Terrain.cpp 33 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 "Context.h"
  24. #include "DrawableEvents.h"
  25. #include "Geometry.h"
  26. #include "Image.h"
  27. #include "IndexBuffer.h"
  28. #include "Log.h"
  29. #include "Material.h"
  30. #include "Node.h"
  31. #include "Octree.h"
  32. #include "Profiler.h"
  33. #include "ResourceCache.h"
  34. #include "ResourceEvents.h"
  35. #include "Scene.h"
  36. #include "StringUtils.h"
  37. #include "Terrain.h"
  38. #include "TerrainPatch.h"
  39. #include "VertexBuffer.h"
  40. #include "DebugNew.h"
  41. namespace Urho3D
  42. {
  43. OBJECTTYPESTATIC(Terrain);
  44. static const Vector3 DEFAULT_SPACING(1.0f, 0.25f, 1.0f);
  45. static const unsigned MAX_LOD_LEVELS = 4;
  46. static const int DEFAULT_PATCH_SIZE = 32;
  47. static const int MIN_PATCH_SIZE = 4;
  48. static const int MAX_PATCH_SIZE = 128;
  49. static const unsigned STITCH_NORTH = 1;
  50. static const unsigned STITCH_SOUTH = 2;
  51. static const unsigned STITCH_WEST = 4;
  52. static const unsigned STITCH_EAST = 8;
  53. Terrain::Terrain(Context* context) :
  54. Component(context),
  55. indexBuffer_(new IndexBuffer(context)),
  56. spacing_(DEFAULT_SPACING),
  57. patchWorldOrigin_(Vector2::ZERO),
  58. patchWorldSize_(Vector2::ZERO),
  59. numVertices_(IntVector2::ZERO),
  60. numPatches_(IntVector2::ZERO),
  61. patchSize_(DEFAULT_PATCH_SIZE),
  62. numLodLevels_(1),
  63. visible_(true),
  64. castShadows_(false),
  65. occluder_(false),
  66. occludee_(true),
  67. viewMask_(DEFAULT_VIEWMASK),
  68. lightMask_(DEFAULT_LIGHTMASK),
  69. shadowMask_(DEFAULT_SHADOWMASK),
  70. zoneMask_(DEFAULT_ZONEMASK),
  71. drawDistance_(0.0f),
  72. shadowDistance_(0.0f),
  73. lodBias_(1.0f),
  74. maxLights_(0),
  75. recreateTerrain_(false)
  76. {
  77. indexBuffer_->SetShadowed(true);
  78. }
  79. Terrain::~Terrain()
  80. {
  81. }
  82. void Terrain::RegisterObject(Context* context)
  83. {
  84. context->RegisterFactory<Terrain>();
  85. ACCESSOR_ATTRIBUTE(Terrain, VAR_RESOURCEREF, "Height Map", GetHeightMapAttr, SetHeightMapAttr, ResourceRef, ResourceRef(Image::GetTypeStatic()), AM_DEFAULT);
  86. ACCESSOR_ATTRIBUTE(Terrain, VAR_RESOURCEREF, "Material", GetMaterialAttr, SetMaterialAttr, ResourceRef, ResourceRef(Material::GetTypeStatic()), AM_DEFAULT);
  87. ATTRIBUTE(Terrain, VAR_VECTOR3, "Vertex Spacing", spacing_, DEFAULT_SPACING, AM_DEFAULT);
  88. ACCESSOR_ATTRIBUTE(Terrain, VAR_INT, "Patch Size", GetPatchSize, SetPatchSizeAttr, int, DEFAULT_PATCH_SIZE, AM_DEFAULT);
  89. ACCESSOR_ATTRIBUTE(Terrain, VAR_BOOL, "Is Visible", IsVisible, SetVisible, bool, true, AM_DEFAULT);
  90. ACCESSOR_ATTRIBUTE(Terrain, VAR_BOOL, "Is Occluder", IsOccluder, SetOccluder, bool, false, AM_DEFAULT);
  91. ACCESSOR_ATTRIBUTE(Terrain, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  92. ACCESSOR_ATTRIBUTE(Terrain, VAR_BOOL, "Cast Shadows", GetCastShadows, SetCastShadows, bool, false, AM_DEFAULT);
  93. ACCESSOR_ATTRIBUTE(Terrain, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  94. ACCESSOR_ATTRIBUTE(Terrain, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  95. ACCESSOR_ATTRIBUTE(Terrain, VAR_FLOAT, "LOD Bias", GetLodBias, SetLodBias, float, 1.0f, AM_DEFAULT);
  96. ACCESSOR_ATTRIBUTE(Terrain, VAR_INT, "Max Lights", GetMaxLights, SetMaxLights, unsigned, 0, AM_DEFAULT);
  97. ACCESSOR_ATTRIBUTE(Terrain, VAR_INT, "View Mask", GetViewMask, SetViewMask, unsigned, DEFAULT_VIEWMASK, AM_DEFAULT);
  98. ACCESSOR_ATTRIBUTE(Terrain, VAR_INT, "Light Mask", GetLightMask, SetLightMask, unsigned, DEFAULT_LIGHTMASK, AM_DEFAULT);
  99. ACCESSOR_ATTRIBUTE(Terrain, VAR_INT, "Shadow Mask", GetShadowMask, SetShadowMask, unsigned, DEFAULT_SHADOWMASK, AM_DEFAULT);
