mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-04-30 05:47:57 +03:00
Imported Upstream version 0.26.0
This commit is contained in:
commit
9a2b6c69b6
1398 changed files with 212217 additions and 0 deletions
169
components/terrain/chunk.cpp
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169
components/terrain/chunk.cpp
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@ -0,0 +1,169 @@
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#include "chunk.hpp"
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#include <OgreSceneNode.h>
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#include <OgreHardwareBufferManager.h>
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#include "quadtreenode.hpp"
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#include "world.hpp"
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#include "storage.hpp"
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namespace Terrain
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{
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Chunk::Chunk(QuadTreeNode* node, short lodLevel)
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: mNode(node)
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, mVertexLod(lodLevel)
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, mAdditionalLod(0)
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{
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mVertexData = OGRE_NEW Ogre::VertexData;
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mVertexData->vertexStart = 0;
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// Set the total number of vertices
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size_t numVertsOneSide = mNode->getSize() * (ESM::Land::LAND_SIZE-1);
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numVertsOneSide /= 1 << lodLevel;
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numVertsOneSide += 1;
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assert((int)numVertsOneSide == ESM::Land::LAND_SIZE);
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mVertexData->vertexCount = numVertsOneSide * numVertsOneSide;
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// Set up the vertex declaration, which specifies the info for each vertex (normals, colors, UVs, etc)
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Ogre::VertexDeclaration* vertexDecl = mVertexData->vertexDeclaration;
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Ogre::HardwareBufferManager* mgr = Ogre::HardwareBufferManager::getSingletonPtr();
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size_t nextBuffer = 0;
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// Positions
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vertexDecl->addElement(nextBuffer++, 0, Ogre::VET_FLOAT3, Ogre::VES_POSITION);
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mVertexBuffer = mgr->createVertexBuffer(Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3),
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mVertexData->vertexCount, Ogre::HardwareBuffer::HBU_STATIC);
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// Normals
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vertexDecl->addElement(nextBuffer++, 0, Ogre::VET_FLOAT3, Ogre::VES_NORMAL);
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mNormalBuffer = mgr->createVertexBuffer(Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3),
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mVertexData->vertexCount, Ogre::HardwareBuffer::HBU_STATIC);
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// UV texture coordinates
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vertexDecl->addElement(nextBuffer++, 0, Ogre::VET_FLOAT2,
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Ogre::VES_TEXTURE_COORDINATES, 0);
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Ogre::HardwareVertexBufferSharedPtr uvBuf = mNode->getTerrain()->getVertexBuffer(numVertsOneSide);
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// Colours
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vertexDecl->addElement(nextBuffer++, 0, Ogre::VET_COLOUR, Ogre::VES_DIFFUSE);
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mColourBuffer = mgr->createVertexBuffer(Ogre::VertexElement::getTypeSize(Ogre::VET_COLOUR),
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mVertexData->vertexCount, Ogre::HardwareBuffer::HBU_STATIC);
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mNode->getTerrain()->getStorage()->fillVertexBuffers(lodLevel, mNode->getSize(), mNode->getCenter(),
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mVertexBuffer, mNormalBuffer, mColourBuffer);
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mVertexData->vertexBufferBinding->setBinding(0, mVertexBuffer);
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mVertexData->vertexBufferBinding->setBinding(1, mNormalBuffer);
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mVertexData->vertexBufferBinding->setBinding(2, uvBuf);
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mVertexData->vertexBufferBinding->setBinding(3, mColourBuffer);
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mIndexData = OGRE_NEW Ogre::IndexData();
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mIndexData->indexStart = 0;
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}
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void Chunk::updateIndexBuffer()
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{
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// Fetch a suitable index buffer (which may be shared)
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size_t ourLod = mVertexLod + mAdditionalLod;
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int flags = 0;
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for (int i=0; i<4; ++i)
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{
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QuadTreeNode* neighbour = mNode->getNeighbour((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 && !neighbour->hasChunk())
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neighbour = neighbour->getParent();
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size_t lod = 0;
|
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if (neighbour)
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lod = neighbour->getActualLodLevel();
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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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|
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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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assert (lod - ourLod < (1 << 4));
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flags |= int(lod - ourLod) << (4*i);
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}
|
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}
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|
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flags |= ((int)mAdditionalLod) << (4*4);
|
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|
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size_t numIndices;
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mIndexBuffer = mNode->getTerrain()->getIndexBuffer(flags, numIndices);
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mIndexData->indexCount = numIndices;
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mIndexData->indexBuffer = mIndexBuffer;
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}
|
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|
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Chunk::~Chunk()
|
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{
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OGRE_DELETE mVertexData;
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OGRE_DELETE mIndexData;
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}
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void Chunk::setMaterial(const Ogre::MaterialPtr &material)
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{
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mMaterial = material;
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}
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const Ogre::AxisAlignedBox& Chunk::getBoundingBox(void) const
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{
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return mNode->getBoundingBox();
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}
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Ogre::Real Chunk::getBoundingRadius(void) const
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{
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return mNode->getBoundingBox().getHalfSize().length();
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}
|
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void Chunk::_updateRenderQueue(Ogre::RenderQueue* queue)
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{
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queue->addRenderable(this, mRenderQueueID);
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}
|
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|
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void Chunk::visitRenderables(Ogre::Renderable::Visitor* visitor,
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bool debugRenderables)
|
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{
|
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visitor->visit(this, 0, false);
|
||||
}
|
||||
|
||||
const Ogre::MaterialPtr& Chunk::getMaterial(void) const
|
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{
|
||||
return mMaterial;
|
||||
}
|
||||
|
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void Chunk::getRenderOperation(Ogre::RenderOperation& op)
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{
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assert (!mIndexBuffer.isNull() && "Trying to render, but no index buffer set!");
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op.useIndexes = true;
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op.operationType = Ogre::RenderOperation::OT_TRIANGLE_LIST;
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op.vertexData = mVertexData;
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op.indexData = mIndexData;
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}
|
||||
|
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void Chunk::getWorldTransforms(Ogre::Matrix4* xform) const
|
||||
{
|
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*xform = getParentSceneNode()->_getFullTransform();
|
||||
}
|
||||
|
||||
Ogre::Real Chunk::getSquaredViewDepth(const Ogre::Camera* cam) const
|
||||
{
|
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return getParentSceneNode()->getSquaredViewDepth(cam);
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||||
}
|
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|
||||
const Ogre::LightList& Chunk::getLights(void) const
|
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{
|
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return queryLights();
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}
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}
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63
components/terrain/chunk.hpp
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63
components/terrain/chunk.hpp
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#ifndef COMPONENTS_TERRAIN_TERRAINBATCH_H
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#define COMPONENTS_TERRAIN_TERRAINBATCH_H
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#include <OgreRenderable.h>
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#include <OgreMovableObject.h>
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namespace Terrain
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{
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class QuadTreeNode;
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/**
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* @brief Renders a chunk of terrain, either using alpha splatting or a composite map.
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*/
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class Chunk : public Ogre::Renderable, public Ogre::MovableObject
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||||
{
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public:
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/// @param lodLevel LOD level for the vertex buffer.
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Chunk (QuadTreeNode* node, short lodLevel);
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virtual ~Chunk();
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void setMaterial (const Ogre::MaterialPtr& material);
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/// Set additional LOD applied on top of vertex LOD. \n
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/// This is achieved by changing the index buffer to omit vertices.
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void setAdditionalLod (size_t lod) { mAdditionalLod = lod; }
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size_t getAdditionalLod() { return mAdditionalLod; }
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void updateIndexBuffer();
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// Inherited from MovableObject
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virtual const Ogre::String& getMovableType(void) const { static Ogre::String t = "MW_TERRAIN"; return t; }
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virtual const Ogre::AxisAlignedBox& getBoundingBox(void) const;
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||||
virtual Ogre::Real getBoundingRadius(void) const;
|
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virtual void _updateRenderQueue(Ogre::RenderQueue* queue);
|
||||
virtual void visitRenderables(Renderable::Visitor* visitor,
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||||
bool debugRenderables = false);
|
||||
|
||||
// Inherited from Renderable
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virtual const Ogre::MaterialPtr& getMaterial(void) const;
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virtual void getRenderOperation(Ogre::RenderOperation& op);
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virtual void getWorldTransforms(Ogre::Matrix4* xform) const;
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virtual Ogre::Real getSquaredViewDepth(const Ogre::Camera* cam) const;
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virtual const Ogre::LightList& getLights(void) const;
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||||
private:
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QuadTreeNode* mNode;
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Ogre::MaterialPtr mMaterial;
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size_t mVertexLod;
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size_t mAdditionalLod;
|
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|
||||
Ogre::VertexData* mVertexData;
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Ogre::IndexData* mIndexData;
|
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Ogre::HardwareVertexBufferSharedPtr mVertexBuffer;
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Ogre::HardwareVertexBufferSharedPtr mNormalBuffer;
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Ogre::HardwareVertexBufferSharedPtr mColourBuffer;
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Ogre::HardwareIndexBufferSharedPtr mIndexBuffer;
|
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};
|
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|
||||
}
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#endif
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300
components/terrain/material.cpp
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300
components/terrain/material.cpp
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#include "material.hpp"
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#include <OgreMaterialManager.h>
|
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#include <OgreTechnique.h>
|
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#include <OgrePass.h>
|
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|
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#include <extern/shiny/Main/Factory.hpp>
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namespace
|
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{
|
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int getBlendmapIndexForLayer (int layerIndex)
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{
|
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return std::floor((layerIndex-1)/4.f);
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}
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std::string getBlendmapComponentForLayer (int layerIndex)
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{
|
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int n = (layerIndex-1)%4;
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if (n == 0)
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return "x";
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if (n == 1)
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return "y";
|
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if (n == 2)
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return "z";
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else
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return "w";
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}
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}
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namespace Terrain
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{
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MaterialGenerator::MaterialGenerator(bool shaders)
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: mShaders(shaders)
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, mShadows(false)
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, mSplitShadows(false)
|
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{
|
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|
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}
|
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|
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Ogre::MaterialPtr MaterialGenerator::generate(Ogre::MaterialPtr mat)
|
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{
|
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return create(mat, false, false);
|
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}
|
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|
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Ogre::MaterialPtr MaterialGenerator::generateForCompositeMapRTT(Ogre::MaterialPtr mat)
|
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{
|
||||
return create(mat, true, false);
|
||||
}
|
||||
|
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Ogre::MaterialPtr MaterialGenerator::generateForCompositeMap(Ogre::MaterialPtr mat)
|
||||
{
|
||||
return create(mat, false, true);
|
||||
}
|
||||
|
||||
Ogre::MaterialPtr MaterialGenerator::create(Ogre::MaterialPtr mat, bool renderCompositeMap, bool displayCompositeMap)
|
||||
{
|
||||
assert(!renderCompositeMap || !displayCompositeMap);
|
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if (!mat.isNull())
|
||||
{
|
||||
sh::Factory::getInstance().destroyMaterialInstance(mat->getName());
|
||||
Ogre::MaterialManager::getSingleton().remove(mat->getName());
|
||||
}
|
||||
|
||||
static int count = 0;
|
||||
std::stringstream name;
|
||||
name << "terrain/mat" << count++;
|
||||
|
||||
if (!mShaders)
|
||||
{
|
||||
mat = Ogre::MaterialManager::getSingleton().create(name.str(),
|
||||
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
|
||||
Ogre::Technique* technique = mat->getTechnique(0);
|
||||
technique->removeAllPasses();
|
||||
|
||||
if (displayCompositeMap)
|
||||
{
|
||||
Ogre::Pass* pass = technique->createPass();
|
||||
pass->setVertexColourTracking(Ogre::TVC_AMBIENT|Ogre::TVC_DIFFUSE);
|
||||
pass->createTextureUnitState(mCompositeMap)->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
|
||||
}
|
||||
else
|
||||
{
|
||||
assert(mLayerList.size() == mBlendmapList.size()+1);
|
||||
std::vector<Ogre::TexturePtr>::iterator blend = mBlendmapList.begin();
|
||||
for (std::vector<std::string>::iterator layer = mLayerList.begin(); layer != mLayerList.end(); ++layer)
|
||||
{
|
||||
Ogre::Pass* pass = technique->createPass();
|
||||
pass->setLightingEnabled(false);
|
||||
pass->setVertexColourTracking(Ogre::TVC_NONE);
|
||||
// TODO: How to handle fog?
|
||||
pass->setFog(true, Ogre::FOG_NONE);
|
||||
|
||||
bool first = (layer == mLayerList.begin());
|
||||
|
||||
Ogre::TextureUnitState* tus;
|
||||
|
||||
if (!first)
|
||||
{
|
||||
pass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
|
||||
pass->setDepthFunction(Ogre::CMPF_EQUAL);
|
||||
|
||||
tus = pass->createTextureUnitState((*blend)->getName());
|
||||
tus->setAlphaOperation(Ogre::LBX_BLEND_TEXTURE_ALPHA,
|
||||
Ogre::LBS_TEXTURE,
|
||||
Ogre::LBS_TEXTURE);
|
||||
tus->setColourOperationEx(Ogre::LBX_BLEND_DIFFUSE_ALPHA,
|
||||
Ogre::LBS_TEXTURE,
|
||||
Ogre::LBS_TEXTURE);
|
||||
tus->setIsAlpha(true);
|
||||
tus->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
|
||||
|
||||
float scale = (16/(16.f+1.f));
|
||||
tus->setTextureScale(1.f/scale,1.f/scale);
|
||||
}
|
||||
|
||||
// Add the actual layer texture on top of the alpha map.
