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235 lines
8.1 KiB
C++
235 lines
8.1 KiB
C++
#include "buffercache.hpp"
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#include <cassert>
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#include <OpenThreads/ScopedLock>
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#include <osg/PrimitiveSet>
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#include "defs.hpp"
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namespace
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{
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template <typename IndexArrayType>
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osg::ref_ptr<IndexArrayType> createIndexBuffer(unsigned int flags, unsigned int verts)
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{
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// LOD level n means every 2^n-th vertex is kept
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size_t lodLevel = (flags >> (4*4));
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size_t lodDeltas[4];
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for (int i=0; i<4; ++i)
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lodDeltas[i] = (flags >> (4*i)) & (0xf);
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bool anyDeltas = (lodDeltas[Terrain::North] || lodDeltas[Terrain::South] || lodDeltas[Terrain::West] || lodDeltas[Terrain::East]);
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size_t increment = 1 << lodLevel;
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assert(increment < verts);
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osg::ref_ptr<IndexArrayType> indices (new IndexArrayType(osg::PrimitiveSet::TRIANGLES));
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indices->reserve((verts-1)*(verts-1)*2*3 / increment);
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size_t rowStart = 0, colStart = 0, rowEnd = verts-1, colEnd = verts-1;
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// If any edge needs stitching we'll skip all edges at this point,
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// mainly because stitching one edge would have an effect on corners and on the adjacent edges
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if (anyDeltas)
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{
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colStart += increment;
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colEnd -= increment;
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rowEnd -= increment;
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rowStart += increment;
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}
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for (size_t row = rowStart; row < rowEnd; row += increment)
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{
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for (size_t col = colStart; col < colEnd; col += increment)
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{
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// diamond pattern
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if ((row + col%2) % 2 == 1)
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{
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indices->push_back(verts*(col+increment)+row);
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indices->push_back(verts*(col+increment)+row+increment);
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indices->push_back(verts*col+row+increment);
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indices->push_back(verts*col+row);
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indices->push_back(verts*(col+increment)+row);
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indices->push_back(verts*(col)+row+increment);
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}
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else
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{
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indices->push_back(verts*col+row);
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indices->push_back(verts*(col+increment)+row+increment);
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indices->push_back(verts*col+row+increment);
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indices->push_back(verts*col+row);
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indices->push_back(verts*(col+increment)+row);
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indices->push_back(verts*(col+increment)+row+increment);
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}
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}
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}
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size_t innerStep = increment;
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if (anyDeltas)
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{
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// Now configure LOD transitions at the edges - this is pretty tedious,
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// and some very long and boring code, but it works great
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// South
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size_t row = 0;
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size_t outerStep = 1 << (lodDeltas[Terrain::South] + lodLevel);
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for (size_t col = 0; col < verts-1; col += outerStep)
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{
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indices->push_back(verts*col+row);
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indices->push_back(verts*(col+outerStep)+row);
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// Make sure not to touch the right edge
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if (col+outerStep == verts-1)
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indices->push_back(verts*(col+outerStep-innerStep)+row+innerStep);
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else
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indices->push_back(verts*(col+outerStep)+row+innerStep);
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for (size_t i = 0; i < outerStep; i += innerStep)
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{
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// Make sure not to touch the left or right edges
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if (col+i == 0 || col+i == verts-1-innerStep)
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continue;
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indices->push_back(verts*(col)+row);
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indices->push_back(verts*(col+i+innerStep)+row+innerStep);
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indices->push_back(verts*(col+i)+row+innerStep);
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}
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}
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// North
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row = verts-1;
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outerStep = size_t(1) << (lodDeltas[Terrain::North] + lodLevel);
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for (size_t col = 0; col < verts-1; col += outerStep)
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{
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indices->push_back(verts*(col+outerStep)+row);
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indices->push_back(verts*col+row);
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// Make sure not to touch the left edge
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if (col == 0)
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indices->push_back(verts*(col+innerStep)+row-innerStep);
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else
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indices->push_back(verts*col+row-innerStep);
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for (size_t i = 0; i < outerStep; i += innerStep)
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{
