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