  100. ACCESSOR_ATTRIBUTE(Terrain, VAR_INT, "Zone Mask", GetZoneMask, SetZoneMask, unsigned, DEFAULT_SHADOWMASK, AM_DEFAULT);
  101. }
  102. void Terrain::OnSetAttribute(const AttributeInfo& attr, const Variant& src)
  103. {
  104. Component::OnSetAttribute(attr, src);
  105. // Change of any non-accessor attribute requires recreation of the terrain
  106. if (!attr.accessor_)
  107. recreateTerrain_ = true;
  108. }
  109. void Terrain::ApplyAttributes()
  110. {
  111. if (recreateTerrain_)
  112. CreateGeometry();
  113. }
  114. void Terrain::SetSpacing(const Vector3& spacing)
  115. {
  116. if (spacing != spacing_)
  117. {
  118. spacing_ = spacing;
  119. CreateGeometry();
  120. MarkNetworkUpdate();
  121. }
  122. }
  123. void Terrain::SetPatchSize(int size)
  124. {
  125. if (size < MIN_PATCH_SIZE || size > MAX_PATCH_SIZE || !IsPowerOfTwo(size))
  126. return;
  127. if (size != patchSize_)
  128. {
  129. patchSize_ = size;
  130. CreateGeometry();
  131. MarkNetworkUpdate();
  132. }
  133. }
  134. bool Terrain::SetHeightMap(Image* image)
  135. {
  136. bool success = SetHeightMapInternal(image, true);
  137. MarkNetworkUpdate();
  138. return success;
  139. }
  140. void Terrain::SetMaterial(Material* material)
  141. {
  142. material_ = material;
  143. for (unsigned i = 0; i < patches_.Size(); ++i)
  144. {
  145. if (patches_[i])
  146. patches_[i]->SetMaterial(material);
  147. }
  148. MarkNetworkUpdate();
  149. }
  150. void Terrain::SetDrawDistance(float distance)
  151. {
  152. drawDistance_ = distance;
  153. for (unsigned i = 0; i < patches_.Size(); ++i)
  154. {
  155. if (patches_[i])
  156. patches_[i]->SetDrawDistance(distance);
  157. }
  158. MarkNetworkUpdate();
  159. }
  160. void Terrain::SetShadowDistance(float distance)
  161. {
  162. shadowDistance_ = distance;
  163. for (unsigned i = 0; i < patches_.Size(); ++i)
  164. {
  165. if (patches_[i])
  166. patches_[i]->SetShadowDistance(distance);
  167. }
  168. MarkNetworkUpdate();
  169. }
  170. void Terrain::SetLodBias(float bias)
  171. {
  172. lodBias_ = bias;
  173. for (unsigned i = 0; i < patches_.Size(); ++i)
  174. {
  175. if (patches_[i])
  176. patches_[i]->SetLodBias(bias);
  177. }
  178. MarkNetworkUpdate();
  179. }
  180. void Terrain::SetViewMask(unsigned mask)
  181. {
  182. viewMask_ = mask;
  183. for (unsigned i = 0; i < patches_.Size(); ++i)
  184. {
  185. if (patches_[i])
  186. patches_[i]->SetViewMask(mask);
  187. }
  188. MarkNetworkUpdate();
  189. }
  190. void Terrain::SetLightMask(unsigned mask)
  191. {
  192. lightMask_ = mask;
  193. for (unsigned i = 0; i < patches_.Size(); ++i)
  194. {
  195. if (patches_[i])
  196. patches_[i]->SetLightMask(mask);
  197. }
  198. MarkNetworkUpdate();
  199. }
  200. void Terrain::SetShadowMask(unsigned mask)
  201. {
  202. shadowMask_ = mask;
  203. for (unsigned i = 0; i < patches_.Size(); ++i)
  204. {
  205. if (patches_[i])
  206. patches_[i]->SetShadowMask(mask);
  207. }
  208. MarkNetworkUpdate();
  209. }
  210. void Terrain::SetZoneMask(unsigned mask)
  211. {
  212. zoneMask_ = mask;
  213. for (unsigned i = 0; i < patches_.Size(); ++i)
  214. {
  215. if (patches_[i])
  216. patches_[i]->SetZoneMask(mask);
  217. }
  218. MarkNetworkUpdate();
  219. }
  220. void Terrain::SetMaxLights(unsigned num)
  221. {
  222. maxLights_ = num;
  223. for (unsigned i = 0; i < patches_.Size(); ++i)
  224. {
  225. if (patches_[i])
  226. patches_[i]->SetMaxLights(num);
  227. }
  228. MarkNetworkUpdate();
  229. }
  230. void Terrain::SetVisible(bool enable)
  231. {
  232. visible_ = enable;
  233. for (unsigned i = 0; i < patches_.Size(); ++i)
  234. {
  235. if (patches_[i])
  236. patches_[i]->SetVisible(enable);
  237. }
  238. MarkNetworkUpdate();
  239. }