|
||||
tus = pass->createTextureUnitState("textures\\" + *layer);
|
||||
if (!first)
|
||||
tus->setColourOperationEx(Ogre::LBX_BLEND_DIFFUSE_ALPHA,
|
||||
Ogre::LBS_TEXTURE,
|
||||
Ogre::LBS_CURRENT);
|
||||
|
||||
tus->setTextureScale(1/16.f,1/16.f);
|
||||
|
||||
if (!first)
|
||||
++blend;
|
||||
}
|
||||
|
||||
if (!renderCompositeMap)
|
||||
{
|
||||
Ogre::Pass* lightingPass = technique->createPass();
|
||||
lightingPass->setSceneBlending(Ogre::SBT_MODULATE);
|
||||
lightingPass->setVertexColourTracking(Ogre::TVC_AMBIENT|Ogre::TVC_DIFFUSE);
|
||||
lightingPass->setFog(true, Ogre::FOG_NONE);
|
||||
}
|
||||
}
|
||||
|
||||
return mat;
|
||||
}
|
||||
else
|
||||
{
|
||||
sh::MaterialInstance* material = sh::Factory::getInstance().createMaterialInstance (name.str());
|
||||
material->setProperty ("allow_fixed_function", sh::makeProperty<sh::BooleanValue>(new sh::BooleanValue(false)));
|
||||
|
||||
if (displayCompositeMap)
|
||||
{
|
||||
sh::MaterialInstancePass* p = material->createPass ();
|
||||
|
||||
p->setProperty ("vertex_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_vertex")));
|
||||
p->setProperty ("fragment_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_fragment")));
|
||||
p->mShaderProperties.setProperty ("is_first_pass", sh::makeProperty(new sh::BooleanValue(true)));
|
||||
p->mShaderProperties.setProperty ("render_composite_map", sh::makeProperty(new sh::BooleanValue(false)));
|
||||
p->mShaderProperties.setProperty ("display_composite_map", sh::makeProperty(new sh::BooleanValue(true)));
|
||||
p->mShaderProperties.setProperty ("num_layers", sh::makeProperty (new sh::StringValue("0")));
|
||||
p->mShaderProperties.setProperty ("num_blendmaps", sh::makeProperty (new sh::StringValue("0")));
|
||||
|
||||
sh::MaterialInstanceTextureUnit* tex = p->createTextureUnit ("compositeMap");
|
||||
tex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(mCompositeMap)));
|
||||
tex->setProperty ("tex_address_mode", sh::makeProperty (new sh::StringValue("clamp")));
|
||||
|
||||
// shadow. TODO: repeated, put in function
|
||||
if (mShadows)
|
||||
{
|
||||
for (Ogre::uint i = 0; i < (mSplitShadows ? 3 : 1); ++i)
|
||||
{
|
||||
sh::MaterialInstanceTextureUnit* shadowTex = p->createTextureUnit ("shadowMap" + Ogre::StringConverter::toString(i));
|
||||
shadowTex->setProperty ("content_type", sh::makeProperty<sh::StringValue> (new sh::StringValue("shadow")));
|
||||
}
|
||||
}
|
||||
p->mShaderProperties.setProperty ("shadowtexture_offset", sh::makeProperty (new sh::StringValue(
|
||||
Ogre::StringConverter::toString(1))));
|
||||
|
||||
p->mShaderProperties.setProperty ("pass_index", sh::makeProperty(new sh::IntValue(0)));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
bool shadows = mShadows && !renderCompositeMap;
|
||||
|
||||
int layerOffset = 0;
|
||||
while (layerOffset < (int)mLayerList.size())
|
||||
{
|
||||
int blendmapOffset = (layerOffset == 0) ? 1 : 0; // the first layer of the first pass is the base layer and does not need a blend map
|
||||
|
||||
// Check how many layers we can fit in this pass
|
||||
int numLayersInThisPass = 0;
|
||||
int numBlendTextures = 0;
|
||||
std::vector<std::string> blendTextures;
|
||||
int remainingTextureUnits = OGRE_MAX_TEXTURE_LAYERS;
|
||||
if (shadows)
|
||||
remainingTextureUnits -= (mSplitShadows ? 3 : 1);
|
||||
while (remainingTextureUnits && layerOffset + numLayersInThisPass < (int)mLayerList.size())
|
||||
{
|
||||
int layerIndex = numLayersInThisPass + layerOffset;
|
||||
|
||||
int neededTextureUnits=0;
|
||||
int neededBlendTextures=0;
|
||||
|
||||
if (layerIndex != 0)
|
||||
{
|
||||
std::string blendTextureName = mBlendmapList[getBlendmapIndexForLayer(layerIndex)]->getName();
|
||||
if (std::find(blendTextures.begin(), blendTextures.end(), blendTextureName) == blendTextures.end())
|
||||
{
|
||||
blendTextures.push_back(blendTextureName);
|
||||
++neededBlendTextures;
|
||||
++neededTextureUnits; // blend texture
|
||||
}
|
||||
}
|
||||
++neededTextureUnits; // layer texture
|
||||
if (neededTextureUnits <= remainingTextureUnits)
|
||||
{
|
||||
// We can fit another!
|
||||
remainingTextureUnits -= neededTextureUnits;
|
||||
numBlendTextures += neededBlendTextures;
|
||||
++numLayersInThisPass;
|
||||
}
|
||||
else
|
||||
break; // We're full
|
||||
}
|
||||
|
||||
|
||||
sh::MaterialInstancePass* p = material->createPass ();
|
||||
|
||||
p->setProperty ("vertex_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_vertex")));
|
||||
p->setProperty ("fragment_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_fragment")));
|
||||
if (layerOffset != 0)
|
||||
{
|
||||
p->setProperty ("scene_blend", sh::makeProperty(new sh::StringValue("alpha_blend")));
|
||||
// Only write if depth is equal to the depth value written by the previous pass.
|
||||
p->setProperty ("depth_func", sh::makeProperty(new sh::StringValue("equal")));
|
||||
}
|
||||
|
||||
p->mShaderProperties.setProperty ("render_composite_map", sh::makeProperty(new sh::BooleanValue(renderCompositeMap)));
|
||||
p->mShaderProperties.setProperty ("display_composite_map", sh::makeProperty(new sh::BooleanValue(displayCompositeMap)));
|
||||
|
||||
p->mShaderProperties.setProperty ("num_layers", sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(numLayersInThisPass))));
|
||||
p->mShaderProperties.setProperty ("num_blendmaps", sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(numBlendTextures))));
|
||||
|
||||
// blend maps
|
||||
// the index of the first blend map used in this pass
|
||||
int blendmapStart;
|
||||
if (mLayerList.size() == 1) // special case. if there's only one layer, we don't need blend maps at all
|
||||
blendmapStart = 0;
|
||||
else
|
||||
blendmapStart = getBlendmapIndexForLayer(layerOffset+blendmapOffset);
|
||||
for (int i = 0; i < numBlendTextures; ++i)
|
||||
{
|
||||
sh::MaterialInstanceTextureUnit* blendTex = p->createTextureUnit ("blendMap" + Ogre::StringConverter::toString(i));
|
||||
blendTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(mBlendmapList[blendmapStart+i]->getName())));
|
||||
blendTex->setProperty ("tex_address_mode", sh::makeProperty (new sh::StringValue("clamp")));
|
||||
}
|
||||
|
||||
// layer maps
|
||||
for (int i = 0; i < numLayersInThisPass; ++i)
|
||||
{
|
||||
sh::MaterialInstanceTextureUnit* diffuseTex = p->createTextureUnit ("diffuseMap" + Ogre::StringConverter::toString(i));
|
||||
diffuseTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue("textures\\"+mLayerList[layerOffset+i])));
|
||||
|
||||
if (i+layerOffset > 0)
|
||||
{
|
||||
int blendTextureIndex = getBlendmapIndexForLayer(layerOffset+i);
|
||||
std::string blendTextureComponent = getBlendmapComponentForLayer(layerOffset+i);
|
||||
p->mShaderProperties.setProperty ("blendmap_component_" + Ogre::StringConverter::toString(i),
|
||||
sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(blendTextureIndex-blendmapStart) + "." + blendTextureComponent)));
|
||||
}
|
||||
else
|
||||
{
|
||||
// just to make it shut up about blendmap_component_0 not existing in the first pass.
|
||||
// it might be retrieved, but will never survive the preprocessing step.
|
||||
p->mShaderProperties.setProperty ("blendmap_component_" + Ogre::StringConverter::toString(i),
|
||||
sh::makeProperty (new sh::StringValue("")));
|
||||
}
|
||||
}
|
||||
|
||||
// shadow
|
||||
if (shadows)
|
||||
{
|
||||
for (Ogre::uint i = 0; i < (mSplitShadows ? 3 : 1); ++i)
|
||||
{
|
||||
sh::MaterialInstanceTextureUnit* shadowTex = p->createTextureUnit ("shadowMap" + Ogre::StringConverter::toString(i));
|
||||
shadowTex->setProperty ("content_type", sh::makeProperty<sh::StringValue> (new sh::StringValue("shadow")));
|
||||
}
|
||||
}
|
||||
p->mShaderProperties.setProperty ("shadowtexture_offset", sh::makeProperty (new sh::StringValue(
|
||||
Ogre::StringConverter::toString(numBlendTextures + numLayersInThisPass))));
|
||||
|
||||
// Make sure the pass index is fed to the permutation handler, because blendmap components may be different
|
||||
p->mShaderProperties.setProperty ("pass_index", sh::makeProperty(new sh::IntValue(layerOffset)));
|
||||
|
||||
layerOffset += numLayersInThisPass;
|
||||
}
|
||||
}
|
||||
}
|
||||
return Ogre::MaterialManager::getSingleton().getByName(name.str());
|
||||
}
|
||||
|
||||
}
|
56
components/terrain/material.hpp
Normal file
56
components/terrain/material.hpp
Normal file
|
@ -0,0 +1,56 @@
|
|||
#ifndef COMPONENTS_TERRAIN_MATERIAL_H
|
||||
#define COMPONENTS_TERRAIN_MATERIAL_H
|
||||
|
||||
#include <OgreMaterial.h>
|
||||
|
||||
namespace Terrain
|
||||
{
|
||||
|
||||
class MaterialGenerator
|
||||
{
|
||||
public:
|
||||
/// @param layerList layer textures
|
||||
/// @param blendmapList blend textures
|
||||
/// @param shaders Whether to use shaders. With a shader, blendmap packing can be used (4 channels instead of one),
|
||||
/// so if this parameter is true, then the supplied blend maps are expected to be packed.
|
||||
MaterialGenerator (bool shaders);
|
||||
|
||||
void setLayerList (const std::vector<std::string>& layerList) { mLayerList = layerList; }
|
||||
bool hasLayers() { return mLayerList.size(); }
|
||||
void setBlendmapList (const std::vector<Ogre::TexturePtr>& blendmapList) { mBlendmapList = blendmapList; }
|
||||
const std::vector<Ogre::TexturePtr>& getBlendmapList() { return mBlendmapList; }
|
||||
void setCompositeMap (const std::string& name) { mCompositeMap = name; }
|
||||
|
||||
void enableShadows(bool shadows) { mShadows = shadows; }
|
||||
void enableSplitShadows(bool splitShadows) { mSplitShadows = splitShadows; }
|
||||
|
||||
/// Creates a material suitable for displaying a chunk of terrain using alpha-blending.
|
||||
/// @param mat Material that will be replaced by the generated material. May be empty as well, in which case
|
||||
/// a new material is created.
|
||||
Ogre::MaterialPtr generate (Ogre::MaterialPtr mat);
|
||||
|
||||
/// Creates a material suitable for displaying a chunk of terrain using a ready-made composite map.
|
||||
/// @param mat Material that will be replaced by the generated material. May be empty as well, in which case
|
||||
/// a new material is created.
|
||||
Ogre::MaterialPtr generateForCompositeMap (Ogre::MaterialPtr mat);
|
||||
|
||||
/// Creates a material suitable for rendering composite maps, i.e. for "baking" several layer textures
|
||||
/// into one. The main difference compared to a normal material is that no shading is applied at this point.
|
||||
/// @param mat Material that will be replaced by the generated material. May be empty as well, in which case
|
||||
/// a new material is created.
