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- #include "Base.h"
- #include "Heightmap.h"
- #include "GPBFile.h"
- #include "Thread.h"
- namespace gameplay
- {
- // Number of threads to spawn for the heightmap generator
- #define THREAD_COUNT 8
- // Thread data structure
- struct HeightmapThreadData
- {
- float rayHeight; // [in]
- const Vector3* rayDirection; // [in]
- const std::vector<Mesh*>* meshes; // [in]
- const BoundingVolume* bounds; // [in]
- float minX; // [in]
- float maxX; // [in]
- float minZ; // [in]
- float maxZ; // [in]
- float stepX; // [in]
- float stepZ; // [in]
- float minHeight; // [out]
- float maxHeight; // [out]
- float* heights; // [in][out]
- int width; // [in]
- int height; // [in]
- int heightIndex; // [in]
- };
- // Globals used by thread
- int __processedHeightmapScanLines = 0;
- int __totalHeightmapScanlines = 0;
- int __failedRayCasts = 0;
- // Forward declarations
- int generateHeightmapChunk(void* threadData);
- bool intersect(const Vector3& rayOrigin, const Vector3& rayDirection, const Vector3& boxMin, const Vector3& boxMax, float* distance = NULL);
- int intersect_triangle(const float orig[3], const float dir[3], const float vert0[3], const float vert1[3], const float vert2[3], float *t, float *u, float *v);
- bool intersect(const Vector3& rayOrigin, const Vector3& rayDirection, const std::vector<Vertex>& vertices, const std::vector<MeshPart*>& parts, Vector3* point);
- void Heightmap::generate(const std::vector<std::string>& nodeIds, int width, int height, const char* filename, bool highP)
- {
- LOG(1, "Generating heightmap: %s...\n", filename);
- // Initialize state variables
- __processedHeightmapScanLines = 0;
- __totalHeightmapScanlines = 0;
- __failedRayCasts = 0;
- GPBFile* gpbFile = GPBFile::getInstance();
- // Lookup nodes in GPB file and compute a single bounding volume that encapsulates all meshes
- // to be included in the heightmap generation.
- BoundingVolume bounds;
- bounds.min.set(FLT_MAX, FLT_MAX, FLT_MAX);
- bounds.max.set(-FLT_MAX, -FLT_MAX, -FLT_MAX);
- std::vector<Mesh*> meshes;
- for (unsigned int j = 0, ncount = nodeIds.size(); j < ncount; ++j)
- {
- Node* node = gpbFile->getNode(nodeIds[j].c_str());
- if (node)
- {
- Mesh* mesh = node->getModel() ? node->getModel()->getMesh() : NULL;
- if (mesh)
- {
- // Add this mesh and update our bounding volume
- if (meshes.size() == 0)
- bounds = mesh->bounds;
- else
- bounds.merge(mesh->bounds);
- meshes.push_back(mesh);
- }
- else
- {
- LOG(1, "WARNING: Node passed to heightmap argument does not have a mesh: %s\n", nodeIds[j].c_str());
- }
- }
- else
- {
- LOG(1, "WARNING: Failed to locate node for heightmap argument: %s\n", nodeIds[j].c_str());
- }
- }
- if (meshes.size() == 0)
- {
- LOG(1, "WARNING: Skipping generation of heightmap '%s'. No nodes found.\n", filename);
- return;
- }
- // Shoot rays down from a point just above the max Y position of the mesh.
- // Compute ray-triangle intersection tests against the ray and this mesh to
- // generate heightmap data.
- Vector3 rayOrigin(0, bounds.max.y + 10, 0);
- Vector3 rayDirection(0, -1, 0);
- float minX = bounds.min.x;
- float maxX = bounds.max.x;
- float minZ = bounds.min.z;
- float maxZ = bounds.max.z;
- int size = width * height;
- float* heights = new float[size];
- float minHeight = FLT_MAX;
- float maxHeight = -FLT_MAX;
- __totalHeightmapScanlines = height;
- // Determine # of threads to spawn
- int threadCount = min(THREAD_COUNT, height);
- // Split the work into separate threads to make max use of available cpu cores and speed up computation.