  240. void Terrain::SetCastShadows(bool enable)
  241. {
  242. castShadows_ = enable;
  243. for (unsigned i = 0; i < patches_.Size(); ++i)
  244. {
  245. if (patches_[i])
  246. patches_[i]->SetCastShadows(enable);
  247. }
  248. MarkNetworkUpdate();
  249. }
  250. void Terrain::SetOccluder(bool enable)
  251. {
  252. occluder_ = enable;
  253. for (unsigned i = 0; i < patches_.Size(); ++i)
  254. {
  255. if (patches_[i])
  256. patches_[i]->SetOccluder(enable);
  257. }
  258. MarkNetworkUpdate();
  259. }
  260. void Terrain::SetOccludee(bool enable)
  261. {
  262. occluder_ = enable;
  263. for (unsigned i = 0; i < patches_.Size(); ++i)
  264. {
  265. if (patches_[i])
  266. patches_[i]->SetOccludee(enable);
  267. }
  268. MarkNetworkUpdate();
  269. }
  270. Image* Terrain::GetHeightMap() const
  271. {
  272. return heightMap_;
  273. }
  274. Material* Terrain::GetMaterial() const
  275. {
  276. return material_;
  277. }
  278. TerrainPatch* Terrain::GetPatch(unsigned index) const
  279. {
  280. return index < patches_.Size() ? patches_[index] : (TerrainPatch*)0;
  281. }
  282. TerrainPatch* Terrain::GetPatch(int x, int z) const
  283. {
  284. if (x < 0 || x >= numPatches_.x_ || z < 0 || z >= numPatches_.y_)
  285. return 0;
  286. else
  287. return GetPatch(z * numPatches_.x_ + x);
  288. }
  289. float Terrain::GetHeight(const Vector3& worldPosition) const
  290. {
  291. if (node_)
  292. {
  293. Vector3 position = node_->GetWorldTransform().Inverse() * worldPosition;
  294. float xPos = (position.x_ - patchWorldOrigin_.x_) / spacing_.x_;
  295. float zPos = (position.z_ - patchWorldOrigin_.y_) / spacing_.z_;
  296. float xFrac = xPos - floorf(xPos);
  297. float zFrac = zPos - floorf(zPos);
  298. float h1, h2, h3;
  299. if (xFrac + zFrac >= 1.0f)
  300. {
  301. h1 = GetRawHeight((unsigned)xPos + 1, (unsigned)zPos + 1);
  302. h2 = GetRawHeight((unsigned)xPos, (unsigned)zPos + 1);
  303. h3 = GetRawHeight((unsigned)xPos + 1, (unsigned)zPos);
  304. xFrac = 1.0f - xFrac;
  305. zFrac = 1.0f - zFrac;
  306. }
  307. else
  308. {
  309. h1 = GetRawHeight((unsigned)xPos, (unsigned)zPos);
  310. h2 = GetRawHeight((unsigned)xPos + 1, (unsigned)zPos);
  311. h3 = GetRawHeight((unsigned)xPos, (unsigned)zPos + 1);
  312. }
  313. float h = h1 * (1.0f - xFrac - zFrac) + h2 * xFrac + h3 * zFrac;
  314. /// \todo This assumes that the terrain scene node is upright
  315. return node_->GetWorldScale().y_ * h + node_->GetWorldPosition().y_;
  316. }
  317. else
  318. return 0.0f;
  319. }
  320. Vector3 Terrain::GetNormal(const Vector3& worldPosition) const
  321. {
  322. if (node_)
  323. {
  324. Vector3 position = node_->GetWorldTransform().Inverse() * worldPosition;
  325. float xPos = (position.x_ - patchWorldOrigin_.x_) / spacing_.x_;
  326. float zPos = (position.z_ - patchWorldOrigin_.y_) / spacing_.z_;
  327. float xFrac = xPos - floorf(xPos);
  328. float zFrac = zPos - floorf(zPos);
  329. Vector3 n1, n2, n3;
  330. if (xFrac + zFrac >= 1.0f)
  331. {
  332. n1 = GetRawNormal((unsigned)xPos + 1, (unsigned)zPos + 1);
  333. n2 = GetRawNormal((unsigned)xPos, (unsigned)zPos + 1);
  334. n3 = GetRawNormal((unsigned)xPos + 1, (unsigned)zPos);
  335. xFrac = 1.0f - xFrac;
  336. zFrac = 1.0f - zFrac;
  337. }
  338. else
  339. {
  340. n1 = GetRawNormal((unsigned)xPos, (unsigned)zPos);
  341. n2 = GetRawNormal((unsigned)xPos + 1, (unsigned)zPos);
  342. n3 = GetRawNormal((unsigned)xPos, (unsigned)zPos + 1);
  343. }
  344. Vector3 n = (n1 * (1.0f - xFrac - zFrac) + n2 * xFrac + n3 * zFrac).Normalized();
  345. return node_->GetWorldRotation() * n;
  346. }
  347. else
  348. return Vector3::UP;
  349. }
  350. void Terrain::CreatePatchGeometry(TerrainPatch* patch)
  351. {
  352. PROFILE(CreatePatchGeometry);