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// Make sure not to touch the left or right edges
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if (col+i == 0 || col+i == verts-1-innerStep)
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continue;
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indices->push_back(verts*(col+i)+row-innerStep);
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indices->push_back(verts*(col+i+innerStep)+row-innerStep);
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indices->push_back(verts*(col+outerStep)+row);
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}
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}
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// West
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size_t col = 0;
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outerStep = size_t(1) << (lodDeltas[Terrain::West] + lodLevel);
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for (row = 0; row < verts-1; row += outerStep)
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{
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indices->push_back(verts*col+row+outerStep);
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indices->push_back(verts*col+row);
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// Make sure not to touch the top edge
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if (row+outerStep == verts-1)
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indices->push_back(verts*(col+innerStep)+row+outerStep-innerStep);
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else
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indices->push_back(verts*(col+innerStep)+row+outerStep);
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for (size_t i = 0; i < outerStep; i += innerStep)
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{
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// Make sure not to touch the top or bottom edges
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if (row+i == 0 || row+i == verts-1-innerStep)
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continue;
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indices->push_back(verts*col+row);
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indices->push_back(verts*(col+innerStep)+row+i);
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indices->push_back(verts*(col+innerStep)+row+i+innerStep);
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}
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}
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// East
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col = verts-1;
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outerStep = size_t(1) << (lodDeltas[Terrain::East] + lodLevel);
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for (row = 0; row < verts-1; row += outerStep)
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{
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indices->push_back(verts*col+row);
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indices->push_back(verts*col+row+outerStep);
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// Make sure not to touch the bottom edge
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if (row == 0)
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indices->push_back(verts*(col-innerStep)+row+innerStep);
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else
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indices->push_back(verts*(col-innerStep)+row);
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for (size_t i = 0; i < outerStep; i += innerStep)
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{
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// Make sure not to touch the top or bottom edges
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if (row+i == 0 || row+i == verts-1-innerStep)
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continue;
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indices->push_back(verts*col+row+outerStep);
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indices->push_back(verts*(col-innerStep)+row+i+innerStep);
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indices->push_back(verts*(col-innerStep)+row+i);
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}
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}
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}
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return indices;
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}
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}
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namespace Terrain
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{
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osg::ref_ptr<osg::Vec2Array> BufferCache::getUVBuffer()
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mUvBufferMutex);
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if (mUvBufferMap.find(mNumVerts) != mUvBufferMap.end())
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{
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return mUvBufferMap[mNumVerts];
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}
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int vertexCount = mNumVerts * mNumVerts;
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osg::ref_ptr<osg::Vec2Array> uvs (new osg::Vec2Array);
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uvs->reserve(vertexCount);
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for (unsigned int col = 0; col < mNumVerts; ++col)
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{
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for (unsigned int row = 0; row < mNumVerts; ++row)
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{
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uvs->push_back(osg::Vec2f(col / static_cast<float>(mNumVerts-1),
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((mNumVerts-1) - row) / static_cast<float>(mNumVerts-1)));
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}
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}
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// Assign a VBO here to enable state sharing between different Geometries.
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uvs->setVertexBufferObject(new osg::VertexBufferObject);
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mUvBufferMap[mNumVerts] = uvs;
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return uvs;
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}
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osg::ref_ptr<osg::DrawElements> BufferCache::getIndexBuffer(unsigned int flags)
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mIndexBufferMutex);
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unsigned int verts = mNumVerts;
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if (mIndexBufferMap.find(flags) != mIndexBufferMap.end())
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{
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return mIndexBufferMap[flags];
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}
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osg::ref_ptr<osg::DrawElements> buffer;
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if (verts*verts <= (0xffffu))
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buffer = createIndexBuffer<osg::DrawElementsUShort>(flags, verts);
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else
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buffer = createIndexBuffer<osg::DrawElementsUInt>(flags, verts);
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// Assign a EBO here to enable state sharing between different Geometries.
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buffer->setElementBufferObject(new osg::ElementBufferObject);
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mIndexBufferMap[flags] = buffer;
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return buffer;
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}
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}
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