mirror of
https://gitlab.com/OpenMW/openmw.git
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531 lines
21 KiB
C++
531 lines
21 KiB
C++
#include <boost/lexical_cast.hpp>
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#include <OgreTerrain.h>
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#include <OgreTerrainGroup.h>
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#include <OgreHardwarePixelBuffer.h>
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#include <components/esm_store/store.hpp>
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#include <components/settings/settings.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "terrainmaterial.hpp"
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#include "terrain.hpp"
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#include "renderconst.hpp"
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#include "shadows.hpp"
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#include "renderingmanager.hpp"
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using namespace Ogre;
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namespace MWRender
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{
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//----------------------------------------------------------------------------------------------
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TerrainManager::TerrainManager(Ogre::SceneManager* mgr, RenderingManager* rend) :
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mTerrainGroup(TerrainGroup(mgr, Terrain::ALIGN_X_Z, mLandSize, mWorldSize)), mRendering(rend)
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{
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mTerrainGlobals = OGRE_NEW TerrainGlobalOptions();
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TerrainMaterialGeneratorPtr matGen;
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TerrainMaterialGeneratorB* matGenP = new TerrainMaterialGeneratorB();
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matGen.bind(matGenP);
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mTerrainGlobals->setDefaultMaterialGenerator(matGen);
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TerrainMaterialGenerator::Profile* const activeProfile =
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mTerrainGlobals->getDefaultMaterialGenerator()
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->getActiveProfile();
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mActiveProfile = static_cast<TerrainMaterialGeneratorB::SM2Profile*>(activeProfile);
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//The pixel error should be as high as possible without it being noticed
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//as it governs how fast mesh quality decreases.
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mTerrainGlobals->setMaxPixelError(8);
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mTerrainGlobals->setLayerBlendMapSize(32);
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mTerrainGlobals->setDefaultGlobalColourMapSize(65);
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//10 (default) didn't seem to be quite enough
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mTerrainGlobals->setSkirtSize(128);
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//due to the sudden flick between composite and non composite textures,
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//this seemed the distance where it wasn't too noticeable
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mTerrainGlobals->setCompositeMapDistance(mWorldSize*2);
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mActiveProfile->setLightmapEnabled(false);
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mActiveProfile->setLayerSpecularMappingEnabled(false);
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mActiveProfile->setLayerNormalMappingEnabled(false);
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mActiveProfile->setLayerParallaxMappingEnabled(false);
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bool shadows = Settings::Manager::getBool("enabled", "Shadows");
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mActiveProfile->setReceiveDynamicShadowsEnabled(shadows);
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mActiveProfile->setReceiveDynamicShadowsDepth(shadows);
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if (Settings::Manager::getBool("split", "Shadows"))
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mActiveProfile->setReceiveDynamicShadowsPSSM(mRendering->getShadows()->getPSSMSetup());
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else
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mActiveProfile->setReceiveDynamicShadowsPSSM(0);
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mActiveProfile->setShadowFar(mRendering->getShadows()->getShadowFar());
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mActiveProfile->setShadowFadeStart(mRendering->getShadows()->getFadeStart());
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//composite maps lead to a drastic increase in loading time so are
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//disabled
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mActiveProfile->setCompositeMapEnabled(false);
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mTerrainGroup.setOrigin(Vector3(mWorldSize/2,
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0,
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-mWorldSize/2));
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Terrain::ImportData& importSettings = mTerrainGroup.getDefaultImportSettings();
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importSettings.inputBias = 0;
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importSettings.terrainSize = mLandSize;
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importSettings.worldSize = mWorldSize;
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importSettings.minBatchSize = 9;
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importSettings.maxBatchSize = mLandSize;
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importSettings.deleteInputData = true;
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}
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//----------------------------------------------------------------------------------------------
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TerrainManager::~TerrainManager()
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{
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OGRE_DELETE mTerrainGlobals;
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}
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//----------------------------------------------------------------------------------------------
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void TerrainManager::setDiffuse(const ColourValue& diffuse)
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{
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mTerrainGlobals->setCompositeMapDiffuse(diffuse);
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}
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//----------------------------------------------------------------------------------------------
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void TerrainManager::setAmbient(const ColourValue& ambient)
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{
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mTerrainGlobals->setCompositeMapAmbient(ambient);
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}
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//----------------------------------------------------------------------------------------------
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void TerrainManager::cellAdded(MWWorld::Ptr::CellStore *store)
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{
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const int cellX = store->cell->getGridX();
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const int cellY = store->cell->getGridY();
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ESM::Land* land = MWBase::Environment::get().getWorld()->getStore().lands.search(cellX, cellY);
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if (land == NULL) // no land data means we're not going to create any terrain.
