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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "T3D/fx/groundCover.h"
- #include "core/resourceManager.h"
- #include "core/stream/bitStream.h"
- #include "console/consoleTypes.h"
- #include "scene/sceneRenderState.h"
- #include "terrain/terrData.h"
- #include "renderInstance/renderPassManager.h"
- #include "gfx/gfxDrawUtil.h"
- #include "gfx/primBuilder.h"
- #include "T3D/gameBase/gameConnection.h"
- #include "gfx/gfxVertexBuffer.h"
- #include "gfx/gfxStructs.h"
- #include "ts/tsShapeInstance.h"
- #include "lighting/lightManager.h"
- #include "lighting/lightInfo.h"
- #include "materials/shaderData.h"
- #include "gfx/gfxTransformSaver.h"
- #include "shaderGen/shaderGenVars.h"
- #include "materials/matTextureTarget.h"
- #include "gfx/util/screenspace.h"
- #include "materials/materialDefinition.h"
- #include "materials/materialManager.h"
- #include "materials/sceneData.h"
- #include "materials/materialFeatureTypes.h"
- #include "materials/matInstance.h"
- #include "renderInstance/renderDeferredMgr.h"
- #include "console/engineAPI.h"
- #include "T3D/assets/MaterialAsset.h"
- #include "T3D/assets/TerrainMaterialAsset.h"
- /// This is used for rendering ground cover billboards.
- GFXImplementVertexFormat( GCVertex )
- {
- addElement( "POSITION", GFXDeclType_Float3 );
- addElement( "NORMAL", GFXDeclType_Float3 );
- addElement( "COLOR", GFXDeclType_Color );
- addElement( "TEXCOORD", GFXDeclType_Float4, 0 );
- };
- GroundCoverShaderConstHandles::GroundCoverShaderConstHandles()
- : mGroundCover( NULL ),
- mTypeRectsSC( NULL ),
- mFadeSC( NULL ),
- mWindDirSC( NULL ),
- mGustInfoSC( NULL ),
- mTurbInfoSC( NULL ),
- mCamRightSC( NULL ),
- mCamUpSC( NULL )
- {
- }
- void GroundCoverShaderConstHandles::init( GFXShader *shader )
- {
- mTypeRectsSC = shader->getShaderConstHandle( "$gc_typeRects" );
- mFadeSC = shader->getShaderConstHandle( "$gc_fadeParams" );
- mWindDirSC = shader->getShaderConstHandle( "$gc_windDir" );
- mGustInfoSC = shader->getShaderConstHandle( "$gc_gustInfo" );
- mTurbInfoSC = shader->getShaderConstHandle( "$gc_turbInfo" );
- mCamRightSC = shader->getShaderConstHandle( "$gc_camRight" );
- mCamUpSC = shader->getShaderConstHandle( "$gc_camUp" );
- }
- void GroundCoverShaderConstHandles::setConsts( SceneRenderState *state, const SceneData &sgData, GFXShaderConstBuffer *buffer )
- {
- AlignedArray<Point4F> rectData( MAX_COVERTYPES, sizeof( Point4F ), (U8*)(mGroundCover->mBillboardRects), false );
- buffer->setSafe( mTypeRectsSC, rectData );
-
- const GroundCoverShaderConstData &data = mGroundCover->getShaderConstData();
-
- buffer->setSafe( mFadeSC, data.fadeInfo );
- buffer->setSafe( mWindDirSC, mGroundCover->mWindDirection );
- buffer->setSafe( mGustInfoSC, data.gustInfo );
- buffer->setSafe( mTurbInfoSC, data.turbInfo );
- buffer->setSafe( mCamRightSC, data.camRight );
- buffer->setSafe( mCamUpSC, data.camUp );
- }
- /// This defines one grid cell.
- class GroundCoverCell
- {
- protected:
- friend class GroundCover;
- struct Placement
- {
- Point3F point;
- Point3F normal;
- Point3F size;
- F32 rotation;
- U32 type;
- F32 windAmplitude;
- Box3F worldBox;
- LinearColorF lmColor;
- };
- /// This is the x,y index for this cell.
- Point2I mIndex;
- /// The worldspace bounding box this cell.
- Box3F mBounds;
- /// The worldspace bounding box of the renderable
- /// content within this cell.
- Box3F mRenderBounds;
- /// The instances of billboard cover elements in this cell.
- Vector<Placement> mBillboards;
- /// The instances of shape cover elements in this cell.
- Vector<Placement> mShapes;
- typedef GFXVertexBufferHandle<GCVertex> VBHandle;
- typedef Vector< VBHandle > VBHandleVector;
- /// The vertex buffers that hold all the
- /// prepared billboards for this cell.
- VBHandleVector mVBs;
- /// Used to mark the cell dirty and in need
- /// of a rebuild.
- bool mDirty;
- /// Repacks the billboards into the vertex buffer.
- void _rebuildVB();
- public:
- GroundCoverCell() : mDirty(false) {}
- ~GroundCoverCell()
- {
- mVBs.clear();
- }
- const Point2I& shiftIndex( const Point2I& shift ) { return mIndex += shift; }
-
- /// The worldspace bounding box this cell.
- const Box3F& getBounds() const { return mBounds; }
- /// The worldspace bounding box of the renderable
- /// content within this cell.
- const Box3F& getRenderBounds() const { return mRenderBounds; }
- Point3F getCenter() const { return mBounds.getCenter(); }
- VectorF getSize() const { return VectorF( mBounds.len_x() / 2.0f,
- mBounds.len_y() / 2.0f,
- mBounds.len_z() / 2.0f ); }
-
- void renderBillboards( SceneRenderState *state, BaseMatInstance *mat, GFXPrimitiveBufferHandle *pb );
- U32 renderShapes( const TSRenderState &rdata,
- Frustum *culler,
- TSShapeInstance** shapes );
- };
- void GroundCoverCell::_rebuildVB()
- {
- if ( mBillboards.empty() )
- return;
- PROFILE_SCOPE(GroundCover_RebuildVB);
- // The maximum verts we can put in one vertex buffer batch.
- const U32 MAX_BILLBOARDS = 0xFFFF / 4;
- // How many batches will we need in total?
- const U32 batches = mCeil( (F32)mBillboards.size() / (F32)MAX_BILLBOARDS );
- // So... how many billboards do we need in
- // each batch? We're trying to evenly divide
- // the amount across all the VBs.
- const U32 batchBB = mBillboards.size() / batches;
- // Init the vertex buffer list to the right size. Any
- // VBs already in there will remain unless we're truncating
- // the list... those are freed.
- mVBs.setSize( batches );
- // Get the iter to the first billboard.
- Vector<Placement>::const_iterator iter = mBillboards.begin();
- // Prepare each batch.
- U32 bb, remaining = mBillboards.size();
- for ( U32 b = 0; b < batches; b++ )
- {
- // Grab a reference to the vb.
- VBHandle &vb = mVBs[b];
- // How many billboards in this batch?
- bb = getMin( batchBB, remaining );
- remaining -= bb;
- // Ok... now how many verts is that?
- const U32 verts = bb * 4;
- // Create the VB hasn't been created or if its
- // too small then resize it.
- if ( vb.isNull() || vb->mNumVerts < verts )
- {
- PROFILE_START(GroundCover_CreateVB);
- vb.set( GFX, verts, GFXBufferTypeStatic );
- PROFILE_END();
- }
- // Fill this puppy!