  353. unsigned row = patchSize_ + 1;
  354. VertexBuffer* vertexBuffer = patch->GetVertexBuffer();
  355. Geometry* geometry = patch->GetGeometry();
  356. Geometry* maxLodGeometry = patch->GetMaxLodGeometry();
  357. Geometry* minLodGeometry = patch->GetMinLodGeometry();
  358. if (vertexBuffer->GetVertexCount() != row * row)
  359. vertexBuffer->SetSize(row * row, MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT);
  360. SharedArrayPtr<unsigned char> cpuVertexData(new unsigned char[row * row * sizeof(Vector3)]);
  361. float* vertexData = (float*)vertexBuffer->Lock(0, vertexBuffer->GetVertexCount());
  362. float* positionData = (float*)cpuVertexData.Get();
  363. BoundingBox box;
  364. if (vertexData)
  365. {
  366. const IntVector2& coords = patch->GetCoordinates();
  367. for (int z1 = 0; z1 <= patchSize_; ++z1)
  368. {
  369. for (int x1 = 0; x1 <= patchSize_; ++x1)
  370. {
  371. int xPos = coords.x_ * patchSize_ + x1;
  372. int zPos = coords.y_ * patchSize_ + z1;
  373. // Position
  374. Vector3 position((float)x1 * spacing_.x_, GetRawHeight(xPos, zPos), (float)z1 * spacing_.z_);
  375. *vertexData++ = position.x_;
  376. *vertexData++ = position.y_;
  377. *vertexData++ = position.z_;
  378. *positionData++ = position.x_;
  379. *positionData++ = position.y_;
  380. *positionData++ = position.z_;
  381. box.Merge(position);
  382. // Normal
  383. Vector3 normal = GetRawNormal(xPos, zPos);
  384. *vertexData++ = normal.x_;
  385. *vertexData++ = normal.y_;
  386. *vertexData++ = normal.z_;
  387. // Texture coordinate
  388. Vector2 texCoord((float)xPos / (float)numVertices_.x_, 1.0f - (float)zPos / (float)numVertices_.y_);
  389. *vertexData++ = texCoord.x_;
  390. *vertexData++ = texCoord.y_;
  391. // Tangent
  392. Vector3 xyz = (Vector3::RIGHT - normal * normal.DotProduct(Vector3::RIGHT)).Normalized();
  393. *vertexData++ = xyz.x_;
  394. *vertexData++ = xyz.y_;
  395. *vertexData++ = xyz.z_;
  396. *vertexData++ = 1.0f;
  397. }
  398. }
  399. vertexBuffer->Unlock();
  400. vertexBuffer->ClearDataLost();
  401. }
  402. patch->SetBoundingBox(box);
  403. if (drawRanges_.Size())
  404. {
  405. unsigned lastDrawRange = drawRanges_.Size() - 1;
  406. geometry->SetIndexBuffer(indexBuffer_);
  407. geometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[0].first_, drawRanges_[0].second_, false);
  408. geometry->SetRawVertexData(cpuVertexData, sizeof(Vector3), MASK_POSITION);
  409. maxLodGeometry->SetIndexBuffer(indexBuffer_);
  410. maxLodGeometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[0].first_, drawRanges_[0].second_, false);
  411. maxLodGeometry->SetRawVertexData(cpuVertexData, sizeof(Vector3), MASK_POSITION);
  412. minLodGeometry->SetIndexBuffer(indexBuffer_);
  413. minLodGeometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[lastDrawRange].first_, drawRanges_[lastDrawRange].second_, false);
  414. minLodGeometry->SetRawVertexData(cpuVertexData, sizeof(Vector3), MASK_POSITION);
  415. }
  416. // Offset the occlusion geometry by vertex spacing to reduce possibility of over-aggressive occlusion
  417. patch->SetOcclusionOffset(-0.5f * (spacing_.x_ + spacing_.z_));
  418. patch->ResetLod();
  419. }
  420. void Terrain::UpdatePatchLod(TerrainPatch* patch)
  421. {
  422. Geometry* geometry = patch->GetGeometry();
  423. // All LOD levels except the coarsest have 16 versions for stitching
  424. unsigned lodLevel = patch->GetLodLevel();
  425. unsigned drawRangeIndex = lodLevel << 4;
  426. if (lodLevel < numLodLevels_ - 1)
  427. {
  428. TerrainPatch* north = patch->GetNorthPatch();
  429. TerrainPatch* south = patch->GetSouthPatch();
  430. TerrainPatch* west = patch->GetWestPatch();
  431. TerrainPatch* east = patch->GetEastPatch();