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return;
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if (!land->dataLoaded)
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{
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land->loadData();
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}
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//split the cell terrain into four segments
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const int numTextures = ESM::Land::LAND_TEXTURE_SIZE/2;
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for ( int x = 0; x < 2; x++ )
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{
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for ( int y = 0; y < 2; y++ )
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{
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Terrain::ImportData terrainData =
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mTerrainGroup.getDefaultImportSettings();
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const int terrainX = cellX * 2 + x;
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const int terrainY = cellY * 2 + y;
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//it makes far more sense to reallocate the memory here,
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//and let Ogre deal with it due to the issues with deleting
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//it at the wrong time if using threads (Which Terrain does)
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terrainData.inputFloat = OGRE_ALLOC_T(float,
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mLandSize*mLandSize,
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MEMCATEGORY_GEOMETRY);
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//copy the height data row by row
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for ( int terrainCopyY = 0; terrainCopyY < mLandSize; terrainCopyY++ )
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{
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//the offset of the current segment
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const size_t yOffset = y * (mLandSize-1) * ESM::Land::LAND_SIZE +
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//offset of the row
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terrainCopyY * ESM::Land::LAND_SIZE;
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const size_t xOffset = x * (mLandSize-1);
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memcpy(&terrainData.inputFloat[terrainCopyY*mLandSize],
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&land->landData->heights[yOffset + xOffset],
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mLandSize*sizeof(float));
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}
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std::map<uint16_t, int> indexes;
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initTerrainTextures(&terrainData, cellX, cellY,
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x * numTextures, y * numTextures,
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numTextures, indexes);
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if (mTerrainGroup.getTerrain(terrainX, terrainY) == NULL)
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{
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mTerrainGroup.defineTerrain(terrainX, terrainY, &terrainData);
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mTerrainGroup.loadTerrain(terrainX, terrainY, true);
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Terrain* terrain = mTerrainGroup.getTerrain(terrainX, terrainY);
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initTerrainBlendMaps(terrain,
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cellX, cellY,
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x * numTextures, y * numTextures,
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numTextures,
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indexes);
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terrain->setVisibilityFlags(RV_Terrain);
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terrain->setRenderQueueGroup(RQG_Main);
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if ( land->landData->usingColours )
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{
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// disable or enable global colour map (depends on available vertex colours)
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mActiveProfile->setGlobalColourMapEnabled(true);
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TexturePtr vertex = getVertexColours(land,
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cellX, cellY,
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x*(mLandSize-1),
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y*(mLandSize-1),
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mLandSize);
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//this is a hack to get around the fact that Ogre seems to
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//corrupt the global colour map leading to rendering errors
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MaterialPtr mat = terrain->getMaterial();
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mat->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName( vertex->getName() );
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//mat = terrain->_getCompositeMapMaterial();
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//mat->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName( vertex->getName() );
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}
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}
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}
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}
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mTerrainGroup.freeTemporaryResources();
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}
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//----------------------------------------------------------------------------------------------
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void TerrainManager::cellRemoved(MWWorld::Ptr::CellStore *store)
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{
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for ( int x = 0; x < 2; x++ )
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{
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for ( int y = 0; y < 2; y++ )
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{
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int terrainX = store->cell->getGridX() * 2 + x;
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int terrainY = store->cell->getGridY() * 2 + y;
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if (mTerrainGroup.getTerrain(terrainX, terrainY) != NULL)
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mTerrainGroup.unloadTerrain(terrainX, terrainY);
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}
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}
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}
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//----------------------------------------------------------------------------------------------
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void TerrainManager::initTerrainTextures(Terrain::ImportData* terrainData,
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int cellX, int cellY,
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int fromX, int fromY, int size,
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std::map<uint16_t, int>& indexes)
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{
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assert(terrainData != NULL && "Must have valid terrain data");
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assert(fromX >= 0 && fromY >= 0 &&
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"Can't get a terrain texture on terrain outside the current cell");
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assert(fromX+size <= ESM::Land::LAND_TEXTURE_SIZE &&
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fromY+size <= ESM::Land::LAND_TEXTURE_SIZE &&
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"Can't get a terrain texture on terrain outside the current cell");
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//this ensures that the ltex indexes are sorted (or retrived as sorted
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//which simplifies shading between cells).
