osg::ref_ptr<osg::Node> TerrainGrid::buildTerrain (osg::Group* parent, float chunkSize, const osg::Vec2f& chunkCenter) { if (chunkSize * mNumSplits > 1.f) { // keep splitting osg::ref_ptr<osg::Group> group (new osg::Group); if (parent) parent->addChild(group); float newChunkSize = chunkSize/2.f; buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(newChunkSize/2.f, newChunkSize/2.f)); buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(newChunkSize/2.f, -newChunkSize/2.f)); buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(-newChunkSize/2.f, newChunkSize/2.f)); buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(-newChunkSize/2.f, -newChunkSize/2.f)); return group; } else { float minH, maxH; if (!mStorage->getMinMaxHeights(chunkSize, chunkCenter, minH, maxH)) return NULL; // no terrain defined osg::Vec2f worldCenter = chunkCenter*mStorage->getCellWorldSize(); osg::ref_ptr<SceneUtil::PositionAttitudeTransform> transform (new SceneUtil::PositionAttitudeTransform); transform->setPosition(osg::Vec3f(worldCenter.x(), worldCenter.y(), 0.f)); if (parent) parent->addChild(transform); osg::ref_ptr<osg::Vec3Array> positions (new osg::Vec3Array); osg::ref_ptr<osg::Vec3Array> normals (new osg::Vec3Array); osg::ref_ptr<osg::Vec4Array> colors (new osg::Vec4Array); osg::ref_ptr<osg::VertexBufferObject> vbo (new osg::VertexBufferObject); positions->setVertexBufferObject(vbo); normals->setVertexBufferObject(vbo); colors->setVertexBufferObject(vbo); mStorage->fillVertexBuffers(0, chunkSize, chunkCenter, positions, normals, colors); osg::ref_ptr<osg::Geometry> geometry (new osg::Geometry); geometry->setVertexArray(positions); geometry->setNormalArray(normals, osg::Array::BIND_PER_VERTEX); geometry->setColorArray(colors, osg::Array::BIND_PER_VERTEX); geometry->setUseDisplayList(false); geometry->setUseVertexBufferObjects(true); geometry->addPrimitiveSet(mCache.getIndexBuffer(0)); // we already know the bounding box, so no need to let OSG compute it. osg::Vec3f min(-0.5f*mStorage->getCellWorldSize()*chunkSize, -0.5f*mStorage->getCellWorldSize()*chunkSize, minH); osg::Vec3f max (0.5f*mStorage->getCellWorldSize()*chunkSize, 0.5f*mStorage->getCellWorldSize()*chunkSize, maxH); osg::BoundingBox bounds(min, max); geometry->setComputeBoundingBoxCallback(new StaticBoundingBoxCallback(bounds)); std::vector<LayerInfo> layerList; std::vector<osg::ref_ptr<osg::Image> > blendmaps; mStorage->getBlendmaps(chunkSize, chunkCenter, false, blendmaps, layerList); // For compiling textures, I don't think the osgFX::Effect does it correctly osg::ref_ptr<osg::Node> textureCompileDummy (new osg::Node); unsigned int dummyTextureCounter = 0; bool useShaders = mResourceSystem->getSceneManager()->getForceShaders(); if (!mResourceSystem->getSceneManager()->getClampLighting()) useShaders = true; // always use shaders when lighting is unclamped, this is to avoid lighting seams between a terrain chunk with normal maps and one without normal maps std::vector<TextureLayer> layers; { OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mTextureCacheMutex); for (std::vector<LayerInfo>::const_iterator it = layerList.begin(); it != layerList.end(); ++it) { TextureLayer textureLayer; textureLayer.mSpecular = it->mSpecular; osg::ref_ptr<osg::Texture2D> texture = mTextureCache[it->mDiffuseMap]; if (!texture) { texture = new osg::Texture2D(mResourceSystem->getImageManager()->getImage(it->mDiffuseMap)); texture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT); texture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT); mResourceSystem->getSceneManager()->applyFilterSettings(texture); mTextureCache[it->mDiffuseMap] = texture; } textureLayer.mDiffuseMap = texture; textureCompileDummy->getOrCreateStateSet()->setTextureAttributeAndModes(dummyTextureCounter++, texture); if (!it->mNormalMap.empty()) { texture = mTextureCache[it->mNormalMap]; if (!texture) { texture = new osg::Texture2D(mResourceSystem->getImageManager()->getImage(it->mNormalMap)); texture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT); texture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT); mResourceSystem->getSceneManager()->applyFilterSettings(texture); mTextureCache[it->mNormalMap] = texture; } textureCompileDummy->getOrCreateStateSet()->setTextureAttributeAndModes(dummyTextureCounter++, texture); textureLayer.mNormalMap = texture; } if (it->requiresShaders()) useShaders = true; layers.push_back(textureLayer); } } std::vector<osg::ref_ptr<osg::Texture2D> > blendmapTextures; for (std::vector<osg::ref_ptr<osg::Image> >::const_iterator it = blendmaps.begin(); it != blendmaps.end(); ++it) { osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D); texture->setImage(*it); texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); texture->setResizeNonPowerOfTwoHint(false); blendmapTextures.push_back(texture); textureCompileDummy->getOrCreateStateSet()->setTextureAttributeAndModes(dummyTextureCounter++, blendmapTextures.back()); } // use texture coordinates for both texture units, the layer texture and blend texture for (unsigned int i=0; i<2; ++i) geometry->setTexCoordArray(i, mCache.getUVBuffer()); float blendmapScale = ESM::Land::LAND_TEXTURE_SIZE*chunkSize; osg::ref_ptr<osgFX::Effect> effect (new Terrain::Effect(mShaderManager ? useShaders : false, mResourceSystem->getSceneManager()->getForcePerPixelLighting(), mResourceSystem->getSceneManager()->getClampLighting(), mShaderManager, layers, blendmapTextures, blendmapScale, blendmapScale)); effect->addCullCallback(new SceneUtil::LightListCallback); transform->addChild(effect); osg::Node* toAttach = geometry.get(); effect->addChild(toAttach); if (mIncrementalCompileOperation) { mIncrementalCompileOperation->add(toAttach); mIncrementalCompileOperation->add(textureCompileDummy); } return transform; } }
