openmw-tes3coop/components/terrain/terraingrid.cpp
scrawl 6ef848b7c5 Remove TextureManager::getTexture2D
Instead use getImage and let the caller create the Texture. Sharing of textures is then handled in post by the SharedStateManager.

This is closer to what the OSG serializer does.

Streamlines the TextureManager and will make it easier to multithread.
2016-02-05 23:01:11 +01:00

253 lines
8.8 KiB
C++

#include "terraingrid.hpp"
#include <memory>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/texturemanager.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/esm/loadland.hpp>
#include <osg/Geometry>
#include <osg/Geode>
#include <osg/KdTree>
#include <osg/Version>
#include <osgFX/Effect>
#include <osgUtil/IncrementalCompileOperation>
#include "material.hpp"
#include "storage.hpp"
namespace
{
class StaticBoundingBoxCallback : public osg::Drawable::ComputeBoundingBoxCallback
{
public:
StaticBoundingBoxCallback(const osg::BoundingBox& bounds)
: mBoundingBox(bounds)
{
}
virtual osg::BoundingBox computeBound(const osg::Drawable&) const
{
return mBoundingBox;
}
private:
osg::BoundingBox mBoundingBox;
};
}
namespace Terrain
{
TerrainGrid::TerrainGrid(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico,
Storage* storage, int nodeMask)
: Terrain::World(parent, resourceSystem, ico, storage, nodeMask)
, mNumSplits(4)
, mKdTreeBuilder(new osg::KdTreeBuilder)
{
mCache = BufferCache((storage->getCellVertices()-1)/static_cast<float>(mNumSplits) + 1);
}
TerrainGrid::~TerrainGrid()
{
while (!mGrid.empty())
{
unloadCell(mGrid.begin()->first.first, mGrid.begin()->first.second);
}
}
class GridElement
{
public:
osg::ref_ptr<osg::Node> mNode;
};
osg::ref_ptr<osg::Node> TerrainGrid::buildTerrain (osg::Group* parent, float chunkSize, const osg::Vec2f& chunkCenter)
{
if (chunkSize * mNumSplits > 1.f)
{
// keep splitting
osg::ref_ptr<osg::Group> group (new osg::Group);
if (parent)
parent->addChild(group);
float newChunkSize = chunkSize/2.f;
buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(newChunkSize/2.f, newChunkSize/2.f));
buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(newChunkSize/2.f, -newChunkSize/2.f));
buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(-newChunkSize/2.f, newChunkSize/2.f));
buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(-newChunkSize/2.f, -newChunkSize/2.f));
return group;
}
else
{
float minH, maxH;
if (!mStorage->getMinMaxHeights(chunkSize, chunkCenter, minH, maxH))
return NULL; // no terrain defined
osg::Vec2f worldCenter = chunkCenter*mStorage->getCellWorldSize();
osg::ref_ptr<SceneUtil::PositionAttitudeTransform> transform (new SceneUtil::PositionAttitudeTransform);
transform->setPosition(osg::Vec3f(worldCenter.x(), worldCenter.y(), 0.f));
if (parent)
parent->addChild(transform);
osg::ref_ptr<osg::Vec3Array> positions (new osg::Vec3Array);
osg::ref_ptr<osg::Vec3Array> normals (new osg::Vec3Array);
osg::ref_ptr<osg::Vec4Array> colors (new osg::Vec4Array);
osg::ref_ptr<osg::VertexBufferObject> vbo (new osg::VertexBufferObject);
positions->setVertexBufferObject(vbo);
normals->setVertexBufferObject(vbo);
colors->setVertexBufferObject(vbo);
mStorage->fillVertexBuffers(0, chunkSize, chunkCenter, positions, normals, colors);
osg::ref_ptr<osg::Geometry> geometry (new osg::Geometry);
geometry->setVertexArray(positions);
geometry->setNormalArray(normals, osg::Array::BIND_PER_VERTEX);
geometry->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
geometry->setUseDisplayList(false);
geometry->setUseVertexBufferObjects(true);
geometry->addPrimitiveSet(mCache.getIndexBuffer(0));
// we already know the bounding box, so no need to let OSG compute it.
osg::Vec3f min(-0.5f*mStorage->getCellWorldSize()*chunkSize,
-0.5f*mStorage->getCellWorldSize()*chunkSize,
minH);
osg::Vec3f max (0.5f*mStorage->getCellWorldSize()*chunkSize,
0.5f*mStorage->getCellWorldSize()*chunkSize,
maxH);
