1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | /*************************************************************************** |
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30 | terrainrenderable.cpp - description |
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31 | ------------------- |
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32 | begin : Sat Oct 5 2002 |
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33 | copyright : (C) 2002 by Jon Anderson |
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34 | email : janders@users.sf.net |
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35 | |
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36 | Enhancements 2003 - 2004 (C) The OGRE Team |
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37 | |
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38 | ***************************************************************************/ |
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39 | |
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40 | #include "OgreTerrainRenderable.h" |
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41 | #include "OgreSceneNode.h" |
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42 | #include "OgreRenderQueue.h" |
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43 | #include "OgreRenderOperation.h" |
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44 | #include "OgreCamera.h" |
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45 | #include "OgreRoot.h" |
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46 | #include "OgreTerrainSceneManager.h" |
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47 | #include "OgreLogManager.h" |
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48 | #include "OgreStringConverter.h" |
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49 | #include "OgreViewport.h" |
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50 | #include "OgreException.h" |
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51 | |
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52 | namespace Ogre |
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53 | { |
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54 | //----------------------------------------------------------------------- |
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55 | #define MAIN_BINDING 0 |
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56 | #define DELTA_BINDING 1 |
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57 | //----------------------------------------------------------------------- |
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58 | //----------------------------------------------------------------------- |
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59 | String TerrainRenderable::mType = "TerrainMipMap"; |
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60 | //----------------------------------------------------------------------- |
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61 | //----------------------------------------------------------------------- |
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62 | |
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63 | //----------------------------------------------------------------------- |
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64 | TerrainRenderable::TerrainRenderable(const String& name, TerrainSceneManager* tsm) |
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65 | : Renderable(), MovableObject(name), mSceneManager(tsm), mTerrain(0), mDeltaBuffers(0), mPositionBuffer(0) |
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66 | { |
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67 | mForcedRenderLevel = -1; |
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68 | mLastNextLevel = -1; |
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69 | |
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70 | mMinLevelDistSqr = 0; |
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71 | |
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72 | mInit = false; |
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73 | mLightListDirty = true; |
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74 | MovableObject::mCastShadows = false; |
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75 | |
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76 | for ( int i = 0; i < 4; i++ ) |
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77 | { |
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78 | mNeighbors[ i ] = 0; |
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79 | } |
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80 | |
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81 | mOptions = &(mSceneManager->getOptions()); |
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82 | |
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83 | |
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84 | } |
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85 | //----------------------------------------------------------------------- |
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86 | TerrainRenderable::~TerrainRenderable() |
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87 | { |
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88 | |
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89 | deleteGeometry(); |
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90 | } |
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91 | //----------------------------------------------------------------------- |
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92 | uint32 TerrainRenderable::getTypeFlags(void) const |
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93 | { |
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94 | // return world flag |
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95 | return SceneManager::WORLD_GEOMETRY_TYPE_MASK; |
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96 | } |
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97 | //----------------------------------------------------------------------- |
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98 | void TerrainRenderable::deleteGeometry() |
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99 | { |
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100 | if(mTerrain) |
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101 | delete mTerrain; |
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102 | |
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103 | if (mPositionBuffer) |
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104 | delete [] mPositionBuffer; |
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105 | |
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106 | if (mDeltaBuffers) |
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107 | delete [] mDeltaBuffers; |
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108 | |
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109 | if ( mMinLevelDistSqr != 0 ) |
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110 | delete [] mMinLevelDistSqr; |
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111 | } |
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112 | //----------------------------------------------------------------------- |
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113 | void TerrainRenderable::initialise(int startx, int startz, |
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114 | Real* pageHeightData) |
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115 | { |
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116 | |
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117 | if ( mOptions->maxGeoMipMapLevel != 0 ) |
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118 | { |
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119 | int i = ( int ) 1 << ( mOptions->maxGeoMipMapLevel - 1 ) ; |
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120 | |
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121 | if ( ( i + 1 ) > mOptions->tileSize ) |
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122 | { |
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123 | printf( "Invalid maximum mipmap specifed, must be n, such that 2^(n-1)+1 < tileSize \n" ); |
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124 | return ; |
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125 | } |
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126 | } |
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127 | |
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128 | deleteGeometry(); |
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129 | |
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130 | //calculate min and max heights; |
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131 | Real min = 256000, max = 0; |
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132 | |
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133 | mTerrain = new VertexData; |
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134 | mTerrain->vertexStart = 0; |
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135 | mTerrain->vertexCount = mOptions->tileSize * mOptions->tileSize; |
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136 | |
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137 | VertexDeclaration* decl = mTerrain->vertexDeclaration; |
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138 | VertexBufferBinding* bind = mTerrain->vertexBufferBinding; |
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139 | |
