TerrainPatch.cpp 8.2 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Camera.h"
  24. #include "Context.h"
  25. #include "Geometry.h"
  26. #include "IndexBuffer.h"
  27. #include "Material.h"
  28. #include "Node.h"
  29. #include "OcclusionBuffer.h"
  30. #include "OctreeQuery.h"
  31. #include "Profiler.h"
  32. #include "Terrain.h"
  33. #include "TerrainPatch.h"
  34. #include "VertexBuffer.h"
  35. #include "DebugNew.h"
  36. namespace Urho3D
  37. {
  38. static const float LOD_CONSTANT = 1.0f / 150.0f;
  39. extern const char* GEOMETRY_CATEGORY;
  40. TerrainPatch::TerrainPatch(Context* context) :
  41. Drawable(context, DRAWABLE_GEOMETRY),
  42. geometry_(new Geometry(context)),
  43. maxLodGeometry_(new Geometry(context)),
  44. minLodGeometry_(new Geometry(context)),
  45. vertexBuffer_(new VertexBuffer(context)),
  46. coordinates_(IntVector2::ZERO),
  47. lodLevel_(0),
  48. occlusionOffset_(0.0f)
  49. {
  50. geometry_->SetVertexBuffer(0, vertexBuffer_, MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT);
  51. maxLodGeometry_->SetVertexBuffer(0, vertexBuffer_, MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT);
  52. minLodGeometry_->SetVertexBuffer(0, vertexBuffer_, MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT);
  53. batches_.Resize(1);
  54. batches_[0].geometry_ = geometry_;
  55. batches_[0].geometryType_ = GEOM_STATIC_NOINSTANCING;
  56. }
  57. TerrainPatch::~TerrainPatch()
  58. {
  59. }
  60. void TerrainPatch::RegisterObject(Context* context)
  61. {
  62. context->RegisterFactory<TerrainPatch>();
  63. }
  64. void TerrainPatch::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  65. {
  66. RayQueryLevel level = query.level_;
  67. switch (level)
  68. {
  69. case RAY_AABB_NOSUBOBJECTS:
  70. case RAY_AABB:
  71. Drawable::ProcessRayQuery(query, results);
  72. break;
  73. case RAY_OBB:
  74. case RAY_TRIANGLE:
  75. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  76. Ray localRay = query.ray_.Transformed(inverse);
  77. float distance = localRay.HitDistance(boundingBox_);
  78. if (level == RAY_TRIANGLE && distance < query.maxDistance_)
  79. distance = geometry_->GetHitDistance(localRay);
  80. if (distance < query.maxDistance_)
  81. {
  82. RayQueryResult result;
  83. result.drawable_ = this;
  84. result.node_ = node_;
  85. result.distance_ = distance;
  86. result.subObject_ = M_MAX_UNSIGNED;
  87. results.Push(result);
  88. }
  89. break;
  90. }
  91. }
  92. void TerrainPatch::UpdateBatches(const FrameInfo& frame)
  93. {
  94. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  95. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  96. float scale = worldTransform.Scale().DotProduct(DOT_SCALE);
  97. lodDistance_ = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  98. batches_[0].distance_ = distance_;
  99. batches_[0].worldTransform_ = &worldTransform;
  100. unsigned newLodLevel = 0;
  101. for (unsigned i = 0; i < lodErrors_.Size(); ++i)
  102. {
  103. if (lodErrors_[i] / lodDistance_ > LOD_CONSTANT)
  104. break;
  105. else
  106. newLodLevel = i;
  107. }
  108. lodLevel_ = GetCorrectedLodLevel(newLodLevel);
  109. }
  110. void TerrainPatch::UpdateGeometry(const FrameInfo& frame)
  111. {
  112. if (vertexBuffer_->IsDataLost())
  113. {
  114. if (owner_)
  115. owner_->CreatePatchGeometry(this);
  116. else
  117. vertexBuffer_->ClearDataLost();
  118. }
  119. if (owner_)
  120. owner_->UpdatePatchLod(this);
  121. }
  122. UpdateGeometryType TerrainPatch::GetUpdateGeometryType()
  123. {
  124. // Because there is a latency in starting worker thread updates, and the update of terrain patch LOD should not take
  125. // much time, always update in the main thread