- GCVertex* vertPtr = vb.lock( 0, verts );
-
- GFXVertexColor color;
- Vector<Placement>::const_iterator last = iter + bb;
- for ( ; iter != last; iter++ )
- {
- const Point3F &position = (*iter).point;
- const Point3F &normal = (*iter).normal;
- const S32 &type = (*iter).type;
- const Point3F &size = (*iter).size;
- const F32 &windAmplitude = (*iter).windAmplitude;
- color = LinearColorF((*iter).lmColor).toColorI();
- U8 *col = (U8 *)const_cast<U32 *>( (const U32 *)color );
- vertPtr->point = position;
- vertPtr->normal = normal;
- vertPtr->params.x = size.x;
- vertPtr->params.y = size.y;
- vertPtr->params.z = type;
- vertPtr->params.w = 0;
- col[3] = 0;
- vertPtr->ambient = color;
- ++vertPtr;
- vertPtr->point = position;
- vertPtr->normal = normal;
- vertPtr->params.x = size.x;
- vertPtr->params.y = size.y;
- vertPtr->params.z = type;
- vertPtr->params.w = 0;
- col[3] = 1;
- vertPtr->ambient = color;
- ++vertPtr;
- vertPtr->point = position;
- vertPtr->normal = normal;
- vertPtr->params.x = size.x;
- vertPtr->params.y = size.y;
- vertPtr->params.z = type;
- vertPtr->params.w = windAmplitude;
- col[3] = 2;
- vertPtr->ambient = color;
- ++vertPtr;
- vertPtr->point = position;
- vertPtr->normal = normal;
- vertPtr->params.x = size.x;
- vertPtr->params.y = size.y;
- vertPtr->params.z = type;
- vertPtr->params.w = windAmplitude;
- col[3] = 3;
- vertPtr->ambient = color;
- ++vertPtr;
- }
- vb.unlock();
- }
- }
- U32 GroundCoverCell::renderShapes( const TSRenderState &rdata,
- Frustum *culler,
- TSShapeInstance** shapes )
- {
- MatrixF worldMat;
- TSShapeInstance* shape;
- Point3F camVector;
- F32 dist;
- F32 invScale;
- const SceneRenderState *state = rdata.getSceneState();
- U32 totalRendered = 0;
- Vector<Placement>::const_iterator iter = mShapes.begin();
- for ( ; iter != mShapes.end(); iter++ )
- {
- // Grab a reference here once.
- const Placement& inst = (*iter);
- // If we were pass a culler then us it to test the shape world box.
- if ( culler && culler->isCulled( inst.worldBox ) )
- continue;
- shape = shapes[ inst.type ];
- camVector = inst.point - state->getDiffuseCameraPosition();
- dist = getMax( camVector.len(), 0.01f );
- worldMat.set( EulerF(inst.normal.x, inst.normal.y, inst.rotation), inst.point );
- // TSShapeInstance::render() uses the
- // world matrix for the RenderInst.
- worldMat.scale( inst.size );
- GFX->setWorldMatrix( worldMat );
- // Obey the normal screen space lod metrics. The shapes should
- // be tuned to lod out quickly for ground cover.
- //
- // Note: The profile doesn't indicate that lod selection is
- // very expensive... in fact its less than 1/10th of the cost
- // of the render() call below.
- PROFILE_START(GroundCover_RenderShapes_SelectDetail);
- invScale = (1.0f/getMax(getMax(inst.size.x,inst.size.y),inst.size.z));
- shape->setDetailFromDistance( state, dist * invScale );
- PROFILE_END(); // GroundCover_RenderShapes_SelectDetail
-
- // Note: This is the most expensive call of this loop. We
- // need to rework the render call completely to optimize it.
- PROFILE_START(GroundCover_RenderShapes_Render);
- shape->render( rdata );
- PROFILE_END(); // GroundCover_RenderShapes_Render
- totalRendered++;
- }
- return totalRendered;
- }
- void GroundCoverCell::renderBillboards( SceneRenderState *state, BaseMatInstance *mat, GFXPrimitiveBufferHandle *pb )
- {
- if ( mDirty )
- {
- _rebuildVB();
- mDirty = false;
- }
- // Do we have anything to render?
- if ( mBillboards.size() == 0 || mVBs.empty() || !mat )
- return;
- // TODO: Maybe add support for non-facing billboards
- // with random rotations and optional crosses. We could
- // stick them into the buffer after the normal billboards,
- // then change shader consts.
- RenderPassManager *pass = state->getRenderPass();
-
- // Draw each batch.
- U32 remaining = mBillboards.size();
- const U32 batches = mVBs.size();
- const U32 batchBB = remaining / batches;
- for ( U32 b = 0; b < batches; b++ )
- {
- // Grab a reference to the vb.
- VBHandle &vb = mVBs[b];
- // How many billboards in this batch?
- U32 bb = getMin( batchBB, remaining );
- remaining -= bb;
- MeshRenderInst *ri = pass->allocInst<MeshRenderInst>();
- ri->type = RenderPassManager::RIT_Mesh;
- ri->matInst = mat;
- ri->vertBuff = &vb;
- ri->primBuff = pb;
- ri->objectToWorld = &MatrixF::Identity;
- ri->worldToCamera = pass->allocSharedXform(RenderPassManager::View);
- ri->projection = pass->allocSharedXform(RenderPassManager::Projection);
- ri->defaultKey = mat->getStateHint();
- ri->prim = pass->allocPrim();
- ri->prim->numPrimitives = bb * 2;
- ri->prim->numVertices = bb * 4;
- ri->prim->startIndex = 0;
- ri->prim->startVertex = 0;
- ri->prim->minIndex = 0;
- ri->prim->type = GFXTriangleList;
- // If we need lights then set them up.
- if ( mat->isForwardLit() )
- {
- LightQuery query;
- query.init( mBounds );
- query.getLights( ri->lights, 8 );
- }
- pass->addInst( ri );
- GroundCover::smStatRenderedBatches++;
- GroundCover::smStatRenderedBillboards += bb;
- }
- GroundCover::smStatRenderedCells++;
- }
- U32 GroundCover::smStatRenderedCells = 0;
- U32 GroundCover::smStatRenderedBillboards = 0;
- U32 GroundCover::smStatRenderedBatches = 0;
- U32 GroundCover::smStatRenderedShapes = 0;
- F32 GroundCover::smDensityScale = 1.0f;
- F32 GroundCover::smFadeScale = 1.0f;
- ConsoleDocClass( GroundCover,
- "@brief Covers the ground in a field of objects (IE: Grass, Flowers, etc)."
- "@ingroup Foliage\n"
- );
- GroundCover::GroundCover()
- {
- mTypeMask |= StaticObjectType | StaticShapeObjectType;
- mNetFlags.set( Ghostable | ScopeAlways );
- mRadius = 200.0f;
- mZOffset = 0.0f;
- mFadeRadius = 50.0f;
- mShapeCullRadius = 75.0f;
- mShapesCastShadows = true;
- mReflectRadiusScale = 0.25f;
- mGridSize = 7;
- // By initializing this to a big value we
- // ensure we warp on first render.
- mGridIndex.set( S32_MAX, S32_MAX );
- mMaxPlacement = 1000;
- mLastPlacementCount = 0;
- mDebugRenderCells = false;
- mDebugNoBillboards = false;
- mDebugNoShapes = false;
- mDebugLockFrustum = false;
- mRandomSeed = 1;
- INIT_ASSET(Material);
- mMaterialInst = NULL;
- mMatParams = NULL;
- mTypeRectsParam = NULL;
- mFadeParams = NULL;
- mWindDirParam = NULL;
- mGustInfoParam = NULL;
- mTurbInfoParam = NULL;
- mCamRightParam = NULL;
- mCamUpParam = NULL;
- mMaxBillboardTiltAngle = 90.0f;
- // TODO: This really doesn't belong here... we need a
- // real wind system for Torque scenes. This data
- // would be part of a global scene wind or area wind
- // emitter.