|
||||
Ogre::MaterialPtr generateForCompositeMapRTT (Ogre::MaterialPtr mat);
|
||||
|
||||
private:
|
||||
Ogre::MaterialPtr create (Ogre::MaterialPtr mat, bool renderCompositeMap, bool displayCompositeMap);
|
||||
|
||||
std::vector<std::string> mLayerList;
|
||||
std::vector<Ogre::TexturePtr> mBlendmapList;
|
||||
std::string mCompositeMap;
|
||||
bool mShaders;
|
||||
bool mShadows;
|
||||
bool mSplitShadows;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
512
components/terrain/quadtreenode.cpp
Normal file
512
components/terrain/quadtreenode.cpp
Normal file
|
@ -0,0 +1,512 @@
|
|||
#include "quadtreenode.hpp"
|
||||
|
||||
#include <OgreSceneManager.h>
|
||||
#include <OgreManualObject.h>
|
||||
|
||||
#include "world.hpp"
|
||||
#include "chunk.hpp"
|
||||
#include "storage.hpp"
|
||||
|
||||
#include "material.hpp"
|
||||
|
||||
using namespace Terrain;
|
||||
|
||||
namespace
|
||||
{
|
||||
int Log2( int n )
|
||||
{
|
||||
assert(n > 0);
|
||||
int targetlevel = 0;
|
||||
while (n >>= 1) ++targetlevel;
|
||||
return targetlevel;
|
||||
}
|
||||
|
||||
// Utility functions for neighbour finding algorithm
|
||||
ChildDirection reflect(ChildDirection dir, Direction dir2)
|
||||
{
|
||||
assert(dir != Root);
|
||||
|
||||
const int lookupTable[4][4] =
|
||||
{
|
||||
// NW NE SW SE
|
||||
{ SW, SE, NW, NE }, // N
|
||||
{ NE, NW, SE, SW }, // E
|
||||
{ SW, SE, NW, NE }, // S
|
||||
{ NE, NW, SE, SW } // W
|
||||
};
|
||||
return (ChildDirection)lookupTable[dir2][dir];
|
||||
}
|
||||
|
||||
bool adjacent(ChildDirection dir, Direction dir2)
|
||||
{
|
||||
assert(dir != Root);
|
||||
const bool lookupTable[4][4] =
|
||||
{
|
||||
// NW NE SW SE
|
||||
{ true, true, false, false }, // N
|
||||
{ false, true, false, true }, // E
|
||||
{ false, false, true, true }, // S
|
||||
{ true, false, true, false } // W
|
||||
};
|
||||
return lookupTable[dir2][dir];
|
||||
}
|
||||
|
||||
// Algorithm described by Hanan Samet - 'Neighbour Finding in Quadtrees'
|
||||
// http://www.cs.umd.edu/~hjs/pubs/SametPRIP81.pdf
|
||||
QuadTreeNode* searchNeighbourRecursive (QuadTreeNode* currentNode, Direction dir)
|
||||
{
|
||||
if (!currentNode->getParent())
|
||||
return NULL; // Arrived at root node, the root node does not have neighbours
|
||||
|
||||
QuadTreeNode* nextNode;
|
||||
if (adjacent(currentNode->getDirection(), dir))
|
||||
nextNode = searchNeighbourRecursive(currentNode->getParent(), dir);
|
||||
else
|
||||
nextNode = currentNode->getParent();
|
||||
|
||||
if (nextNode && nextNode->hasChildren())
|
||||
return nextNode->getChild(reflect(currentNode->getDirection(), dir));
|
||||
else
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
// Ogre::AxisAlignedBox::distance is broken in 1.8.
|
||||
Ogre::Real distance(const Ogre::AxisAlignedBox& box, const Ogre::Vector3& v)
|
||||
{
|
||||
|
||||
if (box.contains(v))
|
||||
return 0;
|
||||
else
|
||||
{
|
||||
Ogre::Vector3 maxDist(0,0,0);
|
||||
const Ogre::Vector3& minimum = box.getMinimum();
|
||||
const Ogre::Vector3& maximum = box.getMaximum();
|
||||
|
||||
if (v.x < minimum.x)
|
||||
maxDist.x = minimum.x - v.x;
|
||||
else if (v.x > maximum.x)
|
||||
maxDist.x = v.x - maximum.x;
|
||||
|
||||
if (v.y < minimum.y)
|
||||
maxDist.y = minimum.y - v.y;
|
||||
else if (v.y > maximum.y)
|
||||
maxDist.y = v.y - maximum.y;
|
||||
|
||||
if (v.z < minimum.z)
|
||||
maxDist.z = minimum.z - v.z;
|
||||
else if (v.z > maximum.z)
|
||||
maxDist.z = v.z - maximum.z;
|
||||
|
||||
return maxDist.length();
|
||||
}
|
||||
}
|
||||
|
||||
// Create a 2D quad
|
||||
void makeQuad(Ogre::SceneManager* sceneMgr, float left, float top, float right, float bottom, Ogre::MaterialPtr material)
|
||||
{
|
||||
Ogre::ManualObject* manual = sceneMgr->createManualObject();
|
||||
|
||||
// Use identity view/projection matrices to get a 2d quad
|
||||
manual->setUseIdentityProjection(true);
|
||||
manual->setUseIdentityView(true);
|
||||
|
||||
manual->begin(material->getName());
|
||||
|
||||
float normLeft = left*2-1;
|
||||
float normTop = top*2-1;
|
||||
float normRight = right*2-1;
|
||||
float normBottom = bottom*2-1;
|
||||
|
||||
manual->position(normLeft, normTop, 0.0);
|
||||
manual->textureCoord(0, 1);
|
||||
manual->position(normRight, normTop, 0.0);
|
||||
manual->textureCoord(1, 1);
|
||||
manual->position(normRight, normBottom, 0.0);
|
||||
manual->textureCoord(1, 0);
|
||||
manual->position(normLeft, normBottom, 0.0);
|
||||
manual->textureCoord(0, 0);
|
||||
|
||||
manual->quad(0,1,2,3);
|
||||
|
||||
manual->end();
|
||||
|
||||
Ogre::AxisAlignedBox aabInf;
|
||||
aabInf.setInfinite();
|
||||
manual->setBoundingBox(aabInf);
|
||||
|
||||
sceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(manual);
|
||||
}
|
||||
}
|
||||
|
||||
QuadTreeNode::QuadTreeNode(World* terrain, ChildDirection dir, float size, const Ogre::Vector2 ¢er, QuadTreeNode* parent)
|
||||
: mSize(size)
|
||||
, mCenter(center)
|
||||
, mParent(parent)
|
||||
, mDirection(dir)
|
||||
, mIsDummy(false)
|
||||
, mSceneNode(NULL)
|
||||
, mTerrain(terrain)
|
||||
, mChunk(NULL)
|
||||
, mMaterialGenerator(NULL)
|
||||
, mBounds(Ogre::AxisAlignedBox::BOX_NULL)
|
||||
, mWorldBounds(Ogre::AxisAlignedBox::BOX_NULL)
|
||||
{
|
||||
mBounds.setNull();
|
||||
for (int i=0; i<4; ++i)
|
||||
mChildren[i] = NULL;
|
||||
for (int i=0; i<4; ++i)
|
||||
mNeighbours[i] = NULL;
|
||||
|
||||
if (mDirection == Root)
|
||||
mSceneNode = mTerrain->getRootSceneNode();
|
||||
else
|
||||
mSceneNode = mTerrain->getSceneManager()->createSceneNode();
|
||||
Ogre::Vector2 pos (0,0);
|
||||
if (mParent)
|
||||
pos = mParent->getCenter();
|
||||
pos = mCenter - pos;
|
||||
mSceneNode->setPosition(Ogre::Vector3(pos.x*8192, pos.y*8192, 0));
|
||||
|
||||
mLodLevel = Log2(mSize);
|
||||
|
||||
mMaterialGenerator = new MaterialGenerator(mTerrain->getShadersEnabled());
|
||||
}
|
||||
|
||||
void QuadTreeNode::createChild(ChildDirection id, float size, const Ogre::Vector2 ¢er)
|
||||
{
|
||||
mChildren[id] = new QuadTreeNode(mTerrain, id, size, center, this);
|
||||
}
|
||||
|
||||
QuadTreeNode::~QuadTreeNode()
|
||||
{
|
||||
for (int i=0; i<4; ++i)
|
||||
delete mChildren[i];
|
||||
delete mChunk;
|
||||
delete mMaterialGenerator;
|
||||
}
|
||||
|
||||
QuadTreeNode* QuadTreeNode::getNeighbour(Direction dir)
|
||||
{
|
||||
return mNeighbours[static_cast<int>(dir)];
|
||||
}
|
||||
|
||||
void QuadTreeNode::initNeighbours()
|
||||
{
|
||||
for (int i=0; i<4; ++i)
|
||||
mNeighbours[i] = searchNeighbourRecursive(this, (Direction)i);
|
||||
|
||||
if (hasChildren())
|
||||
for (int i=0; i<4; ++i)
|
||||
mChildren[i]->initNeighbours();
|
||||
}
|
||||
|
||||
void QuadTreeNode::initAabb()
|
||||
{
|
||||
if (hasChildren())
|
||||
{
|
||||
for (int i=0; i<4; ++i)
|
||||
{
|
||||
mChildren[i]->initAabb();
|
||||
mBounds.merge(mChildren[i]->getBoundingBox());
|
||||
}
|
||||
mBounds = Ogre::AxisAlignedBox (Ogre::Vector3(-mSize/2*8192, -mSize/2*8192, mBounds.getMinimum().z),
|
||||
Ogre::Vector3(mSize/2*8192, mSize/2*8192, mBounds.getMaximum().z));
|
||||
}
|
||||
mWorldBounds = Ogre::AxisAlignedBox(mBounds.getMinimum() + Ogre::Vector3(mCenter.x*8192, mCenter.y*8192, 0),
|
||||
mBounds.getMaximum() + Ogre::Vector3(mCenter.x*8192, mCenter.y*8192, 0));
|
||||
}
|
||||
|
||||
void QuadTreeNode::setBoundingBox(const Ogre::AxisAlignedBox &box)
|
||||
{
|
||||
mBounds = box;
|
||||
}
|
||||
|
||||
const Ogre::AxisAlignedBox& QuadTreeNode::getBoundingBox()
|
||||
{
|
||||
return mBounds;
|
||||
}
|
||||
|
||||
void QuadTreeNode::update(const Ogre::Vector3 &cameraPos, Loading::Listener* loadingListener)
|
||||
{
|
||||
const Ogre::AxisAlignedBox& bounds = getBoundingBox();
|
||||
if (bounds.isNull())
|
||||
return;
|
||||
|
||||
float dist = distance(mWorldBounds, cameraPos);
|
||||
|
||||
bool distantLand = mTerrain->getDistantLandEnabled();
|
||||
|
||||
// Make sure our scene node is attached
|
||||
if (!mSceneNode->isInSceneGraph())
|
||||
{
|
||||
mParent->getSceneNode()->addChild(mSceneNode);
|
||||
}
|
||||
|
||||
/// \todo implement error metrics or some other means of not using arbitrary values
|
||||
/// (general quality needs to be user configurable as well)
|
||||
size_t wantedLod = 0;
|
||||
if (dist > 8192*1)
|
||||
wantedLod = 1;
|
||||
if (dist > 8192*2)
|
||||
wantedLod = 2;
|
||||
if (dist > 8192*5)
|
||||
wantedLod = 3;
|
||||
if (dist > 8192*12)
|
||||
wantedLod = 4;
|
||||
if (dist > 8192*32)
|
||||
wantedLod = 5;
|
||||
if (dist > 8192*64)
|
||||
wantedLod = 6;
|
||||
|
||||
bool hadChunk = hasChunk();
|
||||
|
||||
if (loadingListener)
|
||||
loadingListener->indicateProgress();
|
||||
|
||||
if (!distantLand && dist > 8192*2)
|
||||
{
|
||||
if (mIsActive)
|
||||
{
|
||||
destroyChunks(true);
|
||||
mIsActive = false;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
mIsActive = true;
|
||||
|
||||
if (mSize <= mTerrain->getMaxBatchSize() && mLodLevel <= wantedLod)
|
||||
{
|
||||
// Wanted LOD is small enough to render this node in one chunk
|
||||
if (!mChunk)
|
||||
{
|
||||
mChunk = new Chunk(this, mLodLevel);
|
||||
mChunk->setVisibilityFlags(mTerrain->getVisiblityFlags());
|
||||
mChunk->setCastShadows(true);
|
||||
mSceneNode->attachObject(mChunk);
|
||||
|
||||
mMaterialGenerator->enableShadows(mTerrain->getShadowsEnabled());
|
||||
mMaterialGenerator->enableSplitShadows(mTerrain->getSplitShadowsEnabled());
|
||||
|
||||
if (mSize == 1)
|
||||
{
|
||||
ensureLayerInfo();
|
||||
mChunk->setMaterial(mMaterialGenerator->generate(mChunk->getMaterial()));
|
||||
}
|
||||
else
|
||||
{
|
||||
ensureCompositeMap();
|
||||
mMaterialGenerator->setCompositeMap(mCompositeMap->getName());
|
||||
mChunk->setMaterial(mMaterialGenerator->generateForCompositeMap(mChunk->getMaterial()));
|
||||
}
|
||||
}
|
||||
|
||||
// Additional (index buffer) LOD is currently disabled.
|
||||
// This is due to a problem with the LOD selection when a node splits.
|
||||
// After splitting, the distance is measured from the children's bounding boxes, which are possibly
|
||||
// further away than the original node's bounding box, possibly causing a child to switch to a *lower* LOD
|
||||
// than the original node.
|
||||
// In short, we'd sometimes get a switch to a lesser detail when actually moving closer.