- HeightmapThreadData* threadData = new HeightmapThreadData[threadCount];
- THREAD_HANDLE* threads = new THREAD_HANDLE[threadCount];
- int stepSize = height / threadCount;
- for (int i = 0, remaining = height; i < threadCount; ++i, remaining -= stepSize)
- {
- HeightmapThreadData& data = threadData[i];
- data.rayHeight = rayOrigin.y;
- data.rayDirection = &rayDirection;
- data.bounds = &bounds;
- data.meshes = &meshes;
- data.minX = minX;
- data.maxX = maxX;
- data.minZ = minZ + (stepSize * i);
- data.maxZ = data.minZ + stepSize - 1;
- if (i == threadCount - 1)
- data.maxZ = maxZ;
- data.stepX = (maxX - minX) / width;
- data.stepZ = (maxZ - minZ) / height;
- data.heights = heights;
- data.width = width;
- data.height = remaining > stepSize ? stepSize : remaining;
- data.heightIndex = width * (stepSize * i);
- // Start the processing thread
- if (!createThread(&threads[i], &generateHeightmapChunk, &data))
- {
- LOG(1, "ERROR: Failed to spawn worker thread for generation of heightmap: %s\n", filename);
- return;
- }
- }
- // Wait for all threads to terminate
- waitForThreads(threadCount, threads);
- // Close all thread handles and free memory allocations.
- for (int i = 0; i < threadCount; ++i)
- closeThread(threads[i]);
- // Update min/max height from all completed threads
- for (int i = 0; i < threadCount; ++i)
- {
- if (threadData[i].minHeight < minHeight)
- minHeight = threadData[i].minHeight;
- if (threadData[i].maxHeight > maxHeight)
- maxHeight = threadData[i].maxHeight;
- }
- LOG(1, "\r\tDone.\n");
- if (__failedRayCasts)
- {
- LOG(2, "Warning: %d triangle intersections failed for heightmap: %s\n", __failedRayCasts, filename);
- // Go through and clamp any height values that are set to -FLT_MAX to the min recorded height value
- // (otherwise the range of height values will be far too large).
- for (int i = 0; i < size; ++i)
- {
- if (heights[i] == -FLT_MAX)
- heights[i] = minHeight;
- }
- }
-
- // Normalize the max height value
- maxHeight = maxHeight - minHeight;
- png_structp png_ptr = NULL;
- png_infop info_ptr = NULL;
- png_bytep row = NULL;
- FILE* fp = fopen(filename, "wb");
- if (fp == NULL)
- {
- LOG(1, "Error: Failed to open file for writing: %s\n", filename);
- goto error;
- }
- png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
- if (png_ptr == NULL)
- {
- LOG(1, "Error: Write struct creation failed: %s\n", filename);
- goto error;
- }
- info_ptr = png_create_info_struct(png_ptr);
- if (info_ptr == NULL)
- {
- LOG(1, "Error: Info struct creation failed: %s\n", filename);
- goto error;
- }
- png_init_io(png_ptr, fp);
- png_set_IHDR(png_ptr, info_ptr, width, height, 8, PNG_COLOR_TYPE_RGB, PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_BASE, PNG_FILTER_TYPE_BASE);
- png_write_info(png_ptr, info_ptr);
- // Allocate memory for a single row of image data
- row = (png_bytep)malloc(3 * width * sizeof(png_byte));
- for (int y = 0; y < height; y++)
- {
- for (int x = 0; x < width; x++)
- {
- // Write height value normalized between 0-255 (between min and max height)
- float h = heights[y*width + x];
- float nh = (h - minHeight) / maxHeight;
- int pos = x*3;
- if (highP)
- {
- // high precision packed 24-bit (RGB)
- int bits = (int)(nh * 16777215.0f); // 2^24-1
-
- row[pos+2] = (png_byte)(bits & 0xff);
- bits >>= 8;
- row[pos+1] = (png_byte)(bits & 0xff);
- bits >>= 8;
- row[pos] = (png_byte)(bits & 0xff);
- }
- else
- {
- // standard precision 8-bit (grayscale)
- png_byte b = (png_byte)(nh * 255.0f);
- row[pos] = row[pos+1] = row[pos+2] = b;
- }
- }
- png_write_row(png_ptr, row);
- }
- png_write_end(png_ptr, NULL);
- LOG(1, "Saved heightmap: %s\n", filename);
- error:
- if (threadData)
- delete[] threadData;
- if (threads)
- delete[] threads;
- if (heights)
- delete[] heights;
- if (fp)
