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Add local LandCache to cut down on store searches
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088d5604bf
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fd215caa02
@ -16,6 +16,12 @@
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namespace ESMTerrain
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{
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class LandCache
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{
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public:
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typedef std::map<std::pair<int, int>, osg::ref_ptr<const LandObject> > Map;
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Map mMap;
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};
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LandObject::LandObject()
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{
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@ -101,7 +107,7 @@ namespace ESMTerrain
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return false;
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}
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void Storage::fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row)
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void Storage::fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache)
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{
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while (col >= ESM::Land::LAND_SIZE-1)
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{
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@ -124,7 +130,7 @@ namespace ESMTerrain
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row += ESM::Land::LAND_SIZE-1;
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}
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osg::ref_ptr<const LandObject> land = getLand(cellX, cellY);
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const LandObject* land = getLand(cellX, cellY, cache);
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const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VNML) : 0;
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if (data)
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{
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@ -137,18 +143,18 @@ namespace ESMTerrain
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normal = osg::Vec3f(0,0,1);
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}
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void Storage::averageNormal(osg::Vec3f &normal, int cellX, int cellY, int col, int row)
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void Storage::averageNormal(osg::Vec3f &normal, int cellX, int cellY, int col, int row, LandCache& cache)
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{
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osg::Vec3f n1,n2,n3,n4;
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fixNormal(n1, cellX, cellY, col+1, row);
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fixNormal(n2, cellX, cellY, col-1, row);
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fixNormal(n3, cellX, cellY, col, row+1);
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fixNormal(n4, cellX, cellY, col, row-1);
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fixNormal(n1, cellX, cellY, col+1, row, cache);
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fixNormal(n2, cellX, cellY, col-1, row, cache);
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fixNormal(n3, cellX, cellY, col, row+1, cache);
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fixNormal(n4, cellX, cellY, col, row-1, cache);
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normal = (n1+n2+n3+n4);
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normal.normalize();
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}
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void Storage::fixColour (osg::Vec4f& color, int cellX, int cellY, int col, int row)
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void Storage::fixColour (osg::Vec4f& color, int cellX, int cellY, int col, int row, LandCache& cache)
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{
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if (col == ESM::Land::LAND_SIZE-1)
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{
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@ -161,7 +167,7 @@ namespace ESMTerrain
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row = 0;
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}
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osg::ref_ptr<const LandObject> land = getLand(cellX, cellY);
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const LandObject* land = getLand(cellX, cellY, cache);
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const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VCLR) : 0;
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if (data)
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{
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@ -202,13 +208,15 @@ namespace ESMTerrain
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float vertY = 0;
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float vertX = 0;
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LandCache cache;
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float vertY_ = 0; // of current cell corner
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for (int cellY = startCellY; cellY < startCellY + std::ceil(size); ++cellY)
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{
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float vertX_ = 0; // of current cell corner
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for (int cellX = startCellX; cellX < startCellX + std::ceil(size); ++cellX)
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{
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osg::ref_ptr<const LandObject> land = getLand(cellX, cellY);
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const LandObject* land = getLand(cellX, cellY, cache);
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const ESM::Land::LandData *heightData = 0;
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const ESM::Land::LandData *normalData = 0;
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const ESM::Land::LandData *colourData = 0;
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@ -270,11 +278,11 @@ namespace ESMTerrain
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// Normals apparently don't connect seamlessly between cells
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if (col == ESM::Land::LAND_SIZE-1 || row == ESM::Land::LAND_SIZE-1)
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fixNormal(normal, cellX, cellY, col, row);
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fixNormal(normal, cellX, cellY, col, row, cache);
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// some corner normals appear to be complete garbage (z < 0)
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if ((row == 0 || row == ESM::Land::LAND_SIZE-1) && (col == 0 || col == ESM::Land::LAND_SIZE-1))
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averageNormal(normal, cellX, cellY, col, row);
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averageNormal(normal, cellX, cellY, col, row, cache);
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assert(normal.z() > 0);
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@ -294,7 +302,7 @@ namespace ESMTerrain
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// Unlike normals, colors mostly connect seamlessly between cells, but not always...