osg::BoundingBox bounds(min, max);
geometry->setComputeBoundingBoxCallback(new StaticBoundingBoxCallback(bounds));
std::vector<LayerInfo> layerList;
std::vector<osg::ref_ptr<osg::Image> > blendmaps;
mStorage->getBlendmaps(chunkSize, chunkCenter, false, blendmaps, layerList);
// For compiling textures, I don't think the osgFX::Effect does it correctly
osg::ref_ptr<osg::Node> textureCompileDummy (new osg::Node);
unsigned int dummyTextureCounter = 0;
std::vector<osg::ref_ptr<osg::Texture2D> > layerTextures;
for (std::vector<LayerInfo>::const_iterator it = layerList.begin(); it != layerList.end(); ++it)
{
osg::ref_ptr<osg::Texture2D> tex = mTextureCache[it->mDiffuseMap];
if (!tex)
{
tex = new osg::Texture2D(mResourceSystem->getTextureManager()->getImage(it->mDiffuseMap));
tex->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
tex->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
mTextureCache[it->mDiffuseMap] = tex;
}
layerTextures.push_back(tex);
textureCompileDummy->getOrCreateStateSet()->setTextureAttributeAndModes(dummyTextureCounter++, layerTextures.back());
}
std::vector<osg::ref_ptr<osg::Texture2D> > blendmapTextures;
for (std::vector<osg::ref_ptr<osg::Image> >::const_iterator it = blendmaps.begin(); it != blendmaps.end(); ++it)
{
osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
texture->setImage(*it);
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
texture->setResizeNonPowerOfTwoHint(false);
texture->getOrCreateUserDataContainer()->addDescription("dont_override_filter");
blendmapTextures.push_back(texture);
mResourceSystem->getSceneManager()->applyFilterSettings(texture);
textureCompileDummy->getOrCreateStateSet()->setTextureAttributeAndModes(dummyTextureCounter++, blendmapTextures.back());
}
// SharedStatemanager->share(textureCompileDummy);
// Remove unrefImageDataAfterApply for better state sharing
// use texture coordinates for both texture units, the layer texture and blend texture
for (unsigned int i=0; i<2; ++i)
geometry->setTexCoordArray(i, mCache.getUVBuffer());
float blendmapScale = ESM::Land::LAND_TEXTURE_SIZE*chunkSize;
osg::ref_ptr<osgFX::Effect> effect (new Terrain::Effect(layerTextures, blendmapTextures, blendmapScale, blendmapScale));
effect->addCullCallback(new SceneUtil::LightListCallback);
transform->addChild(effect);
#if OSG_VERSION_GREATER_OR_EQUAL(3,3,3)
osg::Node* toAttach = geometry.get();
#else
osg::ref_ptr<osg::Geode> geode (new osg::Geode);
geode->addDrawable(geometry);
osg::Node* toAttach = geode.get();
#endif
effect->addChild(toAttach);
if (mIncrementalCompileOperation)
{
mIncrementalCompileOperation->add(toAttach);
mIncrementalCompileOperation->add(textureCompileDummy);
}
return transform;
}
}
void TerrainGrid::loadCell(int x, int y)
{
if (mGrid.find(std::make_pair(x, y)) != mGrid.end())
return; // already loaded
osg::Vec2f center(x+0.5f, y+0.5f);
osg::ref_ptr<osg::Node> terrainNode = buildTerrain(NULL, 1.f, center);
if (!terrainNode)
return; // no terrain defined
std::auto_ptr<GridElement> element (new GridElement);
element->mNode = terrainNode;
mTerrainRoot->addChild(element->mNode);
// kdtree probably not needed with mNumSplits=4
/*
// build a kdtree to speed up intersection tests with the terrain
// Note, the build could be optimized using a custom kdtree builder, since we know that the terrain can be represented by a quadtree
geode->accept(*mKdTreeBuilder);
*/
mGrid[std::make_pair(x,y)] = element.release();
}
void TerrainGrid::unloadCell(int x, int y)
{
Grid::iterator it = mGrid.find(std::make_pair(x,y));
if (it == mGrid.end())
return;
GridElement* element = it->second;
mTerrainRoot->removeChild(element->mNode);
delete element;
mGrid.erase(it);
}
void TerrainGrid::clearCache()
{
for (TextureCache::iterator it = mTextureCache.begin(); it != mTextureCache.end();)
{
if (it->second->referenceCount() <= 1)
mTextureCache.erase(it++);
else
++it;
}
}
}