  432. if (north && north->GetLodLevel() > lodLevel)
  433. drawRangeIndex |= STITCH_NORTH;
  434. if (south && south->GetLodLevel() > lodLevel)
  435. drawRangeIndex |= STITCH_SOUTH;
  436. if (west && west->GetLodLevel() > lodLevel)
  437. drawRangeIndex |= STITCH_WEST;
  438. if (east && east->GetLodLevel() > lodLevel)
  439. drawRangeIndex |= STITCH_EAST;
  440. }
  441. if (drawRangeIndex < drawRanges_.Size())
  442. geometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[drawRangeIndex].first_, drawRanges_[drawRangeIndex].second_, false);
  443. }
  444. void Terrain::SetMaterialAttr(ResourceRef value)
  445. {
  446. ResourceCache* cache = GetSubsystem<ResourceCache>();
  447. SetMaterial(cache->GetResource<Material>(value.id_));
  448. }
  449. void Terrain::SetHeightMapAttr(ResourceRef value)
  450. {
  451. ResourceCache* cache = GetSubsystem<ResourceCache>();
  452. Image* image = cache->GetResource<Image>(value.id_);
  453. SetHeightMapInternal(image, false);
  454. }
  455. void Terrain::SetPatchSizeAttr(int value)
  456. {
  457. if (value < MIN_PATCH_SIZE || value > MAX_PATCH_SIZE || !IsPowerOfTwo(value))
  458. return;
  459. if (value != patchSize_)
  460. {
  461. patchSize_ = value;
  462. recreateTerrain_ = true;
  463. }
  464. }
  465. ResourceRef Terrain::GetMaterialAttr() const
  466. {
  467. return GetResourceRef(material_, Material::GetTypeStatic());
  468. }
  469. ResourceRef Terrain::GetHeightMapAttr() const
  470. {
  471. return GetResourceRef(heightMap_, Image::GetTypeStatic());
  472. }
  473. void Terrain::CreateGeometry()
  474. {
  475. recreateTerrain_ = false;
  476. if (!node_)
  477. return;
  478. PROFILE(CreateTerrainGeometry);
  479. unsigned prevNumPatches = patches_.Size();
  480. // Determine number of LOD levels
  481. unsigned lodSize = patchSize_;
  482. numLodLevels_ = 1;
  483. while (lodSize > MIN_PATCH_SIZE && numLodLevels_ < MAX_LOD_LEVELS)
  484. {
  485. lodSize >>= 1;
  486. ++numLodLevels_;
  487. }
  488. // Determine total terrain size
  489. patchWorldSize_ = Vector2(spacing_.x_ * (float)patchSize_, spacing_.z_ * (float)patchSize_);
  490. if (heightMap_)
  491. {
  492. numPatches_ = IntVector2((heightMap_->GetWidth() - 1) / patchSize_, (heightMap_->GetHeight() - 1) / patchSize_);
  493. numVertices_ = IntVector2(numPatches_.x_ * patchSize_ + 1, numPatches_.y_ * patchSize_ + 1);
  494. patchWorldOrigin_ = Vector2(-0.5f * (float)numPatches_.x_ * patchWorldSize_.x_, -0.5f * (float)numPatches_.y_ *
  495. patchWorldSize_.y_);
  496. heightData_ = new float[numVertices_.x_ * numVertices_.y_];
  497. }
  498. else
  499. {
  500. numPatches_ = IntVector2::ZERO;
  501. numVertices_ = IntVector2::ZERO;
  502. patchWorldOrigin_ = Vector2::ZERO;
  503. heightData_.Reset();
  504. }
  505. // Remove old patch nodes which are not needed
  506. PODVector<Node*> oldPatchNodes;
  507. node_->GetChildrenWithComponent<TerrainPatch>(oldPatchNodes);
  508. for (PODVector<Node*>::Iterator i = oldPatchNodes.Begin(); i != oldPatchNodes.End(); ++i)
  509. {
  510. bool nodeOk = false;
  511. Vector<String> coords = (*i)->GetName().Substring(6).Split('_');
  512. if (coords.Size() == 2)
  513. {
  514. int x = ToInt(coords[0]);
  515. int z = ToInt(coords[1]);
  516. if (x < numPatches_.x_ && z < numPatches_.y_)
  517. nodeOk = true;
  518. }
  519. if (!nodeOk)
  520. node_->RemoveChild(*i);
  521. }
  522. patches_.Clear();
  523. if (heightMap_)
  524. {
  525. // Copy heightmap data
  526. const unsigned char* src = heightMap_->GetData();
  527. float* dest = heightData_;
  528. unsigned imgComps = heightMap_->GetComponents();
  529. unsigned imgRow = heightMap_->GetWidth() * imgComps;
  530. if (imgComps == 1)
  531. {
  532. for (int z = 0; z < numVertices_.y_; ++z)
  533. {
