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OpenMW/components/terrain/terrain.hpp
scrawl e27437f8ed New terrain renderer - improvements:
- Consistent triangle alignment, fixes a noticable crack near the census and excise office. Note that alignment is still not the same as vanilla. Vanilla uses a weird diagonal pattern. I hope there aren't more trouble spots that will force us to replicate vanilla, but at least we can do that now.
 - Fixes several blending issues and cell border seams
 - Fix map render to use the terrain bounding box instead of an arbitrary height
 - Different LODs are now properly connected instead of using skirts
 - Support self shadowing
 - Normals and colors are stored in the vertices instead of a texture, this enables per-vertex lighting which should improve performance, fix compatibility issues due to the PS getting too large and mimic vanilla better
 - Support a fixed function fallback (though the splatting shader usually performs better)
 - Designed for distant land support - test: https://www.youtube.com/watch?v=2wnd9EuPJIY - we can't really enable this yet due to depth precision issues when using a large view distance
2013-08-19 20:34:20 +02:00

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4.2 KiB
C++

#ifndef COMPONENTS_TERRAIN_H
#define COMPONENTS_TERRAIN_H
#include <OgreHardwareIndexBuffer.h>
#include <OgreHardwareVertexBuffer.h>
#include <OgreAxisAlignedBox.h>
#include <OgreTexture.h>
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 Terrain
{
public:
/// @note takes ownership of \a storage
Terrain(Ogre::SceneManager* sceneMgr, Storage* storage, int visiblityFlags);
~Terrain();
/// 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 (Ogre::Camera* camera);
/// \todo
float getHeightAt (const Ogre::Vector3& worldPos) { return 0; }
/// 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; }
Storage* getStorage() { return mStorage; }
/// Show or hide the whole terrain
void setVisible(bool visible);
/// 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();
int getVisiblityFlags() { return mVisibilityFlags; }
int getMaxBatchSize() { return mMaxBatchSize; }
void enableSplattingShader(bool enabled);
private:
QuadTreeNode* mRootNode;
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