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140 | // positions |
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141 | size_t offset = 0; |
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142 | decl->addElement(MAIN_BINDING, offset, VET_FLOAT3, VES_POSITION); |
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143 | offset += VertexElement::getTypeSize(VET_FLOAT3); |
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144 | if (mOptions->lit) |
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145 | { |
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146 | decl->addElement(MAIN_BINDING, offset, VET_FLOAT3, VES_NORMAL); |
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147 | offset += VertexElement::getTypeSize(VET_FLOAT3); |
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148 | } |
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149 | // texture coord sets |
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150 | decl->addElement(MAIN_BINDING, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 0); |
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151 | offset += VertexElement::getTypeSize(VET_FLOAT2); |
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152 | decl->addElement(MAIN_BINDING, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 1); |
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153 | offset += VertexElement::getTypeSize(VET_FLOAT2); |
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154 | if (mOptions->coloured) |
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155 | { |
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156 | decl->addElement(MAIN_BINDING, offset, VET_COLOUR, VES_DIFFUSE); |
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157 | offset += VertexElement::getTypeSize(VET_COLOUR); |
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158 | } |
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159 | |
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160 | // Create shared vertex buffer |
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161 | mMainBuffer = |
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162 | HardwareBufferManager::getSingleton().createVertexBuffer( |
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163 | decl->getVertexSize(MAIN_BINDING), |
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164 | mTerrain->vertexCount, |
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165 | HardwareBuffer::HBU_STATIC_WRITE_ONLY); |
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166 | // Create system memory copy with just positions in it, for use in simple reads |
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167 | mPositionBuffer = new float[mTerrain->vertexCount * 3]; |
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168 | |
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169 | bind->setBinding(MAIN_BINDING, mMainBuffer); |
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170 | |
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171 | if (mOptions->lodMorph) |
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172 | { |
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173 | // Create additional element for delta |
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174 | decl->addElement(DELTA_BINDING, 0, VET_FLOAT1, VES_BLEND_WEIGHTS); |
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175 | // NB binding is not set here, it is set when deriving the LOD |
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176 | } |
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177 | |
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178 | |
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179 | mInit = true; |
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180 | |
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181 | mRenderLevel = 1; |
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182 | |
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183 | mMinLevelDistSqr = new Real[ mOptions->maxGeoMipMapLevel ]; |
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184 | |
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185 | int endx = startx + mOptions->tileSize; |
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186 | |
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187 | int endz = startz + mOptions->tileSize; |
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188 | |
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189 | Vector3 left, down, here; |
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190 | |
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191 | const VertexElement* poselem = decl->findElementBySemantic(VES_POSITION); |
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192 | const VertexElement* texelem0 = decl->findElementBySemantic(VES_TEXTURE_COORDINATES, 0); |
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193 | const VertexElement* texelem1 = decl->findElementBySemantic(VES_TEXTURE_COORDINATES, 1); |
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194 | float* pSysPos = mPositionBuffer; |
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195 | |
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196 | unsigned char* pBase = static_cast<unsigned char*>(mMainBuffer->lock(HardwareBuffer::HBL_DISCARD)); |
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197 | |
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198 | for ( int j = startz; j < endz; j++ ) |
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199 | { |
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200 | for ( int i = startx; i < endx; i++ ) |
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201 | { |
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202 | float *pPos, *pTex0, *pTex1; |
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203 | poselem->baseVertexPointerToElement(pBase, &pPos); |
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204 | texelem0->baseVertexPointerToElement(pBase, &pTex0); |
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205 | texelem1->baseVertexPointerToElement(pBase, &pTex1); |
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206 | |
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207 | Real height = pageHeightData[j * mOptions->pageSize + i]; |
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208 | height = height * mOptions->scale.y; // scale height |
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209 | |
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210 | *pSysPos++ = *pPos++ = ( float ) i * mOptions->scale.x; //x |
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211 | *pSysPos++ = *pPos++ = height; // y |
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212 | *pSysPos++ = *pPos++ = ( float ) j * mOptions->scale.z; //z |
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213 | |
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214 | *pTex0++ = ( float ) i / ( float ) ( mOptions->pageSize - 1 ); |
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215 | *pTex0++ = ( float ) j / ( float ) ( mOptions->pageSize - 1 ); |
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216 | |
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217 | *pTex1++ = ( ( float ) i / ( float ) ( mOptions->tileSize - 1 ) ) * mOptions->detailTile; |
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218 | *pTex1++ = ( ( float ) j / ( float ) ( mOptions->tileSize - 1 ) ) * mOptions->detailTile; |
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219 | |
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220 | if ( height < min ) |
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221 | min = ( Real ) height; |
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222 | |
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223 | if ( height > max ) |
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224 | max = ( Real ) height; |
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225 | |
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226 | pBase += mMainBuffer->getVertexSize(); |
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227 | } |
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228 | } |
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229 | |
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230 | mMainBuffer->unlock(); |
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231 | |
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232 | mBounds.setExtents( |
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233 | ( Real ) startx * mOptions->scale.x, |
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234 | min, |
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235 | ( Real ) startz * mOptions->scale.z, |
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236 | ( Real ) ( endx - 1 ) * mOptions->scale.x, |
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237 | max, |
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238 | ( Real ) ( endz - 1 ) * mOptions->scale.z ); |
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239 | |
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240 | |
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241 | mCenter = Vector3( ( startx * mOptions->scale.x + (endx - 1) * mOptions->scale.x ) / 2, |
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242 | ( min + max ) / 2, |
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243 | ( startz * mOptions->scale.z + (endz - 1) * mOptions->scale.z ) / 2 ); |
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244 | |
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245 | mBoundingRadius = Math::Sqrt( |
