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openmw-tes3coop/components/terrain/buffercache.cpp

235 lines
8.2 KiB
C++

#include "buffercache.hpp"
#include <cassert>
#include <OpenThreads/ScopedLock>
#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 = static_cast<size_t>(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 = static_cast<size_t>(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 (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 (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()
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mUvBufferMutex);
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),
((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)
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mIndexBufferMutex);
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;
}
}