- //
- // Tom Spilman - 10/16/2007
- mWindGustLength = 20.0f;
- mWindGustFrequency = 0.5f;
- mWindGustStrength = 0.5f;
- mWindDirection.set( 1.0f, 0.0f );
- mWindTurbulenceFrequency = 1.2f;
- mWindTurbulenceStrength = 0.125f;
- for ( S32 i=0; i < MAX_COVERTYPES; i++ )
- {
- mProbability[i] = 0.0f;
- mSizeMin[i] = 1.0f;
- mSizeMax[i] = 1.0f;
- mSizeExponent[i] = 1.0f;
- mWindScale[i] = 1.0f;
- mMinSlope[i] = 0.0f;
- mMaxSlope[i] = 0.0f;
- mConformToNormal[i] = false;
- mMinRotX[i] = 0.0f;
- mMaxRotX[i] = 0.0f;
- mMinRotY[i] = 0.0f;
- mMaxRotY[i] = 0.0f;
- mMinElevation[i] = -99999.0f;
- mMaxElevation[i] = 99999.0f;
- mLayer[i] = StringTable->EmptyString();
- mInvertLayer[i] = false;
- mMinClumpCount[i] = 1;
- mMaxClumpCount[i] = 1;
- mClumpCountExponent[i] = 1.0f;
- mClumpRadius[i] = 1.0f;
- mBillboardRects[i].point.set( 0.0f, 0.0f );
- mBillboardRects[i].extent.set( 1.0f, 1.0f );
- INIT_ASSET_ARRAY(Shape, i);
- mShapeInstances[i] = NULL;
- mBillboardAspectScales[i] = 1.0f;
- mNormalizedProbability[i] = 0.0f;
- }
- }
- GroundCover::~GroundCover()
- {
- SAFE_DELETE( mMaterialInst );
- }
- IMPLEMENT_CO_NETOBJECT_V1(GroundCover);
- void GroundCover::initPersistFields()
- {
- docsURL;
- addGroup( "GroundCover General" );
- INITPERSISTFIELD_MATERIALASSET(Material, GroundCover, "Material used by all GroundCover segments.");
- addField( "radius", TypeF32, Offset( mRadius, GroundCover ), "Outer generation radius from the current camera position." );
- addField( "dissolveRadius",TypeF32, Offset( mFadeRadius, GroundCover ), "This is less than or equal to radius and defines when fading of cover elements begins." );
- addField( "reflectScale", TypeF32, Offset( mReflectRadiusScale, GroundCover ), "Scales the various culling radii when rendering a reflection. Typically for water." );
- addField( "gridSize", TypeS32, Offset( mGridSize, GroundCover ), "The number of cells per axis in the grid." );
- addField( "zOffset", TypeF32, Offset( mZOffset, GroundCover ), "Offset along the Z axis to render the ground cover." );
- addField( "seed", TypeS32, Offset( mRandomSeed, GroundCover ), "This RNG seed is saved and sent to clients for generating the same cover." );
- addField( "maxElements", TypeS32, Offset( mMaxPlacement, GroundCover ), "The maximum amount of cover elements to include in the grid at any one time." );
- addField( "maxBillboardTiltAngle", TypeF32, Offset( mMaxBillboardTiltAngle, GroundCover ),"The maximum amout of degrees the billboard will tilt down to match the camera." );
- addField( "shapeCullRadius", TypeF32, Offset( mShapeCullRadius, GroundCover ), "This is the distance at which DTS elements are completely culled out." );
- addField( "shapesCastShadows", TypeBool, Offset( mShapesCastShadows, GroundCover ), "Whether DTS elements should cast shadows or not." );
- addArray( "Types", MAX_COVERTYPES );
- addField( "billboardUVs", TypeRectUV, Offset( mBillboardRects, GroundCover ), MAX_COVERTYPES, "Subset material UV coordinates for this cover billboard." );
- addField("shapeFilename", TypeFilename, Offset(mShapeName, GroundCover), MAX_COVERTYPES, "The cover shape filename. [Optional]", AbstractClassRep::FIELD_HideInInspectors);
- INITPERSISTFIELD_SHAPEASSET_ARRAY(Shape, MAX_COVERTYPES, GroundCover, "The cover shape. [Optional]");
- addField( "layer", TypeTerrainMaterialAssetId, Offset( mLayer, GroundCover ), MAX_COVERTYPES, "Terrain material assetId to limit coverage to, or blank to not limit." );
- addField( "invertLayer", TypeBool, Offset( mInvertLayer, GroundCover ), MAX_COVERTYPES, "Indicates that the terrain material index given in 'layer' is an exclusion mask." );
- addField( "probability", TypeF32, Offset( mProbability, GroundCover ), MAX_COVERTYPES, "The probability of one cover type verses another (relative to all cover types)." );
- addField( "sizeMin", TypeF32, Offset( mSizeMin, GroundCover ), MAX_COVERTYPES, "The minimum random size for each cover type." );
- addField( "sizeMax", TypeF32, Offset( mSizeMax, GroundCover ), MAX_COVERTYPES, "The maximum random size of this cover type." );
- addField( "sizeExponent", TypeF32, Offset( mSizeExponent, GroundCover ), MAX_COVERTYPES, "An exponent used to bias between the minimum and maximum random sizes." );
- addField( "windScale", TypeF32, Offset( mWindScale, GroundCover ), MAX_COVERTYPES, "The wind effect scale." );
- addField( "minSlope", TypeF32, Offset(mMinSlope, GroundCover), MAX_COVERTYPES, "The minimum slope angle in degrees for placement.");
- addField( "maxSlope", TypeF32, Offset( mMaxSlope, GroundCover ), MAX_COVERTYPES, "The maximum slope angle in degrees for placement." );
- addField("conformToNormal",TypeBool, Offset(mConformToNormal, GroundCover), MAX_COVERTYPES, "Use the terrain's slope for angle");
- addField("minRotX", TypeF32, Offset(mMinRotX, GroundCover), MAX_COVERTYPES, "minumum amount of rotation along the X axis to add");
- addField("maxRotX", TypeF32, Offset(mMaxRotX, GroundCover), MAX_COVERTYPES, "maximum amount of rotation along the X axis to add");
- addField("minRotY", TypeF32, Offset(mMinRotY, GroundCover), MAX_COVERTYPES, "minumum amount of rotation along the Y axis to add");
- addField("maxRotY", TypeF32, Offset(mMaxRotY, GroundCover), MAX_COVERTYPES, "maximum amount of rotation along the Y axis to add");
- addField( "minElevation", TypeF32, Offset( mMinElevation, GroundCover ), MAX_COVERTYPES, "The minimum world space elevation for placement." );
- addField( "maxElevation", TypeF32, Offset( mMaxElevation, GroundCover ), MAX_COVERTYPES, "The maximum world space elevation for placement." );
- addField( "minClumpCount", TypeS32, Offset( mMinClumpCount, GroundCover ), MAX_COVERTYPES, "The minimum amount of elements in a clump." );
-
- addField( "maxClumpCount", TypeS32, Offset( mMaxClumpCount, GroundCover ), MAX_COVERTYPES, "The maximum amount of elements in a clump." );
- addField( "clumpExponent", TypeF32, Offset( mClumpCountExponent, GroundCover ), MAX_COVERTYPES, "An exponent used to bias between the minimum and maximum clump counts for a particular clump." );
- addField( "clumpRadius", TypeF32, Offset( mClumpRadius, GroundCover ), MAX_COVERTYPES, "The maximum clump radius." );
- endArray( "Types" );
- endGroup( "GroundCover General" );
- addGroup( "GroundCover Wind" );
- addField( "windDirection", TypePoint2F, Offset( mWindDirection, GroundCover ), "The direction of the wind." );
- addField( "windGustLength", TypeF32, Offset( mWindGustLength, GroundCover ), "The length in meters between peaks in the wind gust." );
- addField( "windGustFrequency",TypeF32, Offset( mWindGustFrequency, GroundCover ), "Controls how often the wind gust peaks per second." );
- addField( "windGustStrength", TypeF32, Offset( mWindGustStrength, GroundCover ), "The maximum distance in meters that the peak wind gust will displace an element." );
- addField( "windTurbulenceFrequency", TypeF32, Offset( mWindTurbulenceFrequency, GroundCover ),"Controls the overall rapidity of the wind turbulence." );
- addField( "windTurbulenceStrength", TypeF32, Offset( mWindTurbulenceStrength, GroundCover ), "The maximum distance in meters that the turbulence can displace a ground cover element." );
- endGroup( "GroundCover Wind" );
- addGroup( "GroundCover Debug" );
- addField( "lockFrustum", TypeBool, Offset( mDebugLockFrustum, GroundCover ), "Debug parameter for locking the culling frustum which will freeze the cover generation." );
- addField( "renderCells", TypeBool, Offset( mDebugRenderCells, GroundCover ), "Debug parameter for displaying the grid cells." );
- addField( "noBillboards", TypeBool, Offset( mDebugNoBillboards, GroundCover ), "Debug parameter for turning off billboard rendering." );
- addField( "noShapes", TypeBool, Offset( mDebugNoShapes, GroundCover ), "Debug parameter for turning off shape rendering." );
- endGroup( "GroundCover Debug" );
- Parent::initPersistFields();
- }
- void GroundCover::consoleInit()
- {
- Con::addVariable( "$pref::GroundCover::densityScale", TypeF32, &smDensityScale, "A global LOD scalar which can reduce the overall density of placed GroundCover.\n"
- "@ingroup Foliage\n");
- Con::addVariable("$pref::GroundCover::fadeScale", TypeF32, &smFadeScale, "A global fade scalar which can reduce the overall rendered distance of placed GroundCover.\n"
- "@ingroup Foliage\n");
- Con::addVariable( "$GroundCover::renderedCells", TypeS32, &smStatRenderedCells, "Stat for number of rendered cells.\n"
- "@ingroup Foliage\n");
- Con::addVariable( "$GroundCover::renderedBillboards", TypeS32, &smStatRenderedBillboards, "Stat for number of rendered billboards.\n"
- "@ingroup Foliage\n");
- Con::addVariable( "$GroundCover::renderedBatches", TypeS32, &smStatRenderedBatches, "Stat for number of rendered billboard batches.\n"
- "@ingroup Foliage\n");
- Con::addVariable( "$GroundCover::renderedShapes", TypeS32, &smStatRenderedShapes, "Stat for number of rendered shapes.\n"
- "@ingroup Foliage\n");
- Parent::consoleInit();
- }
- bool GroundCover::onAdd()
- {
- if (!Parent::onAdd())
- return false;
- // We don't use any bounds.