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246 | Math::Sqr(max - min) + |
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247 | Math::Sqr((endx - 1 - startx) * mOptions->scale.x) + |
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248 | Math::Sqr((endz - 1 - startz) * mOptions->scale.z)) / 2; |
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249 | |
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250 | // Create delta buffer list if required to morph |
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251 | if (mOptions->lodMorph) |
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252 | { |
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253 | // Create delta buffer for all except the lowest mip |
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254 | mDeltaBuffers = new HardwareVertexBufferSharedPtr[mOptions->maxGeoMipMapLevel - 1]; |
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255 | } |
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256 | |
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257 | Real C = _calculateCFactor(); |
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258 | |
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259 | _calculateMinLevelDist2( C ); |
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260 | |
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261 | } |
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262 | //----------------------------------------------------------------------- |
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263 | void TerrainRenderable::_getNormalAt( float x, float z, Vector3 * result ) |
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264 | { |
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265 | |
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266 | assert(mOptions->lit && "No normals present"); |
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267 | |
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268 | Vector3 here, left, down; |
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269 | here.x = x; |
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270 | here.y = getHeightAt( x, z ); |
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271 | here.z = z; |
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272 | |
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273 | left.x = x - 1; |
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274 | left.y = getHeightAt( x - 1, z ); |
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275 | left.z = z; |
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276 | |
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277 | down.x = x; |
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278 | down.y = getHeightAt( x, z + 1 ); |
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279 | down.z = z + 1; |
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280 | |
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281 | left = left - here; |
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282 | |
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283 | down = down - here; |
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284 | |
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285 | left.normalise(); |
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286 | down.normalise(); |
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287 | |
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288 | *result = left.crossProduct( down ); |
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289 | result -> normalise(); |
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290 | |
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291 | // result->x = - result->x; |
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292 | // result->y = - result->y; |
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293 | // result->z = - result->z; |
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294 | } |
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295 | //----------------------------------------------------------------------- |
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296 | void TerrainRenderable::_calculateNormals() |
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297 | { |
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298 | |
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299 | Vector3 norm; |
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300 | |
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301 | assert (mOptions->lit && "No normals present"); |
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302 | |
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303 | HardwareVertexBufferSharedPtr vbuf = |
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304 | mTerrain->vertexBufferBinding->getBuffer(MAIN_BINDING); |
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305 | const VertexElement* elem = mTerrain->vertexDeclaration->findElementBySemantic(VES_NORMAL); |
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306 | unsigned char* pBase = static_cast<unsigned char*>( vbuf->lock(HardwareBuffer::HBL_DISCARD) ); |
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307 | float* pNorm; |
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308 | |
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309 | for ( size_t j = 0; j < mOptions->tileSize; j++ ) |
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310 | { |
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311 | for ( size_t i = 0; i < mOptions->tileSize; i++ ) |
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312 | { |
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313 | |
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314 | _getNormalAt( _vertex( i, j, 0 ), _vertex( i, j, 2 ), &norm ); |
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315 | |
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316 | // printf( "Normal = %5f,%5f,%5f\n", norm.x, norm.y, norm.z ); |
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317 | elem->baseVertexPointerToElement(pBase, &pNorm); |
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318 | *pNorm++ = norm.x; |
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319 | *pNorm++ = norm.y; |
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320 | *pNorm++ = norm.z; |
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321 | pBase += vbuf->getVertexSize(); |
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322 | } |
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323 | |
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324 | } |
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325 | vbuf->unlock(); |
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326 | } |
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327 | //----------------------------------------------------------------------- |
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328 | void TerrainRenderable::_notifyCurrentCamera( Camera* cam ) |
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329 | { |
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330 | MovableObject::_notifyCurrentCamera(cam); |
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331 | |
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332 | if ( mForcedRenderLevel >= 0 ) |
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333 | { |
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334 | mRenderLevel = mForcedRenderLevel; |
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335 | return ; |
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336 | } |
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337 | |
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338 | |
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339 | Vector3 cpos = cam -> getDerivedPosition(); |
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340 | const AxisAlignedBox& aabb = getWorldBoundingBox(true); |
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341 | Vector3 diff(0, 0, 0); |
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342 | diff.makeFloor(cpos - aabb.getMinimum()); |
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343 | diff.makeCeil(cpos - aabb.getMaximum()); |
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344 | |
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345 | Real L = diff.squaredLength(); |
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346 | |
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347 | mRenderLevel = -1; |
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348 | |
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349 | for ( int i = 0; i < mOptions->maxGeoMipMapLevel; i++ ) |
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350 | { |
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351 | if ( mMinLevelDistSqr[ i ] > L ) |
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352 | { |
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353 | mRenderLevel = i - 1; |
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354 | break; |
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355 | } |
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356 | } |
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357 | |
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358 | if ( mRenderLevel < 0 ) |
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359 | mRenderLevel = mOptions->maxGeoMipMapLevel - 1; |
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360 | |
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361 | if (mOptions->lodMorph) |