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//
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//If we don't sort the ltex indexes, the splatting order may differ between
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//cells which may lead to inconsistent results when shading between cells
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std::set<uint16_t> ltexIndexes;
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for ( int y = fromY - 1; y < fromY + size + 1; y++ )
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{
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for ( int x = fromX - 1; x < fromX + size + 1; x++ )
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{
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ltexIndexes.insert(getLtexIndexAt(cellX, cellY, x, y));
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}
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}
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//there is one texture that we want to use as a base (i.e. it won't have
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//a blend map). This holds the ltex index of that base texture so that
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//we know not to include it in the output map
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int baseTexture = -1;
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for ( std::set<uint16_t>::iterator iter = ltexIndexes.begin();
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iter != ltexIndexes.end();
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++iter )
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{
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const uint16_t ltexIndex = *iter;
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//this is the base texture, so we can ignore this at present
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if ( ltexIndex == baseTexture )
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{
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continue;
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}
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const std::map<uint16_t, int>::const_iterator it = indexes.find(ltexIndex);
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if ( it == indexes.end() )
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{
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//NB: All vtex ids are +1 compared to the ltex ids
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assert( (int)MWBase::Environment::get().getWorld()->getStore().landTexts.getSize() >= (int)ltexIndex - 1 &&
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"LAND.VTEX must be within the bounds of the LTEX array");
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std::string texture;
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if ( ltexIndex == 0 )
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{
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texture = "_land_default.dds";
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}
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else
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{
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texture = MWBase::Environment::get().getWorld()->getStore().landTexts.search(ltexIndex-1)->texture;
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//TODO this is needed due to MWs messed up texture handling
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texture = texture.substr(0, texture.rfind(".")) + ".dds";
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}
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const size_t position = terrainData->layerList.size();
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terrainData->layerList.push_back(Terrain::LayerInstance());
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terrainData->layerList[position].worldSize = 256;
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terrainData->layerList[position].textureNames.push_back("textures\\" + texture);
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if ( baseTexture == -1 )
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{
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baseTexture = ltexIndex;
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}
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else
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{
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indexes[ltexIndex] = position;
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}
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}
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}
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}
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//----------------------------------------------------------------------------------------------
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void TerrainManager::initTerrainBlendMaps(Terrain* terrain,
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int cellX, int cellY,
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int fromX, int fromY, int size,
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const std::map<uint16_t, int>& indexes)
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{
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assert(terrain != NULL && "Must have valid terrain");
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assert(fromX >= 0 && fromY >= 0 &&
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"Can't get a terrain texture on terrain outside the current cell");
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assert(fromX+size <= ESM::Land::LAND_TEXTURE_SIZE &&
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fromY+size <= ESM::Land::LAND_TEXTURE_SIZE &&
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"Can't get a terrain texture on terrain outside the current cell");
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//size must be a power of 2 as we do divisions with a power of 2 number
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//that need to result in an integer for correct splatting
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assert( (size & (size - 1)) == 0 && "Size must be a power of 2");
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const int blendMapSize = terrain->getLayerBlendMapSize();
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const int splatSize = blendMapSize / size;
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//zero out every map
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std::map<uint16_t, int>::const_iterator iter;
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for ( iter = indexes.begin(); iter != indexes.end(); ++iter )
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{
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float* pBlend = terrain->getLayerBlendMap(iter->second)
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->getBlendPointer();
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memset(pBlend, 0, sizeof(float) * blendMapSize * blendMapSize);
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}
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//covert the ltex data into a set of blend maps
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for ( int texY = fromY - 1; texY < fromY + size + 1; texY++ )
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{
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for ( int texX = fromX - 1; texX < fromX + size + 1; texX++ )
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{
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const uint16_t ltexIndex = getLtexIndexAt(cellX, cellY, texX, texY);
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//check if it is the base texture (which isn't in the map) and
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//if it is don't bother altering the blend map for it
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if ( indexes.find(ltexIndex) == indexes.end() )
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{
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continue;
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}
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//while texX is the splat index relative to the entire cell,
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//relX is relative to the current segment we are splatting
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const int relX = texX - fromX;
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const int relY = texY - fromY;
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const int layerIndex = indexes.find(ltexIndex)->second;
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float* const pBlend = terrain->getLayerBlendMap(layerIndex)
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->getBlendPointer();
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for ( int y = -1; y < splatSize + 1; y++ )
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{
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for ( int x = -1; x < splatSize + 1; x++ )
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{
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//Note: Y is reversed
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const int splatY = blendMapSize - 1 - relY * splatSize - y;
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const int splatX = relX * splatSize + x;
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if ( splatX >= 0 && splatX < blendMapSize &&
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splatY >= 0 && splatY < blendMapSize )