- setGlobalBounds();
- resetWorldBox();
- // Prepare some client side things.
- if ( isClientObject() )
- {
- _initMaterial();
- _initShapes();
- // Hook ourselves up to get terrain change notifications.
- TerrainBlock::smUpdateSignal.notify( this, &GroundCover::onTerrainUpdated );
- }
- addToScene();
- return true;
- }
- void GroundCover::onRemove()
- {
- Parent::onRemove();
- _deleteCells();
- _deleteShapes();
-
- if ( isClientObject() )
- {
- TerrainBlock::smUpdateSignal.remove( this, &GroundCover::onTerrainUpdated );
- }
- removeFromScene();
- }
- void GroundCover::inspectPostApply()
- {
- Parent::inspectPostApply();
- // We flag all the parameters as changed because
- // we're feeling lazy and there is not a good way
- // to track what parameters changed.
- //
- // TODO: Add a mask bit option to addField() and/or
- // addGroup() which is passed to inspectPostApply
- // for detection of changed elements.
- //
- setMaskBits(U32(-1) );
- }
- U32 GroundCover::packUpdate( NetConnection *connection, U32 mask, BitStream *stream )
- {
- U32 retMask = Parent::packUpdate( connection, mask, stream );
- if (stream->writeFlag(mask & InitialUpdateMask))
- {
- // TODO: We could probably optimize a few of these
- // based on reasonable units at some point.
- PACK_ASSET(connection, Material);
- stream->write( mRadius );
- stream->write( mZOffset );
- stream->write( mFadeRadius );
- stream->write( mShapeCullRadius );
- stream->writeFlag( mShapesCastShadows );
- stream->write( mReflectRadiusScale );
- stream->write( mGridSize );
- stream->write( mRandomSeed );
- stream->write( mMaxPlacement );
- stream->write( mMaxBillboardTiltAngle );
- stream->write( mWindDirection.x );
- stream->write( mWindDirection.y );
- stream->write( mWindGustLength );
- stream->write( mWindGustFrequency );
- stream->write( mWindGustStrength );
- stream->write( mWindTurbulenceFrequency );
- stream->write( mWindTurbulenceStrength );
- for ( S32 i=0; i < MAX_COVERTYPES; i++ )
- {
- stream->write( mProbability[i] );
- stream->write( mSizeMin[i] );
- stream->write( mSizeMax[i] );
- stream->write( mSizeExponent[i] );
- stream->write( mWindScale[i] );
-
- stream->write( mMinSlope[i] );
- stream->write( mMaxSlope[i] );
- stream->writeFlag(mConformToNormal[i]);
- stream->write(mMinRotX[i]);
- stream->write(mMaxRotX[i]);
- stream->write(mMinRotY[i]);
- stream->write(mMaxRotY[i]);
-
- stream->write( mMinElevation[i] );
- stream->write( mMaxElevation[i] );
- stream->writeString( mLayer[i] );
- stream->writeFlag( mInvertLayer[i] );
- stream->write( mMinClumpCount[i] );
- stream->write( mMaxClumpCount[i] );
- stream->write( mClumpCountExponent[i] );
- stream->write( mClumpRadius[i] );
- stream->write( mBillboardRects[i].point.x );
- stream->write( mBillboardRects[i].point.y );
- stream->write( mBillboardRects[i].extent.x );
- stream->write( mBillboardRects[i].extent.y );
- PACK_ASSET_ARRAY(connection, Shape, i);
- }
- stream->writeFlag( mDebugRenderCells );
- stream->writeFlag( mDebugNoBillboards );
- stream->writeFlag( mDebugNoShapes );
- stream->writeFlag( mDebugLockFrustum );
- }
- return retMask;
- }
- void GroundCover::unpackUpdate( NetConnection *connection, BitStream *stream )
- {
- Parent::unpackUpdate( connection, stream );
- if (stream->readFlag())
- {
- UNPACK_ASSET(connection, Material);
- stream->read( &mRadius );
- stream->read( &mZOffset );
- stream->read( &mFadeRadius );
- stream->read( &mShapeCullRadius );
- mShapesCastShadows = stream->readFlag();
- stream->read( &mReflectRadiusScale );
- stream->read( &mGridSize );
- stream->read( &mRandomSeed );
- stream->read( &mMaxPlacement );
- stream->read( &mMaxBillboardTiltAngle );
- stream->read( &mWindDirection.x );
- stream->read( &mWindDirection.y );
- stream->read( &mWindGustLength );
- stream->read( &mWindGustFrequency );
- stream->read( &mWindGustStrength );
- stream->read( &mWindTurbulenceFrequency );
- stream->read( &mWindTurbulenceStrength );
- for ( S32 i=0; i < MAX_COVERTYPES; i++ )
- {
- stream->read( &mProbability[i] );
- stream->read( &mSizeMin[i] );
- stream->read( &mSizeMax[i] );
- stream->read( &mSizeExponent[i] );
- stream->read( &mWindScale[i] );
- stream->read( &mMinSlope[i] );
- stream->read( &mMaxSlope[i] );
- mConformToNormal[i] = stream->readFlag();
- stream->read(&mMinRotX[i]);
- stream->read(&mMaxRotX[i]);
- stream->read(&mMinRotY[i]);
- stream->read(&mMaxRotY[i]);
- stream->read( &mMinElevation[i] );
- stream->read( &mMaxElevation[i] );
- mLayer[i] = stream->readSTString();
- mInvertLayer[i] = stream->readFlag();
- stream->read( &mMinClumpCount[i] );
- stream->read( &mMaxClumpCount[i] );
- stream->read( &mClumpCountExponent[i] );
- stream->read( &mClumpRadius[i] );
- stream->read( &mBillboardRects[i].point.x );
- stream->read( &mBillboardRects[i].point.y );
- stream->read( &mBillboardRects[i].extent.x );
- stream->read( &mBillboardRects[i].extent.y );
- UNPACK_ASSET_ARRAY(connection, Shape, i);
- }
- mDebugRenderCells = stream->readFlag();
- mDebugNoBillboards = stream->readFlag();
- mDebugNoShapes = stream->readFlag();
- mDebugLockFrustum = stream->readFlag();
- // We have no way to easily know what changed, so by clearing
- // the cells we force a reinit and regeneration of the cells.