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362 | { |
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363 | // Get the next LOD level down |
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364 | int nextLevel = mNextLevelDown[mRenderLevel]; |
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365 | if (nextLevel == 0) |
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366 | { |
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367 | // No next level, so never morph |
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368 | mLODMorphFactor = 0; |
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369 | } |
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370 | else |
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371 | { |
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372 | // Set the morph such that the morph happens in the last 0.25 of |
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373 | // the distance range |
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374 | Real range = mMinLevelDistSqr[nextLevel] - mMinLevelDistSqr[mRenderLevel]; |
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375 | if (range) |
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376 | { |
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377 | Real percent = (L - mMinLevelDistSqr[mRenderLevel]) / range; |
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378 | // scale result so that msLODMorphStart == 0, 1 == 1, clamp to 0 below that |
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379 | Real rescale = 1.0f / (1.0f - mOptions->lodMorphStart); |
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380 | mLODMorphFactor = std::max((percent - mOptions->lodMorphStart) * rescale, |
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381 | static_cast<Real>(0.0)); |
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382 | } |
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383 | else |
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384 | { |
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385 | // Identical ranges |
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386 | mLODMorphFactor = 0.0f; |
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387 | } |
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388 | |
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389 | assert(mLODMorphFactor >= 0 && mLODMorphFactor <= 1); |
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390 | } |
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391 | |
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392 | // Bind the correct delta buffer if it has changed |
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393 | // nextLevel - 1 since the first entry is for LOD 1 (since LOD 0 never needs it) |
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394 | if (mLastNextLevel != nextLevel) |
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395 | { |
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396 | if (nextLevel > 0) |
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397 | { |
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398 | mTerrain->vertexBufferBinding->setBinding(DELTA_BINDING, |
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399 | mDeltaBuffers[nextLevel - 1]); |
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400 | } |
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401 | else |
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402 | { |
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403 | // bind dummy (incase bindings checked) |
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404 | mTerrain->vertexBufferBinding->setBinding(DELTA_BINDING, |
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405 | mDeltaBuffers[0]); |
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406 | } |
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407 | } |
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408 | mLastNextLevel = nextLevel; |
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409 | |
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410 | } |
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411 | |
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412 | } |
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413 | //----------------------------------------------------------------------- |
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414 | void TerrainRenderable::_updateRenderQueue( RenderQueue* queue ) |
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415 | { |
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416 | // Notify need to calculate light list when our sending to render queue |
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417 | mLightListDirty = true; |
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418 | |
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419 | queue->addRenderable(this, mRenderQueueID); |
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420 | } |
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421 | //----------------------------------------------------------------------- |
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422 | void TerrainRenderable::getRenderOperation( RenderOperation& op ) |
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423 | { |
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424 | //setup indexes for vertices and uvs... |
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425 | |
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426 | assert( mInit && "Uninitialized" ); |
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427 | |
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428 | op.useIndexes = true; |
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429 | op.operationType = mOptions->useTriStrips ? |
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430 | RenderOperation::OT_TRIANGLE_STRIP : RenderOperation::OT_TRIANGLE_LIST; |
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431 | op.vertexData = mTerrain; |
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432 | op.indexData = getIndexData(); |
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433 | |
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434 | |
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435 | } |
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436 | //----------------------------------------------------------------------- |
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437 | void TerrainRenderable::getWorldTransforms( Matrix4* xform ) const |
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438 | { |
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439 | *xform = mParentNode->_getFullTransform(); |
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440 | } |
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441 | //----------------------------------------------------------------------- |
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442 | const Quaternion& TerrainRenderable::getWorldOrientation(void) const |
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443 | { |
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444 | return mParentNode->_getDerivedOrientation(); |
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445 | } |
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446 | //----------------------------------------------------------------------- |
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447 | const Vector3& TerrainRenderable::getWorldPosition(void) const |
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448 | { |
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449 | return mParentNode->_getDerivedPosition(); |
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450 | } |
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451 | //----------------------------------------------------------------------- |
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452 | bool TerrainRenderable::_checkSize( int n ) |
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453 | { |
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454 | for ( int i = 0; i < 10; i++ ) |
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455 | { |
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456 | if ( ( ( 1 << i ) + 1 ) == n ) |
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457 | return true; |
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458 | } |
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459 | |
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460 | return false; |
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461 | } |
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462 | //----------------------------------------------------------------------- |
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463 | void TerrainRenderable::_calculateMinLevelDist2( Real C ) |
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464 | { |
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465 | //level 0 has no delta. |
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466 | mMinLevelDistSqr[ 0 ] = 0; |
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467 | |
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468 | int i, j; |
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469 | |
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470 | for ( int level = 1; level < mOptions->maxGeoMipMapLevel; level++ ) |
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471 | { |
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472 | mMinLevelDistSqr[ level ] = 0; |