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if (col == ESM::Land::LAND_SIZE-1 || row == ESM::Land::LAND_SIZE-1)
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fixColour(color, cellX, cellY, col, row);
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fixColour(color, cellX, cellY, col, row, cache);
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color.a() = 1;
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@ -314,7 +322,7 @@ namespace ESMTerrain
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}
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Storage::UniqueTextureId Storage::getVtexIndexAt(int cellX, int cellY,
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int x, int y, osg::ref_ptr<const LandObject> land)
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int x, int y, LandCache& cache)
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{
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// For the first/last row/column, we need to get the texture from the neighbour cell
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// to get consistent blending at the borders
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@ -323,26 +331,22 @@ namespace ESMTerrain
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{
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--cellX;
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x += ESM::Land::LAND_TEXTURE_SIZE;
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land = NULL;
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}
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while (x >= ESM::Land::LAND_TEXTURE_SIZE)
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{
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++cellX;
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x -= ESM::Land::LAND_TEXTURE_SIZE;
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land = NULL;
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}
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while (y >= ESM::Land::LAND_TEXTURE_SIZE) // Y appears to be wrapped from the other side because why the hell not?
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{
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++cellY;
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y -= ESM::Land::LAND_TEXTURE_SIZE;
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land = NULL;
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}
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assert(x<ESM::Land::LAND_TEXTURE_SIZE);
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assert(y<ESM::Land::LAND_TEXTURE_SIZE);
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if (!land)
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land = getLand(cellX, cellY);
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const LandObject* land = getLand(cellX, cellY, cache);
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const ESM::Land::LandData *data = land ? land->getData(ESM::Land::DATA_VTEX) : 0;
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if (data)
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@ -398,12 +402,12 @@ namespace ESMTerrain
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// So we're always adding _land_default.dds as the base layer here, even if it's not referenced in this cell.
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textureIndices.insert(std::make_pair(0,0));
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osg::ref_ptr<const LandObject> land = getLand(cellX, cellY);
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LandCache cache;
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for (int y=colStart; y<colEnd; ++y)
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for (int x=rowStart; x<rowEnd; ++x)
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{
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UniqueTextureId id = getVtexIndexAt(cellX, cellY, x, y, land);
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UniqueTextureId id = getVtexIndexAt(cellX, cellY, x, y, cache);
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textureIndices.insert(id);
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}
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@ -439,7 +443,7 @@ namespace ESMTerrain
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{
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for (int x=0; x<blendmapSize; ++x)
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{
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UniqueTextureId id = getVtexIndexAt(cellX, cellY, x+rowStart, y+colStart, land);
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UniqueTextureId id = getVtexIndexAt(cellX, cellY, x+rowStart, y+colStart, cache);
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assert(textureIndicesMap.find(id) != textureIndicesMap.end());
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int layerIndex = textureIndicesMap.find(id)->second;
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int blendIndex = (pack ? static_cast<int>(std::floor((layerIndex - 1) / 4.f)) : layerIndex - 1);
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@ -547,6 +551,18 @@ namespace ESMTerrain
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return data->mHeights[y * ESM::Land::LAND_SIZE + x];
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}
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const LandObject* Storage::getLand(int cellX, int cellY, LandCache& cache)
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{
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LandCache::Map::iterator found = cache.mMap.find(std::make_pair(cellX, cellY));
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if (found != cache.mMap.end())
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return found->second;
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else
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{
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found = cache.mMap.insert(std::make_pair(std::make_pair(cellX, cellY), getLand(cellX, cellY))).first;
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return found->second;
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}
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}
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Terrain::LayerInfo Storage::getLayerInfo(const std::string& texture)
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mLayerInfoMutex);
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@ -16,6 +16,8 @@ namespace VFS
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namespace ESMTerrain
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{
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class LandCache;
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/// @brief Wrapper around Land Data with reference counting. The wrapper needs to be held as long as the data is still in use
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class LandObject : public osg::Object
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{
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@ -105,19 +107,21 @@ namespace ESMTerrain
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private:
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const VFS::Manager* mVFS;
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void fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row);
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void fixColour (osg::Vec4f& colour, int cellX, int cellY, int col, int row);
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void averageNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row);
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void fixNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache);
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void fixColour (osg::Vec4f& colour, int cellX, int cellY, int col, int row, LandCache& cache);
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void averageNormal (osg::Vec3f& normal, int cellX, int cellY, int col, int row, LandCache& cache);
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float getVertexHeight (const ESM::Land::LandData* data, int x, int y);
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const LandObject* getLand(int cellX, int cellY, LandCache& cache);
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// Since plugins can define new texture palettes, we need to know the plugin index too
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// in order to retrieve the correct texture name.
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// pair <texture id, plugin id>
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typedef std::pair<short, short> UniqueTextureId;
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UniqueTextureId getVtexIndexAt(int cellX, int cellY,
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int x, int y, osg::ref_ptr<const LandObject> land);
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int x, int y, LandCache&);
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std::string getTextureName (UniqueTextureId id);
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std::map<std::string, Terrain::LayerInfo> mLayerInfoMap;
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