | 
						|
    if (mRootNode)
 | 
						|
        mRootNode->setNodeMask(enabled ? ~0 : 0);
 | 
						|
}
 | 
						|
 | 
						|
View* QuadTreeWorld::createView()
 | 
						|
{
 | 
						|
    return mViewDataMap->createIndependentView();
 | 
						|
}
 | 
						|
 | 
						|
void QuadTreeWorld::preload(View *view, const osg::Vec3f &viewPoint, const osg::Vec4i &grid, std::atomic<bool> &abort, std::atomic<int> &progress, int& progressTotal)
 | 
						|
{
 | 
						|
    ensureQuadTreeBuilt();
 | 
						|
 | 
						|
    ViewData* vd = static_cast<ViewData*>(view);
 | 
						|
    vd->setViewPoint(viewPoint);
 | 
						|
    vd->setActiveGrid(grid);
 | 
						|
    DefaultLodCallback lodCallback(mLodFactor, mMinSize, mViewDistance, grid);
 | 
						|
    mRootNode->traverseNodes(vd, viewPoint, &lodCallback);
 | 
						|
 | 
						|
    if (!progressTotal)
 | 
						|
        for (unsigned int i=0; i<vd->getNumEntries(); ++i)
 | 
						|
            progressTotal += vd->getEntry(i).mNode->getSize();
 | 
						|
 | 
						|
    const float cellWorldSize = mStorage->getCellWorldSize();
 | 
						|
    for (unsigned int i=0; i<vd->getNumEntries() && !abort; ++i)
 | 
						|
    {
 | 
						|
        ViewData::Entry& entry = vd->getEntry(i);
 | 
						|
        loadRenderingNode(entry, vd, mVertexLodMod, cellWorldSize, grid, mChunkManagers, true);
 | 
						|
        progress += entry.mNode->getSize();
 | 
						|
    }
 | 
						|
    vd->markUnchanged();
 | 
						|
}
 | 
						|
 | 
						|
bool QuadTreeWorld::storeView(const View* view, double referenceTime)
 | 
						|
{
 | 
						|
    return mViewDataMap->storeView(static_cast<const ViewData*>(view), referenceTime);
 | 
						|
}
 | 
						|
 | 
						|
void QuadTreeWorld::reportStats(unsigned int frameNumber, osg::Stats *stats)
 | 
						|
{
 | 
						|
    if (mCompositeMapRenderer)
 | 
						|
        stats->setAttribute(frameNumber, "Composite", mCompositeMapRenderer->getCompileSetSize());
 | 
						|
}
 | 
						|
 | 
						|
void QuadTreeWorld::loadCell(int x, int y)
 | 
						|
{
 | 
						|
    // fallback behavior only for undefined cells (every other is already handled in quadtree)
 | 
						|
    float dummy;
 | 
						|
    if (mChunkManager && !mStorage->getMinMaxHeights(1, osg::Vec2f(x+0.5, y+0.5), dummy, dummy))
 | 
						|
        TerrainGrid::loadCell(x,y);
 | 
						|
    else
 | 
						|
        World::loadCell(x,y);
 | 
						|
}
 | 
						|
 | 
						|
void QuadTreeWorld::unloadCell(int x, int y)
 | 
						|
{
 | 
						|
    // fallback behavior only for undefined cells (every other is already handled in quadtree)
 | 
						|
    float dummy;
 | 
						|
    if (mChunkManager && !mStorage->getMinMaxHeights(1, osg::Vec2f(x+0.5, y+0.5), dummy, dummy))
 | 
						|
        TerrainGrid::unloadCell(x,y);
 | 
						|
    else
 | 
						|
        World::unloadCell(x,y);
 | 
						|
}
 | 
						|
 | 
						|
void QuadTreeWorld::addChunkManager(QuadTreeWorld::ChunkManager* m)
 | 
						|
{
 | 
						|
    mChunkManagers.push_back(m);
 | 
						|
    mTerrainRoot->setNodeMask(mTerrainRoot->getNodeMask()|m->getNodeMask());
 | 
						|
}
 | 
						|
 | 
						|
void QuadTreeWorld::rebuildViews()
 | 
						|
{
 | 
						|
    mViewDataMap->rebuildViews();
 | 
						|
}
 | 
						|
 | 
						|
}
 |