- // It's sloppy, but it works for now.
- _freeCells();
- if ( isProperlyAdded() )
- _initMaterial();
- }
- }
- void GroundCover::_initMaterial()
- {
- SAFE_DELETE(mMaterialInst);
- if (mMaterialAsset.notNull() && mMaterialAsset->getStatus() == MaterialAsset::Ok)
- mMaterialInst = mMaterial->createMatInstance();
- else
- mMaterialInst = MATMGR->createMatInstance("WarningMaterial");
-
- // Add our special feature that makes it all work...
- FeatureSet features = MATMGR->getDefaultFeatures();
- features.addFeature( MFT_Foliage );
-
- // Our feature requires a pointer back to this object
- // to properly setup its shader consts.
- mMaterialInst->setUserObject( this );
- // DO IT!
- mMaterialInst->init( features, getGFXVertexFormat<GCVertex>() );
- }
- void GroundCover::_initShapes()
- {
- _deleteShapes();
- for ( S32 i=0; i < MAX_COVERTYPES; i++ )
- {
- if ( mShapeAsset[i].isNull() || mShape[i] == nullptr)
- continue;
- if ( isClientObject() && !mShape[i]->preloadMaterialList(mShape[i].getPath()) && NetConnection::filesWereDownloaded() )
- {
- Con::warnf( "GroundCover::_initShapes() material preload failed for shape: %s", mShapeAssetId[i] );
- continue;
- }
- // Create the shape instance.
- mShapeInstances[i] = new TSShapeInstance(mShape[i], isClientObject() );
- }
- }
- void GroundCover::_deleteShapes()
- {
- for ( S32 i=0; i < MAX_COVERTYPES; i++ )
- {
- delete mShapeInstances[i];
- mShapeInstances[i] = NULL;
- }
- }
- void GroundCover::_deleteCells()
- {
- // Delete the allocation list.
- for ( S32 i=0; i < mAllocCellList.size(); i++ )
- delete mAllocCellList[i];
- mAllocCellList.clear();
- // Zero out the rest of the stuff.
- _freeCells();
- }
- void GroundCover::_freeCells()
- {
- // Zero the grid and scratch space.
- mCellGrid.clear();
- mScratchGrid.clear();
- // Compact things... remove excess allocated cells.
- const U32 maxCells = mGridSize * mGridSize;
- if ( mAllocCellList.size() > maxCells )
- {
- for ( S32 i=maxCells; i < mAllocCellList.size(); i++ )
- delete mAllocCellList[i];
- mAllocCellList.setSize( maxCells );
- }
- // Move all the alloced cells into the free list.
- mFreeCellList.clear();
- mFreeCellList.merge( mAllocCellList );
- // Release the primitive buffer.
- mPrimBuffer = NULL;
- }
- void GroundCover::_recycleCell( GroundCoverCell* cell )
- {
- mFreeCellList.push_back( cell );
- }
- void GroundCover::_initialize( U32 cellCount, U32 cellPlacementCount )
- {
- // Cleanup everything... we're starting over.
- _freeCells();
- _deleteShapes();
- // Nothing to do without a count!
- if ( cellPlacementCount == 0 )
- return;
- // Reset the grid sizes.
- mCellGrid.setSize( cellCount );
- dMemset( mCellGrid.address(), 0, mCellGrid.memSize() );
- mScratchGrid.setSize( cellCount );
- // Rebuild the texture aspect scales for each type.
- F32 textureAspect = 1.0f;
- if( mMaterialInst && mMaterialInst->isValid())
- {
- Material* mat = dynamic_cast<Material*>(mMaterialInst->getMaterial());
- if(mat)
- {
- GFXTexHandle tex;
- if (mat->getDiffuseMapResource(0))
- tex = mat->getDiffuseMapResource(0);
- else if (mat->getDiffuseMap(0) != StringTable->EmptyString())
- tex = GFXTexHandle(mat->getDiffuseMap(0), &GFXStaticTextureSRGBProfile, "GroundCover texture aspect ratio check");
- if(tex.isValid())
- {
- U32 w = tex.getWidth();
- U32 h = tex.getHeight();
- if(h > 0)
- textureAspect = F32(w) / F32(h);
- }
- }
- }
- for ( S32 i=0; i < MAX_COVERTYPES; i++ )
- {
- if ( mBillboardRects[i].extent.y > 0.0f )
- {
- mBillboardAspectScales[i] = textureAspect * mBillboardRects[i].extent.x / mBillboardRects[i].extent.y;
- }
- else
- mBillboardAspectScales[i] = 0.0f;
- }
- // Load the shapes again.
- _initShapes();
- // Set the primitive buffer up for the maximum placement in a cell.
- mPrimBuffer.set( GFX, cellPlacementCount * 6, 0, GFXBufferTypeStatic );
- U16 *idxBuff;
- mPrimBuffer.lock(&idxBuff);
- for ( U32 i=0; i < cellPlacementCount; i++ )
- {
- //
- // The vertex pattern in the VB for each
- // billboard is as follows...
- //
- // 0----1
- // |\ |
- // | \ |
- // | \ |
- // | \|
- // 3----2
- //
- // We setup the index order below to ensure
- // sequential, cache friendly, access.
- //
- U32 offset = i * 4;
- idxBuff[i*6+0] = 0 + offset;
- idxBuff[i*6+1] = 1 + offset;
- idxBuff[i*6+2] = 2 + offset;
- idxBuff[i*6+3] = 2 + offset;
- idxBuff[i*6+4] = 3 + offset;
- idxBuff[i*6+5] = 0 + offset;
- }
- mPrimBuffer.unlock();
- // Generate the normalized probability.
- F32 total = 0.0f;
- for ( S32 i=0; i < MAX_COVERTYPES; i++ )
- {
- // If the element isn't gonna render... then
- // set the probability to zero.
- if ( mShapeInstances[i] == NULL && mBillboardAspectScales[i] <= 0.0001f )
- {
- mNormalizedProbability[i] = 0.0f;
- }
- else
- {
- mNormalizedProbability[i] = mProbability[i];
- total += mProbability[i];
- }
- }
- if ( total > 0.0f )
- {
- for ( S32 i=0; i < MAX_COVERTYPES; i++ )
- mNormalizedProbability[i] /= total;
- }
- }
- GroundCoverCell* GroundCover::_generateCell( const Point2I& index,
- const Box3F& bounds,
- U32 placementCount,
- S32 randSeed )
- {
- PROFILE_SCOPE(GroundCover_GenerateCell);
- const Vector<SceneObject*> terrainBlocks = getContainer()->getTerrains();
- if ( terrainBlocks.empty() )
- return NULL;
- // Grab a free cell or allocate a new one.
- GroundCoverCell* cell;
- if ( mFreeCellList.empty() )
- {
- cell = new GroundCoverCell();
- mAllocCellList.push_back( cell );
- }
- else
- {
- cell = mFreeCellList.last();
- mFreeCellList.pop_back();
- }
- cell->mDirty = true;
- cell->mIndex = index;
- cell->mBounds = bounds;
- Point3F pos( 0, 0, 0 );
- Box3F renderBounds = bounds;
- Point3F point;
- Point3F normal;
- F32 h;
- Point2F cp, uv;
- bool hit;
- GroundCoverCell::Placement p;
- F32 rotation;
- F32 size;
- F32 sizeExponent;
- Point2I lpos;
- //F32 value;
- VectorF right;
- StringTableEntry matName = StringTable->EmptyString();
- bool firstElem = true;
- TerrainBlock *terrainBlock = NULL;
- cell->mBillboards.clear();
- cell->mBillboards.reserve( placementCount );
- cell->mShapes.clear();
- cell->mShapes.reserve( placementCount );
- F32 terrainSquareSize,
- oneOverTerrainLength,
- oneOverTerrainSquareSize;
- const GBitmap* terrainLM = NULL;
- // The RNG that we'll use in generation.