- fclose(fp);
- if (row)
- free(row);
- if (info_ptr)
- png_free_data(png_ptr, info_ptr, PNG_FREE_ALL, -1);
- if (png_ptr)
- png_destroy_write_struct(&png_ptr, (png_infopp)NULL);
- }
- int generateHeightmapChunk(void* threadData)
- {
- HeightmapThreadData* data = (HeightmapThreadData*)threadData;
- Vector3 rayOrigin(0, data->rayHeight, 0);
- const Vector3& rayDirection = *data->rayDirection;
- const std::vector<Mesh*>& meshes = *data->meshes;
- float* heights = data->heights;
- Vector3 intersectionPoint;
- float minHeight = FLT_MAX;
- float maxHeight = -FLT_MAX;
- int index = data->heightIndex;
- int zi = 0;
- for (float z = data->minZ; zi < data->height; z += data->stepZ, ++zi)
- {
- LOG(1, "\r\t%d%%", (int)(((float)__processedHeightmapScanLines / __totalHeightmapScanlines) * 100.0f));
- rayOrigin.z = z;
- int xi = 0;
- for (float x = data->minX; xi < data->width; x += data->stepX, ++xi)
- {
- float h = -FLT_MAX;
- rayOrigin.x = x;
- for (unsigned int i = 0, count = meshes.size(); i < count; ++i)
- {
- // Pick the highest intersecting Y value of all meshes
- Mesh* mesh = meshes[i];
- // Perform a quick ray/bounding box test to quick-out
- if (!intersect(rayOrigin, rayDirection, mesh->bounds.min, mesh->bounds.max))
- continue;
- // Compute the intersection point of ray with mesh
- if (intersect(rayOrigin, rayDirection, mesh->vertices, mesh->parts, &intersectionPoint))
- {
- if (intersectionPoint.y > h)
- {
- h = intersectionPoint.y;
- // Update min/max height values
- if (h < minHeight)
- minHeight = h;
- if (h > maxHeight)
- maxHeight = h;
- }
- }
- }
- // Update the glboal height array
- heights[index++] = h;
- if (h == -FLT_MAX)
- ++__failedRayCasts;
- }
- ++__processedHeightmapScanLines;
- }
- // Update min/max height for this thread data
- data->minHeight = minHeight;
- data->maxHeight = maxHeight;
- return 0;
- }
- /////////////////////////////////////////////////////////////
- //
- // Fast, Minimum Storage Ray-Triangle Intersection
- //
- // Authors: Tomas Möller, Ben Trumbore
- // http://jgt.akpeters.com/papers/MollerTrumbore97
- //
- // Implementation of algorithm from Real-Time Rendering (vol 1), pg. 305.
- //
- // Adapted slightly for use here.
- //
- #ifndef EPSILON
- #define EPSILON 0.000001
- #endif
- #define CROSS(dest,v1,v2) \
- dest[0]=v1[1]*v2[2]-v1[2]*v2[1]; \
- dest[1]=v1[2]*v2[0]-v1[0]*v2[2]; \
- dest[2]=v1[0]*v2[1]-v1[1]*v2[0];
- #define DOT(v1,v2) (v1[0]*v2[0]+v1[1]*v2[1]+v1[2]*v2[2])
- #define SUB(dest,v1,v2) \
- dest[0]=v1[0]-v2[0]; \
- dest[1]=v1[1]-v2[1]; \
- dest[2]=v1[2]-v2[2];
- int intersect_triangle(const float orig[3], const float dir[3], const float vert0[3], const float vert1[3], const float vert2[3], float *t, float *u, float *v)
- {
- float edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];
- float det,inv_det;
- /* find vectors for two edges sharing vert0 */
- SUB(edge1, vert1, vert0);
- SUB(edge2, vert2, vert0);
- /* begin calculating determinant - also used to calculate U parameter */
- CROSS(pvec, dir, edge2);
- /* if determinant is near zero, ray lies in plane of triangle */
- det = DOT(edge1, pvec);
- if (det > -EPSILON && det < EPSILON)
- return 0;
- inv_det = 1.0f / det;
- /* calculate distance from vert0 to ray origin */
- SUB(tvec, orig, vert0);
- /* calculate U parameter and test bounds */
- *u = DOT(tvec, pvec) * inv_det;
- if (*u < 0.0 || *u > 1.0)
- return 0;
- /* prepare to test V parameter */
- CROSS(qvec, tvec, edge1);
- /* calculate V parameter and test bounds */
- *v = DOT(dir, qvec) * inv_det;
- if (*v < 0.0 || *u + *v > 1.0)
- return 0;
- /* calculate t, ray intersects triangle */
- *t = DOT(edge2, qvec) * inv_det;
- return 1;
- }
- // Performs an intersection test between a ray and the given mesh part and stores the result in "point".