osg::ref_ptr<osg::Node> TerrainGrid::buildTerrain (osg::Group* parent, float chunkSize, const osg::Vec2f& chunkCenter) { if (chunkSize * mNumSplits > 1.f) { // keep splitting osg::ref_ptr<osg::Group> group (new osg::Group); if (parent) parent->addChild(group); float newChunkSize = chunkSize/2.f; buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(newChunkSize/2.f, newChunkSize/2.f)); buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(newChunkSize/2.f, -newChunkSize/2.f)); buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(-newChunkSize/2.f, newChunkSize/2.f)); buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(-newChunkSize/2.f, -newChunkSize/2.f)); return group; } else { float minH, maxH; if (!mStorage->getMinMaxHeights(chunkSize, chunkCenter, minH, maxH)) return NULL; // no terrain defined osg::Vec2f worldCenter = chunkCenter*mStorage->getCellWorldSize(); osg::ref_ptr<SceneUtil::PositionAttitudeTransform> transform (new SceneUtil::PositionAttitudeTransform); transform->setPosition(osg::Vec3f(worldCenter.x(), worldCenter.y(), 0.f)); if (parent) parent->addChild(transform); osg::ref_ptr<osg::Vec3Array> positions (new osg::Vec3Array); osg::ref_ptr<osg::Vec3Array> normals (new osg::Vec3Array); osg::ref_ptr<osg::Vec4Array> colors (new osg::Vec4Array); osg::ref_ptr<osg::VertexBufferObject> vbo (new osg::VertexBufferObject); positions->setVertexBufferObject(vbo); normals->setVertexBufferObject(vbo); colors->setVertexBufferObject(vbo); mStorage->fillVertexBuffers(0, chunkSize, chunkCenter, positions, normals, colors); osg::ref_ptr<osg::Geometry> geometry (new osg::Geometry); geometry->setVertexArray(positions); geometry->setNormalArray(normals, osg::Array::BIND_PER_VERTEX); geometry->setColorArray(colors, osg::Array::BIND_PER_VERTEX); geometry->setUseDisplayList(false); geometry->setUseVertexBufferObjects(true); geometry->addPrimitiveSet(mCache.getIndexBuffer(0)); // we already know the bounding box, so no need to let OSG compute it. osg::Vec3f min(-0.5f*mStorage->getCellWorldSize()*chunkSize, -0.5f*mStorage->getCellWorldSize()*chunkSize, minH); osg::Vec3f max (0.5f*mStorage->getCellWorldSize()*chunkSize, 0.5f*mStorage->getCellWorldSize()*chunkSize, maxH); osg::BoundingBox bounds(min, max); geometry->setComputeBoundingBoxCallback(new StaticBoundingBoxCallback(bounds)); std::vector<LayerInfo> layerList; std::vector<osg::ref_ptr<osg::Image> > blendmaps; mStorage->getBlendmaps(chunkSize, chunkCenter, false, blendmaps, layerList); // For compiling textures, I don't think the osgFX::Effect does it correctly osg::ref_ptr<osg::Node> textureCompileDummy (new osg::Node); std::vector<osg::ref_ptr<osg::Texture2D> > layerTextures; for (std::vector<LayerInfo>::const_iterator it = layerList.begin(); it != layerList.end(); ++it) { layerTextures.push_back(mResourceSystem->getTextureManager()->getTexture2D(it->mDiffuseMap, osg::Texture::REPEAT, osg::Texture::REPEAT)); textureCompileDummy->getOrCreateStateSet()->setTextureAttributeAndModes(0, layerTextures.back()); } std::vector<osg::ref_ptr<osg::Texture2D> > blendmapTextures; for (std::vector<osg::ref_ptr<osg::Image> >::const_iterator it = blendmaps.begin(); it != blendmaps.end(); ++it) { osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D); texture->setImage(*it); texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR); texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); texture->setResizeNonPowerOfTwoHint(false); blendmapTextures.push_back(texture); textureCompileDummy->getOrCreateStateSet()->setTextureAttributeAndModes(0, layerTextures.back()); } // use texture coordinates for both texture units, the layer texture and blend texture for (unsigned int i=0; i<2; ++i) geometry->setTexCoordArray(i, mCache.getUVBuffer()); float blendmapScale = ESM::Land::LAND_TEXTURE_SIZE*chunkSize; osg::ref_ptr<osgFX::Effect> effect (new Terrain::Effect(layerTextures, blendmapTextures, blendmapScale, blendmapScale)); effect->addCullCallback(new SceneUtil::LightListCallback); transform->addChild(effect); #if OSG_VERSION_GREATER_OR_EQUAL(3,3,3) osg::Node* toAttach = geometry.get(); #else osg::ref_ptr<osg::Geode> geode (new osg::Geode); geode->addDrawable(geometry); osg::Node* toAttach = geode.get(); #endif effect->addChild(toAttach); if (mIncrementalCompileOperation) { mIncrementalCompileOperation->add(toAttach); mIncrementalCompileOperation->add(textureCompileDummy); } return transform; } }