- MRandom rand( 0 );
- // We process one type at a time.
- for ( U32 type=0; type < MAX_COVERTYPES; type++ )
- {
- // How many cover elements do we need to generate for this type?
- const S32 typeCount = mNormalizedProbability[type] * (F32)placementCount;
- if ( typeCount <= 0 )
- continue;
- // Grab the terrain layer for this type.
- /*
- const TerrainDataLayer* dataLayer = NULL;
- const bool typeInvertLayer = mInvertLayer[type];
- if ( mLayer[type] > -1 )
- {
- dataLayer = mTerrainBlock->getDataLayer( mLayer[type] );
- if ( dataLayer )
- {
- // Do an initial check to see if we can place any place anything
- // at all... if the layer area for this element is empty then
- // there is nothing more to do.
- RectI area( (S32)mFloor( ( bounds.minExtents.x - pos.x ) * oneOverTerrainSquareSize ),
- (S32)mFloor( ( bounds.minExtents.y - pos.y ) * oneOverTerrainSquareSize ),
- (S32)mCeil( ( bounds.maxExtents.x - pos.x ) * oneOverTerrainSquareSize ),
- (S32)mCeil( ( bounds.maxExtents.y - pos.y ) * oneOverTerrainSquareSize ) );
- area.extent -= area.point;
- if ( dataLayer->testFill( area, typeInvertLayer ? 255 : 0 ) )
- continue;
- }
- }
- // If the layer is not inverted and we have no data
- // then we have nothing to draw.
- if ( !typeInvertLayer && !dataLayer )
- continue;
- */
- // We set the seed we were passed which is based on this grids position
- // in the world and add the type value. This keeps changes to one type
- // from effecting the outcome of the others.
- rand.setSeed( randSeed + type );
- // Setup for doing clumps.
- S32 clumps = 0;
- Point2F clumpCenter(0.0f, 0.0f);
- const S32 clumpMin = getMax( 1, (S32)mMinClumpCount[type] );
- F32 clumpExponent;
- // We mult this by -1 each billboard we make then use
- // it to scale the billboard x axis to flip them. This
- // essentially gives us twice the variation for free.
- F32 flipBB = -1.0f;
- // Precompute a few other type specific values.
- const bool typeConformToNormal = mConformToNormal[type];
- const F32 typeMinRotX = (mMaxRotX[type] > mMinRotX[type]) ? mMinRotX[type] : mMaxRotX[type];
- const F32 typeMaxRotX = (mMaxRotX[type] > mMinRotX[type]) ? mMaxRotX[type] : mMinRotX[type];
- const F32 typeMinRotY = (mMaxRotY[type] > mMinRotY[type]) ? mMinRotY[type] : mMaxRotY[type];
- const F32 typeMaxRotY = (mMaxRotY[type] > mMinRotY[type]) ? mMaxRotY[type] : mMinRotY[type];
-
- const F32 typeSizeRange = mSizeMax[type] - mSizeMin[type];
- const F32 typeMinSlope = mMinSlope[type];
- const F32 typeMaxSlope = mMaxSlope[type];
- const F32 typeMaxElevation = mMaxElevation[type];
- const F32 typeMinElevation = mMinElevation[type];
- const bool typeIsShape = mShapeInstances[ type ] != NULL;
- const Box3F typeShapeBounds = typeIsShape ? mShapeInstances[ type ]->getShape()->mBounds : Box3F();
- const F32 typeWindScale = mWindScale[type];
- StringTableEntry typeLayer = mLayer[type];
- const bool typeInvertLayer = mInvertLayer[type];
- // We can set this once here... all the placements for this are the same.
- p.type = type;
- p.windAmplitude = typeWindScale;
- p.lmColor.set(1.0f,1.0f,1.0f);
- // Generate all the cover elements for this type.
- for ( S32 i=0; i < typeCount; i++ )
- {
- // Do all the other random things here first as to not
- // disturb the random sequence if the terrain geometry
- // or cover layers change.
- // Get the random position.
- cp.set( rand.randF(), rand.randF() );
- // Prepare the clump info.
- clumpExponent = mClampF( mPow( rand.randF(), mClumpCountExponent[type] ), 0.0f, 1.0f );
- if ( clumps <= 0 )
- {
- // We're starting a new clump.
- clumps = ( clumpMin + mFloor( ( mMaxClumpCount[type] - clumpMin ) * clumpExponent ) ) - 1;
- cp.set( bounds.minExtents.x + cp.x * bounds.len_x(),
- bounds.minExtents.y + cp.y * bounds.len_y() );
- clumpCenter = cp;
- }
- else
- {
- clumps--;
- cp.set( clumpCenter.x - ( ( cp.x - 0.5f ) * mClumpRadius[type] ),
- clumpCenter.y - ( ( cp.y - 0.5f ) * mClumpRadius[type] ) );
- }
- // Which terrain do I place on?
- if ( terrainBlocks.size() == 1 )
- terrainBlock = dynamic_cast< TerrainBlock* >( terrainBlocks.first() );
- else
- {
- for ( U32 blockIDx = 0; blockIDx < terrainBlocks.size(); blockIDx++ )
- {
- TerrainBlock *terrain = dynamic_cast< TerrainBlock* >( terrainBlocks[ blockIDx ] );
- if( !terrain )
- continue;
- const Box3F &terrBounds = terrain->getWorldBox();
- if ( cp.x < terrBounds.minExtents.x || cp.x > terrBounds.maxExtents.x ||
- cp.y < terrBounds.minExtents.y || cp.y > terrBounds.maxExtents.y )
- continue;
- terrainBlock = terrain;
- break;
- }
- }
- // This should only happen if the generation went off
- // the edge of the terrain blocks.
- if ( !terrainBlock )
- continue;
- terrainLM = terrainBlock->getLightMap();
- pos = terrainBlock->getPosition();
- terrainSquareSize = (F32)terrainBlock->getSquareSize();
- oneOverTerrainLength = 1.0f / terrainBlock->getWorldBlockSize();
- oneOverTerrainSquareSize = 1.0f / terrainSquareSize;
- // The size is calculated using an exponent to control
- // the frequency between min and max sizes.
- sizeExponent = mClampF( mPow( rand.randF(), mSizeExponent[type] ), 0.0f, 1.0f );
- size = mSizeMin[type] + ( typeSizeRange * sizeExponent );
- // Generate a random z rotation.
- rotation = rand.randF() * M_2PI_F;
- // Flip the billboard now for the next generation.
- flipBB *= -1.0f;
- PROFILE_START( GroundCover_TerrainRayCast );
- // Transform billboard point into terrain's frame of reference.
- Point3F pp = Point3F(cp.x, cp.y, 0);
- terrainBlock->getWorldTransform().mulP(pp);
- hit = terrainBlock->getNormalHeightMaterial( Point2F ( pp.x, pp.y ),
- &normal, &h, matName );
- PROFILE_END(); // GroundCover_TerrainRayCast
-
- // TODO: When did we loose the world space elevation when
- // getting the terrain height?
- h += pos.z + mZOffset;
- if ( !hit || h > typeMaxElevation || h < typeMinElevation ||
- ( typeLayer[0] && !typeInvertLayer && matName != typeLayer ) ||
- ( typeLayer[0] && typeInvertLayer && matName == typeLayer ) )
- continue;
- // Do we need to check slope?