|
||||
// This wouldn't be so bad, but unfortunately it also breaks LOD edge connections if a neighbour
|
||||
// node hasn't split yet, and has a higher LOD than our node's child:
|
||||
// ----- ----- ------------
|
||||
// | LOD | LOD | |
|
||||
// | 1 | 1 | |
|
||||
// |-----|-----| LOD 0 |
|
||||
// | LOD | LOD | |
|
||||
// | 0 | 0 | |
|
||||
// ----- ----- ------------
|
||||
// To prevent this, nodes of the same size need to always select the same LOD, which is basically what we're
|
||||
// doing here.
|
||||
// But this "solution" does increase triangle overhead, so eventually we need to find a more clever way.
|
||||
//mChunk->setAdditionalLod(wantedLod - mLodLevel);
|
||||
|
||||
mChunk->setVisible(true);
|
||||
|
||||
if (!hadChunk && hasChildren())
|
||||
{
|
||||
// Make sure child scene nodes are detached
|
||||
mSceneNode->removeAllChildren();
|
||||
|
||||
// If distant land is enabled, keep the chunks around in case we need them again,
|
||||
// otherwise, prefer low memory usage
|
||||
if (!distantLand)
|
||||
for (int i=0; i<4; ++i)
|
||||
mChildren[i]->destroyChunks(true);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Wanted LOD is too detailed to be rendered in one chunk,
|
||||
// so split it up by delegating to child nodes
|
||||
if (hadChunk)
|
||||
{
|
||||
// If distant land is enabled, keep the chunks around in case we need them again,
|
||||
// otherwise, prefer low memory usage
|
||||
if (!distantLand)
|
||||
destroyChunks(false);
|
||||
else if (mChunk)
|
||||
mChunk->setVisible(false);
|
||||
}
|
||||
assert(hasChildren() && "Leaf node's LOD needs to be 0");
|
||||
for (int i=0; i<4; ++i)
|
||||
mChildren[i]->update(cameraPos, loadingListener);
|
||||
}
|
||||
}
|
||||
|
||||
void QuadTreeNode::destroyChunks(bool children)
|
||||
{
|
||||
if (mChunk)
|
||||
{
|
||||
Ogre::MaterialManager::getSingleton().remove(mChunk->getMaterial()->getName());
|
||||
mSceneNode->detachObject(mChunk);
|
||||
|
||||
delete mChunk;
|
||||
mChunk = NULL;
|
||||
// destroy blendmaps
|
||||
if (mMaterialGenerator)
|
||||
{
|
||||
const std::vector<Ogre::TexturePtr>& list = mMaterialGenerator->getBlendmapList();
|
||||
for (std::vector<Ogre::TexturePtr>::const_iterator it = list.begin(); it != list.end(); ++it)
|
||||
Ogre::TextureManager::getSingleton().remove((*it)->getName());
|
||||
mMaterialGenerator->setBlendmapList(std::vector<Ogre::TexturePtr>());
|
||||
mMaterialGenerator->setLayerList(std::vector<std::string>());
|
||||
mMaterialGenerator->setCompositeMap("");
|
||||
}
|
||||
|
||||
if (!mCompositeMap.isNull())
|
||||
{
|
||||
Ogre::TextureManager::getSingleton().remove(mCompositeMap->getName());
|
||||
mCompositeMap.setNull();
|
||||
}
|
||||
}
|
||||
else if (children && hasChildren())
|
||||
for (int i=0; i<4; ++i)
|
||||
mChildren[i]->destroyChunks(true);
|
||||
}
|
||||
|
||||
void QuadTreeNode::updateIndexBuffers()
|
||||
{
|
||||
if (hasChunk())
|
||||
mChunk->updateIndexBuffer();
|
||||
else if (hasChildren())
|
||||
{
|
||||
for (int i=0; i<4; ++i)
|
||||
mChildren[i]->updateIndexBuffers();
|
||||
}
|
||||
}
|
||||
|
||||
bool QuadTreeNode::hasChunk()
|
||||
{
|
||||
return mSceneNode->isInSceneGraph() && mChunk && mChunk->getVisible();
|
||||
}
|
||||
|
||||
size_t QuadTreeNode::getActualLodLevel()
|
||||
{
|
||||
assert(hasChunk() && "Can't get actual LOD level if this node has no render chunk");
|
||||
return mLodLevel + mChunk->getAdditionalLod();
|
||||
}
|
||||
|
||||
void QuadTreeNode::ensureLayerInfo()
|
||||
{
|
||||
if (mMaterialGenerator->hasLayers())
|
||||
return;
|
||||
|
||||
std::vector<Ogre::TexturePtr> blendmaps;
|
||||
std::vector<std::string> layerList;
|
||||
mTerrain->getStorage()->getBlendmaps(mSize, mCenter, mTerrain->getShadersEnabled(), blendmaps, layerList);
|
||||
|
||||
mMaterialGenerator->setLayerList(layerList);
|
||||
mMaterialGenerator->setBlendmapList(blendmaps);
|
||||
}
|
||||
|
||||
void QuadTreeNode::prepareForCompositeMap(Ogre::TRect<float> area)
|
||||
{
|
||||
Ogre::SceneManager* sceneMgr = mTerrain->getCompositeMapSceneManager();
|
||||
|
||||
if (mIsDummy)
|
||||
{
|
||||
// TODO - why is this completely black?
|
||||
// TODO - store this default material somewhere instead of creating one for each empty cell
|
||||
MaterialGenerator matGen(mTerrain->getShadersEnabled());
|
||||
std::vector<std::string> layer;
|
||||
layer.push_back("_land_default.dds");
|
||||
matGen.setLayerList(layer);
|
||||
makeQuad(sceneMgr, area.left, area.top, area.right, area.bottom, matGen.generateForCompositeMapRTT(Ogre::MaterialPtr()));
|
||||
return;
|
||||
}
|
||||
if (mSize > 1)
|
||||
{
|
||||
assert(hasChildren());
|
||||
|
||||
// 0,0 -------- 1,0
|
||||
// | | |
|
||||
// |-----|------|
|
||||
// | | |
|
||||
// 0,1 -------- 1,1
|
||||
|
||||
float halfW = area.width()/2.f;
|
||||
float halfH = area.height()/2.f;
|
||||
mChildren[NW]->prepareForCompositeMap(Ogre::TRect<float>(area.left, area.top, area.right-halfW, area.bottom-halfH));
|
||||
mChildren[NE]->prepareForCompositeMap(Ogre::TRect<float>(area.left+halfW, area.top, area.right, area.bottom-halfH));
|
||||
mChildren[SW]->prepareForCompositeMap(Ogre::TRect<float>(area.left, area.top+halfH, area.right-halfW, area.bottom));
|
||||
mChildren[SE]->prepareForCompositeMap(Ogre::TRect<float>(area.left+halfW, area.top+halfH, area.right, area.bottom));
|
||||
}
|
||||
else
|
||||
{
|
||||
ensureLayerInfo();
|
||||
|
||||
Ogre::MaterialPtr material = mMaterialGenerator->generateForCompositeMapRTT(Ogre::MaterialPtr());
|
||||
makeQuad(sceneMgr, area.left, area.top, area.right, area.bottom, material);
|
||||
}
|
||||
}
|
||||
|
||||
void QuadTreeNode::ensureCompositeMap()
|
||||
{
|
||||
if (!mCompositeMap.isNull())
|
||||
return;
|
||||
|
||||
static int i=0;
|
||||
std::stringstream name;
|
||||
name << "terrain/comp" << i++;
|
||||
|
||||
const int size = 128;
|
||||
mCompositeMap = Ogre::TextureManager::getSingleton().createManual(
|
||||
name.str(), Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
|
||||
Ogre::TEX_TYPE_2D, size, size, Ogre::MIP_DEFAULT, Ogre::PF_A8B8G8R8);
|
||||
|
||||
// Create quads for each cell
|
||||
prepareForCompositeMap(Ogre::TRect<float>(0,0,1,1));
|
||||
|
||||
mTerrain->renderCompositeMap(mCompositeMap);
|
||||
|
||||
mTerrain->clearCompositeMapSceneManager();
|
||||
|
||||
}
|
||||
|
||||
void QuadTreeNode::applyMaterials()
|
||||
{
|
||||
if (mChunk)
|
||||
{
|
||||
mMaterialGenerator->enableShadows(mTerrain->getShadowsEnabled());
|
||||
mMaterialGenerator->enableSplitShadows(mTerrain->getSplitShadowsEnabled());
|
||||
if (mSize <= 1)
|
||||
mChunk->setMaterial(mMaterialGenerator->generate(Ogre::MaterialPtr()));
|
||||
else
|
||||
mChunk->setMaterial(mMaterialGenerator->generateForCompositeMap(Ogre::MaterialPtr()));
|
||||
}
|
||||
if (hasChildren())
|
||||
for (int i=0; i<4; ++i)
|
||||
mChildren[i]->applyMaterials();
|
||||
}
|
||||
|
||||
void QuadTreeNode::setVisible(bool visible)
|
||||
{
|
||||
if (!visible && mChunk)
|
||||
mChunk->setVisible(false);
|
||||
|
||||
if (hasChildren())
|
||||
for (int i=0; i<4; ++i)
|
||||
mChildren[i]->setVisible(visible);
|
||||
}
|
161
components/terrain/quadtreenode.hpp
Normal file
161
components/terrain/quadtreenode.hpp
Normal file
|
@ -0,0 +1,161 @@
|
|||
#ifndef COMPONENTS_TERRAIN_QUADTREENODE_H
|
||||
#define COMPONENTS_TERRAIN_QUADTREENODE_H
|
||||
|
||||
#include <OgreAxisAlignedBox.h>
|
||||
#include <OgreVector2.h>
|
||||
#include <OgreTexture.h>
|
||||
|
||||
#include <components/loadinglistener/loadinglistener.hpp>
|
||||
|
||||
namespace Ogre
|
||||
{
|
||||
class Rectangle2D;
|
||||
}
|
||||
|
||||
namespace Terrain
|
||||
{
|
||||
class World;
|
||||
class Chunk;
|
||||
class MaterialGenerator;
|
||||
|
||||
enum Direction
|
||||
{
|
||||
North = 0,
|
||||
East = 1,
|
||||
South = 2,
|
||||
West = 3
|
||||
};
|
||||
|
||||
enum ChildDirection
|
||||
{
|
||||
NW = 0,
|
||||
NE = 1,
|
||||
SW = 2,
|
||||
SE = 3,
|
||||
Root
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief A node in the quad tree for our terrain. Depending on LOD,
|
||||
* a node can either choose to render itself in one batch (merging its children),
|
||||
* or delegate the render process to its children, rendering each child in at least one batch.
|
||||
*/
|
||||
class QuadTreeNode
|
||||
{
|
||||
public:
|
||||
/// @param terrain
|
||||
/// @param dir relative to parent, or Root if we are the root node
|
||||
/// @param size size (in *cell* units!)
|
||||
/// @param center center (in *cell* units!)
|
||||
/// @param parent parent node
|
||||
QuadTreeNode (World* terrain, ChildDirection dir, float size, const Ogre::Vector2& center, QuadTreeNode* parent);
|
||||
~QuadTreeNode();
|
||||
|
||||
void setVisible(bool visible);
|
||||
|
||||
/// Rebuild all materials
|
||||
void applyMaterials();
|
||||
|
||||
/// Initialize neighbours - do this after the quadtree is built
|
||||
void initNeighbours();
|
||||
/// Initialize bounding boxes of non-leafs by merging children bounding boxes.
|
||||
/// Do this after the quadtree is built - note that leaf bounding boxes
|
||||
/// need to be set first via setBoundingBox!
|
||||
void initAabb();
|
||||
|
||||
/// @note takes ownership of \a child
|
||||
void createChild (ChildDirection id, float size, const Ogre::Vector2& center);
|
||||
|
||||
/// Mark this node as a dummy node. This can happen if the terrain size isn't a power of two.
|
||||
/// For the QuadTree to work, we need to round the size up to a power of two, which means we'll
|
||||
/// end up with empty nodes that don't actually render anything.
|
||||
void markAsDummy() { mIsDummy = true; }
|
||||
bool isDummy() { return mIsDummy; }
|
||||
|
||||
QuadTreeNode* getParent() { return mParent; }
|
||||
|
||||
Ogre::SceneNode* getSceneNode() { return mSceneNode; }
|
||||
|
||||
int getSize() { return mSize; }
|
||||
Ogre::Vector2 getCenter() { return mCenter; }
|
||||
|
||||
bool hasChildren() { return mChildren[0] != 0; }
|
||||
QuadTreeNode* getChild(ChildDirection dir) { return mChildren[dir]; }
|
||||
|
||||
/// Get neighbour node in this direction
|
||||
QuadTreeNode* getNeighbour (Direction dir);
|
||||
|
||||
/// Returns our direction relative to the parent node, or Root if we are the root node.
|
||||
ChildDirection getDirection() { return mDirection; }
|
||||
|
||||
/// Set bounding box in local coordinates. Should be done at load time for leaf nodes.
|
||||
/// Other nodes can merge AABB of child nodes.
|
||||
void setBoundingBox (const Ogre::AxisAlignedBox& box);
|
||||
|
||||
/// Get bounding box in local coordinates
|
||||
const Ogre::AxisAlignedBox& getBoundingBox();
|
||||
|
||||
World* getTerrain() { return mTerrain; }
|
||||
|
||||
/// Adjust LODs for the given camera position, possibly splitting up chunks or merging them.