  534. for (int x = 0; x < numVertices_.x_; ++x)
  535. *dest++ = (float)src[imgRow * (numVertices_.y_ - 1 - z) + x] * spacing_.y_;
  536. }
  537. }
  538. else
  539. {
  540. // If more than 1 component, use the green channel for more accuracy
  541. for (int z = 0; z < numVertices_.y_; ++z)
  542. {
  543. for (int x = 0; x < numVertices_.x_; ++x)
  544. *dest++ = ((float)src[imgRow * (numVertices_.y_ - 1 - z) + imgComps * x] + (float)src[imgRow *
  545. (numVertices_.y_ - 1 - z) + imgComps * x + 1] / 256.0f) * spacing_.y_;
  546. }
  547. }
  548. patches_.Reserve(numPatches_.x_ * numPatches_.y_);
  549. // Create patches and set node transforms
  550. for (int z = 0; z < numPatches_.y_; ++z)
  551. {
  552. for (int x = 0; x < numPatches_.x_; ++x)
  553. {
  554. String nodeName = "Patch_" + String(x) + "_" + String(z);
  555. Node* patchNode = node_->GetChild(nodeName);
  556. if (!patchNode)
  557. patchNode = node_->CreateChild(nodeName, LOCAL);
  558. patchNode->SetPosition(Vector3(patchWorldOrigin_.x_ + (float)x * patchWorldSize_.x_, 0.0f, patchWorldOrigin_.y_ +
  559. (float)z * patchWorldSize_.y_));
  560. TerrainPatch* patch = patchNode->GetOrCreateComponent<TerrainPatch>();
  561. patch->SetOwner(this);
  562. patch->SetCoordinates(IntVector2(x, z));
  563. // Copy initial drawable parameters
  564. patch->SetMaterial(material_);
  565. patch->SetDrawDistance(drawDistance_);
  566. patch->SetShadowDistance(shadowDistance_);
  567. patch->SetLodBias(lodBias_);
  568. patch->SetViewMask(viewMask_);
  569. patch->SetLightMask(lightMask_);
  570. patch->SetShadowMask(shadowMask_);
  571. patch->SetZoneMask(zoneMask_);
  572. patch->SetMaxLights(maxLights_);
  573. patch->SetVisible(visible_);
  574. patch->SetCastShadows(castShadows_);
  575. patch->SetOccluder(occluder_);
  576. patch->SetOccludee(occludee_);
  577. patches_.Push(WeakPtr<TerrainPatch>(patch));
  578. }
  579. }
  580. // Create the shared index data
  581. CreateIndexData();
  582. // Create vertex data for patches
  583. for (Vector<WeakPtr<TerrainPatch> >::Iterator i = patches_.Begin(); i != patches_.End(); ++i)
  584. {
  585. CreatePatchGeometry(*i);
  586. CalculateLodErrors(*i);
  587. SetNeighbors(*i);
  588. }
  589. }
  590. // Send event only if new geometry was generated, or the old was cleared
  591. if (patches_.Size() || prevNumPatches)
  592. {
  593. using namespace TerrainCreated;
  594. VariantMap eventData;
  595. eventData[P_NODE] = (void*)node_;
  596. node_->SendEvent(E_TERRAINCREATED, eventData);
  597. }
  598. }
  599. void Terrain::CreateIndexData()
  600. {
  601. PROFILE(CreateIndexData);
  602. PODVector<unsigned short> indices;
  603. drawRanges_.Clear();
  604. unsigned row = patchSize_ + 1;
  605. for (unsigned i = 0; i < numLodLevels_; ++i)
  606. {
  607. unsigned combinations = (i < numLodLevels_ - 1) ? 16 : 1;
  608. int skip = 1 << i;
  609. for (unsigned j = 0; j < combinations; ++j)
  610. {
  611. unsigned indexStart = indices.Size();
  612. int zStart = 0;
  613. int xStart = 0;
  614. int zEnd = patchSize_;
  615. int xEnd = patchSize_;
  616. if (j & STITCH_NORTH)
  617. zEnd -= skip;
  618. if (j & STITCH_SOUTH)
  619. zStart += skip;
  620. if (j & STITCH_WEST)
  621. xStart += skip;
  622. if (j & STITCH_EAST)
  623. xEnd -= skip;
  624. // Build the main grid
  625. for (int z = zStart; z < zEnd; z += skip)
  626. {
  627. for (int x = xStart; x < xEnd; x += skip)
  628. {
  629. indices.Push((z + skip) * row + x);
  630. indices.Push(z * row + x + skip);
  631. indices.Push(z * row + x);
  632. indices.Push((z + skip) * row + x);
  633. indices.Push((z + skip) * row + x + skip);
  634. indices.Push(z * row + x + skip);
  635. }
  636. }
  637. // Build the north edge