- if ( !mIsZero( typeMaxSlope ) )
- {
- if (mAcos(normal.z) > mDegToRad(typeMaxSlope))
- continue;
- }
- if (!mIsZero(typeMinSlope))
- {
- if (mAcos(normal.z) < mDegToRad(typeMinSlope))
- continue;
- }
- point.set( cp.x, cp.y, h );
- p.point = point;
- p.rotation = rotation;
- p.normal = normal;
- if (!typeConformToNormal)
- {
- p.normal.y = 0;
- p.normal.x = 0;
- }
- p.normal.x += rand.randF(typeMinRotX, typeMaxRotX);
- p.normal.y += rand.randF(typeMinRotY, typeMaxRotY);
- // Grab the terrain lightmap color at this position.
- //
- // TODO: Can't we remove this test? The terrain
- // lightmap should never be null... NEVER!
- //
- if ( terrainLM )
- {
- // TODO: We could probably call terrainLM->getBits()
- // once outside the loop then pre-calculate the scalar
- // for converting a world position into a lexel...
- // avoiding the extra protections inside of sampleTexel().
- uv.x = (point.x + pos.x) * oneOverTerrainLength;
- uv.y = (point.y + pos.y) * oneOverTerrainLength;
- uv.x -= mFloor(uv.x);
- uv.y -= mFloor(uv.y);
- p.lmColor = terrainLM->sampleTexel(uv.x,uv.y);
- }
- // Put it into the right list by type.
- //
- // TODO: Could we break up the generation into
- // two separate loops for shapes and billboards
- // and gain performance?
- //
- if ( typeIsShape )
- {
- // TODO: Convert the size into a real size... not scale!
- // TODO: We could probably cache the shape bounds
- // into a primitive array and avoid the double pointer
- // dereference per placement.
- p.size.set( size, size, size );
- p.worldBox = typeShapeBounds;
- p.worldBox.minExtents *= size;
- p.worldBox.maxExtents *= size;
- p.worldBox.minExtents += point;
- p.worldBox.maxExtents += point;
- cell->mShapes.push_back( p );
- }
- else
- {
- p.size.y = size;
- p.size.x = size * flipBB * mBillboardAspectScales[type];
- p.worldBox.maxExtents = p.worldBox.minExtents = point;
- cell->mBillboards.push_back( p );
- }
- // Update the render bounds.
- if ( firstElem )
- {
- renderBounds = p.worldBox;
- firstElem = false;
- }
- else
- {
- renderBounds.extend( p.worldBox.minExtents );
- renderBounds.extend( p.worldBox.maxExtents );
- }
- } // for ( S32 i=0; i < typeCount; i++ )
- } // for ( U32 type=0; type < NumCoverTypes; type++ )
-
- cell->mRenderBounds = renderBounds;
- cell->mBounds.minExtents.z = renderBounds.minExtents.z;
- cell->mBounds.maxExtents.z = renderBounds.maxExtents.z;
- return cell;
- }
- void GroundCover::onTerrainUpdated( U32 flags, TerrainBlock *tblock, const Point2I& min, const Point2I& max )
- {
- if ( isServerObject() )
- return;
- // Free all the cells if we've gotten a lightmap update.
- if ( flags & TerrainBlock::LightmapUpdate )
- {
- _freeCells();
- return;
- }
- // TODO: EmptyUpdate doesn't work yet... fix editor/terrain.
- // If this is a height or opacity update only clear
- // the cells that have changed.
- if ( flags & TerrainBlock::HeightmapUpdate ||
- flags & TerrainBlock::LayersUpdate ||
- flags & TerrainBlock::EmptyUpdate )
- {
- // Convert the min and max into world space.
- const F32 size = tblock->getSquareSize();
- const Point3F pos = tblock->getPosition();
- // TODO: I don't think this works right with tiling!
- Box3F dirty( F32( min.x * size ) + pos.x, F32( min.y * size ) + pos.y, 0.0f,
- F32( max.x * size ) + pos.x, F32( max.y * size ) + pos.y, 0.0f );
-
- // Now free any cells that overlap it!
- for ( S32 i = 0; i < mCellGrid.size(); i++ )
- {
- GroundCoverCell* cell = mCellGrid[ i ];
- if ( !cell )
- continue;
- const Box3F& bounds = cell->getBounds();
- dirty.minExtents.z = bounds.minExtents.z;
- dirty.maxExtents.z = bounds.maxExtents.z;
- if ( bounds.isOverlapped( dirty ) )
- {
- mCellGrid[ i ] = NULL;
- _recycleCell( cell );
- }
- }
- }
- }
- void GroundCover::_updateCoverGrid( const Frustum &culler )
- {
- PROFILE_SCOPE( GroundCover_UpdateCoverGrid );
-
- mGridSize = getMax( mGridSize, (U32)2 );
- // How many cells in the grid?
- const U32 cells = mGridSize * mGridSize;
- // Whats the max placement count for each cell considering
- // the grid size and quality scale LOD value.
- const S32 placementCount = getMax( ( (F32)mMaxPlacement * smDensityScale ) / F32( mGridSize * mGridSize ), 0.0f );
- // If the cell grid isn't sized or the placement count
- // changed (most likely because of quality lod) then we
- // need to initialize the system again.
- if ( mCellGrid.empty() || placementCount != mLastPlacementCount )
- {
- _initialize( cells, placementCount );
- mLastPlacementCount = placementCount;
- }
- // Without a count... we don't function at all.
- if ( placementCount == 0 )
- return;
- // Clear the scratch grid.
- dMemset( mScratchGrid.address(), 0, mScratchGrid.memSize() );
- // Calculate the normal cell size here.
- const F32 cellSize = ( mRadius * 2.0f ) / (F32)(mGridSize - 1);
- // Figure out the root index of the new grid based on the camera position.
- Point2I index( (S32)mFloor( ( culler.getPosition().x - mRadius ) / cellSize ),
- (S32)mFloor( ( culler.getPosition().y - mRadius ) / cellSize ) );
- // Figure out the cell shift between the old and new grid positions.
- Point2I shift = mGridIndex - index;
- // If we've shifted more than one in either axis then we've warped.
- bool didWarp = shift.x > 1 || shift.x < -1 ||
- shift.y > 1 || shift.y < -1 ? true : false;
- // Go thru the grid shifting each cell we find and
- // placing them in the scratch grid.
- for ( S32 i = 0; i < mCellGrid.size(); i++ )
- {
- GroundCoverCell* cell = mCellGrid[ i ];
- if ( !cell )
- continue;
- // Whats our new index?
- Point2I newIndex = cell->shiftIndex( shift );
- // Is this cell outside of the new grid?
- if ( newIndex.x < 0 || newIndex.x >= mGridSize ||
- newIndex.y < 0 || newIndex.y >= mGridSize )
- {
- _recycleCell( cell );
- continue;
- }
- // Place the cell in the scratch grid.
- mScratchGrid[ ( newIndex.y * mGridSize ) + newIndex.x ] = cell;
- }
- // Get the terrain elevation range for setting the default cell bounds.
- F32 terrainMinHeight = -5000.0f,
- terrainMaxHeight = 5000.0f;
- // Go thru the scratch grid copying each cell back to the
- // cell grid and creating new cells as needed.
- //
- // By limiting ourselves to only one new cell generation per
- // update we're lowering the performance hiccup during movement
- // without getting into the complexity of threading. The delay
- // in generation is rarely noticeable in normal play.
- //
- // The only caveat is that we need to generate the entire visible
- // grid when we warp.
- U32 cellsGenerated = 0;
- for ( S32 i = 0; i < mScratchGrid.size(); i++ )
- {
- GroundCoverCell* cell = mScratchGrid[ i ];
- if ( !cell && ( cellsGenerated == 0 || didWarp ) )
- {
- // Get the index point of this new cell.
- S32 y = i / mGridSize;
- S32 x = i - ( y * mGridSize );
- Point2I newIndex = index + Point2I( x, y );
- // What will be the world placement bounds for this cell.
- Box3F bounds;
- bounds.minExtents.set( newIndex.x * cellSize, newIndex.y * cellSize, terrainMinHeight );
- bounds.maxExtents.set( bounds.minExtents.x + cellSize, bounds.minExtents.y + cellSize, terrainMaxHeight );
- if ( mCuller.isCulled( bounds ) )
- {
- mCellGrid[ i ] = NULL;
- continue;
- }
- // We need to allocate a new cell.