|
||||
void update (const Ogre::Vector3& cameraPos, Loading::Listener* loadingListener);
|
||||
|
||||
/// Adjust index buffers of chunks to stitch together chunks of different LOD, so that cracks are avoided.
|
||||
/// Call after QuadTreeNode::update!
|
||||
void updateIndexBuffers();
|
||||
|
||||
/// Destroy chunks rendered by this node *and* its children (if param is true)
|
||||
void destroyChunks(bool children);
|
||||
|
||||
/// Get the effective LOD level if this node was rendered in one chunk
|
||||
/// with ESM::Land::LAND_SIZE^2 vertices
|
||||
size_t getNativeLodLevel() { return mLodLevel; }
|
||||
|
||||
/// Get the effective current LOD level used by the chunk rendering this node
|
||||
size_t getActualLodLevel();
|
||||
|
||||
/// Is this node currently configured to render itself?
|
||||
bool hasChunk();
|
||||
|
||||
/// Add a textured quad to a specific 2d area in the composite map scenemanager.
|
||||
/// Only nodes with size <= 1 can be rendered with alpha blending, so larger nodes will simply
|
||||
/// call this method on their children.
|
||||
/// @param area area in image space to put the quad
|
||||
/// @param quads collect quads here so they can be deleted later
|
||||
void prepareForCompositeMap(Ogre::TRect<float> area);
|
||||
|
||||
private:
|
||||
// Stored here for convenience in case we need layer list again
|
||||
MaterialGenerator* mMaterialGenerator;
|
||||
|
||||
/// Is this node (or any of its child nodes) currently configured to render itself?
|
||||
/// (only relevant when distant land is disabled, otherwise whole terrain is always rendered)
|
||||
bool mIsActive;
|
||||
|
||||
bool mIsDummy;
|
||||
float mSize;
|
||||
size_t mLodLevel; // LOD if we were to render this node in one chunk
|
||||
Ogre::AxisAlignedBox mBounds;
|
||||
Ogre::AxisAlignedBox mWorldBounds;
|
||||
ChildDirection mDirection;
|
||||
Ogre::Vector2 mCenter;
|
||||
|
||||
Ogre::SceneNode* mSceneNode;
|
||||
|
||||
QuadTreeNode* mParent;
|
||||
QuadTreeNode* mChildren[4];
|
||||
QuadTreeNode* mNeighbours[4];
|
||||
|
||||
Chunk* mChunk;
|
||||
|
||||
World* mTerrain;
|
||||
|
||||
Ogre::TexturePtr mCompositeMap;
|
||||
|
||||
void ensureLayerInfo();
|
||||
void ensureCompositeMap();
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
470
components/terrain/storage.cpp
Normal file
470
components/terrain/storage.cpp
Normal file
|
@ -0,0 +1,470 @@
|
|||
#include "storage.hpp"
|
||||
|
||||
#include <OgreVector2.h>
|
||||
#include <OgreTextureManager.h>
|
||||
#include <OgreStringConverter.h>
|
||||
#include <OgreRenderSystem.h>
|
||||
#include <OgreRoot.h>
|
||||
|
||||
#include <boost/multi_array.hpp>
|
||||
|
||||
namespace Terrain
|
||||
{
|
||||
|
||||
struct VertexElement
|
||||
{
|
||||
Ogre::Vector3 pos;
|
||||
Ogre::Vector3 normal;
|
||||
Ogre::ColourValue colour;
|
||||
};
|
||||
|
||||
bool Storage::getMinMaxHeights(float size, const Ogre::Vector2 ¢er, float &min, float &max)
|
||||
{
|
||||
assert (size <= 1 && "Storage::getMinMaxHeights, chunk size should be <= 1 cell");
|
||||
|
||||
/// \todo investigate if min/max heights should be stored at load time in ESM::Land instead
|
||||
|
||||
Ogre::Vector2 origin = center - Ogre::Vector2(size/2.f, size/2.f);
|
||||
|
||||
assert(origin.x == (int) origin.x);
|
||||
assert(origin.y == (int) origin.y);
|
||||
|
||||
int cellX = origin.x;
|
||||
int cellY = origin.y;
|
||||
|
||||
const ESM::Land* land = getLand(cellX, cellY);
|
||||
if (!land)
|
||||
return false;
|
||||
|
||||
min = std::numeric_limits<float>().max();
|
||||
max = -std::numeric_limits<float>().max();
|
||||
for (int row=0; row<ESM::Land::LAND_SIZE; ++row)
|
||||
{
|
||||
for (int col=0; col<ESM::Land::LAND_SIZE; ++col)
|
||||
{
|
||||
float h = land->mLandData->mHeights[col*ESM::Land::LAND_SIZE+row];
|
||||
if (h > max)
|
||||
max = h;
|
||||
if (h < min)
|
||||
min = h;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void Storage::fixNormal (Ogre::Vector3& normal, int cellX, int cellY, int col, int row)
|
||||
{
|
||||
while (col >= ESM::Land::LAND_SIZE-1)
|
||||
{
|
||||
++cellY;
|
||||
col -= ESM::Land::LAND_SIZE-1;
|
||||
}
|
||||
while (row >= ESM::Land::LAND_SIZE-1)
|
||||
{
|
||||
++cellX;
|
||||
row -= ESM::Land::LAND_SIZE-1;
|
||||
}
|
||||
while (col < 0)
|
||||
{
|
||||
--cellY;
|
||||
col += ESM::Land::LAND_SIZE-1;
|
||||
}
|
||||
while (row < 0)
|
||||
{
|
||||
--cellX;
|
||||
row += ESM::Land::LAND_SIZE-1;
|
||||
}
|
||||
ESM::Land* land = getLand(cellX, cellY);
|
||||
if (land && land->mHasData)
|
||||
{
|
||||
normal.x = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3];
|
||||
normal.y = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+1];
|
||||
normal.z = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+2];
|
||||
normal.normalise();
|
||||
}
|
||||
else
|
||||
normal = Ogre::Vector3(0,0,1);
|
||||
}
|
||||
|
||||
void Storage::averageNormal(Ogre::Vector3 &normal, int cellX, int cellY, int col, int row)
|
||||
{
|
||||
Ogre::Vector3 n1,n2,n3,n4;
|
||||
fixNormal(n1, cellX, cellY, col+1, row);
|
||||
fixNormal(n2, cellX, cellY, col-1, row);
|
||||
fixNormal(n3, cellX, cellY, col, row+1);
|
||||
fixNormal(n4, cellX, cellY, col, row-1);
|
||||
normal = (n1+n2+n3+n4);
|
||||
normal.normalise();
|
||||
}
|
||||
|
||||
void Storage::fixColour (Ogre::ColourValue& color, int cellX, int cellY, int col, int row)
|
||||
{
|
||||
if (col == ESM::Land::LAND_SIZE-1)
|
||||
{
|
||||
++cellY;
|
||||
col = 0;
|
||||
}
|
||||
if (row == ESM::Land::LAND_SIZE-1)
|
||||
{
|
||||
++cellX;
|
||||
row = 0;
|
||||
}
|
||||
ESM::Land* land = getLand(cellX, cellY);
|
||||
if (land && land->mLandData->mUsingColours)
|
||||
{
|
||||
color.r = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3] / 255.f;
|
||||
color.g = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+1] / 255.f;
|
||||
color.b = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+2] / 255.f;
|
||||
}
|
||||
else
|
||||
{
|
||||
color.r = 1;
|
||||
color.g = 1;
|
||||
color.b = 1;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Storage::fillVertexBuffers (int lodLevel, float size, const Ogre::Vector2& center,
|
||||
Ogre::HardwareVertexBufferSharedPtr vertexBuffer,
|
||||
Ogre::HardwareVertexBufferSharedPtr normalBuffer,
|
||||
Ogre::HardwareVertexBufferSharedPtr colourBuffer)
|
||||
{
|
||||
// LOD level n means every 2^n-th vertex is kept
|
||||
size_t increment = 1 << lodLevel;
|
||||
|
||||
Ogre::Vector2 origin = center - Ogre::Vector2(size/2.f, size/2.f);
|
||||
assert(origin.x == (int) origin.x);
|
||||
assert(origin.y == (int) origin.y);
|
||||
|
||||
int startX = origin.x;
|
||||
int startY = origin.y;
|
||||
|
||||
size_t numVerts = size*(ESM::Land::LAND_SIZE-1)/increment + 1;
|
||||
|
||||
std::vector<uint8_t> colors;
|
||||
colors.resize(numVerts*numVerts*4);
|
||||
std::vector<float> positions;
|
||||
positions.resize(numVerts*numVerts*3);
|
||||
std::vector<float> normals;
|
||||
normals.resize(numVerts*numVerts*3);
|
||||
|
||||
Ogre::Vector3 normal;
|
||||
Ogre::ColourValue color;
|
||||
|
||||
float vertY;
|
||||
float vertX;
|
||||
|
||||
float vertY_ = 0; // of current cell corner
|
||||
for (int cellY = startY; cellY < startY + std::ceil(size); ++cellY)
|
||||
{
|
||||
float vertX_ = 0; // of current cell corner
|
||||
for (int cellX = startX; cellX < startX + std::ceil(size); ++cellX)
|
||||
{
|
||||
ESM::Land* land = getLand(cellX, cellY);
|
||||
if (land && !land->mHasData)
|
||||
land = NULL;
|
||||
bool hasColors = land && land->mLandData->mUsingColours;
|
||||
|
||||
int rowStart = 0;
|
||||
int colStart = 0;
|
||||
// Skip the first row / column unless we're at a chunk edge,
|
||||
// since this row / column is already contained in a previous cell
|
||||
if (colStart == 0 && vertY_ != 0)
|
||||
colStart += increment;
|
||||
if (rowStart == 0 && vertX_ != 0)
|
||||
rowStart += increment;
|
||||
|
||||
vertY = vertY_;
|
||||
for (int col=colStart; col<ESM::Land::LAND_SIZE; col += increment)
|
||||
{
|
||||
vertX = vertX_;
|
||||
for (int row=rowStart; row<ESM::Land::LAND_SIZE; row += increment)
|
||||
{
|
||||
positions[vertX*numVerts*3 + vertY*3] = ((vertX/float(numVerts-1)-0.5) * size * 8192);
|
||||
positions[vertX*numVerts*3 + vertY*3 + 1] = ((vertY/float(numVerts-1)-0.5) * size * 8192);
|
||||
if (land)
|
||||
positions[vertX*numVerts*3 + vertY*3 + 2] = land->mLandData->mHeights[col*ESM::Land::LAND_SIZE+row];
|
||||
else
|
||||
positions[vertX*numVerts*3 + vertY*3 + 2] = -2048;
|
||||
|
||||
if (land)
|
||||
{
|
||||
normal.x = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3];
|
||||
normal.y = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+1];
|
||||
normal.z = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3+2];
|
||||
normal.normalise();
|
||||
}
|
||||
else
|
||||
normal = Ogre::Vector3(0,0,1);
|
||||
|
||||
// Normals apparently don't connect seamlessly between cells
|
||||
if (col == ESM::Land::LAND_SIZE-1 || row == ESM::Land::LAND_SIZE-1)
|
||||
fixNormal(normal, cellX, cellY, col, row);
|
||||
|
||||
// some corner normals appear to be complete garbage (z < 0)
|
||||
if ((row == 0 || row == ESM::Land::LAND_SIZE-1) && (col == 0 || col == ESM::Land::LAND_SIZE-1))
|
||||
averageNormal(normal, cellX, cellY, col, row);
|
||||
|
||||
assert(normal.z > 0);
|
||||
|
||||
normals[vertX*numVerts*3 + vertY*3] = normal.x;
|
||||
normals[vertX*numVerts*3 + vertY*3 + 1] = normal.y;
|
||||
normals[vertX*numVerts*3 + vertY*3 + 2] = normal.z;
|
||||
|
||||
if (hasColors)
|
||||
{
|
||||
color.r = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3] / 255.f;
|
||||
color.g = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+1] / 255.f;
|
||||
color.b = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3+2] / 255.f;
|
||||
}
|
||||
else
|
||||
{
|
||||
color.r = 1;
|
||||
color.g = 1;
|
||||
color.b = 1;
|
||||
}
|
||||
|
||||
// Unlike normals, colors mostly connect seamlessly between cells, but not always...