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473 | |
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474 | int step = 1 << level; |
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475 | // The step of the next higher LOD |
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476 | int higherstep = step >> 1; |
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477 | |
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478 | float* pDeltas = 0; |
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479 | if (mOptions->lodMorph) |
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480 | { |
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481 | // Create a set of delta values (store at index - 1 since 0 has none) |
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482 | mDeltaBuffers[level - 1] = createDeltaBuffer(); |
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483 | // Lock, but don't discard (we want the pre-initialised zeros) |
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484 | pDeltas = static_cast<float*>( |
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485 | mDeltaBuffers[level - 1]->lock(HardwareBuffer::HBL_NORMAL)); |
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486 | } |
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487 | |
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488 | for ( j = 0; j < mOptions->tileSize - step; j += step ) |
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489 | { |
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490 | for ( i = 0; i < mOptions->tileSize - step; i += step ) |
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491 | { |
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492 | /* Form planes relating to the lower detail tris to be produced |
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493 | For tri lists and even tri strip rows, they are this shape: |
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494 | x---x |
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495 | | / | |
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496 | x---x |
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497 | For odd tri strip rows, they are this shape: |
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498 | x---x |
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499 | | \ | |
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500 | x---x |
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501 | */ |
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502 | |
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503 | Vector3 v1(_vertex( i, j, 0 ), _vertex( i, j, 1 ), _vertex( i, j, 2 )); |
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504 | Vector3 v2(_vertex( i + step, j, 0 ), _vertex( i + step, j, 1 ), _vertex( i + step, j, 2 )); |
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505 | Vector3 v3(_vertex( i, j + step, 0 ), _vertex( i, j + step, 1 ), _vertex( i, j + step, 2 )); |
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506 | Vector3 v4(_vertex( i + step, j + step, 0 ), _vertex( i + step, j + step, 1 ), _vertex( i + step, j + step, 2 )); |
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507 | |
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508 | Plane t1, t2; |
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509 | bool backwardTri = false; |
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510 | if (!mOptions->useTriStrips || j % 2 == 0) |
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511 | { |
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512 | t1.redefine(v1, v3, v2); |
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513 | t2.redefine(v2, v3, v4); |
---|
514 | } |
---|
515 | else |
---|
516 | { |
---|
517 | t1.redefine(v1, v3, v4); |
---|
518 | t2.redefine(v1, v4, v2); |
---|
519 | backwardTri = true; |
---|
520 | } |
---|
521 | |
---|
522 | // include the bottommost row of vertices if this is the last row |
---|
523 | int zubound = (j == (mOptions->tileSize - step)? step : step - 1); |
---|
524 | for ( int z = 0; z <= zubound; z++ ) |
---|
525 | { |
---|
526 | // include the rightmost col of vertices if this is the last col |
---|
527 | int xubound = (i == (mOptions->tileSize - step)? step : step - 1); |
---|
528 | for ( int x = 0; x <= xubound; x++ ) |
---|
529 | { |
---|
530 | int fulldetailx = i + x; |
---|
531 | int fulldetailz = j + z; |
---|
532 | if ( fulldetailx % step == 0 && |
---|
533 | fulldetailz % step == 0 ) |
---|
534 | { |
---|
535 | // Skip, this one is a vertex at this level |
---|
536 | continue; |
---|
537 | } |
---|
538 | |
---|
539 | Real zpct = (Real)z / (Real)step; |
---|
540 | Real xpct = (Real)x / (Real)step; |
---|
541 | |
---|
542 | //interpolated height |
---|
543 | Vector3 actualPos( |
---|
544 | _vertex( fulldetailx, fulldetailz, 0 ), |
---|
545 | _vertex( fulldetailx, fulldetailz, 1 ), |
---|
546 | _vertex( fulldetailx, fulldetailz, 2 )); |
---|
547 | Real interp_h; |
---|
548 | // Determine which tri we're on |
---|
549 | if ((xpct + zpct <= 1.0f && !backwardTri) || |
---|
550 | (xpct + (1-zpct) <= 1.0f && backwardTri)) |
---|
551 | { |
---|
552 | // Solve for x/z |
---|
553 | interp_h = |
---|
554 | (-(t1.normal.x * actualPos.x) |
---|
555 | - t1.normal.z * actualPos.z |
---|
556 | - t1.d) / t1.normal.y; |
---|
557 | } |
---|
558 | else |
---|
559 | { |
---|
560 | // Second tri |
---|
561 | interp_h = |
---|
562 | (-(t2.normal.x * actualPos.x) |
---|
563 | - t2.normal.z * actualPos.z |
---|
564 | - t2.d) / t2.normal.y; |
---|
565 | } |
---|
566 | |
---|
567 | Real actual_h = _vertex( fulldetailx, fulldetailz, 1 ); |
---|
568 | Real delta = fabs( interp_h - actual_h ); |
---|
569 | |
---|
570 | Real D2 = delta * delta * C * C; |
---|
571 | |
---|
572 | if ( mMinLevelDistSqr[ level ] < D2 ) |
---|
573 | mMinLevelDistSqr[ level ] = D2; |
---|
574 | |
---|
575 | // Should be save height difference? |
---|
576 | // Don't morph along edges |
---|
577 | if (mOptions->lodMorph && |
---|
578 | fulldetailx != 0 && fulldetailx != (mOptions->tileSize - 1) && |
---|
579 | fulldetailz != 0 && fulldetailz != (mOptions->tileSize - 1) ) |
---|
580 | { |
---|
581 | // Save height difference |
---|
582 | pDeltas[fulldetailx + (fulldetailz * mOptions->tileSize)] = |
---|
583 | interp_h - actual_h; |
---|
584 | } |
---|
585 | |
---|
586 | } |
---|
587 | |
---|
588 | } |
---|
589 | } |
---|
590 | } |
---|
591 | |
---|
592 | // Unlock morph deltas if required |
---|
593 | if (mOptions->lodMorph) |
---|
594 | { |
---|
595 | mDeltaBuffers[level - 1]->unlock(); |
---|
596 | } |
---|
597 | } |
---|
598 | |
---|
599 | |
---|
600 | |
---|
601 | // Post validate the whole set |
---|
602 | for ( i = 1; i < mOptions->maxGeoMipMapLevel; i++ ) |
---|
603 | { |
---|
604 | |
---|
605 | // Make sure no LOD transition within the tile |
---|
606 | // This is especially a problem when using large tiles with flat areas |
---|
607 | /* Hmm, this can look bad on some areas, disable for now |
---|
608 | Vector3 delta(_vertex(0,0,0), mCenter.y, _vertex(0,0,2)); |
---|
609 | delta = delta - mCenter; |
---|
610 | Real minDist = delta.squaredLength(); |
---|
611 | mMinLevelDistSqr[ i ] = std::max(mMinLevelDistSqr[ i ], minDist); |
---|
612 | */ |
---|
613 | |
---|
614 | //make sure the levels are increasing... |
---|
615 | if ( mMinLevelDistSqr[ i ] < mMinLevelDistSqr[ i - 1 ] ) |
---|
616 | { |
---|
617 | mMinLevelDistSqr[ i ] = mMinLevelDistSqr[ i - 1 ]; |
---|
618 | } |
---|
619 | } |
---|
620 | |
---|
621 | // Now reverse traverse the list setting the 'next level down' |
---|
622 | Real lastDist = -1; |
---|
623 | int lastIndex = 0; |
---|
624 | for (i = mOptions->maxGeoMipMapLevel - 1; i >= 0; --i) |
---|
625 | { |
---|
626 | if (i == mOptions->maxGeoMipMapLevel - 1) |
---|
627 | { |
---|
628 | // Last one is always 0 |
---|
629 | lastIndex = i; |
---|
630 | lastDist = mMinLevelDistSqr[i]; |
---|
631 | mNextLevelDown[i] = 0; |
---|
632 | } |
---|
633 | else |
---|
634 | { |
---|
635 | mNextLevelDown[i] = lastIndex; |
---|
636 | if (mMinLevelDistSqr[i] != lastDist) |
---|
637 | { |
---|
638 | lastIndex = i; |
---|
639 | lastDist = mMinLevelDistSqr[i]; |
---|
640 | } |
---|
641 | } |
---|
642 | |
---|
643 | } |
---|
644 | |
---|
645 | |
---|
646 | } |
---|
647 | //----------------------------------------------------------------------- |
---|
648 | void TerrainRenderable::_adjustRenderLevel( int i ) |
---|
649 | { |
---|
650 | |
---|
651 | mRenderLevel = i; |
---|
652 | } |
---|
653 | //----------------------------------------------------------------------- |
---|
654 | Real TerrainRenderable::_calculateCFactor() |
---|
655 | { |
---|
656 | Real A, T; |
---|
657 | |
---|
658 | if (!mOptions->primaryCamera) |
---|
659 | { |
---|
660 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, |
---|
661 | "You have not created a camera yet!", |
---|
662 | "TerrainRenderable::_calculateCFactor"); |
---|
663 | } |
---|
664 | |
---|
665 | //A = 1 / Math::Tan(Math::AngleUnitsToRadians(opts.primaryCamera->getFOVy())); |
---|
666 | // Turn off detail compression at higher FOVs |
---|
667 | A = 1.0f; |
---|
668 | |
---|
669 | int vertRes = mOptions->primaryCamera->getViewport()->getActualHeight(); |
---|
670 | |
---|
671 | T = 2 * ( Real ) mOptions->maxPixelError / ( Real ) vertRes; |
---|
672 | |
---|
673 | return A / T; |
---|
674 | } |
---|
675 | //----------------------------------------------------------------------- |
---|
676 | float TerrainRenderable::getHeightAt( float x, float z ) |
---|
677 | { |
---|
678 | Vector3 start; |
---|
679 | Vector3 end; |
---|
680 | |
---|
681 | start.x = _vertex( 0, 0, 0 ); |
---|