  638. if (j & STITCH_NORTH)
  639. {
  640. int z = patchSize_ - skip;
  641. for (int x = 0; x < patchSize_; x += skip * 2)
  642. {
  643. if (x > 0 || (j & STITCH_WEST) == 0)
  644. {
  645. indices.Push((z + skip) * row + x);
  646. indices.Push(z * row + x + skip);
  647. indices.Push(z * row + x);
  648. }
  649. indices.Push((z + skip) * row + x);
  650. indices.Push((z + skip) * row + x + 2 * skip);
  651. indices.Push(z * row + x + skip);
  652. if (x < patchSize_ - skip * 2 || (j & STITCH_EAST) == 0)
  653. {
  654. indices.Push((z + skip) * row + x + 2 * skip);
  655. indices.Push(z * row + x + 2 * skip);
  656. indices.Push(z * row + x + skip);
  657. }
  658. }
  659. }
  660. // Build the south edge
  661. if (j & STITCH_SOUTH)
  662. {
  663. int z = 0;
  664. for (int x = 0; x < patchSize_; x += skip * 2)
  665. {
  666. if (x > 0 || (j & STITCH_WEST) == 0)
  667. {
  668. indices.Push((z + skip) * row + x);
  669. indices.Push((z + skip) * row + x + skip);
  670. indices.Push(z * row + x);
  671. }
  672. indices.Push(z * row + x);
  673. indices.Push((z + skip) * row + x + skip);
  674. indices.Push(z * row + x + 2 * skip);
  675. if (x < patchSize_ - skip * 2 || (j & STITCH_EAST) == 0)
  676. {
  677. indices.Push((z + skip) * row + x + skip);
  678. indices.Push((z + skip) * row + x + 2 * skip);
  679. indices.Push(z * row + x + 2 * skip);
  680. }
  681. }
  682. }
  683. // Build the west edge
  684. if (j & STITCH_WEST)
  685. {
  686. int x = 0;
  687. for (int z = 0; z < patchSize_; z += skip * 2)
  688. {
  689. if (z > 0 || (j & STITCH_SOUTH) == 0)
  690. {
  691. indices.Push(z * row + x);
  692. indices.Push((z + skip) * row + x + skip);
  693. indices.Push(z * row + x + skip);
  694. }
  695. indices.Push((z + 2 * skip) * row + x);
  696. indices.Push((z + skip) * row + x + skip);
  697. indices.Push(z * row + x);
  698. if (x < patchSize_ - skip * 2 || (j & STITCH_NORTH) == 0)
  699. {
  700. indices.Push((z + 2 * skip) * row + x);
  701. indices.Push((z + 2 * skip) * row + x + skip);
  702. indices.Push((z + skip) * row + x + skip);
  703. }
  704. }
  705. }
  706. // Build the east edge
  707. if (j & STITCH_EAST)
  708. {
  709. int x = patchSize_ - skip;
  710. for (int z = 0; z < patchSize_; z += skip * 2)
  711. {
  712. if (z > 0 || (j & STITCH_SOUTH) == 0)
  713. {
  714. indices.Push(z * row + x);
  715. indices.Push((z + skip) * row + x);
  716. indices.Push(z * row + x + skip);
  717. }
  718. indices.Push((z + skip) * row + x);
  719. indices.Push((z + 2 * skip) * row + x + skip);
  720. indices.Push(z * row + x + skip);
  721. if (z < patchSize_ - skip * 2 || (j & STITCH_NORTH) == 0)
  722. {
  723. indices.Push((z + skip) * row + x);
  724. indices.Push((z + 2 * skip) * row + x);
  725. indices.Push((z + 2 * skip) * row + x + skip);
  726. }
  727. }
  728. }
  729. drawRanges_.Push(MakePair(indexStart, indices.Size() - indexStart));
  730. }
  731. }
  732. indexBuffer_->SetSize(indices.Size(), false);
  733. unsigned short* indexData = (unsigned short*)indexBuffer_->Lock(0, indices.Size());
  734. if (indexData)
  735. {
  736. memcpy(indexData, &indices[0], indices.Size() * sizeof(unsigned short));
  737. indexBuffer_->Unlock();
  738. }
  739. }
  740. float Terrain::GetRawHeight(int x, int z) const
  741. {
  742. if (!heightData_)
  743. return 0.0f;
  744. x = Clamp(x, 0, numVertices_.x_ - 1);
  745. z = Clamp(z, 0, numVertices_.y_ - 1);
  746. return heightData_[z * numVertices_.x_ + x];
  747. }
  748. float Terrain::GetLodHeight(int x, int z, unsigned lodLevel) const
  749. {
  750. unsigned offset = 1 << lodLevel;
  751. float divisor = (float)offset;
  752. float xFrac = (float)(x % offset) / divisor;
  753. float zFrac = (float)(z % offset) / divisor;
  754. float h1, h2, h3;