|
||||
if (col == ESM::Land::LAND_SIZE-1 || row == ESM::Land::LAND_SIZE-1)
|
||||
fixColour(color, cellX, cellY, col, row);
|
||||
|
||||
color.a = 1;
|
||||
Ogre::uint32 rsColor;
|
||||
Ogre::Root::getSingleton().getRenderSystem()->convertColourValue(color, &rsColor);
|
||||
memcpy(&colors[vertX*numVerts*4 + vertY*4], &rsColor, sizeof(Ogre::uint32));
|
||||
|
||||
++vertX;
|
||||
}
|
||||
++vertY;
|
||||
}
|
||||
vertX_ = vertX;
|
||||
}
|
||||
vertY_ = vertY;
|
||||
|
||||
assert(vertX_ == numVerts); // Ensure we covered whole area
|
||||
}
|
||||
assert(vertY_ == numVerts); // Ensure we covered whole area
|
||||
|
||||
vertexBuffer->writeData(0, vertexBuffer->getSizeInBytes(), &positions[0], true);
|
||||
normalBuffer->writeData(0, normalBuffer->getSizeInBytes(), &normals[0], true);
|
||||
colourBuffer->writeData(0, colourBuffer->getSizeInBytes(), &colors[0], true);
|
||||
}
|
||||
|
||||
Storage::UniqueTextureId Storage::getVtexIndexAt(int cellX, int cellY,
|
||||
int x, int y)
|
||||
{
|
||||
// For the first/last row/column, we need to get the texture from the neighbour cell
|
||||
// to get consistent blending at the borders
|
||||
--x;
|
||||
if (x < 0)
|
||||
{
|
||||
--cellX;
|
||||
x += ESM::Land::LAND_TEXTURE_SIZE;
|
||||
}
|
||||
if (y >= ESM::Land::LAND_TEXTURE_SIZE) // Y appears to be wrapped from the other side because why the hell not?
|
||||
{
|
||||
++cellY;
|
||||
y -= ESM::Land::LAND_TEXTURE_SIZE;
|
||||
}
|
||||
|
||||
assert(x<ESM::Land::LAND_TEXTURE_SIZE);
|
||||
assert(y<ESM::Land::LAND_TEXTURE_SIZE);
|
||||
|
||||
ESM::Land* land = getLand(cellX, cellY);
|
||||
if (land)
|
||||
{
|
||||
if (!land->isDataLoaded(ESM::Land::DATA_VTEX))
|
||||
land->loadData(ESM::Land::DATA_VTEX);
|
||||
|
||||
int tex = land->mLandData->mTextures[y * ESM::Land::LAND_TEXTURE_SIZE + x];
|
||||
if (tex == 0)
|
||||
return std::make_pair(0,0); // vtex 0 is always the base texture, regardless of plugin
|
||||
return std::make_pair(tex, land->mPlugin);
|
||||
}
|
||||
else
|
||||
return std::make_pair(0,0);
|
||||
}
|
||||
|
||||
std::string Storage::getTextureName(UniqueTextureId id)
|
||||
{
|
||||
if (id.first == 0)
|
||||
return "_land_default.dds"; // Not sure if the default texture floatly is hardcoded?
|
||||
|
||||
// NB: All vtex ids are +1 compared to the ltex ids
|
||||
const ESM::LandTexture* ltex = getLandTexture(id.first-1, id.second);
|
||||
|
||||
std::string texture = ltex->mTexture;
|
||||
//TODO this is needed due to MWs messed up texture handling
|
||||
texture = texture.substr(0, texture.rfind(".")) + ".dds";
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
void Storage::getBlendmaps(float chunkSize, const Ogre::Vector2 &chunkCenter,
|
||||
bool pack, std::vector<Ogre::TexturePtr> &blendmaps, std::vector<std::string> &layerList)
|
||||
{
|
||||
// TODO - blending isn't completely right yet; the blending radius appears to be
|
||||
// different at a cell transition (2 vertices, not 4), so we may need to create a larger blendmap
|
||||
// and interpolate the rest of the cell by hand? :/
|
||||
|
||||
Ogre::Vector2 origin = chunkCenter - Ogre::Vector2(chunkSize/2.f, chunkSize/2.f);
|
||||
int cellX = origin.x;
|
||||
int cellY = origin.y;
|
||||
|
||||
// Save the used texture indices so we know the total number of textures
|
||||
// and number of required blend maps
|
||||
std::set<UniqueTextureId> textureIndices;
|
||||
// Due to the way the blending works, the base layer will always shine through in between
|
||||
// blend transitions (eg halfway between two texels, both blend values will be 0.5, so 25% of base layer visible).
|
||||
// To get a consistent look, we need to make sure to use the same base layer in all cells.
|
||||
// So we're always adding _land_default.dds as the base layer here, even if it's not referenced in this cell.
|
||||
textureIndices.insert(std::make_pair(0,0));
|
||||
|
||||
for (int y=0; y<ESM::Land::LAND_TEXTURE_SIZE+1; ++y)
|
||||
for (int x=0; x<ESM::Land::LAND_TEXTURE_SIZE+1; ++x)
|
||||
{
|
||||
UniqueTextureId id = getVtexIndexAt(cellX, cellY, x, y);
|
||||
textureIndices.insert(id);
|
||||
}
|
||||
|
||||
// Makes sure the indices are sorted, or rather,
|
||||
// retrieved as sorted. This is important to keep the splatting order
|
||||
// consistent across cells.
|
||||
std::map<UniqueTextureId, int> textureIndicesMap;
|
||||
for (std::set<UniqueTextureId>::iterator it = textureIndices.begin(); it != textureIndices.end(); ++it)
|
||||
{
|
||||
int size = textureIndicesMap.size();
|
||||
textureIndicesMap[*it] = size;
|
||||
layerList.push_back(getTextureName(*it));
|
||||
}
|
||||
|
||||
int numTextures = textureIndices.size();
|
||||
// numTextures-1 since the base layer doesn't need blending
|
||||
int numBlendmaps = pack ? std::ceil((numTextures-1) / 4.f) : (numTextures-1);
|
||||
|
||||
int channels = pack ? 4 : 1;
|
||||
|
||||
// Second iteration - create and fill in the blend maps
|
||||
const int blendmapSize = ESM::Land::LAND_TEXTURE_SIZE+1;
|
||||
std::vector<Ogre::uchar> data;
|
||||
data.resize(blendmapSize * blendmapSize * channels, 0);
|
||||
|
||||
for (int i=0; i<numBlendmaps; ++i)
|
||||
{
|
||||
Ogre::PixelFormat format = pack ? Ogre::PF_A8B8G8R8 : Ogre::PF_A8;
|
||||
static int count=0;
|
||||
Ogre::TexturePtr map = Ogre::TextureManager::getSingleton().createManual("terrain/blend/"
|
||||
+ Ogre::StringConverter::toString(count++), Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
|
||||
Ogre::TEX_TYPE_2D, blendmapSize, blendmapSize, 0, format);
|
||||
|
||||
for (int y=0; y<blendmapSize; ++y)
|
||||
{
|
||||
for (int x=0; x<blendmapSize; ++x)
|
||||
{
|
||||
UniqueTextureId id = getVtexIndexAt(cellX, cellY, x, y);
|
||||
int layerIndex = textureIndicesMap.find(id)->second;
|
||||
int blendIndex = (pack ? std::floor((layerIndex-1)/4.f) : layerIndex-1);
|
||||
int channel = pack ? std::max(0, (layerIndex-1) % 4) : 0;
|
||||
|
||||
if (blendIndex == i)
|
||||
data[y*blendmapSize*channels + x*channels + channel] = 255;
|
||||
else
|
||||
data[y*blendmapSize*channels + x*channels + channel] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// All done, upload to GPU
|
||||
Ogre::DataStreamPtr stream(new Ogre::MemoryDataStream(&data[0], data.size()));
|
||||
map->loadRawData(stream, blendmapSize, blendmapSize, format);
|
||||
blendmaps.push_back(map);
|
||||
}
|
||||
}
|
||||
|
||||
float Storage::getHeightAt(const Ogre::Vector3 &worldPos)
|
||||
{
|
||||
int cellX = std::floor(worldPos.x / 8192.f);
|
||||
int cellY = std::floor(worldPos.y / 8192.f);
|
||||
|
||||
ESM::Land* land = getLand(cellX, cellY);
|
||||
if (!land)
|
||||
return -2048;
|
||||
|
||||
// Mostly lifted from Ogre::Terrain::getHeightAtTerrainPosition
|
||||
|
||||
// Normalized position in the cell
|
||||
float nX = (worldPos.x - (cellX * 8192))/8192.f;
|
||||
float nY = (worldPos.y - (cellY * 8192))/8192.f;
|
||||
|
||||
// get left / bottom points (rounded down)
|
||||
float factor = ESM::Land::LAND_SIZE - 1.0f;
|
||||
float invFactor = 1.0f / factor;
|
||||
|
||||
int startX = static_cast<int>(nX * factor);
|
||||
int startY = static_cast<int>(nY * factor);
|
||||
int endX = startX + 1;
|
||||
int endY = startY + 1;
|
||||
|
||||
assert(endX < ESM::Land::LAND_SIZE);
|
||||
assert(endY < ESM::Land::LAND_SIZE);
|
||||
|
||||
// now get points in terrain space (effectively rounding them to boundaries)
|
||||
float startXTS = startX * invFactor;
|
||||
float startYTS = startY * invFactor;
|
||||
float endXTS = endX * invFactor;
|
||||
float endYTS = endY * invFactor;
|
||||
|
||||
// get parametric from start coord to next point
|
||||
float xParam = (nX - startXTS) * factor;
|
||||
float yParam = (nY - startYTS) * factor;
|
||||
|
||||
/* For even / odd tri strip rows, triangles are this shape:
|
||||
even odd
|
||||
3---2 3---2
|
||||
| / | | \ |
|
||||
0---1 0---1
|
||||
*/
|
||||
|
||||
// Build all 4 positions in normalized cell space, using point-sampled height
|
||||
Ogre::Vector3 v0 (startXTS, startYTS, getVertexHeight(land, startX, startY) / 8192.f);
|
||||
Ogre::Vector3 v1 (endXTS, startYTS, getVertexHeight(land, endX, startY) / 8192.f);
|
||||
Ogre::Vector3 v2 (endXTS, endYTS, getVertexHeight(land, endX, endY) / 8192.f);
|
||||
Ogre::Vector3 v3 (startXTS, endYTS, getVertexHeight(land, startX, endY) / 8192.f);
|
||||
// define this plane in terrain space
|
||||
Ogre::Plane plane;
|
||||
// (At the moment, all rows have the same triangle alignment)
|
||||
if (true)
|
||||
{
|
||||
// odd row
|
||||
bool secondTri = ((1.0 - yParam) > xParam);
|
||||
if (secondTri)
|
||||
plane.redefine(v0, v1, v3);
|
||||
else
|
||||
plane.redefine(v1, v2, v3);
|
||||
}
|
||||
else
|
||||
{
|
||||
// even row
|
||||
bool secondTri = (yParam > xParam);
|
||||
if (secondTri)
|
||||
plane.redefine(v0, v2, v3);
|
||||
else
|
||||
plane.redefine(v0, v1, v2);
|
||||
}
|
||||
|
||||
// Solve plane equation for z
|
||||
return (-plane.normal.x * nX
|
||||
-plane.normal.y * nY
|
||||
- plane.d) / plane.normal.z * 8192;
|
||||
|
||||
}
|
||||
|
||||
float Storage::getVertexHeight(const ESM::Land *land, int x, int y)
|
||||
{
|
||||
assert(x < ESM::Land::LAND_SIZE);
|
||||
assert(y < ESM::Land::LAND_SIZE);
|
||||
return land->mLandData->mHeights[y * ESM::Land::LAND_SIZE + x];
|
||||
}
|
||||
|
||||
|
||||
}
|
84
components/terrain/storage.hpp
Normal file
84
components/terrain/storage.hpp
Normal file
|
@ -0,0 +1,84 @@
|
|||
#ifndef COMPONENTS_TERRAIN_STORAGE_H
|
||||
#define COMPONENTS_TERRAIN_STORAGE_H
|
||||
|
||||
#include <components/esm/loadland.hpp>
|
||||
#include <components/esm/loadltex.hpp>
|
||||
|
||||
#include <OgreAxisAlignedBox.h>
|
||||
|
||||
#include <OgreHardwareVertexBuffer.h>
|
||||
|
||||
namespace Terrain
|
||||
{
|
||||
|
||||
/// We keep storage of terrain data abstract here since we need different implementations for game and editor
|
||||
class Storage
|
||||
{
|
||||
public:
|
||||
virtual ~Storage() {}
|
||||
private:
|
||||
virtual ESM::Land* getLand (int cellX, int cellY) = 0;
|
||||
virtual const ESM::LandTexture* getLandTexture(int index, short plugin) = 0;
|
||||
|
||||
public:
|
||||
/// Get bounds of the whole terrain in cell units
|
||||
virtual Ogre::AxisAlignedBox getBounds() = 0;
|
||||
|
||||
/// Get the minimum and maximum heights of a terrain chunk.
|
||||
/// @note Should only be called for chunks <= 1 cell, i.e. leafs of the quad tree.
|
||||
/// Larger chunks can simply merge AABB of children.
|
||||
/// @param size size of the chunk in cell units
|
||||
/// @param center center of the chunk in cell units
|
||||
/// @param min min height will be stored here
|
||||
/// @param max max height will be stored here
|
||||
/// @return true if there was data available for this terrain chunk
|
||||
bool getMinMaxHeights (float size, const Ogre::Vector2& center, float& min, float& max);
|
||||
|
||||
/// Fill vertex buffers for a terrain chunk.
|
||||
/// @param lodLevel LOD level, 0 = most detailed
|
||||
/// @param size size of the terrain chunk in cell units
|
||||
/// @param center center of the chunk in cell units
|
||||
/// @param vertexBuffer buffer to write vertices
|
||||
/// @param normalBuffer buffer to write vertex normals
|
||||
/// @param colourBuffer buffer to write vertex colours
|
||||
void fillVertexBuffers (int lodLevel, float size, const Ogre::Vector2& center,
|
||||
Ogre::HardwareVertexBufferSharedPtr vertexBuffer,
|
||||
Ogre::HardwareVertexBufferSharedPtr normalBuffer,
|
||||
Ogre::HardwareVertexBufferSharedPtr colourBuffer);
|
||||
|
||||
/// Create textures holding layer blend values for a terrain chunk.