682 | start.y = _vertex( 0, 0, 1 ); |
---|
683 | start.z = _vertex( 0, 0, 2 ); |
---|
684 | |
---|
685 | end.x = _vertex( mOptions->tileSize - 1, mOptions->tileSize - 1, 0 ); |
---|
686 | end.y = _vertex( mOptions->tileSize - 1, mOptions->tileSize - 1, 1 ); |
---|
687 | end.z = _vertex( mOptions->tileSize - 1, mOptions->tileSize - 1, 2 ); |
---|
688 | |
---|
689 | /* Safety catch, if the point asked for is outside |
---|
690 | * of this tile, it will ask the appropriate tile |
---|
691 | */ |
---|
692 | |
---|
693 | if ( x < start.x ) |
---|
694 | { |
---|
695 | if ( mNeighbors[ WEST ] != 0 ) |
---|
696 | return mNeighbors[ WEST ] ->getHeightAt( x, z ); |
---|
697 | else |
---|
698 | x = start.x; |
---|
699 | } |
---|
700 | |
---|
701 | if ( x > end.x ) |
---|
702 | { |
---|
703 | if ( mNeighbors[ EAST ] != 0 ) |
---|
704 | return mNeighbors[ EAST ] ->getHeightAt( x, z ); |
---|
705 | else |
---|
706 | x = end.x; |
---|
707 | } |
---|
708 | |
---|
709 | if ( z < start.z ) |
---|
710 | { |
---|
711 | if ( mNeighbors[ NORTH ] != 0 ) |
---|
712 | return mNeighbors[ NORTH ] ->getHeightAt( x, z ); |
---|
713 | else |
---|
714 | z = start.z; |
---|
715 | } |
---|
716 | |
---|
717 | if ( z > end.z ) |
---|
718 | { |
---|
719 | if ( mNeighbors[ SOUTH ] != 0 ) |
---|
720 | return mNeighbors[ SOUTH ] ->getHeightAt( x, z ); |
---|
721 | else |
---|
722 | z = end.z; |
---|
723 | } |
---|
724 | |
---|
725 | |
---|
726 | |
---|
727 | float x_pct = ( x - start.x ) / ( end.x - start.x ); |
---|
728 | float z_pct = ( z - start.z ) / ( end.z - start.z ); |
---|
729 | |
---|
730 | float x_pt = x_pct * ( float ) ( mOptions->tileSize - 1 ); |
---|
731 | float z_pt = z_pct * ( float ) ( mOptions->tileSize - 1 ); |
---|
732 | |
---|
733 | int x_index = ( int ) x_pt; |
---|
734 | int z_index = ( int ) z_pt; |
---|
735 | |
---|
736 | // If we got to the far right / bottom edge, move one back |
---|
737 | if (x_index == mOptions->tileSize - 1) |
---|
738 | { |
---|
739 | --x_index; |
---|
740 | x_pct = 1.0f; |
---|
741 | } |
---|
742 | else |
---|
743 | { |
---|
744 | // get remainder |
---|
745 | x_pct = x_pt - x_index; |
---|
746 | } |
---|
747 | if (z_index == mOptions->tileSize - 1) |
---|
748 | { |
---|
749 | --z_index; |
---|
750 | z_pct = 1.0f; |
---|
751 | } |
---|
752 | else |
---|
753 | { |
---|
754 | z_pct = z_pt - z_index; |
---|
755 | } |
---|
756 | |
---|
757 | //bilinear interpolate to find the height. |
---|
758 | |
---|
759 | float t1 = _vertex( x_index, z_index, 1 ); |
---|
760 | float t2 = _vertex( x_index + 1, z_index, 1 ); |
---|
761 | float b1 = _vertex( x_index, z_index + 1, 1 ); |
---|
762 | float b2 = _vertex( x_index + 1, z_index + 1, 1 ); |
---|
763 | |
---|
764 | float midpoint = (b1 + t2) / 2.0; |
---|
765 | |
---|
766 | if (x_pct + z_pct <= 1) { |
---|
767 | b2 = midpoint + (midpoint - t1); |
---|
768 | } else { |
---|
769 | t1 = midpoint + (midpoint - b2); |
---|
770 | } |
---|
771 | |
---|
772 | float t = ( t1 * ( 1 - x_pct ) ) + ( t2 * ( x_pct ) ); |
---|
773 | float b = ( b1 * ( 1 - x_pct ) ) + ( b2 * ( x_pct ) ); |
---|
774 | |
---|
775 | float h = ( t * ( 1 - z_pct ) ) + ( b * ( z_pct ) ); |
---|
776 | |
---|
777 | return h; |
---|
778 | } |
---|
779 | //----------------------------------------------------------------------- |
---|
780 | bool TerrainRenderable::intersectSegment( const Vector3 & start, const Vector3 & end, Vector3 * result ) |
---|
781 | { |
---|
782 | Vector3 dir = end - start; |
---|
783 | Vector3 ray = start; |
---|
784 | |
---|
785 | //special case... |
---|
786 | if ( dir.x == 0 && dir.z == 0 ) |
---|
787 | { |
---|
788 | if ( ray.y <= getHeightAt( ray.x, ray.z ) ) |
---|
789 | { |
---|
790 | if ( result != 0 ) |
---|
791 | * result = start; |
---|
792 | |
---|
793 | return true; |
---|
794 | } |
---|
795 | } |
---|
796 | |
---|
797 | dir.normalise(); |
---|
798 | |
---|
799 | //dir.x *= mScale.x; |
---|
800 | //dir.y *= mScale.y; |
---|
801 | //dir.z *= mScale.z; |
---|
802 | |
---|
803 | const AxisAlignedBox& box = getBoundingBox(); |
---|
804 | //start with the next one... |
---|
805 | ray += dir; |
---|
806 | |
---|
807 | |
---|
808 | while ( ! ( ( ray.x < box.getMinimum().x ) || |
---|
809 | ( ray.x > box.getMaximum().x ) || |
---|
810 | ( ray.z < box.getMinimum().z ) || |
---|
811 | ( ray.z > box.getMaximum().z ) ) ) |
---|
812 | { |
---|
813 | |
---|
814 | |
---|
815 | float h = getHeightAt( ray.x, ray.z ); |
---|
816 | |
---|
817 | if ( ray.y <= h ) |
---|
818 | { |
---|
819 | if ( result != 0 ) |
---|
820 | * result = ray; |
---|
821 | |
---|
822 | return true; |
---|
823 | } |
---|
824 | |
---|
825 | else |
---|
826 | { |
---|
827 | ray += dir; |
---|
828 | } |
---|
829 | |
---|
830 | } |
---|
831 | |
---|
832 | if ( ray.x < box.getMinimum().x && mNeighbors[ WEST ] != 0 ) |
---|
833 | return mNeighbors[ WEST ] ->intersectSegment( ray, end, result ); |
---|
834 | else if ( ray.z < box.getMinimum().z && mNeighbors[ NORTH ] != 0 ) |
---|
835 | return mNeighbors[ NORTH ] ->intersectSegment( ray, end, result ); |
---|
836 | else if ( ray.x > box.getMaximum().x && mNeighbors[ EAST ] != 0 ) |
---|
837 | return mNeighbors[ EAST ] ->intersectSegment( ray, end, result ); |
---|
838 | else if ( ray.z > box.getMaximum().z && mNeighbors[ SOUTH ] != 0 ) |
---|
839 | return mNeighbors[ SOUTH ] ->intersectSegment( ray, end, result ); |
---|
840 | else |
---|
841 | { |
---|
842 | if ( result != 0 ) |
---|
843 | * result = Vector3( -1, -1, -1 ); |
---|
844 | |
---|
845 | return false; |
---|
846 | } |
---|
847 | } |
---|
848 | //----------------------------------------------------------------------- |
---|
849 | void TerrainRenderable::_generateVertexLighting( const Vector3 &sunlight, ColourValue ambient ) |
---|
850 | { |
---|
851 | |
---|
852 | Vector3 pt; |
---|
853 | Vector3 normal; |
---|
854 | Vector3 light; |
---|
855 | |
---|
856 | HardwareVertexBufferSharedPtr vbuf = |
---|
857 | mTerrain->vertexBufferBinding->getBuffer(MAIN_BINDING); |
---|
858 | const VertexElement* elem = mTerrain->vertexDeclaration->findElementBySemantic(VES_DIFFUSE); |
---|
859 | //for each point in the terrain, see if it's in the line of sight for the sun. |
---|
860 | for ( size_t i = 0; i < mOptions->tileSize; i++ ) |
---|
861 | { |
---|
862 | for ( size_t j = 0; j < mOptions->tileSize; j++ ) |
---|
863 | { |
---|
864 | // printf( "Checking %f,%f,%f ", pt.x, pt.y, pt.z ); |
---|
865 | pt.x = _vertex( i, j, 0 ); |
---|
866 | pt.y = _vertex( i, j, 1 ); |
---|
867 | pt.z = _vertex( i, j, 2 ); |
---|
868 | |
---|
869 | light = sunlight - pt; |
---|
870 | |
---|
871 | light.normalise(); |
---|
872 | |
---|
873 | if ( ! intersectSegment( pt, sunlight, 0 ) ) |
---|
874 | { |
---|
875 | // |
---|
876 | _getNormalAt( _vertex( i, j, 0 ), _vertex( i, j, 2 ), &normal ); |
---|
877 | |
---|
878 | float l = light.dotProduct( normal ); |
---|
879 | |
---|
880 | ColourValue v; |
---|
881 | v.r = ambient.r + l; |
---|
882 | v.g = ambient.g + l; |
---|
883 | v.b = ambient.b + l; |
---|
884 | |
---|
885 | if ( v.r > 1 ) v.r = 1; |
---|
886 | |
---|
887 | if ( v.g > 1 ) v.g = 1; |
---|
888 | |
---|
889 | if ( v.b > 1 ) v.b = 1; |
---|
890 | |
---|
891 | if ( v.r < 0 ) v.r = 0; |
---|
892 | |
---|
893 | if ( v.g < 0 ) v.g = 0; |
---|
894 | |
---|
895 | if ( v.b < 0 ) v.b = 0; |
---|
896 | |
---|
897 | RGBA colour; |
---|
898 | Root::getSingleton().convertColourValue( v, &colour ); |
---|
899 | vbuf->writeData( |
---|
900 | (_index( i, j ) * vbuf->getVertexSize()) + elem->getOffset(), |
---|
901 | sizeof(RGBA), &colour); |
---|
902 | } |
---|
903 | |
---|
904 | else |
---|
905 | { |
---|
906 | RGBA colour; |
---|
907 | Root::getSingleton().convertColourValue( ambient, &colour ); |
---|
908 | |
---|
909 | vbuf->writeData( |
---|
910 | (_index( i, j ) * vbuf->getVertexSize()) + elem->getOffset(), |
---|
911 | sizeof(RGBA), &colour); |
---|
912 | } |
---|
913 | |
---|
914 | } |
---|
915 | |
---|
916 | } |
---|
917 | |
---|
918 | printf( "." ); |
---|
919 | } |
---|
920 | //----------------------------------------------------------------------- |
---|
921 | Real TerrainRenderable::getSquaredViewDepth(const Camera* cam) const |
---|
922 | { |
---|
923 | Vector3 diff = mCenter - cam->getDerivedPosition(); |
---|
924 | // Use squared length to avoid square root |
---|
925 | return diff.squaredLength(); |
---|
926 | } |
---|
927 | |
---|
928 | //----------------------------------------------------------------------- |
---|
929 | const LightList& TerrainRenderable::getLights(void) const |
---|
930 | { |
---|
931 | if (mLightListDirty) |
---|
932 | { |
---|
933 | getParentSceneNode()->getCreator()->_populateLightList( |
---|
934 | mCenter, this->getBoundingRadius(), mLightList); |
---|
935 | mLightListDirty = false; |
---|
936 | } |
---|
937 | return mLightList; |
---|
938 | } |
---|
939 | //----------------------------------------------------------------------- |
---|
940 | IndexData* TerrainRenderable::getIndexData(void) |
---|
941 | { |
---|
942 | unsigned int stitchFlags = 0; |
---|
943 | |
---|
944 | if ( mNeighbors[ EAST ] != 0 && mNeighbors[ EAST ] -> mRenderLevel > mRenderLevel ) |
---|
945 | { |
---|
946 | stitchFlags |= STITCH_EAST; |
---|
947 | stitchFlags |= |
---|
948 | (mNeighbors[ EAST ] -> mRenderLevel - mRenderLevel) << STITCH_EAST_SHIFT; |
---|
949 | } |
---|
950 | |
---|
951 | if ( mNeighbors[ WEST ] != 0 && mNeighbors[ WEST ] -> mRenderLevel > mRenderLevel ) |
---|
952 | { |
---|
953 | stitchFlags |= STITCH_WEST; |
---|
954 | stitchFlags |= |
---|
955 | (mNeighbors[ WEST ] -> mRenderLevel - mRenderLevel) << STITCH_WEST_SHIFT; |
---|
956 | } |
---|
957 | |
---|
958 | if ( mNeighbors[ NORTH ] != 0 && mNeighbors[ NORTH ] -> mRenderLevel > mRenderLevel ) |