- //
- // TODO: This is the expensive call and where we should optimize. In
- // particular the next best optimization would be to take advantage of
- // multiple cores so that we can generate all the cells in one update.
- //
- // Instead of generating the cell here we would allocate a cell and stick
- // it into a thread safe queue (maybe lockless) as well as the mCellGrid.
- // Once all were allocated we would do something like this...
- //
- // TorqueParallelProcess( cellsToGenerateQueue, _generateCell );
- //
- // Internally this function would pass the queue to some global pre-allocated
- // worker threads which are locked to a particular core. While the main
- // thread waits for the worker threads to finish it will process cells itself.
- //
- cell = _generateCell( newIndex - index,
- bounds,
- placementCount,
- mRandomSeed + mAbs( newIndex.x ) + mAbs( newIndex.y ) );
- // Increment our generation count.
- if ( cell )
- ++cellsGenerated;
- }
- mCellGrid[ i ] = cell;
- }
- // Store the new grid index.
- mGridIndex = index;
- }
- void GroundCover::prepRenderImage( SceneRenderState *state )
- {
- // Reset stats each time we hit the diffuse pass.
- if (mMaterialInst == nullptr)
- return;
- if( state->isDiffusePass() )
- {
- smStatRenderedCells = 0;
- smStatRenderedBillboards = 0;
- smStatRenderedBatches = 0;
- smStatRenderedShapes = 0;
- }
- // TODO: Make sure that the ground cover stops rendering
- // if you're inside a zoned interior.
- if ( state->isReflectPass() && mReflectRadiusScale <= 0.0f )
- return;
- // Nothing to do if this is a shadow pass and shapes in this GoundCover
- // should not be casting shadows.
- if( state->isShadowPass() && !mShapesCastShadows )
- return;
- GFXTransformSaver saver;
- // Setup the frustum culler.
- if ( ( mCuller.getPosition().isZero() || !mDebugLockFrustum ) && !state->isShadowPass() )
- mCuller = state->getCullingFrustum();
- // Update the cells, but only during the diffuse pass.
- // We don't want cell generation to thrash when the reflection camera
- // position doesn't match the diffuse camera!
- if ( state->isDiffusePass() )
- _updateCoverGrid( mCuller );
- // Render billboards but not into shadow passes.
- if ( !state->isShadowPass() && mMaterialInst->isValid() && !mDebugNoBillboards )
- {
- PROFILE_SCOPE( GroundCover_RenderBillboards );
- // Take zoom into account.
- F32 screenScale = state->getWorldToScreenScale().y / state->getViewport().extent.y;
- // Set the far distance for billboards.
- F32 radius = mRadius * smFadeScale;
- mCuller.setFarDist(radius * screenScale );
- F32 cullScale = 1.0f;
- if ( state->isReflectPass() )
- cullScale = mReflectRadiusScale;
-
- // Setup our shader const data.
- // Must be done prior to submitting our render instance.
- mShaderConstData.fadeInfo.set( mFadeRadius * smFadeScale * cullScale * screenScale, radius * cullScale * screenScale );
- const F32 simTime = Sim::getCurrentTime() * 0.001f;
- mShaderConstData.gustInfo.set( mWindGustLength, mWindGustFrequency * simTime, mWindGustStrength );
- mShaderConstData.turbInfo.set( mWindTurbulenceFrequency * simTime, mWindTurbulenceStrength );
- // Use the camera's forward vector to calculate the camera's right
- // and up vectors. This removes any camera banking from affecting
- // the ground cover.
- const MatrixF &camMat = state->getDiffuseCameraTransform();
- Point3F camDir, camUp, camRight;
- camMat.getColumn( 1, &camDir );
- mCross( camDir, Point3F::UnitZ, &camRight );
- if ( camRight.magnitudeSafe() == 0.0f )
- {
- camRight.set( 0.0f, -1.0f, 0.0f );
- }
- camRight.normalizeSafe();
- mCross( camRight, camDir, &camUp );
- // Limit the camera up vector to keep the billboards
- // from leaning too far down into the terrain.
- VectorF lookDir( camDir.x, camDir.y, 0.0f );
- F32 angle;
- if ( !lookDir.isZero() )
- {
- lookDir.normalize();
- angle = mAcos( mDot( camUp, lookDir ) );
- }
- else
- {
- angle = camDir.z < 0.0f ? 0.0f : ( M_PI_F / 2.0f );
- }
- const F32 maxBillboardTiltRads = mDegToRad( mMaxBillboardTiltAngle );
- if ( angle < (M_PI_F / 2.0f) - maxBillboardTiltRads )
- {
- QuatF quat( AngAxisF( camRight, maxBillboardTiltRads ) );
- quat.mulP( VectorF( 0.0f, 0.0f, 1.0f ), &camUp );
- }
- mShaderConstData.camRight = camRight;
- mShaderConstData.camUp = camUp;
- // Cull and submit render instances for cells.
- for ( S32 i = 0; i < mCellGrid.size(); i++ )
- {
- GroundCoverCell* cell = mCellGrid[ i ];
- if ( !cell )
- continue;
- if ( mCuller.isCulled( cell->getRenderBounds() ) )
- continue;
- cell->renderBillboards( state, mMaterialInst, &mPrimBuffer );
- }
- }
- // Render TS shapes.
- if ( !mDebugNoShapes )
- {
- // Prepare to render the grid shapes.
- PROFILE_SCOPE(GroundCover_RenderShapes);
- // Set up our TS render state.
- TSRenderState rdata;
- rdata.setSceneState( state );
- // We might have some forward lit materials
- // so pass down a query to gather lights.
- LightQuery query;
- rdata.setLightQuery( &query );
- // TODO: Add a special fade out for DTS?
- mCuller.setFarDist( mShapeCullRadius*smFadeScale);
- for ( S32 i = 0; i < mCellGrid.size(); i++ )
- {
- GroundCoverCell* cell = mCellGrid[ i ];
- if ( !cell || mDebugNoShapes )
- continue;
- const Box3F &renderBounds = cell->getRenderBounds();
- U32 clipMask = mCuller.testPlanes( renderBounds, Frustum::PlaneMaskAll );
- if ( clipMask == -1 )
- continue;
- smStatRenderedCells++;
- // Use the cell bounds as the light query volume.
- //
- // This means all forward lit items in this cell will
- // get the same lights, but it performs much better.
- query.init( renderBounds );
- // Render the shapes in this cell... only pass the culler if the
- // cell wasn't fully within the frustum.
- smStatRenderedShapes += cell->renderShapes(
- rdata,
- clipMask != 0 ? &mCuller : NULL,
- mShapeInstances );
- }
- }
- if ( mDebugRenderCells )
- {
- RenderPassManager *pass = state->getRenderPass();
- ObjectRenderInst *ri = pass->allocInst<ObjectRenderInst>();
- ri->type = RenderPassManager::RIT_Editor;
- ri->renderDelegate.bind( this, &GroundCover::_debugRender );
- pass->addInst( ri );
- }
- }
- void GroundCover::_debugRender( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
- {
- GFXDrawUtil* drawer = GFX->getDrawUtil();
-
- GFXStateBlockDesc desc;
- desc.setZReadWrite( true, false );
- desc.setBlend( true );
- desc.fillMode = GFXFillWireframe;
- for ( S32 i = 0; i < mCellGrid.size(); i++ )
- {
- GroundCoverCell* cell = mCellGrid[ i ];
- if ( !cell || ( cell->mBillboards.size() + cell->mShapes.size() ) == 0 )
- continue;
- if ( mCuller.isCulled( cell->getRenderBounds() ) )
- continue;
- drawer->drawCube( desc, cell->getRenderBounds().getExtents(), cell->getRenderBounds().getCenter(), ColorI( 0, 255, 0 ) );
- }
- }
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