|
||||
/// @note The terrain chunk shouldn't be larger than one cell since otherwise we might
|
||||
/// have to do a ridiculous amount of different layers. For larger chunks, composite maps should be used.
|
||||
/// @param chunkSize size of the terrain chunk in cell units
|
||||
/// @param chunkCenter center of the chunk in cell units
|
||||
/// @param pack Whether to pack blend values for up to 4 layers into one texture (one in each channel) -
|
||||
/// otherwise, each texture contains blend values for one layer only. Shader-based rendering
|
||||
/// can utilize packing, FFP can't.
|
||||
/// @param blendmaps created blendmaps will be written here
|
||||
/// @param layerList names of the layer textures used will be written here
|
||||
void getBlendmaps (float chunkSize, const Ogre::Vector2& chunkCenter, bool pack,
|
||||
std::vector<Ogre::TexturePtr>& blendmaps,
|
||||
std::vector<std::string>& layerList);
|
||||
|
||||
float getHeightAt (const Ogre::Vector3& worldPos);
|
||||
|
||||
private:
|
||||
void fixNormal (Ogre::Vector3& normal, int cellX, int cellY, int col, int row);
|
||||
void fixColour (Ogre::ColourValue& colour, int cellX, int cellY, int col, int row);
|
||||
void averageNormal (Ogre::Vector3& normal, int cellX, int cellY, int col, int row);
|
||||
|
||||
float getVertexHeight (const ESM::Land* land, int x, int y);
|
||||
|
||||
// Since plugins can define new texture palettes, we need to know the plugin index too
|
||||
// in order to retrieve the correct texture name.
|
||||
// pair <texture id, plugin id>
|
||||
typedef std::pair<short, short> UniqueTextureId;
|
||||
|
||||
UniqueTextureId getVtexIndexAt(int cellX, int cellY,
|
||||
int x, int y);
|
||||
std::string getTextureName (UniqueTextureId id);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
410
components/terrain/world.cpp
Normal file
410
components/terrain/world.cpp
Normal file
|
@ -0,0 +1,410 @@
|
|||
#include "world.hpp"
|
||||
|
||||
#include <OgreAxisAlignedBox.h>
|
||||
#include <OgreCamera.h>
|
||||
#include <OgreHardwareBufferManager.h>
|
||||
#include <OgreHardwarePixelBuffer.h>
|
||||
#include <OgreRoot.h>
|
||||
|
||||
#include <components/esm/loadland.hpp>
|
||||
#include <components/loadinglistener/loadinglistener.hpp>
|
||||
|
||||
#include "storage.hpp"
|
||||
#include "quadtreenode.hpp"
|
||||
|
||||
namespace
|
||||
{
|
||||
|
||||
bool isPowerOfTwo(int x)
|
||||
{
|
||||
return ( (x > 0) && ((x & (x - 1)) == 0) );
|
||||
}
|
||||
|
||||
int nextPowerOfTwo (int v)
|
||||
{
|
||||
if (isPowerOfTwo(v)) return v;
|
||||
int depth=0;
|
||||
while(v)
|
||||
{
|
||||
v >>= 1;
|
||||
depth++;
|
||||
}
|
||||
return 1 << depth;
|
||||
}
|
||||
|
||||
Terrain::QuadTreeNode* findNode (const Ogre::Vector2& center, Terrain::QuadTreeNode* node)
|
||||
{
|
||||
if (center == node->getCenter())
|
||||
return node;
|
||||
|
||||
if (center.x > node->getCenter().x && center.y > node->getCenter().y)
|
||||
return findNode(center, node->getChild(Terrain::NE));
|
||||
else if (center.x > node->getCenter().x && center.y < node->getCenter().y)
|
||||
return findNode(center, node->getChild(Terrain::SE));
|
||||
else if (center.x < node->getCenter().x && center.y > node->getCenter().y)
|
||||
return findNode(center, node->getChild(Terrain::NW));
|
||||
else //if (center.x < node->getCenter().x && center.y < node->getCenter().y)
|
||||
return findNode(center, node->getChild(Terrain::SW));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
namespace Terrain
|
||||
{
|
||||
|
||||
World::World(Loading::Listener* loadingListener, Ogre::SceneManager* sceneMgr,
|
||||
Storage* storage, int visibilityFlags, bool distantLand, bool shaders)
|
||||
: mStorage(storage)
|
||||
, mMinBatchSize(1)
|
||||
, mMaxBatchSize(64)
|
||||
, mSceneMgr(sceneMgr)
|
||||
, mVisibilityFlags(visibilityFlags)
|
||||
, mDistantLand(distantLand)
|
||||
, mShaders(shaders)
|
||||
, mVisible(true)
|
||||
, mLoadingListener(loadingListener)
|
||||
{
|
||||
loadingListener->setLabel("Creating terrain");
|
||||
loadingListener->indicateProgress();
|
||||
|
||||
mCompositeMapSceneMgr = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC);
|
||||
|
||||
Ogre::Camera* compositeMapCam = mCompositeMapSceneMgr->createCamera("a");
|
||||
mCompositeMapRenderTexture = Ogre::TextureManager::getSingleton().createManual(
|
||||
"terrain/comp/rt", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
|
||||
Ogre::TEX_TYPE_2D, 128, 128, 0, Ogre::PF_A8B8G8R8, Ogre::TU_RENDERTARGET);
|
||||
mCompositeMapRenderTarget = mCompositeMapRenderTexture->getBuffer()->getRenderTarget();
|
||||
mCompositeMapRenderTarget->setAutoUpdated(false);
|
||||
mCompositeMapRenderTarget->addViewport(compositeMapCam);
|
||||
|
||||
mBounds = storage->getBounds();
|
||||
|
||||
int origSizeX = mBounds.getSize().x;
|
||||
int origSizeY = mBounds.getSize().y;
|
||||
|
||||
// Dividing a quad tree only works well for powers of two, so round up to the nearest one
|
||||
int size = nextPowerOfTwo(std::max(origSizeX, origSizeY));
|
||||
|
||||
// Adjust the center according to the new size
|
||||
Ogre::Vector3 center = mBounds.getCenter() + Ogre::Vector3((size-origSizeX)/2.f, (size-origSizeY)/2.f, 0);
|
||||
|
||||
mRootSceneNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
|
||||
|
||||
mRootNode = new QuadTreeNode(this, Root, size, Ogre::Vector2(center.x, center.y), NULL);
|
||||
buildQuadTree(mRootNode);
|
||||
loadingListener->indicateProgress();
|
||||
mRootNode->initAabb();
|
||||
loadingListener->indicateProgress();
|
||||
mRootNode->initNeighbours();
|
||||
loadingListener->indicateProgress();
|
||||
}
|
||||
|
||||
World::~World()
|
||||
{
|
||||
delete mRootNode;
|
||||
delete mStorage;
|
||||
}
|
||||
|
||||
void World::buildQuadTree(QuadTreeNode *node)
|
||||
{
|
||||
float halfSize = node->getSize()/2.f;
|
||||
|
||||
if (node->getSize() <= mMinBatchSize)
|
||||
{
|
||||
// We arrived at a leaf
|
||||
float minZ,maxZ;
|
||||
Ogre::Vector2 center = node->getCenter();
|
||||
if (mStorage->getMinMaxHeights(node->getSize(), center, minZ, maxZ))
|
||||
node->setBoundingBox(Ogre::AxisAlignedBox(Ogre::Vector3(-halfSize*8192, -halfSize*8192, minZ),
|
||||
Ogre::Vector3(halfSize*8192, halfSize*8192, maxZ)));
|
||||
else
|
||||
node->markAsDummy(); // no data available for this node, skip it
|
||||
return;
|
||||
}
|
||||
|
||||
if (node->getCenter().x - halfSize > mBounds.getMaximum().x
|
||||
|| node->getCenter().x + halfSize < mBounds.getMinimum().x
|
||||
|| node->getCenter().y - halfSize > mBounds.getMaximum().y
|
||||
|| node->getCenter().y + halfSize < mBounds.getMinimum().y )
|
||||
// Out of bounds of the actual terrain - this will happen because
|
||||
// we rounded the size up to the next power of two
|
||||
{
|
||||
node->markAsDummy();
|
||||
return;
|
||||
}
|
||||
|
||||
// Not a leaf, create its children
|
||||
node->createChild(SW, halfSize, node->getCenter() - halfSize/2.f);
|
||||
node->createChild(SE, halfSize, node->getCenter() + Ogre::Vector2(halfSize/2.f, -halfSize/2.f));
|
||||
node->createChild(NW, halfSize, node->getCenter() + Ogre::Vector2(-halfSize/2.f, halfSize/2.f));
|
||||
node->createChild(NE, halfSize, node->getCenter() + halfSize/2.f);
|
||||
buildQuadTree(node->getChild(SW));
|
||||
buildQuadTree(node->getChild(SE));
|
||||
buildQuadTree(node->getChild(NW));
|
||||
buildQuadTree(node->getChild(NE));
|
||||
|
||||
// if all children are dummy, we are also dummy
|
||||
for (int i=0; i<4; ++i)
|
||||
{
|
||||
if (!node->getChild((ChildDirection)i)->isDummy())
|
||||
return;
|
||||
}
|
||||
node->markAsDummy();
|
||||
}
|
||||
|
||||
void World::update(const Ogre::Vector3& cameraPos)
|
||||
{
|
||||
if (!mVisible)
|
||||
return;
|
||||
mRootNode->update(cameraPos, mLoadingListener);
|
||||
mRootNode->updateIndexBuffers();
|
||||
}
|
||||
|
||||
Ogre::AxisAlignedBox World::getWorldBoundingBox (const Ogre::Vector2& center)
|
||||
{
|
||||
if (center.x > mBounds.getMaximum().x
|
||||
|| center.x < mBounds.getMinimum().x
|
||||
|| center.y > mBounds.getMaximum().y
|
||||
|| center.y < mBounds.getMinimum().y)
|
||||
return Ogre::AxisAlignedBox::BOX_NULL;
|
||||
QuadTreeNode* node = findNode(center, mRootNode);
|
||||
Ogre::AxisAlignedBox box = node->getBoundingBox();
|
||||
box.setExtents(box.getMinimum() + Ogre::Vector3(center.x, center.y, 0) * 8192,
|
||||
box.getMaximum() + Ogre::Vector3(center.x, center.y, 0) * 8192);
|
||||
return box;
|
||||
}
|
||||
|
||||
Ogre::HardwareVertexBufferSharedPtr World::getVertexBuffer(int numVertsOneSide)
|
||||
{
|
||||
if (mUvBufferMap.find(numVertsOneSide) != mUvBufferMap.end())
|
||||
{
|
||||
return mUvBufferMap[numVertsOneSide];
|
||||
}
|
||||
|
||||
int vertexCount = numVertsOneSide * numVertsOneSide;
|
||||
|
||||
std::vector<float> uvs;
|
||||
uvs.reserve(vertexCount*2);
|
||||
|
||||
for (int col = 0; col < numVertsOneSide; ++col)
|
||||
{
|
||||
for (int row = 0; row < numVertsOneSide; ++row)
|
||||
{
|
||||
uvs.push_back(col / static_cast<float>(numVertsOneSide-1)); // U
|
||||
uvs.push_back(row / static_cast<float>(numVertsOneSide-1)); // V
|
||||
}
|
||||
}
|
||||
|
||||
Ogre::HardwareBufferManager* mgr = Ogre::HardwareBufferManager::getSingletonPtr();
|
||||
Ogre::HardwareVertexBufferSharedPtr buffer = mgr->createVertexBuffer(
|
||||
Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT2),
|
||||
vertexCount, Ogre::HardwareBuffer::HBU_STATIC);
|
||||
|
||||
buffer->writeData(0, buffer->getSizeInBytes(), &uvs[0], true);
|
||||
|
||||
mUvBufferMap[numVertsOneSide] = buffer;
|
||||
return buffer;
|
||||
}
|
||||
|
||||
Ogre::HardwareIndexBufferSharedPtr World::getIndexBuffer(int flags, size_t& numIndices)
|
||||
{
|
||||
if (mIndexBufferMap.find(flags) != mIndexBufferMap.end())
|
||||
{
|
||||
numIndices = mIndexBufferMap[flags]->getNumIndexes();
|
||||
return mIndexBufferMap[flags];
|
||||
}
|
||||
|
||||
// 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[North] || lodDeltas[South] || lodDeltas[West] || lodDeltas[East]);
|
||||
|
||||
size_t increment = 1 << lodLevel;
|
||||
assert((int)increment < ESM::Land::LAND_SIZE);
|
||||
std::vector<short> indices;
|
||||
indices.reserve((ESM::Land::LAND_SIZE-1)*(ESM::Land::LAND_SIZE-1)*2*3 / increment);
|
||||
|
||||
size_t rowStart = 0, colStart = 0, rowEnd = ESM::Land::LAND_SIZE-1, colEnd = ESM::Land::LAND_SIZE-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)
|
||||
{
|
||||
indices.push_back(ESM::Land::LAND_SIZE*col+row);
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(col+increment)+row+increment);
|
||||
indices.push_back(ESM::Land::LAND_SIZE*col+row+increment);
|
||||
|
||||
indices.push_back(ESM::Land::LAND_SIZE*col+row);
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(col+increment)+row);
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(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 = 1 << (lodDeltas[South] + lodLevel);
|
||||
for (size_t col = 0; col < ESM::Land::LAND_SIZE-1; col += outerStep)
|
||||
{
|
||||
indices.push_back(ESM::Land::LAND_SIZE*col+row);
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(col+outerStep)+row);
|
||||
// Make sure not to touch the right edge