---|
959 | { |
---|
960 | stitchFlags |= STITCH_NORTH; |
---|
961 | stitchFlags |= |
---|
962 | (mNeighbors[ NORTH ] -> mRenderLevel - mRenderLevel) << STITCH_NORTH_SHIFT; |
---|
963 | } |
---|
964 | |
---|
965 | if ( mNeighbors[ SOUTH ] != 0 && mNeighbors[ SOUTH ] -> mRenderLevel > mRenderLevel ) |
---|
966 | { |
---|
967 | stitchFlags |= STITCH_SOUTH; |
---|
968 | stitchFlags |= |
---|
969 | (mNeighbors[ SOUTH ] -> mRenderLevel - mRenderLevel) << STITCH_SOUTH_SHIFT; |
---|
970 | } |
---|
971 | |
---|
972 | // Check preexisting |
---|
973 | LevelArray& levelIndex = mSceneManager->_getLevelIndex(); |
---|
974 | IndexMap::iterator ii = levelIndex[ mRenderLevel ]->find( stitchFlags ); |
---|
975 | IndexData* indexData; |
---|
976 | if ( ii == levelIndex[ mRenderLevel ]->end()) |
---|
977 | { |
---|
978 | // Create |
---|
979 | if (mOptions->useTriStrips) |
---|
980 | { |
---|
981 | indexData = generateTriStripIndexes(stitchFlags); |
---|
982 | } |
---|
983 | else |
---|
984 | { |
---|
985 | indexData = generateTriListIndexes(stitchFlags); |
---|
986 | } |
---|
987 | levelIndex[ mRenderLevel ]->insert( |
---|
988 | IndexMap::value_type(stitchFlags, indexData)); |
---|
989 | } |
---|
990 | else |
---|
991 | { |
---|
992 | indexData = ii->second; |
---|
993 | } |
---|
994 | |
---|
995 | |
---|
996 | return indexData; |
---|
997 | |
---|
998 | |
---|
999 | } |
---|
1000 | //----------------------------------------------------------------------- |
---|
1001 | IndexData* TerrainRenderable::generateTriStripIndexes(unsigned int stitchFlags) |
---|
1002 | { |
---|
1003 | // The step used for the current level |
---|
1004 | int step = 1 << mRenderLevel; |
---|
1005 | // The step used for the lower level |
---|
1006 | int lowstep = 1 << (mRenderLevel + 1); |
---|
1007 | |
---|
1008 | int numIndexes = 0; |
---|
1009 | |
---|
1010 | // Calculate the number of indexes required |
---|
1011 | // This is the number of 'cells' at this detail level x 2 |
---|
1012 | // plus 3 degenerates to turn corners |
---|
1013 | int numTrisAcross = (((mOptions->tileSize-1) / step) * 2) + 3; |
---|
1014 | // Num indexes is number of tris + 2 |
---|
1015 | int new_length = numTrisAcross * ((mOptions->tileSize-1) / step) + 2; |
---|
1016 | //this is the maximum for a level. It wastes a little, but shouldn't be a problem. |
---|
1017 | |
---|
1018 | IndexData* indexData = new IndexData; |
---|
1019 | indexData->indexBuffer = |
---|
1020 | HardwareBufferManager::getSingleton().createIndexBuffer( |
---|
1021 | HardwareIndexBuffer::IT_16BIT, |
---|
1022 | new_length, HardwareBuffer::HBU_STATIC_WRITE_ONLY);//, false); |
---|
1023 | |
---|
1024 | mSceneManager->_getIndexCache().mCache.push_back( indexData ); |
---|
1025 | |
---|
1026 | unsigned short* pIdx = static_cast<unsigned short*>( |
---|
1027 | indexData->indexBuffer->lock(0, |
---|
1028 | indexData->indexBuffer->getSizeInBytes(), |
---|
1029 | HardwareBuffer::HBL_DISCARD)); |
---|
1030 | |
---|
1031 | // Stripified mesh |
---|
1032 | for ( int j = 0; j < mOptions->tileSize - 1; j += step ) |
---|
1033 | { |
---|
1034 | int i; |
---|
1035 | // Forward strip |
---|
1036 | // We just do the |/ here, final | done after |
---|
1037 | for ( i = 0; i < mOptions->tileSize - 1; i += step ) |
---|
1038 | { |
---|
1039 | int x[4], y[4]; |
---|
1040 | x[0] = x[1] = i; |
---|
1041 | x[2] = x[3] = i + step; |
---|
1042 | y[0] = y[2] = j; |
---|
1043 | y[1] = y[3] = j + step; |
---|
1044 | |
---|
1045 | if (j == 0 && (stitchFlags & STITCH_NORTH)) |
---|
1046 | { |
---|
1047 | // North reduction means rounding x[0] and x[2] |
---|
1048 | if (x[0] % lowstep != 0) |
---|
1049 | { |
---|
1050 | // Since we know we only drop down one level of LOD, |
---|
1051 | // removing 1 step of higher LOD should return to lower |
---|
1052 | x[0] -= step; |
---|
1053 | } |
---|
1054 | if (x[2] % lowstep != 0) |
---|
1055 | { |
---|
1056 | x[2] -= step; |
---|
1057 | } |
---|
1058 | } |
---|
1059 | |
---|
1060 | // Never get a south tiling on a forward strip (always finish on |
---|
1061 | // a backward strip) |
---|
1062 | |
---|
1063 | if (i == 0 && (stitchFlags & STITCH_WEST)) |
---|
1064 | { |
---|
1065 | // West reduction means rounding y[0] / y[1] |
---|
1066 | if (y[0] % lowstep != 0) |
---|
1067 | { |
---|
1068 | y[0] -= step; |
---|
1069 | } |
---|
1070 | if (y[1] % lowstep != 0) |
---|
1071 | { |
---|
1072 | y[1] -= step; |
---|
1073 | } |
---|
1074 | } |
---|
1075 | if (i == (mOptions->tileSize - 1 - step) && (stitchFlags & STITCH_EAST)) |
---|
1076 | { |
---|
1077 | // East tiling means rounding y[2] & y[3] |
---|
1078 | if (y[2] % lowstep != 0) |
---|
1079 | { |
---|
1080 | y[2] -= step; |
---|
1081 | } |
---|
1082 | if (y[3] % lowstep != 0) |
---|
1083 | { |
---|
1084 | y[3] -= step; |
---|
1085 | } |
---|
1086 | } |
---|
1087 | |
---|
1088 | //triangles |
---|
1089 | if (i == 0) |
---|
1090 | { |
---|
1091 | // Starter |
---|
1092 | *pIdx++ = _index( x[0], y[0] ); numIndexes++; |
---|
1093 | } |
---|
1094 | *pIdx++ = _index( x[1], y[1] ); numIndexes++; |
---|
1095 | *pIdx++ = _index( x[2], y[2] ); numIndexes++; |
---|
1096 | |
---|
1097 | if (i == mOptions->tileSize - 1 - step) |
---|
1098 | { |
---|
1099 | // Emit extra index to finish row |
---|
1100 | *pIdx++ = _index( x[3], y[3] ); numIndexes++; |
---|
1101 | if (j < mOptions->tileSize - 1 - step) |
---|
1102 | { |
---|
1103 | // Emit this index twice more (this is to turn around without |
---|
1104 | // artefacts) |
---|
1105 | // ** Hmm, looks like we can drop this and it's unnoticeable |
---|
1106 | //*pIdx++ = _index( x[3], y[3] ); numIndexes++; |
---|
1107 | //*pIdx++ = _index( x[3], y[3] ); numIndexes++; |
---|
1108 | } |
---|
1109 | } |
---|
1110 | |
---|
1111 | } |
---|
1112 | // Increment row |
---|
1113 | j += step; |
---|
1114 | // Backward strip |
---|
1115 | for ( i = mOptions->tileSize - 1; i > 0 ; i -= step ) |
---|
1116 | { |
---|
1117 | int x[4], y[4]; |
---|
1118 | x[0] = x[1] = i; |
---|
1119 | x[2] = x[3] = i - step; |
---|
1120 | y[0] = y[2] = j; |
---|
1121 | y[1] = y[3] = j + step; |
---|
1122 | |
---|
1123 | // Never get a north tiling on a backward strip (always |
---|
1124 | // start on a forward strip) |
---|
1125 | if (j == (mOptions->tileSize - 1 - step) && (stitchFlags & STITCH_SOUTH)) |
---|
1126 | { |
---|
1127 | // South reduction means rounding x[1] / x[3] |
---|
1128 | if (x[1] % lowstep != 0) |
---|
1129 | { |
---|
1130 | x[1] -= step; |
---|
1131 | } |
---|
1132 | if (x[3] % lowstep != 0) |
---|
1133 | { |
---|
1134 | x[3] -= step; |
---|
1135 | } |
---|
1136 | } |
---|
1137 | |
---|
1138 | if (i == step && (stitchFlags & STITCH_WEST)) |
---|
1139 | { |
---|
1140 | // West tiling on backward strip is rounding of y[2] / y[3] |
---|
1141 | if (y[2] % lowstep != 0) |
---|
1142 | { |
---|
1143 | y[2] -= step; |
---|
1144 | } |
---|
1145 | if (y[3] % lowstep != 0) |
---|
1146 | { |
---|
1147 | y[3] -= step; |
---|
1148 | } |
---|
1149 | } |
---|
1150 | if (i == mOptions->tileSize - 1 && (stitchFlags & STITCH_EAST)) |
---|
1151 | { |
---|
1152 | // East tiling means rounding y[0] and y[1] on backward strip |
---|
1153 | if (y[0] % lowstep != 0) |
---|
1154 | { |
---|
1155 | y[0] -= step; |
---|
1156 | } |
---|
1157 | if (y[1] % lowstep != 0) |
---|
1158 | { |
---|
1159 | y[1] -= step; |
---|
1160 | } |
---|
1161 | } |
---|
1162 | |
---|
1163 | //triangles |
---|
1164 | if (i == mOptions->tileSize) |
---|
1165 | { |
---|
1166 | // Starter |
---|
1167 | *pIdx++ = _index( x[0], y[0] ); numIndexes++; |
---|
1168 | } |
---|
1169 | *pIdx++ = _index( x[1], y[1] ); numIndexes++; |
---|
1170 | *pIdx++ = _index( x[2], y[2] ); numIndexes++; |
---|
1171 | |
---|
1172 | if (i == step) |
---|
1173 | { |
---|
1174 | // Emit extra index to finish row |
---|
1175 | *pIdx++ = _index( x[3], y[3] ); numIndexes++; |
---|
1176 | if (j < mOptions->tileSize - 1 - step) |
---|
1177 | { |
---|
1178 | // Emit this index once more (this is to turn around) |
---|
1179 | *pIdx++ = _index( x[3], y[3] ); numIndexes++; |
---|
1180 | } |
---|
1181 | } |
---|
1182 | } |
---|
1183 | } |
---|
1184 | |
---|
1185 | |
---|
1186 | indexData->indexBuffer->unlock(); |
---|
1187 | indexData->indexCount = numIndexes; |
---|
1188 | indexData->indexStart = 0; |
---|
1189 | |
---|
1190 | return indexData; |
---|
1191 | |
---|
1192 | } |
---|
1193 | //----------------------------------------------------------------------- |
---|
1194 | IndexData* TerrainRenderable::generateTriListIndexes(unsigned int stitchFlags) |
---|
1195 | { |
---|
1196 | |
---|
1197 | int numIndexes = 0; |
---|
1198 | int step = 1 << mRenderLevel; |
---|
1199 | |
---|
1200 | IndexData* indexData = 0; |
---|
1201 | |
---|
1202 | int north = stitchFlags & STITCH_NORTH ? step : 0; |
---|
1203 | int south = stitchFlags & STITCH_SOUTH ? step : 0; |
---|
1204 | int east = stitchFlags & STITCH_EAST ? step : 0; |
---|
1205 | int west = stitchFlags & STITCH_WEST ? step : 0; |
---|
1206 | |
---|
1207 | int new_length = ( mOptions->tileSize / step ) * ( mOptions->tileSize / step ) * 2 * 2 * 2 ; |
---|
1208 | //this is the maximum for a level. It wastes a little, but shouldn't be a problem. |
---|
1209 | |
---|
1210 | indexData = new IndexData; |
---|
1211 | indexData->indexBuffer = |
---|
1212 | HardwareBufferManager::getSingleton().createIndexBuffer( |
---|
1213 | HardwareIndexBuffer::IT_16BIT, |
---|
1214 | new_length, HardwareBuffer::HBU_STATIC_WRITE_ONLY);//, false); |
---|
1215 | |
---|
1216 | mSceneManager->_getIndexCache().mCache.push_back( indexData ); |
---|
1217 | |
---|
1218 | unsigned short* pIdx = static_cast<unsigned short*>( |
---|
1219 | indexData->indexBuffer->lock(0, |
---|
1220 | indexData->indexBuffer->getSizeInBytes(), |