  755. if (xFrac + zFrac >= 1.0f)
  756. {
  757. h1 = GetRawHeight(x + offset, z + offset);
  758. h2 = GetRawHeight(x, z + offset);
  759. h3 = GetRawHeight(x + offset, z);
  760. xFrac = 1.0f - xFrac;
  761. zFrac = 1.0f - zFrac;
  762. }
  763. else
  764. {
  765. h1 = GetRawHeight(x, z);
  766. h2 = GetRawHeight(x + offset, z);
  767. h3 = GetRawHeight(x, z + offset);
  768. }
  769. return h1 * (1.0f - xFrac - zFrac) + h2 * xFrac + h3 * zFrac;
  770. }
  771. Vector3 Terrain::GetRawNormal(int x, int z) const
  772. {
  773. float baseHeight = GetRawHeight(x, z);
  774. float nSlope = GetRawHeight(x, z - 1) - baseHeight;
  775. float neSlope = GetRawHeight(x + 1, z - 1) - baseHeight;
  776. float eSlope = GetRawHeight(x + 1, z) - baseHeight;
  777. float seSlope = GetRawHeight(x + 1, z + 1) - baseHeight;
  778. float sSlope = GetRawHeight(x, z + 1) - baseHeight;
  779. float swSlope = GetRawHeight(x - 1, z + 1) - baseHeight;
  780. float wSlope = GetRawHeight(x - 1, z) - baseHeight;
  781. float nwSlope = GetRawHeight(x - 1, z - 1) - baseHeight;
  782. float up = 0.5f * (spacing_.x_ + spacing_.z_);
  783. return (Vector3(0.0f, up, nSlope) +
  784. Vector3(-neSlope, up, neSlope) +
  785. Vector3(-eSlope, up, 0.0f) +
  786. Vector3(-seSlope, up, -seSlope) +
  787. Vector3(0.0f, up, -sSlope) +
  788. Vector3(swSlope, up, -swSlope) +
  789. Vector3(wSlope, up, 0.0f) +
  790. Vector3(nwSlope, up, nwSlope)).Normalized();
  791. }
  792. void Terrain::CalculateLodErrors(TerrainPatch* patch)
  793. {
  794. PROFILE(CalculateLodErrors);
  795. const IntVector2& coords = patch->GetCoordinates();
  796. PODVector<float>& lodErrors = patch->GetLodErrors();
  797. lodErrors.Clear();
  798. lodErrors.Reserve(numLodLevels_);
  799. int xStart = coords.x_ * patchSize_;
  800. int zStart = coords.y_ * patchSize_;
  801. int xEnd = xStart + patchSize_;
  802. int zEnd = zStart + patchSize_;
  803. for (unsigned i = 0; i < numLodLevels_; ++i)
  804. {
  805. float maxError = 0.0f;
  806. int divisor = 1 << i;
  807. if (i > 0)
  808. {
  809. for (int z = zStart; z <= zEnd; ++z)
  810. {
  811. for (int x = xStart; x <= xEnd; ++x)
  812. {
  813. if (x % divisor || z % divisor)
  814. {
  815. float error = Abs(GetLodHeight(x, z, i) - GetRawHeight(x, z));
  816. maxError = Max(error, maxError);
  817. }
  818. }
  819. }
  820. // Set error to be at least same as (half vertex spacing x LOD) to prevent horizontal stretches getting too inaccurate
  821. maxError = Max(maxError, 0.25f * (spacing_.x_ + spacing_.z_) * (float)(1 << i));
  822. }
  823. lodErrors.Push(maxError);
  824. }
  825. }
  826. void Terrain::SetNeighbors(TerrainPatch* patch)
  827. {
  828. const IntVector2& coords = patch->GetCoordinates();
  829. patch->SetNeighbors(GetPatch(coords.x_, coords.y_ + 1), GetPatch(coords.x_, coords.y_ - 1),
  830. GetPatch(coords.x_ - 1, coords.y_), GetPatch(coords.x_ + 1, coords.y_));
  831. }
  832. bool Terrain::SetHeightMapInternal(Image* image, bool recreateNow)
  833. {
  834. if (image && image->IsCompressed())
  835. {
  836. LOGERROR("Can not use a compressed image as a terrain heightmap");
  837. return false;
  838. }
  839. // Unsubscribe from the reload event of previous image (if any), then subscribe to the new
  840. if (heightMap_)
  841. UnsubscribeFromEvent(heightMap_, E_RELOADFINISHED);
  842. if (image)
  843. SubscribeToEvent(image, E_RELOADFINISHED, HANDLER(Terrain, HandleHeightMapReloadFinished));
  844. heightMap_ = image;
  845. if (recreateNow)
  846. CreateGeometry();
  847. else
  848. recreateTerrain_ = true;
  849. return true;
  850. }
  851. void Terrain::HandleHeightMapReloadFinished(StringHash eventType, VariantMap& eventData)
  852. {
  853. CreateGeometry();
  854. }
  855. }