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{
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const int index = (splatY)*blendMapSize + splatX;
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if ( y >= 0 && y < splatSize &&
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x >= 0 && x < splatSize )
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{
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pBlend[index] = 1;
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}
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else
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{
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//this provides a transition shading but also
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//rounds off the corners slightly
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pBlend[index] = std::min(1.0f, pBlend[index] + 0.5f);
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}
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}
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}
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}
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}
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}
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for ( int i = 1; i < terrain->getLayerCount(); i++ )
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{
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TerrainLayerBlendMap* blend = terrain->getLayerBlendMap(i);
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blend->dirty();
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blend->update();
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}
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}
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//----------------------------------------------------------------------------------------------
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int TerrainManager::getLtexIndexAt(int cellX, int cellY,
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int x, int y)
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{
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//check texture index falls within the 9 cell bounds
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//as this function can't cope with anything above that
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assert(x >= -ESM::Land::LAND_TEXTURE_SIZE &&
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y >= -ESM::Land::LAND_TEXTURE_SIZE &&
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"Trying to get land textures that are out of bounds");
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assert(x < 2*ESM::Land::LAND_TEXTURE_SIZE &&
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y < 2*ESM::Land::LAND_TEXTURE_SIZE &&
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"Trying to get land textures that are out of bounds");
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if ( x < 0 )
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{
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cellX--;
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x += ESM::Land::LAND_TEXTURE_SIZE;
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}
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else if ( 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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}
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if ( y < 0 )
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{
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cellY--;
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y += ESM::Land::LAND_TEXTURE_SIZE;
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}
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else if ( y >= ESM::Land::LAND_TEXTURE_SIZE )
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{
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cellY++;
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y -= ESM::Land::LAND_TEXTURE_SIZE;
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}
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ESM::Land* land = MWBase::Environment::get().getWorld()->getStore().lands.search(cellX, cellY);
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if ( land != NULL )
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{
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if (!land->dataLoaded)
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{
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land->loadData();
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}
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return land->landData
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->textures[y * ESM::Land::LAND_TEXTURE_SIZE + x];
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}
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else
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{
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return 0;
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}
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}
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//----------------------------------------------------------------------------------------------
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TexturePtr TerrainManager::getVertexColours(ESM::Land* land,
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int cellX, int cellY,
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int fromX, int fromY, int size)
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{
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TextureManager* const texMgr = TextureManager::getSingletonPtr();
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const std::string colourTextureName = "VtexColours_" +
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boost::lexical_cast<std::string>(cellX) +
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"_" +
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boost::lexical_cast<std::string>(cellY) +
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"_" +
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boost::lexical_cast<std::string>(fromX) +
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"_" +
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boost::lexical_cast<std::string>(fromY);
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TexturePtr tex = texMgr->getByName(colourTextureName);
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if ( !tex.isNull() )
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{
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return tex;
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}
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tex = texMgr->createManual(colourTextureName,
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ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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TEX_TYPE_2D, size, size, 0, PF_BYTE_BGR);
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HardwarePixelBufferSharedPtr pixelBuffer = tex->getBuffer();
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pixelBuffer->lock(HardwareBuffer::HBL_DISCARD);
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const PixelBox& pixelBox = pixelBuffer->getCurrentLock();
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uint8* pDest = static_cast<uint8*>(pixelBox.data);
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if ( land != NULL )
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{
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const char* const colours = land->landData->colours;
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for ( int y = 0; y < size; y++ )
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{
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for ( int x = 0; x < size; x++ )
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{
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const size_t colourOffset = (y+fromY)*3*65 + (x+fromX)*3;
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assert( colourOffset < 65*65*3 &&
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"Colour offset is out of the expected bounds of record" );
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const unsigned char r = colours[colourOffset + 0];
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const unsigned char g = colours[colourOffset + 1];
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const unsigned char b = colours[colourOffset + 2];
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//as is the case elsewhere we need to flip the y
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const size_t imageOffset = (size - 1 - y)*size*4 + x*4;
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pDest[imageOffset + 0] = b;
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pDest[imageOffset + 1] = g;
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pDest[imageOffset + 2] = r;
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}
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}
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}
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else
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{
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for ( int y = 0; y < size; y++ )
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{
|
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for ( int x = 0; x < size; x++ )
|
|
{
|
|
for ( int k = 0; k < 3; k++ )
|
|
{
|
|
*pDest++ = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pixelBuffer->unlock();
|
|
|
|
return tex;
|
|
}
|
|
|
|
}
|