---|
1221 | HardwareBuffer::HBL_DISCARD)); |
---|
1222 | |
---|
1223 | // Do the core vertices, minus stitches |
---|
1224 | for ( int j = north; j < mOptions->tileSize - 1 - south; j += step ) |
---|
1225 | { |
---|
1226 | for ( int i = west; i < mOptions->tileSize - 1 - east; i += step ) |
---|
1227 | { |
---|
1228 | //triangles |
---|
1229 | *pIdx++ = _index( i, j ); numIndexes++; |
---|
1230 | *pIdx++ = _index( i, j + step ); numIndexes++; |
---|
1231 | *pIdx++ = _index( i + step, j ); numIndexes++; |
---|
1232 | |
---|
1233 | *pIdx++ = _index( i, j + step ); numIndexes++; |
---|
1234 | *pIdx++ = _index( i + step, j + step ); numIndexes++; |
---|
1235 | *pIdx++ = _index( i + step, j ); numIndexes++; |
---|
1236 | } |
---|
1237 | } |
---|
1238 | |
---|
1239 | // North stitching |
---|
1240 | if ( north > 0 ) |
---|
1241 | { |
---|
1242 | numIndexes += stitchEdge(NORTH, mRenderLevel, mNeighbors[NORTH]->mRenderLevel, |
---|
1243 | west > 0, east > 0, &pIdx); |
---|
1244 | } |
---|
1245 | // East stitching |
---|
1246 | if ( east > 0 ) |
---|
1247 | { |
---|
1248 | numIndexes += stitchEdge(EAST, mRenderLevel, mNeighbors[EAST]->mRenderLevel, |
---|
1249 | north > 0, south > 0, &pIdx); |
---|
1250 | } |
---|
1251 | // South stitching |
---|
1252 | if ( south > 0 ) |
---|
1253 | { |
---|
1254 | numIndexes += stitchEdge(SOUTH, mRenderLevel, mNeighbors[SOUTH]->mRenderLevel, |
---|
1255 | east > 0, west > 0, &pIdx); |
---|
1256 | } |
---|
1257 | // West stitching |
---|
1258 | if ( west > 0 ) |
---|
1259 | { |
---|
1260 | numIndexes += stitchEdge(WEST, mRenderLevel, mNeighbors[WEST]->mRenderLevel, |
---|
1261 | south > 0, north > 0, &pIdx); |
---|
1262 | } |
---|
1263 | |
---|
1264 | |
---|
1265 | indexData->indexBuffer->unlock(); |
---|
1266 | indexData->indexCount = numIndexes; |
---|
1267 | indexData->indexStart = 0; |
---|
1268 | |
---|
1269 | return indexData; |
---|
1270 | } |
---|
1271 | //----------------------------------------------------------------------- |
---|
1272 | HardwareVertexBufferSharedPtr TerrainRenderable::createDeltaBuffer(void) |
---|
1273 | { |
---|
1274 | // Delta buffer is a 1D float buffer of height offsets |
---|
1275 | HardwareVertexBufferSharedPtr buf = |
---|
1276 | HardwareBufferManager::getSingleton().createVertexBuffer( |
---|
1277 | VertexElement::getTypeSize(VET_FLOAT1), |
---|
1278 | mOptions->tileSize * mOptions->tileSize, |
---|
1279 | HardwareBuffer::HBU_STATIC_WRITE_ONLY); |
---|
1280 | // Fill the buffer with zeros, we will only fill in delta |
---|
1281 | void* pVoid = buf->lock(HardwareBuffer::HBL_DISCARD); |
---|
1282 | memset(pVoid, 0, mOptions->tileSize * mOptions->tileSize * sizeof(float)); |
---|
1283 | buf->unlock(); |
---|
1284 | |
---|
1285 | return buf; |
---|
1286 | |
---|
1287 | } |
---|
1288 | //----------------------------------------------------------------------- |
---|
1289 | void TerrainRenderable::_updateCustomGpuParameter( |
---|
1290 | const GpuProgramParameters::AutoConstantEntry& constantEntry, |
---|
1291 | GpuProgramParameters* params) const |
---|
1292 | { |
---|
1293 | if (constantEntry.data == MORPH_CUSTOM_PARAM_ID) |
---|
1294 | { |
---|
1295 | // Update morph LOD factor |
---|
1296 | params->_writeRawConstant(constantEntry.physicalIndex, mLODMorphFactor); |
---|
1297 | } |
---|
1298 | else |
---|
1299 | { |
---|
1300 | Renderable::_updateCustomGpuParameter(constantEntry, params); |
---|
1301 | } |
---|
1302 | |
---|
1303 | } |
---|
1304 | //----------------------------------------------------------------------- |
---|
1305 | int TerrainRenderable::stitchEdge(Neighbor neighbor, int hiLOD, int loLOD, |
---|
1306 | bool omitFirstTri, bool omitLastTri, unsigned short** ppIdx) |
---|
1307 | { |
---|
1308 | assert(loLOD > hiLOD); |
---|
1309 | /* |
---|
1310 | Now do the stitching; we can stitch from any level to any level. |
---|
1311 | The stitch pattern is like this for each pair of vertices in the lower LOD |
---|
1312 | (excuse the poor ascii art): |
---|
1313 | |
---|
1314 | lower LOD |
---|
1315 | *-----------* |
---|
1316 | |\ \ 3 / /| |
---|
1317 | |1\2 \ / 4/5| |
---|
1318 | *--*--*--*--* |
---|
1319 | higher LOD |
---|
1320 | |
---|
1321 | The algorithm is, for each pair of lower LOD vertices: |
---|
1322 | 1. Iterate over the higher LOD vertices, generating tris connected to the |
---|
1323 | first lower LOD vertex, up to and including 1/2 the span of the lower LOD |
---|
1324 | over the higher LOD (tris 1-2). Skip the first tri if it is on the edge |
---|
1325 | of the tile and that edge is to be stitched itself. |
---|
1326 | 2. Generate a single tri for the middle using the 2 lower LOD vertices and |
---|
1327 | the middle vertex of the higher LOD (tri 3). |
---|
1328 | 3. Iterate over the higher LOD vertices from 1/2 the span of the lower LOD |
---|
1329 | to the end, generating tris connected to the second lower LOD vertex |
---|
1330 | (tris 4-5). Skip the last tri if it is on the edge of a tile and that |
---|
1331 | edge is to be stitched itself. |
---|
1332 | |
---|
1333 | The same algorithm works for all edges of the patch; stitching is done |
---|
1334 | clockwise so that the origin and steps used change, but the general |
---|
1335 | approach does not. |
---|
1336 | */ |
---|
1337 | |
---|
1338 | // Get pointer to be updated |
---|
1339 | unsigned short* pIdx = *ppIdx; |
---|
1340 | |
---|
1341 | // Work out the steps ie how to increment indexes |
---|
1342 | // Step from one vertex to another in the high detail version |
---|
1343 | int step = 1 << hiLOD; |
---|
1344 | // Step from one vertex to another in the low detail version |
---|
1345 | int superstep = 1 << loLOD; |
---|
1346 | // Step half way between low detail steps |
---|
1347 | int halfsuperstep = superstep >> 1; |
---|
1348 | |
---|
1349 | // Work out the starting points and sign of increments |
---|
1350 | // We always work the strip clockwise |
---|
1351 | int startx, starty, endx, rowstep; |
---|
1352 | bool horizontal; |
---|
1353 | switch(neighbor) |
---|
1354 | { |
---|
1355 | case NORTH: |
---|
1356 | startx = starty = 0; |
---|
1357 | endx = mOptions->tileSize - 1; |
---|
1358 | rowstep = step; |
---|
1359 | horizontal = true; |
---|
1360 | break; |
---|
1361 | case SOUTH: |
---|
1362 | // invert x AND y direction, helps to keep same winding |
---|
1363 | startx = starty = mOptions->tileSize - 1; |
---|
1364 | endx = 0; |
---|
1365 | rowstep = -step; |
---|
1366 | step = -step; |
---|
1367 | superstep = -superstep; |
---|
1368 | halfsuperstep = -halfsuperstep; |
---|
1369 | horizontal = true; |
---|
1370 | break; |
---|
1371 | case EAST: |
---|
1372 | startx = 0; |
---|
1373 | endx = mOptions->tileSize - 1; |
---|
1374 | starty = mOptions->tileSize - 1; |
---|
1375 | rowstep = -step; |
---|
1376 | horizontal = false; |
---|
1377 | break; |
---|
1378 | case WEST: |
---|
1379 | startx = mOptions->tileSize - 1; |
---|
1380 | endx = 0; |
---|
1381 | starty = 0; |
---|
1382 | rowstep = step; |
---|
1383 | step = -step; |
---|
1384 | superstep = -superstep; |
---|
1385 | halfsuperstep = -halfsuperstep; |
---|
1386 | horizontal = false; |
---|
1387 | break; |
---|
1388 | }; |
---|
1389 | |
---|
1390 | int numIndexes = 0; |
---|
1391 | |
---|
1392 | for ( int j = startx; j != endx; j += superstep ) |
---|
1393 | { |
---|
1394 | int k; |
---|
1395 | for (k = 0; k != halfsuperstep; k += step) |
---|
1396 | { |
---|
1397 | int jk = j + k; |
---|
1398 | //skip the first bit of the corner? |
---|
1399 | if ( j != startx || k != 0 || !omitFirstTri ) |
---|
1400 | { |
---|
1401 | if (horizontal) |
---|
1402 | { |
---|
1403 | *pIdx++ = _index( j , starty ); numIndexes++; |
---|
1404 | *pIdx++ = _index( jk, starty + rowstep ); numIndexes++; |
---|
1405 | *pIdx++ = _index( jk + step, starty + rowstep ); numIndexes++; |
---|
1406 | } |
---|
1407 | else |
---|
1408 | { |
---|
1409 | *pIdx++ = _index( starty, j ); numIndexes++; |
---|
1410 | *pIdx++ = _index( starty + rowstep, jk ); numIndexes++; |
---|
1411 | *pIdx++ = _index( starty + rowstep, jk + step); numIndexes++; |
---|
1412 | } |
---|
1413 | } |
---|
1414 | } |
---|
1415 | |
---|
1416 | // Middle tri |
---|
1417 | if (horizontal) |
---|
1418 | { |
---|
1419 | *pIdx++ = _index( j, starty ); numIndexes++; |
---|
1420 | *pIdx++ = _index( j + halfsuperstep, starty + rowstep); numIndexes++; |
---|
1421 | *pIdx++ = _index( j + superstep, starty ); numIndexes++; |
---|
1422 | } |
---|
1423 | else |
---|
1424 | { |
---|
1425 | *pIdx++ = _index( starty, j ); numIndexes++; |
---|
1426 | *pIdx++ = _index( starty + rowstep, j + halfsuperstep ); numIndexes++; |
---|
1427 | *pIdx++ = _index( starty, j + superstep ); numIndexes++; |
---|
1428 | } |
---|
1429 | |
---|
1430 | for (k = halfsuperstep; k != superstep; k += step) |
---|
1431 | { |
---|
1432 | int jk = j + k; |
---|
1433 | if ( j != endx - superstep || k != superstep - step || !omitLastTri ) |
---|
1434 | { |
---|
1435 | if (horizontal) |
---|
1436 | { |
---|
1437 | *pIdx++ = _index( j + superstep, starty ); numIndexes++; |
---|
1438 | *pIdx++ = _index( jk, starty + rowstep ); numIndexes++; |
---|
1439 | *pIdx++ = _index( jk + step, starty + rowstep ); numIndexes++; |
---|
1440 | } |
---|
1441 | else |
---|
1442 | { |
---|
1443 | *pIdx++ = _index( starty, j + superstep ); numIndexes++; |
---|
1444 | *pIdx++ = _index( starty + rowstep, jk ); numIndexes++; |
---|
1445 | *pIdx++ = _index( starty + rowstep, jk + step ); numIndexes++; |
---|
1446 | } |
---|
1447 | } |
---|
1448 | } |
---|
1449 | } |
---|
1450 | |
---|
1451 | *ppIdx = pIdx; |
---|
1452 | |
---|
1453 | return numIndexes; |
---|
1454 | |
---|
1455 | } |
---|
1456 | |
---|
1457 | |
---|
1458 | } //namespace |
---|