|
||||
if (col+outerStep == ESM::Land::LAND_SIZE-1)
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(col+outerStep-innerStep)+row+innerStep);
|
||||
else
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(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 == ESM::Land::LAND_SIZE-1-innerStep)
|
||||
continue;
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(col)+row);
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(col+i+innerStep)+row+innerStep);
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(col+i)+row+innerStep);
|
||||
}
|
||||
}
|
||||
|
||||
// North
|
||||
row = ESM::Land::LAND_SIZE-1;
|
||||
outerStep = 1 << (lodDeltas[North] + lodLevel);
|
||||
for (size_t col = 0; col < ESM::Land::LAND_SIZE-1; col += outerStep)
|
||||
{
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(col+outerStep)+row);
|
||||
indices.push_back(ESM::Land::LAND_SIZE*col+row);
|
||||
// Make sure not to touch the left edge
|
||||
if (col == 0)
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(col+innerStep)+row-innerStep);
|
||||
else
|
||||
indices.push_back(ESM::Land::LAND_SIZE*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 == ESM::Land::LAND_SIZE-1-innerStep)
|
||||
continue;
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(col+i)+row-innerStep);
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(col+i+innerStep)+row-innerStep);
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(col+outerStep)+row);
|
||||
}
|
||||
}
|
||||
|
||||
// West
|
||||
size_t col = 0;
|
||||
outerStep = 1 << (lodDeltas[West] + lodLevel);
|
||||
for (size_t row = 0; row < ESM::Land::LAND_SIZE-1; row += outerStep)
|
||||
{
|
||||
indices.push_back(ESM::Land::LAND_SIZE*col+row+outerStep);
|
||||
indices.push_back(ESM::Land::LAND_SIZE*col+row);
|
||||
// Make sure not to touch the top edge
|
||||
if (row+outerStep == ESM::Land::LAND_SIZE-1)
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(col+innerStep)+row+outerStep-innerStep);
|
||||
else
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(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 == ESM::Land::LAND_SIZE-1-innerStep)
|
||||
continue;
|
||||
indices.push_back(ESM::Land::LAND_SIZE*col+row);
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(col+innerStep)+row+i);
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(col+innerStep)+row+i+innerStep);
|
||||
}
|
||||
}
|
||||
|
||||
// East
|
||||
col = ESM::Land::LAND_SIZE-1;
|
||||
outerStep = 1 << (lodDeltas[East] + lodLevel);
|
||||
for (size_t row = 0; row < ESM::Land::LAND_SIZE-1; row += outerStep)
|
||||
{
|
||||
indices.push_back(ESM::Land::LAND_SIZE*col+row);
|
||||
indices.push_back(ESM::Land::LAND_SIZE*col+row+outerStep);
|
||||
// Make sure not to touch the bottom edge
|
||||
if (row == 0)
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(col-innerStep)+row+innerStep);
|
||||
else
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(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 == ESM::Land::LAND_SIZE-1-innerStep)
|
||||
continue;
|
||||
indices.push_back(ESM::Land::LAND_SIZE*col+row+outerStep);
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(col-innerStep)+row+i+innerStep);
|
||||
indices.push_back(ESM::Land::LAND_SIZE*(col-innerStep)+row+i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
numIndices = indices.size();
|
||||
|
||||
Ogre::HardwareBufferManager* mgr = Ogre::HardwareBufferManager::getSingletonPtr();
|
||||
Ogre::HardwareIndexBufferSharedPtr buffer = mgr->createIndexBuffer(Ogre::HardwareIndexBuffer::IT_16BIT,
|
||||
numIndices, Ogre::HardwareBuffer::HBU_STATIC);
|
||||
buffer->writeData(0, buffer->getSizeInBytes(), &indices[0], true);
|
||||
mIndexBufferMap[flags] = buffer;
|
||||
return buffer;
|
||||
}
|
||||
|
||||
void World::renderCompositeMap(Ogre::TexturePtr target)
|
||||
{
|
||||
mCompositeMapRenderTarget->update();
|
||||
target->getBuffer()->blit(mCompositeMapRenderTexture->getBuffer());
|
||||
}
|
||||
|
||||
void World::clearCompositeMapSceneManager()
|
||||
{
|
||||
mCompositeMapSceneMgr->destroyAllManualObjects();
|
||||
mCompositeMapSceneMgr->clearScene();
|
||||
}
|
||||
|
||||
float World::getHeightAt(const Ogre::Vector3 &worldPos)
|
||||
{
|
||||
return mStorage->getHeightAt(worldPos);
|
||||
}
|
||||
|
||||
void World::applyMaterials(bool shadows, bool splitShadows)
|
||||
{
|
||||
mShadows = shadows;
|
||||
mSplitShadows = splitShadows;
|
||||
mRootNode->applyMaterials();
|
||||
}
|
||||
|
||||
void World::setVisible(bool visible)
|
||||
{
|
||||
if (visible && !mVisible)
|
||||
mSceneMgr->getRootSceneNode()->addChild(mRootSceneNode);
|
||||
else if (!visible && mVisible)
|
||||
mSceneMgr->getRootSceneNode()->removeChild(mRootSceneNode);
|
||||
|
||||
mVisible = visible;
|
||||
}
|
||||
|
||||
bool World::getVisible()
|
||||
{
|
||||
return mVisible;
|
||||
}
|
||||
|
||||
|
||||
}
|
154
components/terrain/world.hpp
Normal file
154
components/terrain/world.hpp
Normal file
|
@ -0,0 +1,154 @@
|
|||
#ifndef COMPONENTS_TERRAIN_H
|
||||
#define COMPONENTS_TERRAIN_H
|
||||
|
||||
#include <OgreHardwareIndexBuffer.h>
|
||||
#include <OgreHardwareVertexBuffer.h>
|
||||
#include <OgreAxisAlignedBox.h>
|
||||
#include <OgreTexture.h>
|
||||
|
||||
namespace Loading
|
||||
{
|
||||
class Listener;
|
||||
}
|
||||
|
||||
namespace Ogre
|
||||
{
|
||||
class Camera;
|
||||
}
|
||||
|
||||
namespace Terrain
|
||||
{
|
||||
|
||||
class QuadTreeNode;
|
||||
class Storage;
|
||||
|
||||
/**
|
||||
* @brief A quadtree-based terrain implementation suitable for large data sets. \n
|
||||
* Near cells are rendered with alpha splatting, distant cells are merged
|
||||
* together in batches and have their layers pre-rendered onto a composite map. \n
|
||||
* Cracks at LOD transitions are avoided using stitching.
|
||||
* @note Multiple cameras are not supported yet
|
||||
*/
|
||||
class World
|
||||
{
|
||||
public:
|
||||
/// @note takes ownership of \a storage
|
||||
/// @param loadingListener Listener to update with progress
|
||||
/// @param sceneMgr scene manager to use
|
||||
/// @param storage Storage instance to get terrain data from (heights, normals, colors, textures..)
|
||||
/// @param visbilityFlags visibility flags for the created meshes
|
||||
/// @param distantLand Whether to draw all of the terrain, or only a 3x3 grid around the camera.
|
||||
/// This is a temporary option until it can be streamlined.
|
||||
/// @param shaders Whether to use splatting shader, or multi-pass fixed function splatting. Shader is usually
|
||||
/// faster so this is just here for compatibility.
|
||||
World(Loading::Listener* loadingListener, Ogre::SceneManager* sceneMgr,
|
||||
Storage* storage, int visiblityFlags, bool distantLand, bool shaders);
|
||||
~World();
|
||||
|
||||
void setLoadingListener(Loading::Listener* loadingListener) { mLoadingListener = loadingListener; }
|
||||
|
||||
bool getDistantLandEnabled() { return mDistantLand; }
|
||||
bool getShadersEnabled() { return mShaders; }
|
||||
bool getShadowsEnabled() { return mShadows; }
|
||||
bool getSplitShadowsEnabled() { return mSplitShadows; }
|
||||
|
||||
float getHeightAt (const Ogre::Vector3& worldPos);
|
||||
|
||||
/// Update chunk LODs according to this camera position
|
||||
/// @note Calling this method might lead to composite textures being rendered, so it is best
|
||||
/// not to call it when render commands are still queued, since that would cause a flush.
|
||||
void update (const Ogre::Vector3& cameraPos);
|
||||
|
||||
/// Get the world bounding box of a chunk of terrain centered at \a center
|
||||
Ogre::AxisAlignedBox getWorldBoundingBox (const Ogre::Vector2& center);
|
||||
|
||||
Ogre::SceneManager* getSceneManager() { return mSceneMgr; }
|
||||
|
||||
Ogre::SceneNode* getRootSceneNode() { return mRootSceneNode; }
|
||||
|
||||
Storage* getStorage() { return mStorage; }
|
||||
|
||||
/// Show or hide the whole terrain
|
||||
/// @note this setting will be invalidated once you call Terrain::update, so do not call it while the terrain should be hidden
|
||||
void setVisible(bool visible);
|
||||
bool getVisible();
|
||||
|
||||
/// Recreate materials used by terrain chunks. This should be called whenever settings of
|
||||
/// the material factory are changed. (Relying on the factory to update those materials is not
|
||||
/// enough, since turning a feature on/off can change the number of texture units available for layer/blend
|
||||
/// textures, and to properly respond to this we may need to change the structure of the material, such as
|
||||
/// adding or removing passes. This can only be achieved by a full rebuild.)
|
||||
void applyMaterials(bool shadows, bool splitShadows);
|
||||
|
||||
int getVisiblityFlags() { return mVisibilityFlags; }
|
||||
|
||||
int getMaxBatchSize() { return mMaxBatchSize; }
|
||||
|
||||
void enableSplattingShader(bool enabled);
|
||||
|
||||
private:
|
||||
bool mDistantLand;
|
||||
bool mShaders;
|
||||
bool mShadows;
|
||||
bool mSplitShadows;
|
||||
bool mVisible;
|
||||
|
||||
Loading::Listener* mLoadingListener;
|
||||
|
||||
QuadTreeNode* mRootNode;
|
||||
Ogre::SceneNode* mRootSceneNode;
|
||||
Storage* mStorage;
|
||||
|
||||
int mVisibilityFlags;
|
||||
|
||||
Ogre::SceneManager* mSceneMgr;
|
||||
Ogre::SceneManager* mCompositeMapSceneMgr;
|
||||
|
||||
/// Bounds in cell units
|
||||
Ogre::AxisAlignedBox mBounds;
|
||||
|
||||
/// Minimum size of a terrain batch along one side (in cell units)
|
||||
float mMinBatchSize;
|
||||
/// Maximum size of a terrain batch along one side (in cell units)
|
||||
float mMaxBatchSize;
|
||||
|
||||
void buildQuadTree(QuadTreeNode* node);
|
||||
|
||||
public:
|
||||
// ----INTERNAL----
|
||||
|
||||
enum IndexBufferFlags
|
||||
{
|
||||
IBF_North = 1 << 0,
|
||||
IBF_East = 1 << 1,
|
||||
IBF_South = 1 << 2,
|
||||
IBF_West = 1 << 3
|
||||
};
|
||||
|
||||
/// @param flags first 4*4 bits are LOD deltas on each edge, respectively (4 bits each)
|
||||
/// next 4 bits are LOD level of the index buffer (LOD 0 = don't omit any vertices)
|
||||
/// @param numIndices number of indices that were used will be written here
|
||||
Ogre::HardwareIndexBufferSharedPtr getIndexBuffer (int flags, size_t& numIndices);
|
||||
|
||||
Ogre::HardwareVertexBufferSharedPtr getVertexBuffer (int numVertsOneSide);
|
||||
|
||||
Ogre::SceneManager* getCompositeMapSceneManager() { return mCompositeMapSceneMgr; }
|
||||
|
||||
// Delete all quads
|
||||
void clearCompositeMapSceneManager();
|
||||
void renderCompositeMap (Ogre::TexturePtr target);
|
||||
|
||||
private:
|
||||
// Index buffers are shared across terrain batches where possible. There is one index buffer for each
|
||||
// combination of LOD deltas and index buffer LOD we may need.
|
||||
std::map<int, Ogre::HardwareIndexBufferSharedPtr> mIndexBufferMap;
|
||||
|
||||
std::map<int, Ogre::HardwareVertexBufferSharedPtr> mUvBufferMap;
|
||||
|
||||
Ogre::RenderTarget* mCompositeMapRenderTarget;
|
||||
Ogre::TexturePtr mCompositeMapRenderTexture;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
Loading…
Add table
Add a link
Reference in a new issue