- bool intersect(const Vector3& rayOrigin, const Vector3& rayDirection, const std::vector<Vertex>& vertices, const std::vector<MeshPart*>& parts, Vector3* point)
- {
- const float* orig = &rayOrigin.x;
- const float* dir = &rayDirection.x;
- float minT = FLT_MAX;
- for (unsigned int i = 0, partCount = parts.size(); i < partCount; ++i)
- {
- MeshPart* part = parts[i];
- for (unsigned int j = 0, indexCount = part->getIndicesCount(); j < indexCount; j += 3)
- {
- const float* v0 = &vertices[part->getIndex( j )].position.x;
- const float* v1 = &vertices[part->getIndex(j+1)].position.x;
- const float* v2 = &vertices[part->getIndex(j+2)].position.x;
- // Perform a quick check (in 2D) to determine if the point is definitely NOT in the triangle
- float xmin, xmax, zmin, zmax;
- xmin = v0[0] < v1[0] ? v0[0] : v1[0]; xmin = xmin < v2[0] ? xmin : v2[0];
- xmax = v0[0] > v1[0] ? v0[0] : v1[0]; xmax = xmax > v2[0] ? xmax : v2[0];
- zmin = v0[2] < v1[2] ? v0[2] : v1[2]; zmin = zmin < v2[2] ? zmin : v2[2];
- zmax = v0[2] > v1[2] ? v0[2] : v1[2]; zmax = zmax > v2[2] ? zmax : v2[2];
- if (orig[0] < xmin || orig[0] > xmax || orig[2] < zmin || orig[2] > zmax)
- continue;
- // Perform a full ray/traingle intersection test in 3D to get the intersection point
- float t, u, v;
- if (intersect_triangle(orig, dir, v0, v1, v2, &t, &u, &v))
- {
- // Found an intersection!
- if (t < minT)
- {
- minT = t;
- if (point)
- {
- Vector3 rd(rayDirection);
- rd.scale(t);
- Vector3::add(rayOrigin, rd, point);
- }
- }
- //return true;
- }
- }
- }
- return (minT != FLT_MAX);//false;
- }
- // Ray/Box intersection test.
- bool intersect(const Vector3& rayOrigin, const Vector3& rayDirection, const Vector3& boxMin, const Vector3& boxMax, float* distance)
- {
- const Vector3& origin = rayOrigin;
- const Vector3& direction = rayDirection;
- const Vector3& min = boxMin;
- const Vector3& max = boxMax;
- // Intermediate calculation variables.
- float dnear = 0.0f;
- float dfar = 0.0f;
- float tmin = 0.0f;
- float tmax = 0.0f;
- // X direction.
- float div = 1.0f / direction.x;
- if (div >= 0.0f)
- {
- tmin = (min.x - origin.x) * div;
- tmax = (max.x - origin.x) * div;
- }
- else
- {
- tmin = (max.x - origin.x) * div;
- tmax = (min.x - origin.x) * div;
- }
- dnear = tmin;
- dfar = tmax;
- // Check if the ray misses the box.
- if (dnear > dfar || dfar < 0.0f)
- {
- return false;
- }
- // Y direction.
- div = 1.0f / direction.y;
- if (div >= 0.0f)
- {
- tmin = (min.y - origin.y) * div;
- tmax = (max.y - origin.y) * div;
- }
- else
- {
- tmin = (max.y - origin.y) * div;
- tmax = (min.y - origin.y) * div;
- }
- // Update the near and far intersection distances.
- if (tmin > dnear)
- {
- dnear = tmin;
- }
- if (tmax < dfar)
- {
- dfar = tmax;
- }
- // Check if the ray misses the box.
- if (dnear > dfar || dfar < 0.0f)
- {
- return false;
- }
- // Z direction.
- div = 1.0f / direction.z;
- if (div >= 0.0f)
- {
- tmin = (min.z - origin.z) * div;
- tmax = (max.z - origin.z) * div;
- }
- else
- {
- tmin = (max.z - origin.z) * div;
- tmax = (min.z - origin.z) * div;
- }
- // Update the near and far intersection distances.
- if (tmin > dnear)
- {
- dnear = tmin;
- }
- if (tmax < dfar)
- {
- dfar = tmax;
- }
- // Check if the ray misses the box.
- if (dnear > dfar || dfar < 0.0f)
- {
- return false;
- }
- // The ray intersects the box
- if (distance)
- *distance = dnear;
- return true;
- }
- }
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