  126. return UPDATE_MAIN_THREAD;
  127. }
  128. Geometry* TerrainPatch::GetLodGeometry(unsigned batchIndex, unsigned level)
  129. {
  130. if (!level)
  131. return maxLodGeometry_;
  132. else
  133. return geometry_;
  134. }
  135. unsigned TerrainPatch::GetNumOccluderTriangles()
  136. {
  137. // Check that the material is suitable for occlusion (default material always is)
  138. Material* mat = batches_[0].material_;
  139. if (mat && !mat->GetOcclusion())
  140. return 0;
  141. else
  142. return minLodGeometry_->GetIndexCount() / 3;
  143. }
  144. bool TerrainPatch::DrawOcclusion(OcclusionBuffer* buffer)
  145. {
  146. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  147. Material* material = batches_[0].material_;
  148. if (material)
  149. {
  150. if (!material->GetOcclusion())
  151. return true;
  152. buffer->SetCullMode(material->GetCullMode());
  153. }
  154. else
  155. buffer->SetCullMode(CULL_CCW);
  156. const unsigned char* vertexData;
  157. unsigned vertexSize;
  158. const unsigned char* indexData;
  159. unsigned indexSize;
  160. unsigned elementMask;
  161. minLodGeometry_->GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask);
  162. // Check for valid geometry data
  163. if (!vertexData || !indexData)
  164. return true;
  165. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  166. Matrix3x4 occlusionTransform(worldTransform.Translation() + worldTransform * Vector4(0.0f, occlusionOffset_, 0.0f,
  167. 0.0f), worldTransform.Rotation(), worldTransform.Scale());
  168. // Draw and check for running out of triangles
  169. return buffer->Draw(occlusionTransform, vertexData, vertexSize, indexData, indexSize, minLodGeometry_->GetIndexStart(),
  170. minLodGeometry_->GetIndexCount());
  171. }
  172. void TerrainPatch::SetOwner(Terrain* terrain)
  173. {
  174. owner_ = terrain;
  175. }
  176. void TerrainPatch::SetNeighbors(TerrainPatch* north, TerrainPatch* south, TerrainPatch* west, TerrainPatch* east)
  177. {
  178. north_ = north;
  179. south_ = south;
  180. west_ = west;
  181. east_ = east;
  182. }
  183. void TerrainPatch::SetMaterial(Material* material)
  184. {
  185. batches_[0].material_ = material;
  186. }
  187. void TerrainPatch::SetBoundingBox(const BoundingBox& box)
  188. {
  189. boundingBox_ = box;
  190. OnMarkedDirty(node_);
  191. }
  192. void TerrainPatch::SetCoordinates(const IntVector2& coordinates)
  193. {
  194. coordinates_ = coordinates;
  195. }
  196. void TerrainPatch::SetOcclusionOffset(float offset)
  197. {
  198. occlusionOffset_ = offset;
  199. }
  200. void TerrainPatch::ResetLod()
  201. {
  202. lodLevel_ = 0;
  203. }
  204. Geometry* TerrainPatch::GetGeometry() const
  205. {
  206. return geometry_;
  207. }
  208. Geometry* TerrainPatch::GetMaxLodGeometry() const
  209. {
  210. return maxLodGeometry_;
  211. }
  212. Geometry* TerrainPatch::GetMinLodGeometry() const
  213. {
  214. return minLodGeometry_;
  215. }
  216. VertexBuffer* TerrainPatch::GetVertexBuffer() const
  217. {
  218. return vertexBuffer_;
  219. }
  220. Terrain* TerrainPatch::GetOwner() const
  221. {
  222. return owner_;
  223. }
  224. void TerrainPatch::OnWorldBoundingBoxUpdate()
  225. {
  226. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  227. }
  228. unsigned TerrainPatch::GetCorrectedLodLevel(unsigned lodLevel)
  229. {
  230. if (north_)
  231. lodLevel = Min((int)lodLevel, north_->GetLodLevel() + 1);
  232. if (south_)
  233. lodLevel = Min((int)lodLevel, south_->GetLodLevel() + 1);
  234. if (west_)
  235. lodLevel = Min((int)lodLevel, west_->GetLodLevel() + 1);
  236. if (east_)
  237. lodLevel = Min((int)lodLevel, east_->GetLodLevel() + 1);
  238. return lodLevel;
  239. }
  240. }